Let's Play Together: GMed Battletech via Megamek IV

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El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

Stefan Stirzaker wrote: Fri Apr 20, 2018 6:41 am So I've got two choices, move to 2813 and use the Medium laser remaining on the Pegasus Scout, I "should" be safe from any fire as nothing has LOS on me.

Or I leave the field.
If you shoot now, could you safely get off the field next turn? If so, might as well fire. If not, then probably too risky.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Exact odds are way too obnoxious to calculate, but somewhere between 1/18 for front/rear shots and 1/5 for side shots. Chances of lighting off fuel or ammo are low (1/18 or so), chances of killing carried infantry are about 1/6 for side shots.

So, not too hot. As you appear to have concluded, you're better off firing at the dismounted infantry and gunning them down as they try to get into the dropship.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Stefan Stirzaker wrote: Fri Apr 20, 2018 6:41 am So I've got two choices, move to 2813 and use the Medium laser remaining on the Pegasus Scout, I "should" be safe from any fire as nothing has LOS on me.

Or I leave the field.
Spoiler alert: the Pegasus is way out of range for the medium laser. You could probably move a little further north and shoot at the Javelin though if you wanted.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by gbasden »

Is that Saladin out of the fight, or just down for a round?

I'll move to 2223, shoot 2 PPCs at the Stinger in 2623, and battle fist into the mech in 2323. Not that it will help given that the RNG gods obviously hate me.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

He's out. Well, unless someone shoots at him. You still can't walk through the hex in one round though.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

NickAragua wrote: Fri Apr 20, 2018 11:32 am Exact odds are way too obnoxious to calculate, but somewhere between 1/18 for front/rear shots and 1/5 for side shots. Chances of lighting off fuel or ammo are low (1/18 or so), chances of killing carried infantry are about 1/6 for side shots.

So, not too hot. As you appear to have concluded, you're better off firing at the dismounted infantry and gunning them down as they try to get into the dropship.
Sounds good.

I would also like to go back in time one turn and shoot at the APC. But really, three PPCs seemed like it would be sufficient. :(
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

So did my LRMs and PPC at the back of an enemy. Thankfully, the dropship was able to pick up my slack.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by gbasden »

El Guapo wrote: Fri Apr 20, 2018 2:28 pm
I would also like to go back in time one turn and shoot at the APC. But really, three PPCs seemed like it would be sufficient. :(
Yeah. I'm 0 for 6 in roughly 50/50 odds.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Stefan Stirzaker »

I'll move to 2813 but not fire.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Isgrimnur attempts an unparallelled feat of acrobatics, jumping, firing a PPC at a target far out in peripheral vision and shooting a laser at a jumping target in front. He briefly considers LRMs at the APC approaching the dropship, but is unable to manuever. He manages to land the medium laser on the Javelin's center torso, anyway. A twelve-pack of SRMs flies wide to his right as he lands. Lt. Scrub joins the party by putting a PPC into the Javelin's center torso as well, melting off the last of the armor and starting to cut into the internal structure.

Gbasden breaks north and fires PPCs at a Stinger just as it lands its jump. One bolt splinters a tree while the other goes dead center of mass, exposing various core components beneath the armor. Him and the Wasp in front of him make half-hearted attempts to kick each other, but both miss.

El Guapo blasts away at the infantry squad as they unload from the APC. Only two guys manage to clear the dust cloud and get inside the dropship, the rest remain as immobile forms on the ground. He takes an AC/5 round from the Scorpion to the south and a few LRMs from the Hunter, but nothing breaches armor. That cockpit's getting awful hot though (MP reduced to 3/5).

Boarding operations aside, enemy hovercraft and the Griffin continue plowing ordnance into the Union, slowly chipping away at armor with explosive warheads.

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

Weapons fire for Wasp WSP-1A (Lou's Reposession Force)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 7, rolls 10 : hits CT
        Awesome AWS-8Q (1st Octopus Overlords) takes 5 damage to CT.
            5 Armor remaining.


    SRM 2 at Awesome AWS-8Q (1st Octopus Overlords); needs 7, rolls 7 : 2 missile(s) hit.

        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to RL.
            31 Armor remaining.

        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to RA.
            22 Armor remaining.


Weapons fire for Wasp WSP-1A #2 (Lou's Reposession Force)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 7 : misses


    SRM 2 at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Stinger STG-3R (Lou's Reposession Force); needs 10, rolls 10 : hits CT
        Stinger STG-3R (Lou's Reposession Force) takes 10 damage to CT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 2; no effect.


