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

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

Post by El Guapo » Mon Feb 05, 2018 4:28 pm

NickAragua wrote:
Mon Feb 05, 2018 4:24 pm
El Guapo wrote:
Mon Feb 05, 2018 4:20 pm
NickAragua wrote:
Mon Feb 05, 2018 4:16 pm
The movement mods mean that, when firing at the unit, you add that number to the 'to-hit' difficulty.
Wow. That's crazy good - how can we get that mod?
Drive hovercraft or light mechs with paper thin armor?
The Dervishes and Wolverine are both what I would consider medium mechs (especially the Wolverine - 55 tons with a +3 to hit penalty seems crazy good, unless I'm missing something). And the Blackjack is a 45 ton mech getting a +4 to hit penalty?

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

Post by Isgrimnur » Mon Feb 05, 2018 4:34 pm

NickAragua wrote:
Mon Feb 05, 2018 4:22 pm
Isgrimnur wrote:
Mon Feb 05, 2018 4:16 pm
QEII will stay put and attempt to finish off the Saladin, and fire other weapons at targets of opportunity.
No LOS from QE2 to the Saladin - the building in 3220 is in the way (the line goes directly along the edge of the hex, so it counts as being between the two points).

The Spider, BTW (should have mentioned it) is at elevation three, so no melee fighting vs the Vindicator.
Put QE2 at 3420 facing NW for the Saladin.

I will back up to 2622, same targets.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo » Mon Feb 05, 2018 4:46 pm

Am I right that if my Rifleman stays still, shooting at the Javelin in 3138 or the Wolverine in 3338 with the AC 10s is at an 11+? (4 base, +2 medium range, +3 movement mod, +2 target moved 5-6 hexes)?

Seems best to pull back to close to the factory. On our objective, assuming that we keep the factory standing and free of infantry, at what point do the attackers give up? At 50%+ casualties?

Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - turn back, run to 2828. If I can get a decent # shooting backwards with the AC/10 with the mech mod, I'll do that, but I suspect that I don't.
Wolverine - get up, jump to 2831, facing south. Fire at anyone that I can get a decent shot at.

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

Post by NickAragua » Mon Feb 05, 2018 4:49 pm

El Guapo wrote:
Mon Feb 05, 2018 4:28 pm
The Dervishes and Wolverine are both what I would consider medium mechs (especially the Wolverine - 55 tons with a +3 to hit penalty seems crazy good, unless I'm missing something). And the Blackjack is a 45 ton mech getting a +4 to hit penalty?
Those two jumped, so it's +1 for jumping, then (# spaces jumped + 1) / 2. For the Wolverine, he jumped 5 spaces, so it should actually be a +4 (+1 jump, +3 for 5 hexes jumped).

The Blackjack should actually be a +3 (+1 jump, +2 for 4 hexes jumped).
Isgrimnur wrote:
Mon Feb 05, 2018 4:34 pm
Put QE2 at 3420 facing NW for the Saladin.
A reminder that the Saladin's main gun isn't on a turret.

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

Post by El Guapo » Mon Feb 05, 2018 4:52 pm

NickAragua wrote:
Mon Feb 05, 2018 4:49 pm
El Guapo wrote:
Mon Feb 05, 2018 4:28 pm
The Dervishes and Wolverine are both what I would consider medium mechs (especially the Wolverine - 55 tons with a +3 to hit penalty seems crazy good, unless I'm missing something). And the Blackjack is a 45 ton mech getting a +4 to hit penalty?
Those two jumped, so it's +1 for jumping, then (# spaces jumped + 1) / 2. For the Wolverine, he jumped 5 spaces, so it should actually be a +4 (+1 jump, +3 for 5 hexes jumped).

The Blackjack should actually be a +3 (+1 jump, +2 for 4 hexes jumped).
Isgrimnur wrote:
Mon Feb 05, 2018 4:34 pm
Put QE2 at 3420 facing NW for the Saladin.
A reminder that the Saladin's main gun isn't on a turret.
Ohhhhhh, I think I understand now. I thought you were talking about benefits from mods to the enemy units. You're talking about penalties to hit just from the fact that they have moved.

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

Post by El Guapo » Mon Feb 05, 2018 4:56 pm

New plan:

Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - stay still, fire at whomever I can get a decent shot at.
Wolverine - get up, jump to 2832, facing south. Fire at anyone that I can get a decent shot at.

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

Post by Isgrimnur » Mon Feb 05, 2018 4:56 pm

NickAragua wrote:
Mon Feb 05, 2018 4:49 pm
Isgrimnur wrote:
Mon Feb 05, 2018 4:34 pm
Put QE2 at 3420 facing NW for the Saladin.
A reminder that the Saladin's main gun isn't on a turret.
Change of Plan, then. Jump to 3316 with a facing of NE, engage the Trebuchet and Harasser.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua » Mon Feb 05, 2018 5:18 pm

Isgrimnur wrote:
Mon Feb 05, 2018 4:56 pm
NickAragua wrote:
Mon Feb 05, 2018 4:49 pm
Isgrimnur wrote:
Mon Feb 05, 2018 4:34 pm
Put QE2 at 3420 facing NW for the Saladin.
A reminder that the Saladin's main gun isn't on a turret.
Change of Plan, then. Jump to 3316 with a facing of NE, engage the Trebuchet and Harasser.
Gonna be hard to deal with the Harasser when your back is towards it.

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

Post by Isgrimnur » Mon Feb 05, 2018 5:22 pm

Facing NW, he's on my left. And then there's Hyper-extending Actuators.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua » Mon Feb 05, 2018 5:31 pm

Isgrimnur wrote:
Mon Feb 05, 2018 5:22 pm
Facing NW, he's on my left. And then there's Hyper-extending Actuators.
Ah, you meant facing northwest. Gotcha.

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

Post by Isgrimnur » Mon Feb 05, 2018 5:36 pm

Yup, I see the error now. My apologies.
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Stefan Stirzaker
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker » Tue Feb 06, 2018 3:20 am

Whaatttt, no torso? Damn :(
Dervish to 4234 turn sw. Fire SRM and Medium lasers at Vulcan. Fire LRMS to Wolverine and Javelin
Quickdraw fire LRMs at Whitworth and rest at the two javelins in range.

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

Post by NickAragua » Tue Feb 06, 2018 11:31 am

Stefan Stirzaker wrote:
Tue Feb 06, 2018 3:20 am
Whaatttt, no torso? Damn :(
Dervish to 4234 turn sw. Fire SRM and Medium lasers at Vulcan. Fire LRMS to Wolverine and Javelin
Four of the Dervish's jump jets are mounted on the legs and are thus in the water, so he's not going to make it to 4234.

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

Post by Stefan Stirzaker » Tue Feb 06, 2018 4:34 pm

damn sorry, beena while since I played :) Stay where is, same firing.

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

Post by gbasden » Wed Feb 07, 2018 2:22 am

The Awesome will stay put and light up the firestarter in 3518. The phoenix hawk will jump to 3021 facing NE and fire upon and punch the adjacent hover tank. The Shadow Hawk will turn to face SW and fire upon and melee the Firestarter as well.

Man, that was an appalling round for us. :(

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

Post by NickAragua » Wed Feb 07, 2018 11:23 am

Madmarcus recovers from his earlier embarrassment and runs over to join the rest of his short lance.

Archinerd's thumbs briefly hover over the button to launch SRMs, but his instinct to fire LRMs is much stronger. (3 gunnery - 2 weapon specialist + 1 min range vs 3 gunnery + 2 medium range). He scores a good number of hits but not enough to down the enemy mech.

