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

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

Post by Isgrimnur » Mon Oct 16, 2017 2:56 pm

<sigh>

Jump me to 1424, facing SE, and he can come to me.
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Re: Let's Play Together: GM'd Battletech via Megamek

Post by El Guapo » Mon Oct 16, 2017 2:57 pm

Huh, how about that. I still think we need to pick a new armor supplier.

Where is gbasden, exactly? 1325?

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

Post by El Guapo » Mon Oct 16, 2017 2:59 pm

Isgrimnur wrote:
Mon Oct 16, 2017 2:56 pm
<sigh>

Jump me to 1424, facing SE, and he can come to me.
Isn't that facing going to show your back armor to at least four vehicles?

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

Post by Isgrimnur » Mon Oct 16, 2017 3:00 pm

It would be 50% protection for terrain level behind me, but...

Change it to 1425, and I can have the building behind me.
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Re: Let's Play Together: GM'd Battletech via Megamek

Post by NickAragua » Mon Oct 16, 2017 3:01 pm

Right, he's in the building at 1325.

Isg: You sure you want to go to 1424 facing that way? That's your back side in LOS of both Hetzers.
Heh, El Guapo beat me to it.

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

Post by Madmarcus » Mon Oct 16, 2017 7:23 pm

Now I feel like a dick. I'm faster than you and might be in a better spot to pick him up and escape but I really want to jump to 2224 and stay safe.

Say the word and I'll jump to 1326 and do the pick up.

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

Post by Isgrimnur » Mon Oct 16, 2017 7:41 pm

I can't get much farther away than that anyway.
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Re: Let's Play Together: GM'd Battletech via Megamek

Post by Madmarcus » Mon Oct 16, 2017 8:06 pm

Jump to 1731 facing NW. Large laser at the Condor or helicopter whichever has the best chance.

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

Post by El Guapo » Mon Oct 16, 2017 9:59 pm

Seems like these vehicles are pretty fast, right? Is Isgrimnur going to be able to get away safely after this?

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

Post by El Guapo » Mon Oct 16, 2017 10:01 pm

What is the terrain type south of me? I'm assuming that it would require extra movement (beyond the +1MV for moving down a level) to go there?

My plan was to escape this turn, but wondering if there's a good plan for providing covering fire from the edge of the map.

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

Post by Isgrimnur » Mon Oct 16, 2017 10:35 pm

My straight run is 6. I’ve got some rocks in front that will take me down to 5 next turn. It’s a straight line run after this.
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Re: Let's Play Together: GM'd Battletech via Megamek

Post by NickAragua » Mon Oct 16, 2017 10:41 pm

That's a swamp. It'll cost 4 MP to get down there (1 for the turn, 1 for moving forward, 1 for going down, 1 for entering a swamp).

Currently, nothing has LOS on you, except the Condor. It only moved 5 spaces, so the movement to-hit modifier on it is only a +2.

The Hetzers and Scorpions are 4/6, so they're as fast as Isgrimnur, but they don't have jump jets so they'll have trouble keeping up through woods and hills.

For the record, weapons loadouts:
Condor has an AC/5, 2x medium lasers (all turret mounted) and a machinegun (forward)
Hetzer (SRM) has the 5 SRM launchers, forward facing
Hetzer (Standard) has the AC/20, forward facing
Scorpion (Standard) has an AC/5 (turret mounted)
Scorpion (SRM) has an SRM/6 launcher (turret mounted)

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

Post by El Guapo » Mon Oct 16, 2017 10:49 pm

Ah, ok then. Then I'll stay still (not bug out), and fire everything at the Condor.

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

Post by NickAragua » Tue Oct 17, 2017 10:31 am

Checking it again, looks like you're out of LOS on the Condor (I think the level 4 terrain is in the way). Sorry about the sight line misreading, should have double checked it in Megamek. However, gbasden can spot for you, so you can hit it with LRMs.

You can also walk out to 2323 instead.