    PPC at Stinger STG-3R (Lou's Reposession Force); needs 10, rolls 8 : misses

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

Weapons fire for Stinger STG-3R (Lou's Reposession Force)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 5 : misses


Weapons fire for Griffin GRF-1N (Lou's Reposession Force)
    PPC at Union (2708) (1st Octopus Overlords); needs 9, rolls 5 : misses


    LRM 10 at Union (2708) (1st Octopus Overlords); needs 9, rolls 11 : 8 missile(s) hit (using Right Side table).

        Union (2708) (1st Octopus Overlords) takes 5 damage to RS.
            170 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 3 damage to RS.
            167 Armor remaining.


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    Medium Laser at Javelin JVN-10N (Lou's Reposession Force); needs 9, rolls 10 : hits CT
        Javelin JVN-10N (Lou's Reposession Force) takes 5 damage to CT.
            3 Armor remaining.


    PPC at Pegasus Scout Hover Tank (Standard) (Lou's Reposession Force); needs 12, rolls 5 : misses


Weapons fire for Armored Personnel Carrier (Hover SRM) (Lou's Reposession Force)
    SRM 2 at Union (2708) (1st Octopus Overlords); needs 3, rolls 5 : 2 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            97 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            95 Armor remaining.


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Foot Squad (SRM) (Lou's Reposession Force); needs 6, rolls 5 : misses


    AC/10 at Foot Squad (SRM) (Lou's Reposession Force); needs 6, rolls 11 : hits (using Right Side table) MEN
        Direct fire weapon against infantry, damage changed from 10 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Squad (SRM) (Lou's Reposession Force) takes 2 damage to MEN.
            4 men alive


    Medium Laser at Foot Squad (SRM) (Lou's Reposession Force); needs 8, rolls 10 : hits (using Right Side table) MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Squad (SRM) (Lou's Reposession Force) takes 2 damage to MEN.
            2 men alive


    Medium Laser at Foot Squad (SRM) (Lou's Reposession Force); needs 8, rolls 4 : misses


Weapons fire for Javelin JVN-10N (Lou's Reposession Force)
    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 6 : misses


    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Scorpion Light Tank (Standard) (Lou's Reposession Force)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 11 : hits (using Left Side table) LT
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LT.
            6 Armor remaining.


Weapons fire for Hunter Light Support Tank (LRM10) (Lou's Reposession Force)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 8 : 8 missile(s) hit (using Left Side table).

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

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


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 4 : misses


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 10 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Javelin JVN-10N (Lou's Reposession Force); needs 8, rolls 11 : hits CT
        Javelin JVN-10N (Lou's Reposession Force) takes 10 damage to CT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 2; no effect.


    PPC at Javelin JVN-10N (Lou's Reposession Force); needs 8, rolls 4 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) (Lou's Reposession Force)
    Medium Laser at Union (2708) (1st Octopus Overlords); needs 7, rolls 11 : hits (using Right Side table) RS
        Union (2708) (1st Octopus Overlords) takes 5 damage to RS.
            162 Armor remaining.


    SRM 6 at Union (2708) (1st Octopus Overlords); needs 7, rolls 6 : misses


    SRM 6 at Union (2708) (1st Octopus Overlords); needs 7, rolls 2 : misses


Weapons fire for Harasser Missile Platform (Standard) (Lou's Reposession Force)
    SRM 6 at Union (2708) (1st Octopus Overlords); needs 4, rolls 11 : 4 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to RS.
            160 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            93 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            178 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            176 Armor remaining.


    SRM 6 at Union (2708) (1st Octopus Overlords); needs 4, rolls 6 : 3 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            91 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            89 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            87 Armor remaining.




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

Physical attacks for Wasp WSP-1A (Lou's Reposession Force)
    Kick (Right leg) at Awesome AWS-8Q (1st Octopus Overlords); needs 6, rolls 3 : misses.

Physical attacks for Awesome AWS-8Q (1st Octopus Overlords)
    Kick (Left leg) at Wasp WSP-1A (Lou's Reposession Force); needs 8, rolls 7 : misses.

Awesome AWS-8Q (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 5 : succeeds.

Wasp WSP-1A (Lou's Reposession Force) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 9 : succeeds.