Things don't go so hot for our unit overall. The Orion gets pounded with SRMs and has to take a knee, in addition to one of the missiles cracking the AC/10's barrel. In general, it's SRM central.

Gbasden scores our first major damage, nearly blowing the arm off the enemy Firestarter. Paingod gives it a boot, stripping off leg armor as well.

Cylus Maxii's target Pegasus takes a few laser hits. Rather than be trapped in a building that's about to collapse, the crew bails out (as does the crew of the one in the building next door).

Raw data:
Spoiler:
Movement Phase
-------------------

Pegasus Scout Hover Tank (Standard) (Pirate) must make a piloting skill check while moving from hex 3119 to hex 3219 (flanking and turning).
Needs 7 [7 (Base piloting skill) + 0 (flanking and turning)], rolls 2 : fails.

Pegasus Scout Hover Tank (Standard) (Pirate) sideslips 3 hexes
    Skids into hex 3120.
    Skids into Building #1772718459 in hex 3121.
        Pegasus Scout Hover Tank (Standard) (Pirate) takes 4 damage to LS.
            15 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +3 bonus)
             Major damage, vehicle immobile.

Building #1772718459 in Hex 3121 is entered and has unknown basement, rolls 6: no basement.
    Skid ends.
Bridge #76811882 collapses due to heavy load.
    Vedette Medium Tank (Standard) (Pirate) is hit by falling debris for 4 damage.
        Vedette Medium Tank (Standard) (Pirate) takes 4 damage to FR.
            16 Armor remaining.

Vedette Medium Tank (Standard) (Pirate) falls 1 level(s) into hex 4314
*** Vedette Medium Tank (Standard) (Pirate) DESTROYED by a watery grave! ***

Galleon Light Tank GAL-100 (Pirate) must make a piloting skill check while moving in hex 3212 (reckless driving on pavement).
Needs 4 [5 (Base piloting skill) - 1 (reckless driving on pavement)], rolls 4 : succeeds.


Armored Personnel Carrier (Tracked SRM) (Pirate) must make a piloting skill check while moving in hex 4311 (reckless driving on pavement).
Needs 5 [6 (Base piloting skill) - 1 (reckless driving on pavement)], rolls 2 : fails.
            Chance for motive system damage. Roll is 2; (w/ +0 bonus)
             no effect.
    Skid ends.

Heavy Wheeled APC (SRM) (Pirate) must make a piloting skill check while moving in hex 4310 (reckless driving on pavement).
Needs 5 [6 (Base piloting skill) - 1 (reckless driving on pavement)], rolls 10 : succeeds.


Heavy Tracked APC (LRM) (Pirate) must make a piloting skill check while moving in hex 0816 (reckless driving on pavement).
Needs 6 [5 (Base piloting skill) + 1 (reckless driving on pavement)], rolls 11 : succeeds.


Pegasus Scout Hover Tank (Standard) #2 (Pirate) must make a piloting skill check while moving from hex 3119 to hex 3219 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 3 : fails.

Pegasus Scout Hover Tank (Standard) #2 (Pirate) sideslips 2 hexes
    Skids into hex 3120.
    Skids into Pegasus Scout Hover Tank (Standard) in hex 3121..., but the charge is impossible (Target is inside building) : misses.
    Skids into Building #1772718459 in hex 3121.
        Pegasus Scout Hover Tank (Standard) #2 (Pirate) takes 4 damage to TU.
            17 Armor remaining.

    Skid ends.

Pegasus Scout Hover Tank (Standard) #2 (Pirate) must make a piloting skill check while moving from hex 3121 to hex 3120 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 3 : fails.

Pegasus Scout Hover Tank (Standard) #2 (Pirate) sideslips 2 hexes
    Skids into Building #131393921 in hex 3221.
        Medium Standard Building #131393921 absorbs 14 points of damage.
            10 CF remaining.
        Pegasus Scout Hover Tank (Standard) #2 (Pirate) takes 4 damage to LS.
            15 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +3 bonus)
             Major damage, vehicle immobile.

Building #131393921 in Hex 3221 is entered and has unknown basement, rolls 5: no basement.
    Skid ends.

Pegasus Scout Hover Tank (Standard) #3 (Pirate) must make a piloting skill check while moving from hex 2415 to hex 2416 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 7 : succeeds.


Saladin Assault Hover Tank (Standard) (Pirate) must make a piloting skill check while moving from hex 3215 to hex 3116 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 9 : succeeds.


Saladin Assault Hover Tank (Standard) (Pirate) must make a piloting skill check while moving from hex 2419 to hex 2420 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 7 : succeeds.


Heavy Hover APC (SRM) (Pirate) must make a piloting skill check while moving from hex 1614 to hex 1615 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 7 : succeeds.


Heavy Hover APC (SRM) (Pirate) must make a piloting skill check while moving from hex 1620 to hex 1721 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 10 : succeeds.


J. Edgar Light Hover Tank (ICE) (Pirate) must make a piloting skill check while moving from hex 1615 to hex 1616 (flanking and turning).
Needs 6 [6 (Base piloting skill) + 0 (flanking and turning)], rolls 3 : fails.

J. Edgar Light Hover Tank (ICE) (Pirate) sideslips 1 hexes
    Skids into hex 1516.
    Skid ends.

Pegasus Scout Hover Tank (Standard) #4 (Pirate) must make a piloting skill check while moving from hex 1614 to hex 1615 (flanking and turning).
Needs 8 [6 (Base piloting skill) + 2 (Steering Damage) + 0 (flanking and turning)], rolls 11 : succeeds.


Skulker Wheeled Scout Tank (Standard) (Pirate) must make a piloting skill check while moving in hex 4313 (reckless driving on pavement).
Needs 5 [6 (Base piloting skill) - 1 (reckless driving on pavement)], rolls 3 : fails.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
    Skid ends.

Striker Light Tank (Standard) (Pirate) must make a piloting skill check while moving in hex 5511 (reckless driving on pavement).
Needs 4 [5 (Base piloting skill) - 1 (reckless driving on pavement)], rolls 7 : succeeds.


Quickdraw QKD-4GF (1st Octopus Overlords) must make a piloting skill check (entering Depth 1 Water).
Needs 2 [3 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 10 : succeeds.

Wolverine WVR-6M (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 5 [4 (Base piloting skill) + 1 (cramped cockpit) + 0 (getting up)], rolls 7 : succeeds.


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

Weapons fire for Trebuchet TBT-5S (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 10 : hits (using Partial cover (horizontal 50%) table) RA
        Quickdraw QKD-4GF (1st Octopus Overlords) takes 5 damage to RA.
            6 Armor remaining.


    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 8 : misses


    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 2 : misses


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 10 : 3 missile(s) hit (using Partial cover (horizontal 50%) table).

        Quickdraw QKD-4GF (1st Octopus Overlords) takes 2 damage to RA.
            4 Armor remaining.

        Quickdraw QKD-4GF (1st Octopus Overlords) takes 2 damage to RT.
            12 Armor remaining.

        Quickdraw QKD-4GF (1st Octopus Overlords) takes 2 damage to RA.
            2 Armor remaining.


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) (Pirate)
    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 10 : 6 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
            8 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RL.
            13 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            21 Armor remaining.

        
Phoenix Hawk PXH-1D (1st Octopus Overlords) takes hit at HD, but it is rerolled with edge.
        