I'm going to assume that Gbasden wants to get picked up instead of getting captured or evaporated, so unless I hear otherwise, he'll be heading towards Isgrimnur's landing spot.

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

Post by El Guapo » Tue Oct 17, 2017 10:43 am

Sure, I'll walk to 2323. Doesn't seem like I'm in any danger of being overrun or anything.

Also, out of curiosity, how does getting captured work in Megamek? Is it functionally different from being killed? Can the company pay a ransom or something?

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

Post by NickAragua » Tue Oct 17, 2017 10:49 am

It's pretty ad-hoc and dependent entirely on the whims of the whoever is running the campaign - there aren't really any game systems for it. Usually, you pay a ransom or go in for a "manual" extraction.

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

Post by NickAragua » Tue Oct 17, 2017 11:41 am

Turn 13:

The Maxim reaches the southern map edge, while our center mechs continue their fighting retreat. The Condor tries to take one last shot at it, but whiffs as LRMs from the Maxim and one of El Guapo's medium lasers throw off its aim just enough. The helicopter scores a solid spread of SRM hits on it, but the armor and motive systems hold up.

Between having to scoop up gbasden and a salvo of LRMs coming in from the hill top, Isgrimnur whiffs his shots. The LRMs breach his left leg and right torso armor, damaging two heat sinks.

Our air support takes some anti-aircraft fire while dropping bombs on the Hetzers, but nothing serious. The one with the AC/20 loses half its treads, so it won't be chasing after anyone.

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

Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    Medium Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 8 : misses


    PPC at Vedette Medium Tank (Standard) (Magistracy of Canopus); needs 9, rolls 8 : misses


    LRM 5 at Vedette Medium Tank (Standard) (Magistracy of Canopus); needs 10, rolls 5 : misses


Weapons fire for Griffin GRF-1S (1st Octopus Overlords)
    Large Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 7 : misses


    Medium Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 6 : misses


    Medium Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 10 : hits (using Left Side table) LS
        Condor Heavy Hover Tank (Standard) (Magistracy of Canopus) takes 5 damage to LS.
            10 Armor remaining.


    LRM 5 at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 8, rolls 7 : misses


Weapons fire for Condor Heavy Hover Tank (Standard) (Magistracy of Canopus)
    AC/5 at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 12, rolls 5 : misses


Weapons fire for Armored Personnel Carrier (Wheeled LRM) (Magistracy of Canopus)
    LRM 5 at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 8 : misses

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

Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Large Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 5 : misses


Weapons fire for Armored Personnel Carrier (Wheeled LRM) #2 (Magistracy of Canopus)
    LRM 5 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 7 : misses

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

Weapons fire for Hunter Light Support Tank (Standard) (Magistracy of Canopus)
    LRM 20 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 9 : 12 missile(s) hit (using Left Side table).

        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to LL.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.

        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to RT.
            0 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RT.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


Weapons fire for Vedette Medium Tank (Standard) (Magistracy of Canopus)
    AC/5 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 8 : misses

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

Weapons fire for Lucifer LCF-R20 (1st Octopus Overlords)
    Altiude Bomb at Hex: 0521 (Bomb)needs 6, rolls 9 : hits the intended hex 0521.
    HE Bomb incoming!
Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) hit for 10 damage.
        Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) takes 5 damage to LS.
            17 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) takes 5 damage to FR.
            25 Armor remaining.
    Altiude Bomb at Hex: 0521 (Bomb)needs 6, rolls 8 : hits the intended hex 0521.
    HE Bomb incoming!
Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) hit for 10 damage.
        Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) takes 5 damage to FR.
            20 Armor remaining.
        Hetzer Wheeled Assault Gun (Standard) (Magistracy of Canopus) takes 5 damage to FR.
            15 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    Altiude Bomb at Hex: 0523 (Bomb)needs 6, rolls 5 : misses the intended hex 0523.
    HE Bomb scatters to hex 0623!
    Altiude Bomb at Hex: 0523 (Bomb)needs 6, rolls 9 : hits the intended hex 0523.
    HE Bomb incoming!
        Hex 0523: terrain takes 20 damage.
Hetzer Wheeled Assault Gun (SRM) (Magistracy of Canopus) hit for 10 damage.
        Hetzer Wheeled Assault Gun (SRM) (Magistracy of Canopus) takes 5 damage to FR.
            25 Armor remaining.
        Hetzer Wheeled Assault Gun (SRM) (Magistracy of Canopus) takes 5 damage to FR.
            20 Armor remaining.