Heat Phase
-------------------
Awesome AWS-8Q (1st Octopus Overlords) gains 22 heat, sinks 28 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 17 heat, sinks 16 heat and is now at 2 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 13 heat, sinks 10 heat and is now at 6 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 2 heat, sinks 2 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 5 heat.
Union (2708) (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Wasp WSP-1A (Lou's Reposession Force) gains 11 heat, sinks 10 heat and is now at 1 heat.
Wasp WSP-1A #2 (Lou's Reposession Force) gains 10 heat, sinks 10 heat and is now at 0 heat.
Stinger STG-3R (Lou's Reposession Force) gains 8 heat, sinks 8 heat and is now at 0 heat.
Griffin GRF-1N (Lou's Reposession Force) gains 19 heat, sinks 12 heat and is now at 7 heat.
Jenner JR7-D (Lou's Reposession Force) gains 2 heat, sinks 2 heat and is now at 0 heat.
Javelin JVN-10N (Lou's Reposession Force) gains 14 heat, sinks 10 heat and is now at 4 heat.
Enlarge Image

"Yeehaw, we got 'em!" Comes a whoop over the comms. "Uh, I mean, boarders neutralized. They got one of ours, but he'll be ok."

"Hate to spoil the party, but you've got more incoming." El Guapo informs the dropship crew, expecting the APC to unload more troops. "Wait, what are they doing?"

The APC, possibly intending to circle around to drop more guys off near the dropship, instead sideslips a good 90 meters as it circles a patch of woods.

The enemy mechs converge on the center of the depot, circling around El Guapo's position like a pack of vultures around fresh road kill.

[mechanical notes]
The infantry squad next to the dropship was actually eliminated during the boarding action, so they're out of the game.
[/mechanical notes]
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

What's our progress on 50%. Not counting infantry, I'm seeing four units neutralized out of 14.

As I debate Harasser vs. Griffin for targeting.
Last edited by Isgrimnur on Fri Apr 20, 2018 10:44 pm, edited 1 time in total.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Galleon destroyed
Saladin disabled
Saladin destroyed
Scimitar disabled x2
Jenner retreating

6/16 units destroyed, disabled or crippled.

So basically, blow away another three units (including either the APC or the other infantry squad) to pass 50%.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

NickAragua wrote: Sun Apr 15, 2018 11:44 pm

PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators

NickAragua wrote: Fri Apr 20, 2018 10:31 pm.
Rifleman RFL-3C (1st Octopus Overlords) gains 13 heat, sinks 10 heat and is now at 6 heat.
Why am I only sinking 10 heat?
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

Either 2009 facing NW if it allows me to get the PPC on the Harasser or 2110 facing SW if it doesn't. We will only engage the one target this time and leave the thrilling heroics to El Guapo.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

El Guapo wrote: Fri Apr 20, 2018 10:47 pm
NickAragua wrote: Sun Apr 15, 2018 11:44 pm

PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators

NickAragua wrote: Fri Apr 20, 2018 10:31 pm.
Rifleman RFL-3C (1st Octopus Overlords) gains 13 heat, sinks 10 heat and is now at 6 heat.
Why am I only sinking 10 heat?
That's a copy-paste error on my part. Should be 10 heat sinks.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

I'll move to 2018, face north, torso twist to the left. Fire the AC/10s at the Wasp and one medium laser, and also kick the Wasp.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Stefan Stirzaker »

Run to 2010 facing west. I don't think I can fire effectively this turn so will wait till I'm closer to something.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by gbasden »

I'm curious - what's the rules on physical attacks? The Awesome has the BattleFist quirk, and I only fired two PPCs (which I assumed could be the torso mounted weapons, and assumed I could use the punch to get the +1 to hit. Given that I missed by 1, I'm just curious why the kick instead of the punch?

I'll run to 2324, shoot at the Wasp in 1918 if I can or the Griffin in 2317 if needed and melee the Stinger in 2220.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Target number for kicks is piloting - 2. Target number for punches with battlefist is piloting - 1 (punches without battlefist are just piloting).

