Amazon has whacked our affiliate account. Hosting Donations/Commitments $2063 of $1920 (Sept 13/18). In Hand $1466 (Lump sum payments minus paypal graft). Paypal Donation Link Here

Let's Play Together: GM'd Battletech via Megamek VIII

This is the place for self-contained forum games

Moderator: Zaxxon

User avatar
El Guapo
Posts: 31268
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo » Thu Nov 08, 2018 4:47 pm

NickAragua wrote:
Thu Nov 08, 2018 4:43 pm
Re: Forest Ranger, I *believe* you have to expend MP in a woods hex to become harder to hit. This means either moving into one or turning in place.

Tactical Genius lets you re-roll initiative and pick the best of the two rolls. Kind of pointless in this situation now that I think about it, but very helpful in a game where you don't auto-win initiative.
I assume that turning twice without leaving a hex would still cause me to get the +1 "walking" penalty on my shots for the turn? Moot for this turn since I'm moving anyway, but curious.

I'm also not totally clear on how exactly my experience is making me harder to hit in the woods anyhow. Do I like just stand narrow next to a tree? Did I paint my mech in camouflage?

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Thu Nov 08, 2018 4:47 pm

Do the two foot squads count towards our kill requirements for battlefield control?

User avatar
El Guapo
Posts: 31268
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo » Thu Nov 08, 2018 4:49 pm

gbasden wrote:
Thu Nov 08, 2018 4:47 pm
Do the two foot squads count towards our kill requirements for battlefield control?
Each individual soldier should count towards our total.

Stefan Stirzaker
Posts: 915
Joined: Wed Nov 03, 2004 6:12 pm
Location: Australia

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker » Thu Nov 08, 2018 4:54 pm

ok same position but fire the PPC at bulldog 2923, LRMs at pegasus scout

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Thu Nov 08, 2018 5:02 pm

gbasden wrote:
Thu Nov 08, 2018 4:47 pm
Do the two foot squads count towards our kill requirements for battlefield control?
Yes, if you eliminate or "cripple" both.

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Thu Nov 08, 2018 5:10 pm

El Guapo wrote:
Thu Nov 08, 2018 4:47 pm
I assume that turning twice without leaving a hex would still cause me to get the +1 "walking" penalty on my shots for the turn? Moot for this turn since I'm moving anyway, but curious.

I'm also not totally clear on how exactly my experience is making me harder to hit in the woods anyhow. Do I like just stand narrow next to a tree? Did I paint my mech in camouflage?
Correct on the first part.

Being harder to hit is probably a side effect of knowing how to navigate around woods faster. "So if I *don't* try to plow through every tree in there but walk around instead, I can get through it a little faster and with fewer dings on my armor?"

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Thu Nov 08, 2018 5:29 pm

The Awesome will move to 2241 and fire 2 PPCs at the AC2 Carrier. The Dervish will stay where it is at and fire one LRM salvo at each of the two foot squads or concentrate on one, depending on what makes the most sense. I can never remember how many units are in a squad and how the damage lays out.

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Thu Nov 08, 2018 8:49 pm

Round 5:
Freyland almost immediately regrets the decision to stay still, as the Warhammer to the north turns right and fires PPCs in the Quickdraw's direction. Not to mention the other ordnance and energy beams from the Pegasus, Bulldog and Phoenix Hawk to the north. Both PPCs hit, damaging the left torso and right arm. Freyland does manage to disable the Pegasus though, putting four LRMs through a weak spot in the armor exposed earlier, directly into the engine compartment. "I gotta move, they're zeroing in on me!", the mechwarrior grunts, keeping the mech upright.

Stefan heats his mech up quite a bit, keeping it just short of a "swimming" targeting reticle. The lasers whiff, but an LRM salvo hits the Warhammer, taking chunks off the armor.

Isgrimnur and the Centurion exchange fire, Isgrimnur landing a left torso shot with the AC/10 and another hit with a medium laser, while the Centurion is unable to land any hits at all.

Archinerd fires at the infantry in the rocks, killing a few guys, but they're pretty well dug-in in there.

Paingod's mech heats up to the point where the Griffin's targeting overlay goes fuzzy, which causes all the shots to miss.

El Guapo and Madmarcus exchange heavy energy weapons fire with the Warhammer behind the building. El Guapo has a hard time landing a hit, missing both shots, while the enemy mech hits the Banshee's side torso sections, melting large chunks of armor but failing to penetrate.