Weapons fire for Vedette Medium Tank (AC2) (Magistracy of Canopus)
    AC/2 at Lucifer LCF-R20 (1st Octopus Overlords); needs 7, rolls 3 : misses


Weapons fire for Vedette Medium Tank (AC2) #2 (Magistracy of Canopus)
    AC/2 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 3 : misses


Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    LRM 5 at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 5 : misses


    LRM 5 at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 9, rolls 9 : 3 missile(s) hit.

        Condor Heavy Hover Tank (Standard) (Magistracy of Canopus) takes 3 damage to FR.
            27 Armor remaining.


Weapons fire for Scorpion Light Tank (SRM) (Magistracy of Canopus)
    SRM 6 at Lucifer LCF-R20 (1st Octopus Overlords); needs 11, rolls 3 : misses


    SRM 6 at Lucifer LCF-R20 (1st Octopus Overlords); needs 11, rolls 11 : hits.
         Attack deals zero damage.


Weapons fire for Scorpion Light Tank (Standard) #3 (Magistracy of Canopus)
    AC/5 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 10 : hits (using Left Side table) NOS
        Lucifer LCF-R20 (1st Octopus Overlords) takes 5 damage to NOS.
            125 Armor remaining.


Weapons fire for Warrior Attack Helicopter H-7 (Magistracy of Canopus)
    SRM 4 at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 11, rolls 11 : 4 missile(s) hit.

        Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords) takes 2 damage to FR.
            18 Armor remaining.

        Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords) takes 2 damage to FR.
            16 Armor remaining.

        Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords) takes 2 damage to FR.
            14 Armor remaining.

        Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords) takes 2 damage to FR.
            12 Armor remaining.


    AC/2 at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 10, rolls 3 : misses

Heat Phase
-------------------
Vindicator VND-1R (1st Octopus Overlords) gains 18 heat, sinks 14 heat and is now at 5 heat.
Griffin GRF-1S (1st Octopus Overlords) gains 17 heat, sinks 16 heat and is now at 1 heat.
Firestarter FS9-K2 (1st Octopus Overlords) gains 14 heat, sinks 11 heat and is now at 3 heat.
Lucifer LCF-R20 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Enlarge Image
Enlarge Image

Flickr:
Spoiler:
Enlarge Image
Enlarge Image
The Condor zips around, and a Vedette clears the edge of the southeastern hill, ready to open fire on whatever it sees.

The Maxim calls out - "We're clear of the field, no further enemy pursuit."

With the mission accomplished, we can either play out the rest of the escape or you guys can "lift arms" and withdraw from the field. Up to you.

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

Post by gbasden » Tue Oct 17, 2017 1:06 pm

Well. That was suboptimal.

Thanks for not leaving me behind as a liability! Getting our Thunderbolt blown up was not, in retrospect, a wise move.

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

Post by Isgrimnur » Tue Oct 17, 2017 1:07 pm

I'm all for escaping with my hide intact, but I think there's a flavor/RP aspect as to whether they decide to just let us leave.
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Re: Let's Play Together: GM'd Battletech via Megamek

Post by El Guapo » Tue Oct 17, 2017 2:02 pm

gbasden wrote:
Tue Oct 17, 2017 1:06 pm
Well. That was suboptimal.

Thanks for not leaving me behind as a liability! Getting our Thunderbolt blown up was not, in retrospect, a wise move.
Well, you got unlucky with the center torso critical hit (as did I, earlier, just with less catastrophic consequences). What does a hit have to roll to get a CT crit anyway?