So, for the kick, it's 3 - 2 (kick) + 2 (target in heavy woods) + 4 (target jumped 5 hexes) + 1 (you walked), 8+. For the punches, it would have been 9+. So, it's almost always better odds to kick than to punch, at least in terms of hitting your target.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Stefan reconsiders trying to step over a pair of hover tanks with their weapons still active, but still almost makes it to his intended destination while sprinting. [you came up one short of the destination hex, since you can't go through the hexes occupied by hostile hovertanks - it's 11 MP cost, sprinting gets you to 10]

Gbasden considers moving through the woods, but no way he'd get to the Stinger. So, crash past the road instead. One of the three PPCs lands on the Griffin's right leg. The Griffin is busy firing on the dropship, while the Stinger turns and fires its little guns at the assault mech, pinging off the armor. It dodges Gbasden's kick attempts and delivers a little ding of its own, to no appreciable effect. The way Hunter behind him fires LRMs, but they impact the building instead of the Awesome.

El Guapo steps out of one of the bug mechs' line of fire and engages the other one. The bug mech's right arm comes off under concentrated autocannon fire and coolant fluid splashes to the ground as a heat sink pops from a medium laser. El Guapo takes a couple of SRMs from the Javelin, including an impact to the dome, but armor holds. He then cracks the Wasp's leg, dropping the little mech to the ground.

Isgrimnur and the Harasser exchange fire, neither hitting.

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

Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Griffin GRF-1N (Lou's Reposession Force); needs 9, rolls 6 : misses


    PPC at Griffin GRF-1N (Lou's Reposession Force); needs 9, rolls 12 : hits (using Left Side table) RL
        Griffin GRF-1N (Lou's Reposession Force) takes 10 damage to RL.
            8 Armor remaining.


    PPC at Griffin GRF-1N (Lou's Reposession Force); needs 9, rolls 5 : misses


Weapons fire for Wasp WSP-1A #2 (Lou's Reposession Force)
    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 6, rolls 10 : hits RT
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RT.
            7 Armor remaining.


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Harasser Missile Platform (Standard) (Lou's Reposession Force); needs 10, rolls 8 : misses


    LRM 5 at Harasser Missile Platform (Standard) (Lou's Reposession Force); needs 10, rolls 3 : misses


    Medium Laser at Harasser Missile Platform (Standard) (Lou's Reposession Force); needs 12, rolls 6 : misses


Weapons fire for Stinger STG-3R (Lou's Reposession Force)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 7, rolls 10 : hits LT
        Awesome AWS-8Q (1st Octopus Overlords) takes 5 damage to LT.
            14 Armor remaining.


    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 7, rolls 11 : hits CT
        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to CT.
            3 Armor remaining.


    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 7, rolls 7 : hits LT
        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.


Weapons fire for Griffin GRF-1N (Lou's Reposession Force)
    LRM 10 at Union (2708) (1st Octopus Overlords); needs 6, rolls 4 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Wasp WSP-1A #2 (Lou's Reposession Force); needs 7, rolls 4 : misses

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

    AC/10 at Wasp WSP-1A #2 (Lou's Reposession Force); needs 7, rolls 7 : hits (using Left Side table) RA
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 10 damage to RA.
            Armor destroyed.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 3 damage to RT.
            3 Armor remaining.


    Medium Laser at Wasp WSP-1A #2 (Lou's Reposession Force); needs 7, rolls 11 : hits (using Left Side table) RT
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.


Weapons fire for Javelin JVN-10N (Lou's Reposession Force)
    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 5 : misses


    SRM 6 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 8 : 4 missile(s) hit.

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

        Pilot of Rifleman RFL-3C (1st Octopus Overlords) "Private 1st Class Patrick Allain" takes 1 damage (2 total hits).
        Pilot of Rifleman RFL-3C (1st Octopus Overlords) "Private 1st Class Patrick Allain" needs a 5 to stay conscious. Rolls 10 : successful!

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

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

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


Weapons fire for Scorpion Light Tank (Standard) (Lou's Reposession Force)
    AC/5 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Griffin GRF-1N (Lou's Reposession Force); needs 9, rolls 4 : misses


    PPC at Griffin GRF-1N (Lou's Reposession Force); needs 9, rolls 4 : misses


Weapons fire for Hunter Light Support Tank (LRM10) (Lou's Reposession Force)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 9 : 6 missile(s) hit (using Left Side Partial cover (horizontal 50%) table).

        Awesome AWS-8Q suffers no damage. (LL behind cover)
            Medium Standard Building #175195961 blocks the shot and takes 5 points of damage.
                29 CF remaining.

        Awesome AWS-8Q suffers no damage. (LL behind cover)
            Medium Standard Building #175195961 blocks the shot and takes 1 points of damage.
                28 CF remaining.