Gbasden and the AC/2 Carrier miss each other somehow. The AC/2 Carrier due to damaged sensors, Gbasden... must have gotten distracted. The nearby infantry opens fire on him with small arms, but the weapons fire is completely ineffective.

Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 7, rolls 7 : hits LT
        Quickdraw QKD-4HF #2 (1st Octopus Overlords) takes 10 damage to LT.
            4 Armor remaining.


    PPC at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 7, rolls 7 : hits RA
        Quickdraw QKD-4HF #2 (1st Octopus Overlords) takes 10 damage to RA.
            1 Armor remaining.


Weapons fire for Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor)
    Large Laser at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 10, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [7 (Large Laser) + 2 (accidental) + 2 (conditions)] to ignite, rolls 4

Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 9, rolls 5 : misses


    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 9, rolls 3 : misses


Weapons fire for Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor)
    Medium Laser at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 12, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    SRM 4 at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 12, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at AC/2 Carrier (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    PPC at AC/2 Carrier (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    AC/10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 6 : misses

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

    LRM 10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 7, rolls 7 : hits LA
        Quickdraw QKD-4HF #2 (1st Octopus Overlords) takes 2 damage to LA.
            9 Armor remaining.


    AC/2 at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 7, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    SRM 4 at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 11, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    SRM 4 at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 11, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    LRM 15 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    LRM 15 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 9 : 9 missile(s) hit.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 5 damage to RA.
            10 Armor remaining.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 4 damage to LA.
            16 Armor remaining.


    Medium Laser at Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 11, rolls 4 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 11, rolls 3 : misses


Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 10 : hits RT
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to RT.
            20 Armor remaining.


    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 12 : hits LT
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to LT.
            20 Armor remaining.


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 7, rolls 8 : hits LT
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 10 damage to LT.
            3 Armor remaining.


    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 2 : misses


    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 9 : hits RT
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to RT.
            8 Armor remaining.


Weapons fire for AC/2 Carrier (Standard) (Lyran Commonwealth Opfor)
    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 8 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 5 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 7 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 4 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 11, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    LRM 10 at Foot Squad (MG) (Lyran Commonwealth Opfor); needs 3, rolls 6 : 10 missile(s) hits MEN
        Missile weapon against infantry, damage changed from 10 to 2
        Foot Squad (MG) (Lyran Commonwealth Opfor) takes 2 damage to MEN.
            5 men alive


    LRM 10 at Foot Squad (MG) #2 (Lyran Commonwealth Opfor); needs 4, rolls 5 : 10 missile(s) hits MEN
        Missile weapon against infantry, damage changed from 10 to 2
        Foot Squad (MG) #2 (Lyran Commonwealth Opfor) takes 2 damage to MEN.
            5 men alive


    SRM 2 at Foot Squad (MG) #2 (Lyran Commonwealth Opfor); needs 8, rolls 4 : misses


Weapons fire for Griffin GRF-1N #3 (1st Octopus Overlords)
    PPC at Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 8, rolls 7 : misses


    LRM 10 at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 10, rolls 9 : misses


Weapons fire for Wolverine WVR-6M #2 (1st Octopus Overlords)
    Large Laser at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 10, rolls 7 : misses


Weapons fire for Foot Squad (MG) (Lyran Commonwealth Opfor)
    Machine Gun (Portable) at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Quickdraw QKD-4HF #2 (1st Octopus Overlords)
    Medium Laser at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 8, rolls 6 : misses


    Medium Laser at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 8, rolls 3 : misses


    LRM 10 at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 6, rolls 8 : 4 missile(s) hit (using Left Side table).

        Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor) takes 4 damage to LS (critical).
            15 Armor remaining.
            Critical hit on LS. Roll is (9+1) = 10; Engine destroyed. Immobile.


    Medium Laser at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 8, rolls 9 : hits (using Left Side table) RR
        Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor) takes 5 damage to RR.
            14 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +5 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.




Banshee BNC-3S (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 7 : succeeds.

Quickdraw QKD-4HF #2 (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 11 : succeeds.


Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 4 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 22 heat, sinks 26 heat and is now at 0 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 20 heat, sinks 15 heat and is now at 7 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 10 heat, sinks 11 heat and is now at 2 heat.
Dervish DV-6M (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
Griffin GRF-1N #3 (1st Octopus Overlords) gains 16 heat, sinks 12 heat and is now at 8 heat.
Wolverine WVR-6M #2 (1st Octopus Overlords) gains 13 heat, sinks 14 heat and is now at 4 heat.
Quickdraw QKD-4HF #2 (1st Octopus Overlords) gains 13 heat, sinks 13 heat and is now at 3 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 4 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 10 heat, sinks 10 heat and is now at 2 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 2 heat, sinks 2 heat and is now at 0 heat.
Centurion CN9-A (Lyran Commonwealth Opfor) gains 8 heat, sinks 10 heat and is now at 1 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 21 heat, sinks 18 heat and is now at 5 heat.
Battlefield State:
Spoiler:
Enlarge Image
The crippled Phoenix Hawk, absolutely weaponless and missing half of its jump jets, runs off to the west. The Goblin trundles off after it. The remaining two tanks to the north head south while the remaining Phoenix Hawk breaks north, coming after Stefan.

It looks like the crew of the unarmed Pegasus switched tanks, getting a Saladin out of the hangar instead, which makes a beeline straight for Gbasden's mech, it's AC/20 glittering menacingly.

Objective update:
Pegasus (Sensors) disabled
11/19 enemy units crippled, disabled or destroyed

Movement modifiers:
Phoenix Hawk: 3
Warhammers, Centurion, AC/2 Carrier: 0
Saladin: 3
Bulldog AC/2: 2
Vedette AC/2: 3

User avatar
Isgrimnur
Posts: 57139
Joined: Sun Oct 15, 2006 12:29 am
Location: Dallas, TX
Contact:
Isgrimnur’s avatar
Offline

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur » Thu Nov 08, 2018 10:19 pm

Sorry, Freyland. I’ll try not to get you killed.
Silver - 3k

People who are wrong often get mad at people who are right. (I have surprisingly never been shot.) (h/t Kevin Underhill, Lowering the Bar)

User avatar
El Guapo
Posts: 31268
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo » Thu Nov 08, 2018 11:49 pm

Not totally sure what to do with the Banshee esp. regarding the southern Warhammer. He got lucky with the shots last round, so I'm inclined to stay the course, especially since the Banshee is slow as fuck so I can't really get it anywhere without lumbering through Warhammer PPC fire anyway.

So Banshee will stay put and fire both PPCs and the AC/10 at the Warhammer

Re: the Wolverine - if I run to 2532 (requiring a piloting roll), would the building to the left of it block LOS with the Warhammer? If yes, he'll do that, then fire the large laser and SRM6 at the Centurion.

Stefan Stirzaker
Posts: 915
Joined: Wed Nov 03, 2004 6:12 pm
Location: Australia

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker » Fri Nov 09, 2018 5:56 am

Catapult JJ to 2611 trees, fire one Medium Laser at Phoenix Hawk (7 heat, +4 Heat Jump, +3 heat laser, sink 15 = 0 heat, can I afford to fire another laser without too much penalty ?)
Griffin - Sprint to 2813, Melee Phoenix Hawk from behind. Should sink all my residual heat.

User avatar
Isgrimnur
Posts: 57139
Joined: Sun Oct 15, 2006 12:29 am
Location: Dallas, TX
Contact:
Isgrimnur’s avatar
Offline

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur » Fri Nov 09, 2018 10:39 am

I will jump to 3033 and engage the Centurion. QD jump to 3332 and engage the Bulldog at 2929.
Silver - 3k

People who are wrong often get mad at people who are right. (I have surprisingly never been shot.) (h/t Kevin Underhill, Lowering the Bar)

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Fri Nov 09, 2018 10:40 am

El Guapo wrote:
Thu Nov 08, 2018 11:49 pm
Re: the Wolverine - if I run to 2532 (requiring a piloting roll), would the building to the left of it block LOS with the Warhammer? If yes, he'll do that, then fire the large laser and SRM6 at the Centurion.
It wouldn't require a piloting roll - 2733 and 2833 are both just "rough terrain". 2935 is an example of "rubble", requiring a PSR. The building in 2431 does block line of sight to the southern Warhammer from 2532.
Stefan Stirzaker wrote:
Fri Nov 09, 2018 5:56 am
Catapult JJ to 2611 trees, fire one Medium Laser at Phoenix Hawk (7 heat, +4 Heat Jump, +3 heat laser, sink 15 = 0 heat, can I afford to fire another laser without too much penalty ?)
Griffin - Sprint to 2813, Melee Phoenix Hawk from behind. Should sink all my residual heat.
You don't start seeing any penalties until +5 heat, so you can fire an extra medium laser with no problem.

The Griffin can't make it anywhere near 2813 even sprinting. Right now, he's actually at 4/6 movement.