Does seem like an unwise design to put ammo in the center torso, though.

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

Post by El Guapo » Tue Oct 17, 2017 2:03 pm

Isgrimnur wrote:
Tue Oct 17, 2017 1:07 pm
I'm all for escaping with my hide intact, but I think there's a flavor/RP aspect as to whether they decide to just let us leave.
Yeah, it's definitely to our benefit to just peace out, since that avoids the risk of further harm, and I'm not sure that we get any salvage since we're leaving the battlefield.

So I would agree - yes, leave, as long as the game / the enemy lets us do so.

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

Post by NickAragua » Tue Oct 17, 2017 2:41 pm

El Guapo wrote:
Tue Oct 17, 2017 2:02 pm
gbasden wrote:
Tue Oct 17, 2017 1:06 pm
Well. That was suboptimal.

Thanks for not leaving me behind as a liability! Getting our Thunderbolt blown up was not, in retrospect, a wise move.
Well, you got unlucky with the center torso critical hit (as did I, earlier, just with less catastrophic consequences). What does a hit have to roll to get a CT crit anyway?

Does seem like an unwise design to put ammo in the center torso, though.
It's pre-CASE Inner Sphere tech, so ammo anywhere is a liability.

I actually did a "back of the envelope" analysis of the odds last night and:

Odds off hitting the 9+ shot * Odds of getting through-armor-critical * odds of critical hit on the ammo =
8/36 * 1/36 * 2/12 = 16/15552

So, pretty unlikely. You have to a) hit the shot, b) get a TAC (that's a 2 on a 2d6) and c) get the ammo crit.

There will be zero salvage acquired from this mission for sure.

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

Post by NickAragua » Tue Oct 17, 2017 2:53 pm

You catch some comms chatter:

"Command, this is Valkyrie. Enemy units are disengaging and retreating. Request permission to pursue."
"Give 'em a boot in the ass, but do not pursue past the outer marker."
"What? We've got 'em on the run! That one mech's smokin' more than my sister-in-law!"
"You want to take on three mechs by yourself? Do not continue pursuit. That goes for you too, Beta Four. Command out."

We'll play out one more turn. After that, it's kind of moot, since Isgrimnur can just hide behind level 2 terrain from everything but the Condor and helicopter.

One more note: Isg, due to heat sink damage, your heat has spiked to 5, so you're at -1 ground MP.

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

Post by El Guapo » Tue Oct 17, 2017 3:03 pm

Sounds good. I'll walk to 2524 (1 MV for turn, 2 mv for walking into rough terrain, 2 MV for walking down a level), then torso twist to the right and fire everything at the Condor.

Assuming that walking through the rough terrain does not require a piloting roll.

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

Post by Isgrimnur » Tue Oct 17, 2017 5:17 pm

Jump to 1826.
Silver - 3k

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

Post by El Guapo » Tue Oct 17, 2017 5:31 pm

By the way, shouldn't there have been some risk that Isgrimnur accidentally steps on gbasden? Or crushes him with giant mech hands or something?

Picking up a guy in a battlefield with a mech seems like a risky endeavor (at least for the guy).

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

Post by Madmarcus » Wed Oct 18, 2017 1:56 pm

Jump to 1835 facing northwest and hit the best available target with the large laser.

Did anyone else watch the proto-mech fight last night? Not an exciting battle but clearly the builders were having fun.

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

Post by NickAragua » Wed Oct 18, 2017 3:21 pm

Nah, haven't had a chance yet.

Turn 14

El Guapo moves to the board edge, firing at the Condor and scoring no hits, but drawing its fire. An AC/5 round nearly breaches the his torso armor.

Isgrimnur jumps away from the infantry. Despite the back-seat driving from Gbasden, he manages to land a PPC hit on the Vedette to the north, breaching its front armor and melting treads. The tank trundles to a halt and the crew clambers out. Autocannon and SRM fire patters around him, but one of the APCs up on the hill somehow manages to get a missile lock and nails him in the center torso with a 5-missile LRM salvo that hits pretty much everything but the armor plating. The mech staggers but remains upright as the gyro and engine show damage. A jump jet indicator also blinks out.