Phoenix Hawk PXH-1D (1st Octopus Overlords) has 0 edge remaining.
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LT.
            16 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            19 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 4 : misses


Weapons fire for Galleon Light Tank GAL-100 (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    Medium Laser at Vulcan VL-2T (Pirate); needs 9, rolls 9 : hits CT
        Vulcan VL-2T (Pirate) takes 5 damage to CT.
            5 Armor remaining.


    Medium Laser at Vulcan VL-2T (Pirate); needs 9, rolls 9 : hits RT
        Vulcan VL-2T (Pirate) takes 5 damage to RT.
            3 Armor remaining.


    LRM 10 at Vulcan VL-2T (Pirate); needs 6, rolls 11 : 6 missile(s) hit.

        Vulcan VL-2T (Pirate) takes 5 damage to LT.
            3 Armor remaining.

        Vulcan VL-2T (Pirate) takes 1 damage to RT.
            2 Armor remaining.


    LRM 10 at Vulcan VL-2T (Pirate); needs 6, rolls 3 : misses


Weapons fire for Heavy Tracked APC (LRM) (Pirate)
    LRM 5 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 12 : 4 missile(s) hit (using Right Side table).

        Orion ON1-K (1st Octopus Overlords) takes 4 damage to LT.
            18 Armor remaining.


Weapons fire for Wolverine WVR-6M (1st Octopus Overlords)
    Large Laser at Wolverine WVR-6R (Pirate); needs 10, rolls 9 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 12, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (Pirate)
    AC/5 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 5 : misses

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

Weapons fire for Harasser Missile Platform (Standard) (Pirate)
    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 10, rolls 10 : 4 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RA.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RL.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            16 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to CT.
            21 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 10, rolls 10 : 3 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to CT.
            19 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LL.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to CT.
            17 Armor remaining.


Weapons fire for Spider SDR-5V (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 4 : misses


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Large Laser at Wolverine WVR-6R (Pirate); needs 11, rolls 8 : misses


    LRM 10 at Wolverine WVR-6R (Pirate); needs 11, rolls 10 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) #2 (Pirate)
    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 11, rolls 9 : misses

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

    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 11, rolls 11 : 4 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LT.
            16 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RA.
            12 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LA.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LA.
            12 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 11, rolls 6 : misses

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

Weapons fire for Pegasus Scout Hover Tank (Standard) #3 (Pirate)
    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 9 : 5 missile(s) hit.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to RT (critical).
            20 Armor remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +AC/10.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to CT.
            34 Armor remaining.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to LA.
            22 Armor remaining.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to LA.
            20 Armor remaining.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to LA.
            18 Armor remaining.


    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 3 : misses

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

Weapons fire for Quickdraw QKD-4GF (1st Octopus Overlords)
    Medium Laser at Trebuchet TBT-5S (Pirate); needs 7, rolls 9 : hits LL
        Trebuchet TBT-5S (Pirate) takes 5 damage to LL.
            10 Armor remaining.


    Medium Laser at Trebuchet TBT-5S (Pirate); needs 7, rolls 3 : misses


    Medium Laser at Trebuchet TBT-5S (Pirate); needs 7, rolls 2 : misses


    SRM 4 at Trebuchet TBT-5S (Pirate); needs 9, rolls 10 : 2 missile(s) hit.

        Trebuchet TBT-5S (Pirate) takes 2 damage to LA.
            8 Armor remaining.

        Trebuchet TBT-5S (Pirate) takes 2 damage to LT.
            9 Armor remaining.


Weapons fire for Saladin Assault Hover Tank (Standard) #2 (Pirate)
    AC/20 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 11, rolls 4 : misses

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

Weapons fire for Pegasus Scout Hover Tank (Standard) #4 (Pirate)
    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 8 : misses

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

    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 4 : misses

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

Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Large Laser at Pegasus Scout Hover Tank (Standard) (Pirate); needs 5, rolls 6 : hits (using Right Side table) RS (hit aimed location)

        Medium Standard Building #1772718459 absorbs 3 points of damage.
            27 CF remaining.
        Pegasus Scout Hover Tank (Standard) (Pirate) takes 5 damage to RS.
            14 Armor remaining.


    Medium Laser at Pegasus Scout Hover Tank (Standard) (Pirate); needs 5, rolls 7 : hits (using Right Side table) RS (hit aimed location)

        Medium Standard Building #1772718459 absorbs 3 points of damage.
            24 CF remaining.
        Pegasus Scout Hover Tank (Standard) (Pirate) takes 2 damage to RS.
            12 Armor remaining.


Weapons fire for Wasp WSP-1A (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 7 : misses


    SRM 2 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Firestarter FS9-H (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 7 : misses

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

    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 8 : misses

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

Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Wolverine WVR-6R (Pirate); needs 8, rolls 9 : hits LT
        Wolverine WVR-6R (Pirate) takes 10 damage to LT.
            5 Armor remaining.


    AC/10 at Wolverine WVR-6R (Pirate); needs 8, rolls 6 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 10, rolls 9 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 10, rolls 6 : misses


Weapons fire for Jenner JR7-D (Pirate)
    SRM 4 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 12 : 2 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to CT.
            16 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RL.
            16 Armor remaining.


Weapons fire for J. Edgar Light Hover Tank (ICE) (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 4 : misses

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

    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 7 : misses


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Firestarter FS9-H #2 (Pirate)
    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 9, rolls 6 : misses

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

    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 9, rolls 2 : misses

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

    Machine Gun at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 9, rolls 3 : misses
        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    Machine Gun at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 9, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Firestarter FS9-H #2 (Pirate); needs 6, rolls 6 : hits LA (critical)
        Firestarter FS9-H #2 (Pirate) takes 10 damage to LA (critical).
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.
            Critical hit on LA. Roll is 6; no effect.


    PPC at Firestarter FS9-H #2 (Pirate); needs 6, rolls 6 : hits LT
        Firestarter FS9-H #2 (Pirate) takes 10 damage to LT.
            1 Armor remaining.


    PPC at Firestarter FS9-H #2 (Pirate); needs 6, rolls 4 : misses

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

Weapons fire for Wasp WSP-1A #2 (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 12, rolls 7 : misses

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

Weapons fire for LTV-4 Hover Tank (Standard) (Pirate)
    PPC at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 12 : hits CT
        Orion ON1-K (1st Octopus Overlords) takes 10 damage to CT.
            24 Armor remaining.


    SRM 4 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 12 : 3 missile(s) hit.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to RT.
            18 Armor remaining.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to RL.
            30 Armor remaining.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to LA.
            16 Armor remaining.


Weapons fire for Hornet HNT-151 (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 12, rolls 6 : misses

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

Weapons fire for Shadow Hawk SHD-2K (1st Octopus Overlords)
    PPC at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 7, rolls 6 : misses


    LRM 5 at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 10, rolls 6 : misses


Weapons fire for Striker Light Tank (Standard) (Pirate)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 12, rolls 9 : misses


Weapons fire for Hunter Light Support Tank (Ammo) (Pirate)
    LRM 20 at Awesome AWS-8Q (1st Octopus Overlords); needs 10, rolls 2 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Wasp WSP-1A (Pirate); needs 7, rolls 6 : misses


    LRM 5 at Wasp WSP-1A (Pirate); needs 9, rolls 10 : 1 missile(s) hit.

        Wasp WSP-1A (Pirate) takes 1 damage to LT.
            5 Armor remaining.


