Let's Play Together: GM'd Battletech via MegaMek XI

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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Directly south of 0921 (in 0922) is a height 2 pavement/fortified hex, which is basically a wall that blocks LOS from the Harasser to the south.

Looking at it again, that 'level 2' label is black and obscured by the sandbag-looking things. For the next screenshot, I'm going to see if I can change those 'level' labels to be a little brighter. Sorry about that.
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gbasden
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

NickAragua wrote: Wed Jan 27, 2021 1:06 pm
gbasden wrote: Tue Jan 26, 2021 11:47 pm Well, partial cover is better than no cover and moving is better than not moving, so I'll take it. And the poor Savannah Master will just keep heading north and try to get behind cover, like 1509 if it can make it.
Turns out that building was height 2, so it would have provided complete cover. Unfortunately, failed PSR = no cover. But hey, prone "bonus" definitely saved your bacon.
Having every single shot hit me doesn't really feel like bacon being saved. :)
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

OK, the Warhammer will attempt to get up, turn north and move as much as possible, and fire every weapon it can into the back of the Vulture in 0424.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

NickAragua wrote: Wed Jan 27, 2021 1:59 pm Directly south of 0921 (in 0922) is a height 2 pavement/fortified hex, which is basically a wall that blocks LOS from the Harasser to the south.

Looking at it again, that 'level 2' label is black and obscured by the sandbag-looking things. For the next screenshot, I'm going to see if I can change those 'level' labels to be a little brighter. Sorry about that.
The intent was LOS SE through 1021
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Wed Jan 27, 2021 2:51 pm Having every single shot hit me doesn't really feel like bacon being saved. :)
Glancing blows saved you ~10 points of damage.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Isgrimnur wrote: Wed Jan 27, 2021 3:01 pm The intent was LOS SE through 1021
Neither of the mechs to the southeast were in LOS that turn - 1123 and 1223 blocked LOS to those.

Also, remember that unless I call out an ACE, all the hostiles move before you.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

:tjg:
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

Grasshopper jump to 0518.

Harasser at 0814 or 0915 and provide SE overwatch.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Can I get to 0719 with BL-KNT?

Condor to 1601 and rapid-fire AC2 at Naga. Obscene range is an only redeeming quality of an AC2 :P
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

xwraith will jump to 0721 and fire LRMs at the Naga.

pegasus to 1617 and fire at the Naga
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Wed Jan 27, 2021 2:54 pm OK, the Warhammer will attempt to get up, turn north and move as much as possible, and fire every weapon it can into the back of the Vulture in 0424.
How about the Savannah Master?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

NickAragua wrote: Thu Jan 28, 2021 11:13 am
gbasden wrote: Wed Jan 27, 2021 2:54 pm OK, the Warhammer will attempt to get up, turn north and move as much as possible, and fire every weapon it can into the back of the Vulture in 0424.
How about the Savannah Master?
Oh right. Flee to the north, hoping to be one of the 5 that escapes since it is a useless crushable bug.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Vote Results:
Spoiler:
Abandon the tank - 2
Stay and fight - 1 - player override
Round 3->4:

"Support-three, bail out!" Leraje orders, powering the Black Knight out of the base and hopping down a small incline, our Grasshopper and Xwraith's Catapult following. One of Leraje's pulse lasers connects with the Naga's left torso, frying off a good amount of armor. The 80-tonner itself winds up being more concerned with the Pegasus zipping in, firing all four of its lasers at the small hovertank. The rear drive fans are melted to slag by a slash from the last of said lasers, and the hapless hovertank drops to the ground. Leraje's mech takes a PPC hit from the Loki, but armor holds.

The Falcon meets a similar fate as the Dragonfly zaps it with pulse lasers.

"No can do, sir." comes the response as the immobilized tank swivels its turret and unloads on the Naga moving north. A substantial amount of other firepower is directed at the assault mech, but we're having trouble hitting it.