Madmarcus can't draw a bead on anything through the woods.

Raw firing and heat data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Hover Assault Infantry Johnston Industries Rapid Response Force (Magistracy of Canopus)
    LRM Launcher (Corean Farshot) at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 4 : misses


Weapons fire for Griffin GRF-1S (1st Octopus Overlords)
    Large Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 10, rolls 3 : misses


    LRM 5 at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 10, rolls 9 : misses


    Medium Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 12, rolls 3 : misses


    Medium Laser at Condor Heavy Hover Tank (Standard) (Magistracy of Canopus); needs 12, rolls 3 : misses


Weapons fire for Condor Heavy Hover Tank (Standard) (Magistracy of Canopus)
    AC/5 at Griffin GRF-1S (1st Octopus Overlords); needs 8, rolls 11 : hits RT
        Griffin GRF-1S (1st Octopus Overlords) takes 5 damage to RT.
            1 Armor remaining.


    Medium Laser at Griffin GRF-1S (1st Octopus Overlords); needs 10, rolls 5 : misses


    Medium Laser at Griffin GRF-1S (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Armored Personnel Carrier (Wheeled LRM) (Magistracy of Canopus)
    LRM 5 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 10 : 5 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to CT (critical).
            8 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Jump Jet.


Weapons fire for Armored Personnel Carrier (Wheeled LRM) #2 (Magistracy of Canopus)
    LRM 5 at Lucifer LCF-R20 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Hunter Light Support Tank (Standard) (Magistracy of Canopus)
    LRM 20 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 4 : misses


Weapons fire for Vedette Medium Tank (Standard) (Magistracy of Canopus)
    AC/5 at Vindicator VND-1R (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Vedette Medium Tank (AC2) #2 (Magistracy of Canopus)
    AC/2 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 3 : misses


Weapons fire for Warrior Attack Helicopter H-7 (Magistracy of Canopus)
    SRM 4 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 9 : misses


    AC/2 at Vindicator VND-1R (1st Octopus Overlords); needs 7, rolls 5 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Vedette Medium Tank (Standard) (Magistracy of Canopus); needs 9, rolls 9 : hits (using Right Side table) FR
        Vedette Medium Tank (Standard) (Magistracy of Canopus) takes 10 damage to FR.
            0 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.




Vindicator VND-1R (1st Octopus Overlords) must make 1 piloting skill roll(s) (gyro hit).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit)); needs 8, rolls 11 : succeeds.

Heat Phase
-------------------
Vindicator VND-1R (1st Octopus Overlords) gains 19 heat, sinks 14 heat and is now at 10 heat.
Griffin GRF-1S (1st Octopus Overlords) gains 17 heat, sinks 16 heat and is now at 2 heat.
Firestarter FS9-K2 (1st Octopus Overlords) gains 5 heat, sinks 8 heat and is now at 0 heat.
Lucifer LCF-R20 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Enlarge Image
Enlarge Image

Flickr:
Spoiler:
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Enlarge Image
"Quit screwing around over there and get your asses back here, the fire's spreading!"

The helicopter zips around and the Condor just about prods Isgrimnur's mech, but they seem reluctant to actually engage.

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

Post by El Guapo » Wed Oct 18, 2017 3:35 pm

We *really* need to put out a RFP on a new armor supplier after this mission. How do missiles even get through armor, anyway?

So are we now wrapped up on this mission?

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

Post by NickAragua » Wed Oct 18, 2017 3:53 pm

I think so. I'll put together an after-action summary in a little bit.

If you want to stop through-armor criticals, you'll also want to stop people from buying armor-piercing munitions. The armor's fine (well, it'd be better if it was ferro-fibrous or some other advanced stuff, but that doesn't come out for another 20 years). If you take a couple of shots to the center torso though, there are going to be some holes, so that's probably how the LRMs got through.