    Medium Laser at Spider SDR-5V (Pirate); needs 9, rolls 7 : misses


Weapons fire for Packrat LRPV PKR-T5 (ICE) (Pirate)
    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 12, rolls 8 : misses


Weapons fire for Blackjack BJ-1 (Pirate)
    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 7 : misses


    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 8 : misses


Weapons fire for Whitworth WTH-1 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 12 : 6 missile(s) hit.

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 5.
            10 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 1 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            9 Armor remaining.


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Quickdraw QKD-4GF #2 (1st Octopus Overlords)
    LRM 10 at Whitworth WTH-1 (Pirate); needs 8, rolls 7 : misses


    Medium Laser at Javelin JVN-10N (Pirate); needs 9, rolls 12 : hits RA
        Javelin JVN-10N (Pirate) takes 5 damage to RA.
            1 Armor remaining.


    Medium Laser at Javelin JVN-10N (Pirate); needs 9, rolls 6 : misses


    Medium Laser at Javelin JVN-10N (Pirate); needs 9, rolls 8 : misses


    SRM 4 at Javelin JVN-10N (Pirate); needs 11, rolls 12 : 2 missile(s) hit.

        Javelin JVN-10N (Pirate) takes 2 damage to LA.
            4 Armor remaining.

        Javelin JVN-10N (Pirate) takes 2 damage to LL.
            6 Armor remaining.


Weapons fire for Wolverine WVR-6R (Pirate)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 10 : hits RA
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RA.
            10 Armor remaining.


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 11 : 4 missile(s) hit.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RL.
            13 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RA.
            8 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LA.
            13 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RL.
            11 Armor remaining.


    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Javelin JVN-10N (Pirate)
    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 10, rolls 12 : 4 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LA.
            16 Armor remaining.

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

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LT.
            18 Armor remaining.

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


    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 10, rolls 9 : misses


Weapons fire for Vulcan VL-2T (Pirate)
    AC/2 at Dervish DV-6M (1st Octopus Overlords); needs 7, rolls 6 : misses


    Medium Laser at Dervish DV-6M (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Orion ON1-K (1st Octopus Overlords)
    Medium Laser at Heavy Hover APC (SRM) (Pirate); needs 9, rolls 8 : misses


    Medium Laser at Heavy Hover APC (SRM) (Pirate); needs 9, rolls 7 : misses


    AC/10 at Heavy Hover APC (SRM) (Pirate); needs 9, rolls 7 : misses


    SRM 4 at Heavy Hover APC (SRM) (Pirate); needs 9, rolls 5 : misses


Weapons fire for Dervish DV-6M (Pirate)
    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 10, rolls 6 : misses


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


Weapons fire for Dervish DV-6M #2 (Pirate)
    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 9, rolls 11 : 10 missile(s) hit (using Partial cover (horizontal 50%) table).

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 5 damage to RA.
            1 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 5 damage to RA.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.


    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 9, rolls 4 : misses




Shadow Hawk SHD-2K (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 4 : succeeds.

Orion ON1-K (1st Octopus Overlords) 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 4 : falls.
Orion ON1-K (1st Octopus Overlords) goes back to the hull down position instead of falling to the ground.

Firestarter FS9-H #2 (Pirate) 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 7 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Kick (Left leg) at Hex 3121 of Building #1772718459 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Medium Standard Building #1772718459 absorbs 9 points of damage.
            15 CF remaining.

Physical attacks for Shadow Hawk SHD-2K (1st Octopus Overlords)
    Kick (Left leg) at Firestarter FS9-H #2 (Pirate); needs 6, rolls 9 : hits (using Left Side Kick table) LL
        Firestarter FS9-H #2 (Pirate) takes 11 damage to LL.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LL. Roll is 6; no effect.


Firestarter FS9-H #2 (Pirate) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 8 : succeeds.
Enlarge Image

"APCs approaching the base from the west!" the Orion pilot calls out. The one he couldn't get zips by and stops right next to one of the control buildings, disgorging a platoon of infantry. A J.Edgar zips around a little too fast and crashes into one of the outlying buildings, collapsing the structure entirely.

The enemy units on the east side aren't having much luck getting over those bridges - an APC and Hunter prove to be more than the far east one can handle and both vehicles go into the river.

Things aren't looking too good.

"This is Lucifer flight. We're still banged up, but are on approach and about ten seconds away. Got anything you want us to blow up?"

[tactical note]
El Guapo's idea of using the buildings to obstruct LOS has some merit.

Also, vehicles marked 'immobile' have been abandoned or powered down and may be disregarded.
[/tactical note]

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

Post by Isgrimnur » Wed Feb 07, 2018 11:36 am

Orion will try to get up and back into heavier cover at 1918 and engage the Wasp, since he's looking at me funny.

Vindy will stay put and engage the JEH and Wasp.

Get the QE2 to 3417 in the most efficient manner so I can take advantage of the rear arc that the Trebuchet is giving me.
Silver - 1k

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

Post by El Guapo » Wed Feb 07, 2018 11:56 am

Oh man. Is there any way that we can save and reload? Or maybe offer our services to the "pirates" instead? They seem to have the numbers here.

Anywho, I can't jump into the same square as an enemy vehicle and stay there, right? Could I death from above / crunch it?

Also, what is the structural integrity like for the buildings in 2728, 2729, 2928, and 2929? Would any of them reasonably hold a Thunderbolt or Wolverine?

Also, if those infantry get into the building, is it immediately game over / scenario lost, or is there something else we can do at this point?

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

Post by El Guapo » Wed Feb 07, 2018 11:59 am

Tentative plan:

- Rifleman: back up 1 space, fire at the Wolverine
- Thunderbolt: jump to 2828, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)
- Wolverine: jump to 2829, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)

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

Post by gbasden » Wed Feb 07, 2018 12:11 pm

I'm guessing death from above on a hex with APC and infantry isn't going to be terribly effective? I'm not sure what else I can do to slow them down.

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

Post by NickAragua » Wed Feb 07, 2018 12:46 pm

Isgrimnur wrote:
Wed Feb 07, 2018 11:36 am
Vindy will stay put and engage the JEH and Wasp.

Get the QE2 to 3417 in the most efficient manner so I can take advantage of the rear arc that the Trebuchet is giving me.
JEH = Jenner?

3417 won't hit the rear arc but 3318 will. Basically, you have to draw a line from center of source hex to center of target hex, and if it goes through the one rear hex side, then that's a rear attack.
El Guapo wrote:
Wed Feb 07, 2018 11:56 am
Oh man. Is there any way that we can save and reload? Or maybe offer our services to the "pirates" instead? They seem to have the numbers here.

Anywho, I can't jump into the same square as an enemy vehicle and stay there, right? Could I death from above / crunch it?

Also, what is the structural integrity like for the buildings in 2728, 2729, 2928, and 2929? Would any of them reasonably hold a Thunderbolt or Wolverine?

Also, if those infantry get into the building, is it immediately game over / scenario lost, or is there something else we can do at this point?
There's always the option to "lift arms" and walk way, although it's likely to be treated as a contract breach.

You can go into the same hex as a vehicle with no problem. You won't be able to fire at it, but you can give it a boot.

2328, 2329 are both CF 80. 2929 is CF 84. 2928 is CF 98. All are capable of holding the 65 ton Thunderbolt (or the Wolverine) but not both. 2928 is height 6 so the jump jet 4 Thunderbolt and jump jet 5 Wolverine can't get up there. If you're thinking of jumping up on to 2929, 2928 will also block LOS on everything on the road east of Pegasus #4.