Wolf grits her teeth as the Warhammer struggles up. "Going somewhere, you little bastard?". The mech's alarms wail as the Madcat fries its right arm armor, then our mechwarrior gets in behind the Vulture and opens up with basically every weapon (except one PPC to avoid excessive overheating) as it lobs LRMs at our fleeing Grasshopper. Most of the weapons fail to connect as the mech rocks, but enough hit that the SRMs are able to penetrate the rear armor, detonating an ammo bin. The right arm goes flying off and the 60-ton mech wobbles, but stays upright and functional, to our mechwarriors disappointment, although it's clearly lost most of its engine shielding.

Wolf's Warhammer does not, the loss of armor unbalancing the mech and sending it to the ground, where the right arm snaps.

Raw Data:
Spoiler:
Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords) must make a piloting skill check while moving from hex 0722 to hex 0721 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 5 : succeeds.


Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 12 : succeeds.

Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make a piloting skill check while moving in hex 0427 (running & turning on pavement).
Needs 2 [3 (Base piloting skill) - 1 (running & turning on pavement)], rolls 10 : succeeds.


Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) must make a piloting skill check while moving from hex 0918 to hex 1018 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 5 : succeeds.


Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1219 to hex 1319 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 9 : succeeds.


Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) must make a piloting skill check while moving in hex 0722 (running & turning on pavement).
Needs 2 [3 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.


Weapon Attack Phase
-------------------

Weapons fire for Grasshopper GHR-5N ID:98 (1st Octopus Overlords)
    PPC at Naga B ID:80 (Beta Trinary); needs 10, rolls 4 : misses


Weapons fire for Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords)
    Large Pulse Laser at Naga B ID:80 (Beta Trinary); needs 8, rolls 7 : misses


    Large Pulse Laser at Naga B ID:80 (Beta Trinary); needs 8, rolls 9 : hits LT
        Naga B ID:80 (Beta Trinary) takes 9 damage to LT.
            6 Armor remaining.


    Medium Laser at Naga B ID:80 (Beta Trinary); needs 10, rolls 6 : misses


    Medium Laser at Naga B ID:80 (Beta Trinary); needs 10, rolls 5 : misses


    Medium Laser at Naga B ID:80 (Beta Trinary); needs 10, rolls 7 : misses


Weapons fire for LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords)
    PPC at Naga B ID:80 (Beta Trinary); needs 6, rolls 5 : misses


    SRM 4 at Naga B ID:80 (Beta Trinary); needs 8, rolls 7 : misses


Weapons fire for Harasser Laser Platform (Standard) ID:2 (1st Octopus Overlords)
    Medium Laser at Naga B ID:80 (Beta Trinary); needs 12, rolls 6 : misses


    Medium Laser at Naga B ID:80 (Beta Trinary); needs 12, rolls 7 : misses


Weapons fire for Condor Heavy Hover Tank (Davion) ID:3 (1st Octopus Overlords)
    AC/2 at Naga B ID:80 (Beta Trinary); needs 12, rolls 12 : - Glancing Blow -hits LL
        Naga B ID:80 (Beta Trinary) takes 1 damage to LL.
            15 Armor remaining.


    AC/2 at Naga B ID:80 (Beta Trinary); needs 12, rolls 4 : misses


Weapons fire for Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 11, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 11, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 12 : no fire..

Weapons fire for Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords)
    Medium Laser at Naga B ID:80 (Beta Trinary); needs 7, rolls 11 : - Direct Blow - hits LA
        Naga B ID:80 (Beta Trinary) takes 6 damage to LA.
            8 Armor remaining.


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 7, rolls 2 : misses


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 7, rolls 6 : misses


Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    LRM 15 at Naga B ID:80 (Beta Trinary); needs 11, rolls 6 : misses


    LRM 15 at Naga B ID:80 (Beta Trinary); needs 11, rolls 3 : misses


Weapons fire for Loki (Hellbringer) Prime ID:26 (Beta Trinary)
    ER PPC at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 7, rolls 9 : hits (using Right Side table) LT
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 15 damage to LT.
            9 Armor remaining.


    ER Medium Laser at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 7, rolls 9 : hits (using Right Side table) CT
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 7 damage to CT.
            22 Armor remaining.