Freyland
Posts: 1830
Joined: Sat Jan 01, 2005 11:03 pm

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Freyland » Fri Nov 09, 2018 12:01 pm

Isgrimnur wrote:
Thu Nov 08, 2018 10:19 pm
Sorry, Freyland. I’ll try not to get you killed.
I'm a recon heavy. No standy still! :)
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
--RedF1ve

User avatar
Isgrimnur
Posts: 57139
Joined: Sun Oct 15, 2006 12:29 am
Location: Dallas, TX
Contact:
Isgrimnur’s avatar
Offline

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur » Fri Nov 09, 2018 12:30 pm

Freyland wrote:
Fri Nov 09, 2018 12:01 pm
Isgrimnur wrote:
Thu Nov 08, 2018 10:19 pm
Sorry, Freyland. I’ll try not to get you killed.
I'm a recon heavy. No standy still! :)
Gotcha!
Silver - 3k

People who are wrong often get mad at people who are right. (I have surprisingly never been shot.) (h/t Kevin Underhill, Lowering the Bar)

Stefan Stirzaker
Posts: 915
Joined: Wed Nov 03, 2004 6:12 pm
Location: Australia

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker » Fri Nov 09, 2018 4:58 pm

NickAragua wrote:
Fri Nov 09, 2018 10:40 am
El Guapo wrote:
Thu Nov 08, 2018 11:49 pm
Re: the Wolverine - if I run to 2532 (requiring a piloting roll), would the building to the left of it block LOS with the Warhammer? If yes, he'll do that, then fire the large laser and SRM6 at the Centurion.
It wouldn't require a piloting roll - 2733 and 2833 are both just "rough terrain". 2935 is an example of "rubble", requiring a PSR. The building in 2431 does block line of sight to the southern Warhammer from 2532.
Stefan Stirzaker wrote:
Fri Nov 09, 2018 5:56 am
Catapult JJ to 2611 trees, fire one Medium Laser at Phoenix Hawk (7 heat, +4 Heat Jump, +3 heat laser, sink 15 = 0 heat, can I afford to fire another laser without too much penalty ?)
Griffin - Sprint to 2813, Melee Phoenix Hawk from behind. Should sink all my residual heat.
You don't start seeing any penalties until +5 heat, so you can fire an extra medium laser with no problem.

The Griffin can't make it anywhere near 2813 even sprinting. Right now, he's actually at 4/6 movement.

Ok Fire extra medium thx.
Griffin to 3516, one LRM pack at Phoenix hawk.

User avatar
El Guapo
Posts: 31268
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo » Fri Nov 09, 2018 5:12 pm

NickAragua wrote:
Fri Nov 09, 2018 10:40 am
El Guapo wrote:
Thu Nov 08, 2018 11:49 pm
Re: the Wolverine - if I run to 2532 (requiring a piloting roll), would the building to the left of it block LOS with the Warhammer? If yes, he'll do that, then fire the large laser and SRM6 at the Centurion.
It wouldn't require a piloting roll - 2733 and 2833 are both just "rough terrain". 2935 is an example of "rubble", requiring a PSR. The building in 2431 does block line of sight to the southern Warhammer from 2532.
Ok, sounds good - then I'll stick to the running and firing at the Centurion plan.

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Sat Nov 10, 2018 6:25 pm

The Awesome will back up to 2543 and fire at the Saladin. The Dervish will move to 3141 and fire LRMs at the Saladin.

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Sat Nov 10, 2018 10:11 pm

Round 6:
Gbasden sees the Saladin coming and backs up, keeping just out of range of its AC/20, then calls in some LRMs from Archinerd as well. Two PPCs hit the tank, melting all armor off the side. He takes a few AC/2 rounds, easily absorbed by the left torso armor. Eight of Archinerd's LRMs hit the front of the hover tank as well, blasting off the remaining armor there, as well as destroying the stabilizer for the AC/20.

El Guapo continues the duel with the Warhammer. One of his PPCs impacts the center torso, frying some external lights and melting a good chunk of armor. The Warhammer returns fire, scoring a single PPC hit to the left torso.

Madmarcus' Wolverine takes an AC/10 burst to the left torso and a peppering of LRMs from the Centurion, but armor holds up. Our Wolverine returns fire, taking the rest of the armor off the right torso with the large laser.

The AC/2 Bulldog bings a light autocannon round off of Isgrimnur's head armor, but he remains conscious, being too busy nearly removing the Centurion's right arm with an autocannon burst.