Clarified scenario scoring:
Enemy infantry occupying a building will be considered to have control of it after CF / # occupying troops turns. So, a 32-man platoon will gain control of a 78 CF building after three turns.

Each objective building occupied by enemy infantry at the end of the scenario: -1 point
Each objective building not occupied by enemy infantry at the end of the scenario: 1 point
Each objective building destroyed: 45,000 x CF C-Bill penalty (building CFs are 78, 59, 65, 63)

Scenario ends when:
- All four buildings are occupied by enemy infantry or destroyed
- Enemy force withdraws (after taking 50%+ casualties)
- OO force withdraws

The OO force may withdraw without incurring a contract breach after 45% of its mechs are destroyed or subject to forced withdrawal. If the OO force withdraws, any objective building not occupied by enemy infantry is considered destroyed and the appropriate penalty will be assessed.

At the end, if the score is higher than 0, it's a win. 0 = draw. < 0 = loss.

So basically, maintain control of a majority of the objective buildings. If an objective building is occupied, you can destroy it but then we eat the price of a medium mech. Would have been easier if that Wolverine didn't get a lucky shot.

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

Post by NickAragua » Wed Feb 07, 2018 12:48 pm

gbasden wrote:
Wed Feb 07, 2018 12:11 pm
I'm guessing death from above on a hex with APC and infantry isn't going to be terribly effective? I'm not sure what else I can do to slow them down.
Correct. However, you can jump in nearby and shoot + stomp them.

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

Post by El Guapo » Wed Feb 07, 2018 1:09 pm

Ok, new plan:

- Wolverine will jump to 2827. Fire at will, kick / stomp infantry if possible, otherwise kick the most promising target.
- Thunderbolt will jump to 2828. Fire at will, kick the Pegasus in front (if I can do that without kicking the Wolverine
- Rifleman will back up twice to 2829. Fire on the Wolverine.

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

Post by Isgrimnur » Wed Feb 07, 2018 1:27 pm

NickAragua wrote:
Wed Feb 07, 2018 12:46 pm
Isgrimnur wrote:
Wed Feb 07, 2018 11:36 am
Vindy will stay put and engage the JEH and Wasp.

Get the QE2 to 3417 in the most efficient manner so I can take advantage of the rear arc that the Trebuchet is giving me.
JEH = Jenner?

3417 won't hit the rear arc but 3318 will. Basically, you have to draw a line from center of source hex to center of target hex, and if it goes through the one rear hex side, then that's a rear attack.
J Edgar Hoover.

And 3318 will work. Doesn't give me as much woods cover if the Galleon and Packrat turn around, but that's a risk I'll take.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by gbasden » Thu Feb 08, 2018 2:50 am

Shadowhawk jump to 3319, since the back hex is taken, and fire/kick the trebuchet. Awesome will back up into hex 4121 and fire at the Saladin. Can the Phoenix Hawk jump to 2726 facing S and attack the infantry? Can the Saladin get a shot at me from the same hex?

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

Post by Stefan Stirzaker » Thu Feb 08, 2018 2:57 am

Quickdraw to face to SE and back up to 2331 - Fire everything short ranged at the two javelins and the wolvering. LRM at blackjack.
Dervish to back up to 4026 if allowed, 4027 if that movement is too far. using Hyper extending actuators Flip left arm behind, fire at Saladin , Right arm Fire at Vulcan. LRM well can't do anything.

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

Post by NickAragua » Thu Feb 08, 2018 10:57 am

gbasden wrote:
Thu Feb 08, 2018 2:50 am
Shadowhawk jump to 3319, since the back hex is taken, and fire/kick the trebuchet. Awesome will back up into hex 4121 and fire at the Saladin. Can the Phoenix Hawk jump to 2726 facing S and attack the infantry? Can the Saladin get a shot at me from the same hex?
The Saladin wouldn't be able to shoot at you, no. Thumbs up.

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

Post by NickAragua » Thu Feb 08, 2018 12:09 pm

8/41 enemy units crippled, disabled or destroyed

[El Guapo - I took the liberty of adjusting your moves so you don't expose rear arcs to a variety of bad guys.

Stefan - Unfortunately, looks like you have to flip either both arms or neither. Firing plan adjusted to compensate.

Also, I "hacked" the save file to enable backing up over elevation changes, so you guys can do that now.]

The Trebuchet torso twists and unloads everything on Paingod's Shadow Hawk - one of the SRMs pops the hip actuator on the left leg, sending the mech to the ground. QE2 breaches rear armor on the Trebuchet's torso, leaving the internals exposed.

Madmarcus hops over to the flamer platoon as they unload from the APC, frying two guys with a medium laser and blasting another six with the SRMs.

Isgrimnur takes a headshot from a Harasser-launched SRM and blacks out, his mech going down.

Gbasden plows PPCs into the Saladin trying to get around his back, blowing a hole through the hovertank's right side, leaving it a smoking wreck.

El Guapo's Rifleman takes a pounding from LRMs and SRMs from the Dervishes across the river, losing one of the AC/10s. And the right arm entirely. He does manage to knock the Wolverine down to a knee combined with fire from Freyland's Quickdraw. Well, at least now your ammo will last longer.

The Saladin underfoot can't shoot at it, but it nails the Thunderbolt with the AC/20 instead. He remains upright and blasts away at the flamer platoon, killing quite a large number with lasers.

Cylus Maxii's Phoenix Hawk opens up the jump jets to max power to come help with the infantry, but whiffs lasering them. The stomp gets two guys and the platoon is now down to ten guys, who scamper into the nearby building for some slightly improved cover.

Raw Data
Spoiler:
Dervish DV-6M (1st Octopus Overlords) must make a piloting skill check while moving in hex 4031 (moving backwards over an elevation change).
Needs 3 [3 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 4 : succeeds.


Awesome AWS-8Q (1st Octopus Overlords) must make a piloting skill check while moving from hex 4020 to hex 4121 (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 7 : succeeds.


Orion ON1-K (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 11 : succeeds.

Offboard Attack Phase
-------------------


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

Weapons fire for Trebuchet TBT-5S (Pirate)
    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 8, rolls 7 : misses


    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 8, rolls 4 : misses


    Medium Laser at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 8, rolls 9 : hits LA
        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 5 damage to LA.
            7 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 8, rolls 12 : 6 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LT.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LL.
            12 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            14 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LA.
            5 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LA.
            3 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            12 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 8, rolls 8 : 4 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LL.
            10 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LL (critical).
            8 Armor remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Hip.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LL.
            6 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            10 Armor remaining.


Weapons fire for Galleon Light Tank GAL-100 (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    LRM 10 at Vulcan VL-2T (Pirate); needs 9, rolls 7 : misses


    Medium Laser at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 11, rolls 8 : misses


    SRM 2 at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 11, rolls 6 : misses


Weapons fire for Heavy Tracked APC (LRM) (Pirate)
    LRM 5 at Vindicator VND-1R (1st Octopus Overlords); needs 5, rolls 3 : misses


Weapons fire for Heavy Wheeled APC (SRM) (Pirate)
    SRM 4 at Awesome AWS-8Q (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Wolverine WVR-6M (1st Octopus Overlords)
    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 7 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            26 men alive


    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 4 : misses


    SRM 6 at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 6 : 6 missile(s) hit
hits MEN
        Missile weapon against infantry, damage changed from 12 to 3
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 6 damage to MEN.
            20 men alive


Weapons fire for Vedette Medium Tank (Standard) #2 (Pirate)
    AC/5 at Vindicator VND-1R (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Harasser Missile Platform (Standard) (Pirate)
    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 8, rolls 9 : 4 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RT.
            14 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RL.
            14 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Vindicator VND-1R (1st Octopus Overlords) "Private 1st Class An Taalib" takes 1 damage (1 total hits).
        Pilot of Vindicator VND-1R (1st Octopus Overlords) "Private 1st Class An Taalib" needs a 3 to stay conscious. Rolls 2 : blacks out.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RA.
            12 Armor remaining.