    Streak SRM 6 at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 10, rolls 9 : fails to achieve lock.

Weapons fire for Naga B ID:80 (Beta Trinary)
    ER Medium Laser at Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords); needs 8, rolls 4 : misses


    ER Medium Laser at Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords); needs 8, rolls 7 : misses


    ER Small Laser at Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords); needs 10, rolls 8 : misses


    ER Medium Laser at Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords); needs 8, rolls 10 : hits (using Right Side table) RR
        Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) takes 7 damage to RR.
            12 Armor remaining.
            Chance for motive system damage. Roll is 14; (w/ +5 bonus)
             Major damage, vehicle immobile.


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords); needs 8, rolls 9 : hits (using Right Side table) RS
        Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords) takes 7 damage to RS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +5 bonus)
             Major damage, vehicle immobile.


    Medium Pulse Laser at Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords); needs 8, rolls 6 : misses


    SRM 4 at Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:24 (Beta Trinary)
    LRM 20 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 11, rolls 9 : misses


    LRM 20 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits (using Right Side table) LT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 11 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            7 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits (using Right Side table) RL
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RL.
            20 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits (using Right Side table) RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RA.
            0 Armor remaining.


    Medium Pulse Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits (using Right Side table) RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RA.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is (5+1) = 6; no effect.


    LRM 20 at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 11 : - Direct Blow - 20 missile(s) hit (using Right Side table) (w/ +4 bonus).

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to RL.
            15 Armor remaining.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LT.
            2 Armor remaining.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LL.
            25 Armor remaining.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to CT.
            23 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 9, rolls 6 : misses

    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 9, rolls 6 : misses

Weapons fire for Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords)
    Medium Laser at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 10 : - Direct Blow - hits (using Rear table) RTR
        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 6 damage to RTR.
            1 Armor remaining.


    Medium Laser at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 4 : misses


    Small Laser at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 3 : misses


    Small Laser at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 5 : misses


    Machine Gun at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 4 : misses

    Machine Gun at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 8 : hits (using Rear table) RA
        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 2 damage to RA.
            14 Armor remaining.


    SRM 6 at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 6, rolls 8 : 4 missile(s) hit (using Rear table).

        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 2 damage to RTR.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES! 120 DAMAGE! ***
        Pilot of Vulture (Mad Dog) Prime ID:24 (Beta Trinary) "Claude" takes 2 damage (2 total hits).
        Pilot of Vulture (Mad Dog) Prime ID:24 (Beta Trinary) "Claude" needs a 3 to stay conscious. Rolls 5 : successful!
        Pilot of Vulture (Mad Dog) Prime ID:24 (Beta Trinary) "Claude" needs a 5 to stay conscious. Rolls 7 : successful!

                Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 120 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 107 damage prevented by CASE.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on +LRM 20.
                    CRITICAL HIT on +LRM 20.

            Location has no more hittable critical slots.

        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 2 damage to RL.
            21 Armor remaining.

        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 2 damage to RL.
            19 Armor remaining.

        Vulture (Mad Dog) Prime ID:24 (Beta Trinary) takes 2 damage to RL.
            17 Armor remaining.


    PPC at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 9, rolls 6 : misses




Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make 1 piloting skill roll(s) (40+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 2 (40+ damage)); needs 5, rolls 3 : falls.
    Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) falls on its right side, suffering 7 damage.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to RA.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to RT.
            21 Armor remaining.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to RT.
            19 Armor remaining.

Pilot of Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) "Corporal Karla Mellum" must roll 5 to avoid damage; rolls 6 : succeeds.


Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 5 : succeeds.

Vulture (Mad Dog) Prime ID:24 (Beta Trinary) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 6 : succeeds.

Heat Phase
-------------------
Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) gains 25 heat, sinks 22 heat and is now at 3 heat.
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) gains 14 heat, sinks 15 heat and is now at 0 heat.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 31 heat, sinks 31 heat and is now at 0 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 18 heat, sinks 18 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 24 heat, sinks 24 heat and is now at 2 heat.
Loki (Hellbringer) Prime ID:26 (Beta Trinary) gains 22 heat, sinks 26 heat and is now at 1 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 34 heat, sinks 34 heat and is now at 2 heat.
Naga B ID:80 (Beta Trinary) gains 19 heat, sinks 19 heat and is now at 0 heat.