Stefan jumps east, firing a couple of lasers at the nearby Phoenix Hawk. The weapons track upward, so the first one melts armor off the center torso, while the second one melts most armor off the head. Paingod's LRMs miss, but at least the Griffin is back within normal temperatures.

Freyland has an easy time this round, not getting shot at at all and burning some armor off the Bulldog's turret with a laser shot.

Raw Data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

Weapons fire for Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor)
    Large Laser at Griffin GRF-1N #3 (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 10 : hits (using Partial cover (horizontal 50%) table) CT
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 10 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            12 Armor remaining.


    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 4 : misses


    AC/10 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 10, rolls 3 : misses


Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor); needs 7, rolls 10 : hits FR
        Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor) takes 10 damage to FR.
            8 Armor remaining.


    PPC at Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor); needs 7, rolls 7 : hits LS
        Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor) takes 10 damage to LS.
            0 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +3 bonus)
             Minor damage, +1 to driving skill rolls.


    PPC at Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor); needs 7, rolls 3 : misses


Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    AC/10 at Wolverine WVR-6M #2 (1st Octopus Overlords); needs 7, rolls 8 : hits LT
        Wolverine WVR-6M #2 (1st Octopus Overlords) takes 10 damage to LT.
            10 Armor remaining.


    LRM 10 at Wolverine WVR-6M #2 (1st Octopus Overlords); needs 10, rolls 11 : 6 missile(s) hit.

        Wolverine WVR-6M #2 (1st Octopus Overlords) takes 5 damage to RT.
            15 Armor remaining.

        
Wolverine WVR-6M #2 (1st Octopus Overlords) takes hit at HD, but it is rerolled with edge.
        
Wolverine WVR-6M #2 (1st Octopus Overlords) has 0 edge remaining.
        Wolverine WVR-6M #2 (1st Octopus Overlords) takes 1 damage to RA.
            17 Armor remaining.


    Medium Laser at Wolverine WVR-6M #2 (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 11 : hits HD
        Hatchetman HCT-3F (1st Octopus Overlords) takes 2 damage to HD.
            4 Armor remaining.

        Pilot of Hatchetman HCT-3F (1st Octopus Overlords) "Sergeant Major An Taalib" takes 1 damage (1 total hits).
        Pilot of Hatchetman HCT-3F (1st Octopus Overlords) "Sergeant Major An Taalib" needs a 3 to stay conscious. Rolls 7 : successful!


    AC/2 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 8 : hits RA
        Hatchetman HCT-3F (1st Octopus Overlords) takes 2 damage to RA.
            9 Armor remaining.


    SRM 4 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    SRM 4 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 8 : hits CT
        Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) takes 5 damage to CT.
            18 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 8 : hits HD
        Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) "Ea Lan" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) "Ea Lan" needs a 3 to stay conscious. Rolls 9 : successful!


Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 8, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 8, rolls 10 : hits LT
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to LT.
            10 Armor remaining.


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 8, rolls 8 : hits RA
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 10 damage to RA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.


    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 10, rolls 6 : misses

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

    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for AC/2 Carrier (Standard) (Lyran Commonwealth Opfor)
    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 5 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 9 : hits LT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 9 : hits LT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to LT.
            10 Armor remaining.


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 3 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 12, rolls 8 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    LRM 10 at Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor); needs 9, rolls 2 : misses


    LRM 10 at Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor); needs 9, rolls 9 : 8 missile(s) hit.

        Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor) takes 5 damage to FR (critical).
            3 Armor remaining.
            Critical hit on FR. Roll is 8; Stabilizer destroyed!

        Saladin Assault Hover Tank (Armor) (Lyran Commonwealth Opfor) takes 3 damage to FR.
            0 Armor remaining.


Weapons fire for Griffin GRF-1N #3 (1st Octopus Overlords)
    LRM 10 at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 7, rolls 4 : misses


Weapons fire for Wolverine WVR-6M #2 (1st Octopus Overlords)
    Large Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 7, rolls 9 : hits RT
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 8 damage to RT.
            0 Armor remaining.


    SRM 6 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Quickdraw QKD-4HF #2 (1st Octopus Overlords)
    Medium Laser at Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 7, rolls 3 : misses


    Medium Laser at Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 7, rolls 4 : misses


    Medium Laser at Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 7, rolls 7 : hits (using Left Side table) TU
        Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor) takes 5 damage to TU.
            15 Armor remaining.

Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 23 heat, sinks 21 heat and is now at 6 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 31 heat, sinks 28 heat and is now at 3 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 10 heat, sinks 15 heat and is now at 2 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 2 heat.
Dervish DV-6M (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
Griffin GRF-1N #3 (1st Octopus Overlords) gains 5 heat, sinks 12 heat and is now at 1 heat.
Wolverine WVR-6M #2 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 4 heat.
Quickdraw QKD-4HF #2 (1st Octopus Overlords) gains 12 heat, sinks 13 heat and is now at 2 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 6 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 10 heat, sinks 10 heat and is now at 2 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 3 heat, sinks 3 heat and is now at 0 heat.
Centurion CN9-A (Lyran Commonwealth Opfor) gains 11 heat, sinks 10 heat and is now at 2 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 7 heat.
Battlefield state:
Spoiler:
Enlarge Image
The Saladin aborts its charge and zips off to the west, followed by the weaponless Phoenix Hawk. The southern flank is basically rolled up, with just the lone AC/2 Carrier blasting away rapidly (and about ten infantry guys huddled in some rocks). The AC/2 Vedette and Bulldog move south to reinforce the center, while the remaining active Phoenix Hawk continues running at nearly top speed in the north. The Centurion turns its heavily damaged right side away, but stays in place otherwise.

Objective update:
Saladin crippled (armor breach)
12/19 enemy units crippled, disabled or destroyed.

Movement mods:
Warhammers, Centurion, AC/2 Carrier: 0
Phoenix Hawk, Vedette AC/2: 3
Bulldog AC/2: 1

User avatar
El Guapo
Posts: 31268
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo » Sun Nov 11, 2018 3:06 am

Wolverine - jump to 2131. Fire the SRM6 and both medium lasers at the Warhammer, and kick him.

Banshee - stay still, fire one PPC and the AC/10 at the Warhammer.

Stefan Stirzaker
Posts: 915
Joined: Wed Nov 03, 2004 6:12 pm
Location: Australia

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker » Sun Nov 11, 2018 8:34 am

Griffin sprint to 2917 fire ppc at warhammer
Cata to sprint 2214 and 3x laser and melee phoenix. If he is one short then fire 4x laser no melee

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Sun Nov 11, 2018 10:46 am

Awesome will move to 2040 and fire 2 PPCs at the AC2 carrier. The Dervish would like to take out Foot Squad #2. He will either move to 2940 and attack with the Med lasers and SRMs, or stay back up and attack with the LRMs, depending on what would be more effective. I can't for the life of me find the rules on attacking infantry and how effective certain attacks are.

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Sun Nov 11, 2018 11:43 am

Yeah, infantry rules are a bit complicated. Here's a quick breakdown:

Normally:

1. Take your weapon damage, divide by 10.
1a. If the weapon is a missile, divide by 5 instead.
1b. If the weapon is an "anti-personnel" weapon, do some # of d6 damage based on the type of weapon (MGs, flamers, etc)
2. If infantry is "in the open" (no woods, rocks, rubble, etc), multiply by 2.

Round up.

So basically, LRMs and SRMs are a little bit more efficient against infantry, but you really want MGs or flamers.

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Sun Nov 11, 2018 4:48 pm

Which sadly I have none of. Are they considered a number of single men each with 1 HP, do they have a HP block in total, or is there some other way they are calculated? I thought the sheer number of missiles with the LRM 10 would be the most effective with the rounding up, but I'm guessing not?

User avatar
NickAragua
Posts: 4006
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua » Sun Nov 11, 2018 6:58 pm

An infantry unit is treated as a single entity, with a number of HP equal to the number of dudes (as an aside, killing dudes reduces their attack power). Lacking anti-infantry weapons, your next best bet is a large number of attacks. SRMs are pretty effective, since each individual SRM that hits is calculated separately (so an SRM/6 could kill up to 6 dudes).

~page 215 in Total Warfare, I believe.

User avatar
gbasden
Posts: 5512
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden » Sun Nov 11, 2018 7:50 pm

OK, I'll move up and attack with the SRMs and medium lasers.

User avatar
Isgrimnur
Posts: 57139
Joined: Sun Oct 15, 2006 12:29 am
Location: Dallas, TX
Contact:
Isgrimnur’s avatar
Offline

Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur » Tue Nov 13, 2018 12:38 pm

I will move to 2832 and engage the Bulldog in melee.

Quickdraw run to 3330, facing NW. LRMs at the Centurion, everything else at the Vedette.
Silver - 3k

People who are wrong often get mad at people who are right. (I have surprisingly never been shot.) (h/t Kevin Underhill, Lowering the Bar)

Post Reply