    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 8, rolls 3 : misses


    PPC at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 8, rolls 10 : hits FR
        Saladin Assault Hover Tank (Standard) #2 (Pirate) takes 10 damage to FR.
            7 Armor remaining.


    PPC at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 8, rolls 9 : hits LS
        Saladin Assault Hover Tank (Standard) #2 (Pirate) takes 10 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Saladin Assault Hover Tank (Standard) #2 (Pirate) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 8; (w/ +3 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 7; Crew stunned for 1 turns.


    Small Laser at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 8, rolls 10 : hits FR
        Saladin Assault Hover Tank (Standard) #2 (Pirate) takes 3 damage to FR.
            4 Armor remaining.


Weapons fire for Saladin Assault Hover Tank (Standard) (Pirate)
    AC/20 at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 6, rolls 11 : hits CT
        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 20 damage to CT.
            10 Armor remaining.


Weapons fire for Pegasus Scout Hover Tank (Standard) #3 (Pirate)
    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 7 : hits (using Left Side table) RA
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RA.
            3 Armor remaining.


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 6 : 5 missile(s) hit (using Left Side table).

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LL.
            11 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LL.
            9 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to CT.
            20 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LL.
            7 Armor remaining.


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 4 : misses


Weapons fire for Shadow Hawk SHD-2K (1st Octopus Overlords)
    PPC at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 8, rolls 2 : misses


    LRM 5 at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 10, rolls 7 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) #2 (Pirate)
    AC/20 at Awesome AWS-8Q (1st Octopus Overlords); needs 5, rolls 6 : hits (using Partial cover (horizontal 50%) table) RL
        Awesome AWS-8Q suffers no damage. (RL behind cover)


Weapons fire for Heavy Hover APC (SRM) (Pirate)
    SRM 4 at Wolverine WVR-6M (1st Octopus Overlords); needs 8, rolls 10 : 4 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LT.
            16 Armor remaining.

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

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RA.
            16 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LA.
            14 Armor remaining.


    Machine Gun at Wolverine WVR-6M (1st Octopus Overlords); needs 8, rolls 11 : hits LL
        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            17 Armor remaining.


    Machine Gun at Wolverine WVR-6M (1st Octopus Overlords); needs 8, rolls 4 : misses

Weapons fire for Pegasus Scout Hover Tank (Standard) #4 (Pirate)
    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 5 : misses


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 2 : misses


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 4 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Wolverine WVR-6R (Pirate); needs 7, rolls 8 : hits CT
        Wolverine WVR-6R (Pirate) takes 10 damage to CT.
            10 Armor remaining.


    AC/10 at Wolverine WVR-6R (Pirate); needs 7, rolls 7 : hits LA
        Wolverine WVR-6R (Pirate) takes 10 damage to LA.
            0 Armor remaining.


    Medium Laser at Wolverine WVR-6R (Pirate); needs 9, rolls 6 : misses


Weapons fire for Wasp WSP-1A (Pirate)
    SRM 2 at Vindicator VND-1R (1st Octopus Overlords); needs 7, rolls 8 : 1 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RL.
            12 Armor remaining.


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Firestarter FS9-H (Pirate)
    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 7 : misses


    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Quickdraw QKD-4GF #2 (1st Octopus Overlords)
    Medium Laser at Wolverine WVR-6R (Pirate); needs 8, rolls 7 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 8, rolls 6 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 8, rolls 7 : misses


    SRM 4 at Wolverine WVR-6R (Pirate); needs 10, rolls 4 : misses


Weapons fire for Jenner JR7-D (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 4 : misses


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 9 : hits RA
        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to RA.
            7 Armor remaining.


    SRM 4 at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 11 : 2 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to CT.
            14 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to LL.
            16 Armor remaining.


Weapons fire for J. Edgar Light Hover Tank (ICE) (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 4 : misses


    SRM 2 at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 10 : 2 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to LL.
            14 Armor remaining.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to LL.
            12 Armor remaining.


    SRM 2 at Vindicator VND-1R (1st Octopus Overlords); needs 6, rolls 6 : 1 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RA (critical).
            5 Armor remaining.
            Critical hit on RA. Roll is 3; no effect.


Weapons fire for Firestarter FS9-H #2 (Pirate)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 8 : hits (using Partial cover (horizontal 50%) table) RT
        Awesome AWS-8Q (1st Octopus Overlords) takes 5 damage to RT.
            19 Armor remaining.


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 4 : misses


    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 10, rolls 8 : misses

    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 10, rolls 7 : misses

Weapons fire for Orion ON1-K (1st Octopus Overlords)
    Medium Laser at Wasp WSP-1A #2 (Pirate); needs 9, rolls 4 : misses


    Medium Laser at Wasp WSP-1A #2 (Pirate); needs 9, rolls 4 : misses


Weapons fire for Wasp WSP-1A #2 (Pirate)
    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 9 : 1 missile(s) hit (using Right Side table).

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to RA.
            22 Armor remaining.


    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 4 : misses

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

Weapons fire for LTV-4 Hover Tank (Standard) (Pirate)
    PPC at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 6 : misses

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

Weapons fire for Hornet HNT-151 (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 8, rolls 8 : hits RA
        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to RA.
            0 Armor remaining.


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


Weapons fire for Striker Light Tank (Standard) (Pirate)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 8 : misses


    SRM 6 at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 8 : misses


Weapons fire for Quickdraw QKD-4GF (1st Octopus Overlords)
    Medium Laser at Trebuchet TBT-5S (Pirate); needs 6, rolls 9 : hits (using Rear table) RTR
        Trebuchet TBT-5S (Pirate) takes 5 damage to RTR.
            0 Armor remaining.


    Medium Laser at Trebuchet TBT-5S (Pirate); needs 6, rolls 6 : hits (using Rear table) LTR
        Trebuchet TBT-5S (Pirate) takes 5 damage to LTR.
            0 Armor remaining.


    Medium Laser at Trebuchet TBT-5S (Pirate); needs 6, rolls 9 : hits (using Rear table) LL
        Trebuchet TBT-5S (Pirate) takes 5 damage to LL.
            5 Armor remaining.


    SRM 4 at Trebuchet TBT-5S (Pirate); needs 8, rolls 3 : misses

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

Weapons fire for Blackjack BJ-1 (Pirate)
    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 7 : misses


    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 12, rolls 10 : misses


    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 12, rolls 9 : misses


    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 12 : hits RT
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RT.
            7 Armor remaining.


Weapons fire for Whitworth WTH-1 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 6 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Wasp WSP-1A (Pirate); needs 8, rolls 4 : misses


    Medium Laser at J. Edgar Light Hover Tank (ICE) (Pirate); needs 7, rolls 3 : misses


    Small Laser at J. Edgar Light Hover Tank (ICE) (Pirate); needs 7, rolls 8 : hits (using Left Side table) LS
        J. Edgar Light Hover Tank (ICE) (Pirate) takes 3 damage to LS.
            12 Armor remaining.