Targeting Phase
-------------------
Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV, will land in 0 turn(s).

    Arrow IV, will land in 0 turn(s).
Battlefield State:
Spoiler:
imgur is down for some reason, so flickr temporarily:
Image
"Ha! Perhaps I should give your position in my star to this mechwarrior after I have made them my bondsman, to replace you, Claude." comes a laughing taunt from the Mad Cat over the general frequency. "Return to the staging area so you do not lose your mech as well as your dignity."

"Now come, Inner Sphere surat, show me how you can fight when you are not running away like a coward."

The Vulture backs up, slowly and reluctantly, leaving its arm behind.

The Naga takes a brief squat to stabilize itself and fires two enormous missiles off in the direction of our Grasshopper and Black Knight, before stomping over to the LTV-4, with the obvious intent of squashing it.

The Dragonfly zips around to the west side of our three mechs, while the Loki flanks from the right.


Air traffic update:
"Ha, eat dirt, you stupid green asshole!"

"Strike-Leader, he's on your two. Give me a second... got him!"

Unit status update:
LTV-4 immobilized
Falcon immobilized
Pegasus immobilized
Warhammer right arm destroyed

Objective update:
Vulture crippled (1/3 units destroyed or crippled)
Savannah Master escaping this round (1/5 units escaped)
Three hovertanks immobilized (7/10 remaining units)

Movement Modifiers:
Mad Cat: +0
Vulture: +1, crippled, withdrawing
Dragonfly: +4
Naga: +2, +1 if attack comes from level 0 or below through hex 1120
Loki: +3, +1 if attack comes from level 0 or below through hex 1317
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

xwraith will jump to 0319. Fire medium lasers at the Dragonfly, and kick it.

The Catapult can't punch on account of the minimal / no arms thing, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Yeah, no arms = no punch. Although watching a Catapult try to headbutt something would be amusing.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

NickAragua wrote: Thu Jan 28, 2021 5:50 pm Yeah, no arms = no punch. Although watching a Catapult try to headbutt something would be amusing.
What happens if arms get rolled as a hit location against a Catapult?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

The missile racks count as "arms".
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

El Guapo wrote: Thu Jan 28, 2021 5:52 pm
NickAragua wrote: Thu Jan 28, 2021 5:50 pm Yeah, no arms = no punch. Although watching a Catapult try to headbutt something would be amusing.
What happens if arms get rolled as a hit location against a Catapult?
It doesn't have lower arms, so it can't punch, but it still has upper arms, which are where the LRM launchers are.

I guess "my" Mechwarrior will have to stay behind, and keep the Mad Cat distracted. No point in trying to run, the Mad Cat is faster than the Warhammer.

Instead of going for the Dragonfly, I would go for Loki or Naga, they are easier to hit and has much more firepower to use against us.

Also, the Grasshopper and Black knight need to move, they have Arrow IVs incoming against them
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

Grasshopper to 0514

Harasser to 0508
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

BL-KNT to 0317, turn to face SW, fire 1 LPL at the Viper (or the Timberwolf if it's in range) and ERPPC at Timberwolf, if no decent LOS to the Timberwolf, both LPLs and 2x MLs at Viper.
Condor - retreat
Last edited by Leraje on Fri Jan 29, 2021 5:26 pm, edited 2 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

Leraje wrote: Thu Jan 28, 2021 7:19 pm BL-KNT to 0317, turn to face SW, fire 1 LPL at the Viper (or the Timberwolf if it's in range) and ERPPC at Timberwolf
Condor to 0512, molest Naga or Hellbringer with AC2
why are you sending the condor back, it can escape.
Also, I would fire at the Naga or Loki with the ERPPC, they only have 8 or 9 tons of armor compared to the 12 tons on the Timberwolf, plus the timberwolf is quite a bit further away, and LOS to it is probably impaired by the buildings.