Playing it out would be somewhat tense but pretty boring: The nearest mobile enemy units other than the chopper and Condor are at least four turns away from having any LOS, which gives Isgrimnur plenty of time to get away, as long as he sticks to the bottom of the cliff to avoid getting shot at by the APCs and AC/2 Vedettes on the northern hilltop.

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

Post by NickAragua » Wed Oct 18, 2017 9:46 pm

Isgrimnur's Vindicator stumbles as it reaches the relative safety of the sandy patch just below the edge of the cliff, but the mech remains standing. The pilot of the Warrior attack helicopter weighs his odds against a stationary Griffin tracking it with an armful of lasers and thinks the better of it, breaking off, returning to base to assist with firefighting efforts.

The base is in quite sad shape, with multiple destroyed buildings and wrecked/disabled vehicles scattered all around. Most of the vehicles will eventually be repaired, but one lance is a total loss, along with an entire platoon of infantry. Damage from the fires is also pretty extensive, calling into question the future viability of this location as a staging area.

The OO lance didn't escape unscathed of course, with Gbasden's Thunderbolt exploding from an unlikely AC/2 shot. Good luck to the Magistracy people getting anything other than scrap metal out of that. There's also severe engine and gyro damage on El Guapo's Griffin and Isgrimnur's Vindicator, but that can get patched up in a few days. Miraculously, even though they took some hits, the search and rescue squad all survived, although a few got really knocked around by an SRM salvo from a Saracen. The rescued mechwarrior nets us 125,000 C-Bills, which is about 1/40 the cost of the lost Thunderbolt. The mechwarrior's Firestarter was nowhere to be found. So, financially speaking, this wasn't really worth it. In fact, some of the mechwarriors involved suspect that this may have been a ploy by our employer to get more work out of us without paying appropriately.

Kill board (disabled or crippled units count as kills):
Gbasden: 5 kills (4x Scorpion Light Tank, Saracen Medium Hover Tank, Triple AC/5 Turret)
Isgrimnur: 4 kills (Maxim Heavy Hover Transport, Triple MG Turret, Large Laser Turret, Vedette Medium Tank)
El Guapo: 2 kills (Saracen Medium Hover Tank, LRM Infantry)
Madmarcus: 1 kill (Skulker Wheeled Scout Tank)

Maxim Hover Transport: 2 kills (Dual Medium Laser Turret, Saracen Medium Hover Tank)
Lucifer Air Support: 1 kill (Saracen Medium Hover Tank)

----------------
Post-game analysis:

This was my first time really handling infantry, so I messed up explaining a bunch of the rules (damage to/from infantry is completely different from the standard mech/vehicle damage model).

When you guys started punching tanks in the early rounds, I ran into a bug where, due to a height calculation error, the punches weren't being allowed. I upgraded to a "bleeding edge" version of Megamek to solve that problem, but then it introduced a host of other problems loading the saved games. I had to manually edit the game several times to get it to load, not to mention manually fix bugs (next Megamek release will feature some of those fixes, I think). That'll teach me to upgrade Megamek mid-game.

The main advice I'd have for you guys for the future is to watch those sight lines, especially against far-away units.

All in all, I had a pretty good time running the game, and I hope you folks enjoyed it.

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

Post by gbasden » Wed Oct 18, 2017 11:43 pm

That was incredibly fun. Thanks so much for putting in all that work!

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

Post by Madmarcus » Thu Oct 19, 2017 6:15 am

Thanks for running this. You dealt with the upgrade hassles seamlessly; I wouldn't have guessed there were any tech issues if you hadn't mentioned them.

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

Post by El Guapo » Thu Oct 19, 2017 10:00 am

Yeah, thanks for running this - it was a lot of fun.

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

Post by El Guapo » Thu Oct 19, 2017 10:24 am

Where was the MechWarrior's Firestarter, by the way?

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

Post by NickAragua » Thu Oct 26, 2017 10:22 am

One of the other two yellow-roof buildings.

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