    LRM 5 at Hornet HNT-151 (Pirate); needs 7, rolls 6 : misses


Weapons fire for Wolverine WVR-6R (Pirate)
    AC/5 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 5, rolls 7 : hits RT
        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 5 damage to RT.
            9 Armor remaining.


    SRM 6 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 7, rolls 11 : 4 missile(s) hit.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RA.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 4; no effect.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to CT.
            15 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RL.
            13 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LA.
            9 Armor remaining.


    Medium Laser at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 7, rolls 10 : hits CT
        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 5 damage to CT.
            10 Armor remaining.


Weapons fire for Javelin JVN-10N (Pirate)
    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 6 : misses


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 3 : misses


Weapons fire for Vulcan VL-2T (Pirate)
    Medium Laser at Dervish DV-6M (1st Octopus Overlords); needs 10, rolls 9 : misses


    AC/2 at Dervish DV-6M (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 7, rolls 6 : misses


    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 7, rolls 6 : misses


Weapons fire for Javelin JVN-10N #2 (Pirate)
    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 9 : 6 missile(s) hit (using Right Side table).

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RA.
            1 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to CT.
            18 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RA.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on +AC/10.
            CRITICAL HIT on +AC/10.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RA.
             7 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on +AC/10.
            CRITICAL HIT on +AC/10.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RA.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.

        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RT.
            5 Armor remaining.


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 5 : misses


Weapons fire for Dervish DV-6M (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 6 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 6 : misses


Weapons fire for Dervish DV-6M #2 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 7 : 6 missile(s) hit.

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 7; no effect.

        Rifleman RFL-3C (1st Octopus Overlords) takes 1 damage to LT.
            14 Armor remaining.


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 8 : 8 missile(s) hit.

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to CT.
            13 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 3 damage to CT.
            10 Armor remaining.


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 12 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            18 men alive


    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 7 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            16 men alive


    Medium Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 7 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            14 men alive


    Large Laser at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 6, rolls 9 : hits MEN
        Direct fire weapon against infantry, damage changed from 8 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            12 men alive




Thunderbolt TDR-5SE (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.

Rifleman RFL-3C (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 6 : succeeds.

Shadow Hawk SHD-2K (1st Octopus Overlords) must make 2 piloting skill roll(s) (hip actuator hit; 20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 2 (hip actuator hit) + 1 (20+ damage)); needs 6, rolls 3 : falls.
    Shadow Hawk SHD-2K (1st Octopus Overlords) falls on its left side, suffering 6 damage.
        
Shadow Hawk SHD-2K (1st Octopus Overlords) takes hit at HD, but it is rerolled with edge.
        
Shadow Hawk SHD-2K (1st Octopus Overlords) has 0 edge remaining.
        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 5 damage to CT.
            12 Armor remaining.
        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 1 damage to CT.
            11 Armor remaining.

Pilot of Shadow Hawk SHD-2K (1st Octopus Overlords) "Corporal Mab Orme" must roll 6 to avoid damage; rolls 8 : succeeds.


Vindicator VND-1R (1st Octopus Overlords) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Vindicator VND-1R (1st Octopus Overlords) falls on its right side, suffering 5 damage.
        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to RT.
            9 Armor remaining.
    
Pilot of Vindicator VND-1R (1st Octopus Overlords) "Private 1st Class An Taalib" cannot avoid damage.
        Pilot of Vindicator VND-1R (1st Octopus Overlords) "Private 1st Class An Taalib" takes 1 damage (2 total hits).


Wolverine WVR-6R (Pirate) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 1 (20+ damage)); needs 6, rolls 5 : falls.
Wolverine WVR-6R (Pirate) goes back to the hull down position instead of falling to the ground.

Physical Attack Phase
-------------------

Physical attacks for Wolverine WVR-6M (1st Octopus Overlords)
    Kick (Left leg) at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 5, rolls 4 : misses.

Physical attacks for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Kick (Left leg) at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 7, rolls 9 : hits FR
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 13 damage to FR.
            13 Armor remaining.


Physical attacks for Quickdraw QKD-4GF (1st Octopus Overlords)
    Kick (Left leg) at Trebuchet TBT-5S (Pirate); needs 5, rolls 9 : hits (using Rear Kick table) RL
        Trebuchet TBT-5S (Pirate) takes 12 damage to RL.
            3 Armor remaining.


Physical attacks for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Kick (Left leg) at Foot Platoon (Anti-'Mech) (Flamer) (Pirate); needs 5, rolls 10 : hits (using Rear table) MEN
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 2 damage to MEN.
            10 men alive


Wolverine WVR-6M (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 0 (missed a kick)); needs 5, rolls 9 : succeeds.

Trebuchet TBT-5S (Pirate) must make 1 piloting skill roll(s) (was kicked).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 0 (was kicked)); needs 6, rolls 7 : succeeds.

Heat Phase
-------------------
Dervish DV-6M (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
Wolverine WVR-6M (1st Octopus Overlords) gains 15 heat, sinks 14 heat and is now at 1 heat.
Thunderbolt TDR-5SE (1st Octopus Overlords) gains 21 heat, sinks 17 heat and is now at 4 heat.
Quickdraw QKD-4GF (1st Octopus Overlords) gains 13 heat, sinks 14 heat and is now at 2 heat.
Phoenix Hawk PXH-1D (1st Octopus Overlords) gains 12 heat, sinks 12 heat and is now at 3 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 2 heat.
Awesome AWS-8Q (1st Octopus Overlords) gains 32 heat, sinks 32 heat and is now at 0 heat.
Shadow Hawk SHD-2K (1st Octopus Overlords) gains 15 heat, sinks 15 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 0 heat.
Quickdraw QKD-4GF #2 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 2 heat.
Orion ON1-K (1st Octopus Overlords) gains 9 heat, sinks 10 heat and is now at 3 heat.
Trebuchet TBT-5S (Pirate) gains 19 heat, sinks 18 heat and is now at 1 heat.
Spider SDR-5V (Pirate) gains 6 heat, sinks 10 heat and is now at 0 heat.
Wasp WSP-1A (Pirate) gains 10 heat, sinks 10 heat and is now at 1 heat.
Firestarter FS9-H (Pirate) gains 8 heat, sinks 10 heat and is now at 0 heat.
Jenner JR7-D (Pirate) gains 11 heat, sinks 10 heat and is now at 3 heat.
Firestarter FS9-H #2 (Pirate) gains 11 heat, sinks 10 heat and is now at 3 heat.
Wasp WSP-1A #2 (Pirate) gains 7 heat, sinks 7 heat and is now at 0 heat.
Hornet HNT-151 (Pirate) gains 7 heat, sinks 7 heat and is now at 0 heat.
Firestarter FS9-H #3 (Pirate) gains 3 heat, sinks 3 heat and is now at 0 heat.
Blackjack BJ-1 (Pirate) gains 12 heat, sinks 11 heat and is now at 1 heat.
Whitworth WTH-1 (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Wolverine WVR-6R (Pirate) gains 10 heat, sinks 11 heat and is now at 0 heat.
Javelin JVN-10N (Pirate) gains 10 heat, sinks 10 heat and is now at 4 heat.
Vulcan VL-2T (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Firestarter FS9-H #4 (Pirate) gains 6 heat, sinks 6 heat and is now at 0 heat.
Javelin JVN-10N #2 (Pirate) gains 14 heat, sinks 10 heat and is now at 4 heat.
Javelin JVN-10N #3 (Pirate) gains 6 heat, sinks 6 heat and is now at 0 heat.
Dervish DV-6M (Pirate) gains 8 heat, sinks 8 heat and is now at 0 heat.
Dervish DV-6M #2 (Pirate) gains 8 heat, sinks 8 heat and is now at 0 heat.
Eagle EGL-R6 (Pirate) gains 0 heat, sinks 0 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.
Lucifer LCF-R20 #2 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Enlarge Image

The enemy units close in. A couple of light units to the southwest "misunderestimate" the strength of the buildings they're trying to land on as they attempt to surround Freyland and wind up falling over as the flimsy structures collapse underneath them. The Javelin's legs are hanging on by a thread, while the Firestarter loses all armor on its left rear torso.