Plus, remember splitting fire normally makes shots less accurate, as far as I remember
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

I don't suppose the LTV can self destruct?

If the Falcon can engage anything go for it. Hopefully it can distract someone while everyone else makes their escape.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Captainwolfer wrote: Thu Jan 28, 2021 7:32 pm
Leraje wrote: Thu Jan 28, 2021 7:19 pm BL-KNT to 0317, turn to face SW, fire 1 LPL at the Viper (or the Timberwolf if it's in range) and ERPPC at Timberwolf
Condor to 0512, molest Naga or Hellbringer with AC2
why are you sending the condor back, it can escape.
Also, I would fire at the Naga or Loki with the ERPPC, they only have 8 or 9 tons of armor compared to the 12 tons on the Timberwolf, plus the timberwolf is quite a bit further away, and LOS to it is probably impaired by the buildings.

Plus, remember splitting fire normally makes shots less accurate, as far as I remember
Naga and Hellbringer would not be in the firing arc from that position. Added an edit if Timberwolf is obscured.
Condor - is there doing what AC2 does best - praying for a lucky crit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

Leraje wrote: Thu Jan 28, 2021 7:41 pm
Captainwolfer wrote: Thu Jan 28, 2021 7:32 pm
Leraje wrote: Thu Jan 28, 2021 7:19 pm BL-KNT to 0317, turn to face SW, fire 1 LPL at the Viper (or the Timberwolf if it's in range) and ERPPC at Timberwolf
Condor to 0512, molest Naga or Hellbringer with AC2
why are you sending the condor back, it can escape.
Also, I would fire at the Naga or Loki with the ERPPC, they only have 8 or 9 tons of armor compared to the 12 tons on the Timberwolf, plus the timberwolf is quite a bit further away, and LOS to it is probably impaired by the buildings.

Plus, remember splitting fire normally makes shots less accurate, as far as I remember
Naga and Hellbringer would not be in the firing arc from that position. Added an edit if Timberwolf is obscured.
Condor - is there doing what AC2 does best - praying for a lucky crit.
The Condor is all the way up at 1601. If you move it back down, we can't have it escape to be 2/5 units that need to escape. That's more important than some dinky AC-2 shots, since the only other hovercraft still mobile is the harasser, and getting both the condor and Harasser out would mean only two of our mechs need to get out to "win"
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Captainwolfer wrote: Thu Jan 28, 2021 6:01 pm
El Guapo wrote: Thu Jan 28, 2021 5:52 pm
NickAragua wrote: Thu Jan 28, 2021 5:50 pm Yeah, no arms = no punch. Although watching a Catapult try to headbutt something would be amusing.
What happens if arms get rolled as a hit location against a Catapult?
It doesn't have lower arms, so it can't punch, but it still has upper arms, which are where the LRM launchers are.

I guess "my" Mechwarrior will have to stay behind, and keep the Mad Cat distracted. No point in trying to run, the Mad Cat is faster than the Warhammer.

Instead of going for the Dragonfly, I would go for Loki or Naga, they are easier to hit and has much more firepower to use against us.

Also, the Grasshopper and Black knight need to move, they have Arrow IVs incoming against them
Where would you send the Catapult? Part of the thinking is that jumping behind the Dragonfly is a little bit safer in terms of limited people who can hit the Catapult there, plus getting a kick in.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