An APC approaches the area from the west, while one tries to make a run around Gbasden from the east.

Some of the APCs and hover tanks in the center are a little boxed in so can't move around as much, but the light jumper mechs make up for it.

The Dervishes and Whitworth cross the river to the south, kicking up a cloud of dust with their jump jets.

"This is Lucifer flight. We are on station and ready for target designation. Be advised there is a bogey in the air."

[Infantry in buildings can still be targeted - some of the damage goes to the building, some of the damage goes to the infantry.]
[Edit: Forgot about the Lucifers]
Last edited by NickAragua on Thu Feb 08, 2018 12:39 pm, edited 1 time in total.

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

Post by Isgrimnur » Thu Feb 08, 2018 12:22 pm

Jump QE2 to 3721, facing SE and engage the APC at 3923.

Rotate the Orion to a N facing and unload on the Wasp.
Silver - 1k

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

Post by El Guapo » Thu Feb 08, 2018 12:22 pm

Serious question - should we just swallow the contract breach and retreat here? Not really sure how we can win this.

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

Post by El Guapo » Thu Feb 08, 2018 12:33 pm

Assuming for the moment that we don't follow my bold call to surrender, my tentative plan:

- Walk Wolverine to 2727, fire at and kick Pegasus Scout hover tank
- Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
- Walk Thunderbolt to 2828, fire at Wolverine.

But seriously though, I'm pretty sure that we should just get the hell out of here before we are all destroyed.

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

Post by NickAragua » Thu Feb 08, 2018 12:40 pm

El Guapo wrote:
Thu Feb 08, 2018 12:22 pm
Serious question - should we just swallow the contract breach and retreat here? Not really sure how we can win this.
It's a reasonable question. My suggestion would be to remember that you don't need to destroy the enemy force, just prevent them from capturing the factory control facilities (the radar dish buildings). (Most of) you have jump jets and a bunch of buildings for managing line of sight, and not all the buildings have to survive.

Also, I forgot to write it up, but you've got two aircraft in the area that can now do some strafing runs.
Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
3025 is no good, the buildingsin the way are too high. 2925 is ok though.
- Walk Thunderbolt to 2828, fire at Wolverine.
Rifleman? FYI, that exposes you to a potential boot to the head from the Firestarter on that level 1 building next to you.

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

Post by El Guapo » Thu Feb 08, 2018 12:52 pm

NickAragua wrote:
Thu Feb 08, 2018 12:40 pm
El Guapo wrote:
Thu Feb 08, 2018 12:22 pm
Serious question - should we just swallow the contract breach and retreat here? Not really sure how we can win this.
It's a reasonable question. My suggestion would be to remember that you don't need to destroy the enemy force, just prevent them from capturing the factory control facilities (the radar dish buildings). (Most of) you have jump jets and a bunch of buildings for managing line of sight, and not all the buildings have to survive.

Also, I forgot to write it up, but you've got two aircraft in the area that can now do some strafing runs.
Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
3025 is no good, the buildingsin the way are too high. 2925 is ok though.
- Walk Thunderbolt to 2828, fire at Wolverine.
Rifleman? FYI, that exposes you to a potential boot to the head from the Firestarter on that level 1 building next to you.
2925 works for the Thunderbolt. And yes, the Rifleman. Let's say walk to 2827 then. Seems like I gotta show my backside to someone, though - seems like having it face 2927 is the best option

I don't know the finances of a contract breach, and I feel like in general I tend towards pessimism in these missions generally, but I really think it's probably the best option here. Part of the problem being that if we focus fire on the infantry and APCs, that's going to give their overwhelming forces more free shots at our depleting mechs. Hard to see how we don't lose at least a couple more mechs. We're also badly out of position - we have mechs scattered on outlying spots in open space, when (with the benefit of hindsight) we should have stuck them all in the center of the map and waited for the opfor to come to us in narrow lines of fire.

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

Post by gbasden » Thu Feb 08, 2018 5:35 pm

If we can concentrate on the vehicles and splatter them quickly we might be able to hit the 50% threshold. Especially if we can get some bombing runs on the massed group. Maybe?

The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.

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

Post by NickAragua » Thu Feb 08, 2018 5:44 pm

gbasden wrote:
Thu Feb 08, 2018 5:35 pm
The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
A reminder that PPCs have a minimum range of 3, which means point blank shots take a -2 penalty. LRMs are completely useless at point blank range (-6 penalty).

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

Post by El Guapo » Thu Feb 08, 2018 5:47 pm

gbasden wrote:
Thu Feb 08, 2018 5:35 pm
If we can concentrate on the vehicles and splatter them quickly we might be able to hit the 50% threshold. Especially if we can get some bombing runs on the massed group. Maybe?

The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
That's probably the best option - focus fire on vehicles. Also all mechs should make their way back to city center basically as soon as possible, I think. I'm not inclined to sweat losing a couple buildings at this point, honestly.

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

Post by gbasden » Thu Feb 08, 2018 8:36 pm

NickAragua wrote:
Thu Feb 08, 2018 5:44 pm
gbasden wrote:
Thu Feb 08, 2018 5:35 pm
The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
A reminder that PPCs have a minimum range of 3, which means point blank shots take a -2 penalty. LRMs are completely useless at point blank range (-6 penalty).
Thank you - totally forgot. I'll stay in my current hex. My primary goal is to put as many PPCs on the APC as possible. If there is also some way to punch the firestarter, great. Bonus points if it doesn't completely expose my back to the Trebuchet.

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

Post by Stefan Stirzaker » Fri Feb 09, 2018 2:49 am

I think we need to bomb the 1922 road of vehicles.

Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw to 2531 fire at javelins and wolverine and spider

thoughts?

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

Post by El Guapo » Fri Feb 09, 2018 10:35 am

Stefan Stirzaker wrote:
Fri Feb 09, 2018 2:49 am
I think we need to bomb the 1922 road of vehicles.

Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw to 2531 fire at javelins and wolverine and spider

thoughts?
On the aircraft, it depends in part on where they can reach, I suppose. The 1922 road of vehicles is a solid choice. The line of mechs starting in 2436 seems like a fine choice as well, if the craft can reach those.

On the Quickdraw, I think 2531 would expose you to many mechs worth of fire. I'd suggest 2628 (facing southeast, possible torso twist to the left) and then unloading on the Firestarter in 2728?

Dervish move seems good.

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

Post by NickAragua » Fri Feb 09, 2018 11:09 am

gbasden wrote:
Thu Feb 08, 2018 5:35 pm
Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
El Guapo wrote:
Thu Feb 08, 2018 12:52 pm
2925 works for the Thunderbolt.
Looks like you guys have a collision.

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