Can you give me an idea of where the Warhammer might have any armor left? What would be the best facing to the Madcat? As noted, there isn't much chance of getting away, so I might as well keep it distracted while the rest of the lance flees. If possible, it will stand up and get adjacent to the Madcat so it can melee with it's remaining arm and use whatever weapons it can without overheating, other than the PPCs, of course.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Captainwolfer wrote: Thu Jan 28, 2021 8:03 pm The Condor is all the way up at 1601. If you move it back down, we can't have it escape to be 2/5 units that need to escape. That's more important than some dinky AC-2 shots, since the only other hovercraft still mobile is the harasser, and getting both the condor and Harasser out would mean only two of our mechs need to get out to "win"
Good point.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Fri Jan 29, 2021 5:12 pm Can you give me an idea of where the Warhammer might have any armor left? What would be the best facing to the Madcat? As noted, there isn't much chance of getting away, so I might as well keep it distracted while the rest of the lance flees. If possible, it will stand up and get adjacent to the Madcat so it can melee with it's remaining arm and use whatever weapons it can without overheating, other than the PPCs, of course.
Left torso is in the red (2 points left), left arm is in yellow (8 points left), right leg is in the yellow (15 points left). Right arm (and attached PPC) is gone, but right torso armor is still green (19 points left). Center torso and left leg are "green" (23 and 25 points respectively). Rear armor is "full" (7/10/7). If the incoming fire passes through the three hexes in front of the mech, it's rolling on the front table. The hex to the left and back rolls on the left side,
hex to the right and back rolls on the right side. Melee isn't possible this turn - the clanner has perched two levels up.

The side tables are weighted towards the side the shot is coming from, but it's still possible to take a hit to the other side, just a lot less likely.

If you want to take a hit to the left side table, you can head to 0428 or 0429. If you want to take a hit on the right side, 0727 is your best bet. If you want to maximize weapon accuracy on your short range guns, 0528 will do that.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

El Guapo wrote: Thu Jan 28, 2021 11:58 pm Where would you send the Catapult? Part of the thinking is that jumping behind the Dragonfly is a little bit safer in terms of limited people who can hit the Catapult there, plus getting a kick in.
That makes sense, although it means the catapult is unlikely to do any damage this turn:
- Catapult is gonna have a +7 to hit with its Medium lasers (16% chance to hit), and won't be able to hit with its LRMs at all
- I don't remember exactly how kicks work, but if you fail a kick you have to make a pilot skill roll, and if you fail that you fall over. We may not want to risk that. I don't know how likely we would be to miss though.

I think 0319 would be the best spot to jump to, it should block LOS from the Naga and I think would make it harder for the Loki to shoot at us.

Isgrimnur wrote: Thu Jan 28, 2021 6:58 pm Grasshopper to 0514

Harasser to 0508
Just noticed, you are running (sprinting? not sure) the Grasshopper and not firing. Instead, I would walk north, torso twist to the right, and fire at either the Naga or the Loki. We can't outrun them, we need to damage them enough that they won't kill us before we can get out. This also helps keep our mechs together better
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

I have two of the fastest units on our side and a straight-line shot for the GH to the North border with decent terrain cover.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Isgrimnur wrote: Fri Jan 29, 2021 7:41 pm I have two of the fastest units on our side and a straight-line shot for the GH to the North border with decent terrain cover.
When jumping you can do a 180 turn without any penalties, so you can proceed north by jumping ass-backwards... "ass-forward" actually :P
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

Isgrimnur wrote: Fri Jan 29, 2021 7:41 pm I have two of the fastest units on our side and a straight-line shot for the GH to the North border with decent terrain cover.
All of our mechs are slower than the enemy mechs, we have a 4/6 movement (4/6/4 for Catapult and Grasshopper), compared to 5/8 for the clan heavies. So, if we want to have a chance at getting the Black knight out as well, we will probably need to cripple the Loki or Naga, since they have quite a bit of firepower and can keep up.

Also, not torso-twisting or turning at all will make it easier for them to shoot the grasshopper in the back, rather than having shots hit the side of the mech.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Captainwolfer wrote: Fri Jan 29, 2021 7:31 pm
El Guapo wrote: Thu Jan 28, 2021 11:58 pm Where would you send the Catapult? Part of the thinking is that jumping behind the Dragonfly is a little bit safer in terms of limited people who can hit the Catapult there, plus getting a kick in.
That makes sense, although it means the catapult is unlikely to do any damage this turn:
- Catapult is gonna have a +7 to hit with its Medium lasers (16% chance to hit), and won't be able to hit with its LRMs at all
- I don't remember exactly how kicks work, but if you fail a kick you have to make a pilot skill roll, and if you fail that you fall over. We may not want to risk that. I don't know how likely we would be to miss though.

I think 0319 would be the best spot to jump to, it should block LOS from the Naga and I think would make it harder for the Loki to shoot at us.

Isgrimnur wrote: Thu Jan 28, 2021 6:58 pm Grasshopper to 0514

Harasser to 0508
Just noticed, you are running (sprinting? not sure) the Grasshopper and not firing. Instead, I would walk north, torso twist to the right, and fire at either the Naga or the Loki. We can't outrun them, we need to damage them enough that they won't kill us before we can get out. This also helps keep our mechs together better
Yeah, but it's +8 to target the Loki with LRMs, if I understand Nick's movement penalties correctly, since I wouldn't be firing from level 0 or below and I'm at medium range. Plus I think I'd be hitting the Dragonfly (if I do hit) in the back. So I'm inclined to stick with targeting the Dragonfly.

Nick, what are the odds on a kick? I'll include it if it's ~50% or better (7+ish).
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

El Guapo wrote: Sat Jan 30, 2021 1:25 am Nick, what are the odds on a kick? I'll include it if it's ~50% or better (7+ish).
4 (piloting skill) + 3 (attacker jumped) + 4 (Target jumped 7+) - 2 (kicking) = 9+

On the other hand, your PSR for a failed kick succeeds on a 4+, so it's a pretty low-risk move. And if you roll a 3, you only go "hull-down" rather than fall.

BTW, from 0319, attack vs Loki with LRMs is:
3 (gunnery skill) + 3 (attacker jumped) +3 (defender ran) +2 (medium range) = 11+
(no partial cover, you're higher than him)

attack vs Dragonfly with medium lasers is:
3 (gunnery skill) + 3 (attacker jumped) +4 (defender ran) = 10+

The trick is that the Dragonfly is Narrow/Low Profile, so you'll likely be doing either half or quarter damage even if you do hit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Ugghh, stupid Clan mechs. Stick with the firing and kicking at the Dragonfly.
Last edited by El Guapo on Sat Jan 30, 2021 2:27 am, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

so a 29% chance to hit a kick, and a 16 % chance to fall over if we miss the kick.

And yeah, I do agree that firing the MLs at the dragonfly is the best choice from 0319
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

NickAragua wrote: Fri Jan 29, 2021 5:29 pm
gbasden wrote: Fri Jan 29, 2021 5:12 pm Can you give me an idea of where the Warhammer might have any armor left? What would be the best facing to the Madcat? As noted, there isn't much chance of getting away, so I might as well keep it distracted while the rest of the lance flees. If possible, it will stand up and get adjacent to the Madcat so it can melee with it's remaining arm and use whatever weapons it can without overheating, other than the PPCs, of course.
Left torso is in the red (2 points left), left arm is in yellow (8 points left), right leg is in the yellow (15 points left). Right arm (and attached PPC) is gone, but right torso armor is still green (19 points left). Center torso and left leg are "green" (23 and 25 points respectively). Rear armor is "full" (7/10/7). If the incoming fire passes through the three hexes in front of the mech, it's rolling on the front table. The hex to the left and back rolls on the left side,
hex to the right and back rolls on the right side. Melee isn't possible this turn - the clanner has perched two levels up.

The side tables are weighted towards the side the shot is coming from, but it's still possible to take a hit to the other side, just a lot less likely.

If you want to take a hit to the left side table, you can head to 0428 or 0429. If you want to take a hit on the right side, 0727 is your best bet. If you want to maximize weapon accuracy on your short range guns, 0528 will do that.
Can I go to 0528 facing SE so my right side is more presented and then open up on him?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Sat Jan 30, 2021 8:30 pm Can I go to 0528 facing SE so my right side is more presented and then open up on him?
You can, but that'll still be on the front arc.

For what it's worth, that opens up the opportunity for you to, next turn, assuming the mech remains functional, and the other guy stays up there, get up to the ledge and start kicking and punching.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

I was mistaking the Vulture for the Mad Cat. :(

Let's try 0727 and keep the right side towards him.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Hyena »

Sheesh, no wonder they swept the inner sphere...they got cheat code mechs...
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