Weapons fire for Pegasus Scout Hover Tank (Standard) (Lou's Reposession Force)
    SRM 6 at Union (2708) (1st Octopus Overlords); needs 3, rolls 9 : 3 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            85 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            174 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            83 Armor remaining.


    SRM 6 at Union (2708) (1st Octopus Overlords); needs 3, rolls 3 : 4 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to NOS.
            172 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            172 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            170 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            168 Armor remaining.


Weapons fire for Harasser Missile Platform (Standard) (Lou's Reposession Force)
    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 3 : misses


    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 8 : misses




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

Physical attacks for Awesome AWS-8Q (1st Octopus Overlords)
    Kick (Left leg) at Stinger STG-3R (Lou's Reposession Force); needs 8, rolls 7 : misses.

Physical attacks for Wasp WSP-1A #2 (Lou's Reposession Force)
    Punch (Left Arm) at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 4 : misses.

Physical attacks for Rifleman RFL-3C (1st Octopus Overlords)
    Kick (Left leg) at Wasp WSP-1A #2 (Lou's Reposession Force); needs 6, rolls 8 : hits (using Left Side Kick table) LL
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 12 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Upper Leg.
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 3 damage to LT.
            3 Armor remaining.


Physical attacks for Stinger STG-3R (Lou's Reposession Force)
    Kick (Left leg) at Awesome AWS-8Q (1st Octopus Overlords); needs 6, rolls 7 : hits (using Kick table) LL
        Awesome AWS-8Q (1st Octopus Overlords) takes 4 damage to LL.
            29 Armor remaining.


Awesome AWS-8Q (1st Octopus Overlords) must make 2 piloting skill roll(s) (missed a kick; was kicked).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick) + 0 (was kicked)); needs 3, rolls 8 : succeeds.
    Roll #2, (3 (Base piloting skill) + 0 (was kicked) + 0 (missed a kick)); needs 3, rolls 7 : succeeds.

Wasp WSP-1A #2 (Lou's Reposession Force) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg destroyed; was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Wasp WSP-1A #2 (Lou's Reposession Force) falls on its left side, suffering 2 damage.
        Wasp WSP-1A #2 (Lou's Reposession Force) takes 2 damage to RL.
            3 Armor remaining.

Pilot of Wasp WSP-1A #2 (Lou's Reposession Force) "Aggie Sun" must roll 11 to avoid damage; rolls 4 : fails.
        Pilot of Wasp WSP-1A #2 (Lou's Reposession Force) "Aggie Sun" takes 1 damage (1 total hits).
        Pilot of Wasp WSP-1A #2 (Lou's Reposession Force) "Aggie Sun" needs a 3 to stay conscious. Rolls 5 : successful!


Heat Phase
-------------------
Awesome AWS-8Q (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 4 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 2 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 7 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 3 heat, sinks 3 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 5 heat.
Union (2708) (1st Octopus Overlords) gains 66 heat, sinks 66 heat and is now at 0 heat.
Wasp WSP-1A (Lou's Reposession Force) gains 5 heat, sinks 6 heat and is now at 0 heat.
Wasp WSP-1A #2 (Lou's Reposession Force) gains 5 heat, sinks 5 heat and is now at 0 heat.
Stinger STG-3R (Lou's Reposession Force) gains 8 heat, sinks 8 heat and is now at 0 heat.
Griffin GRF-1N (Lou's Reposession Force) gains 9 heat, sinks 12 heat and is now at 4 heat.
Jenner JR7-D (Lou's Reposession Force) gains 2 heat, sinks 2 heat and is now at 0 heat.
Javelin JVN-10N (Lou's Reposession Force) gains 13 heat, sinks 10 heat and is now at 7 heat.
Enlarge Image

The enemy mechs continue hopping around, except the Wasp that El Guapo was working on, whose mechwarrior powers it down.

The enemy APC swings around and drops a second squad of troopers right outside a hatch, giving a brief window of opportunity to fire on them before they get inside.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

Run to 1612 and unload on the infantry.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Stefan Stirzaker »

Run to 1212. Everything possible to the infantry
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by gbasden »

NickAragua wrote: Sat Apr 21, 2018 11:34 am Target number for kicks is piloting - 2. Target number for punches with battlefist is piloting - 1 (punches without battlefist are just piloting).

So, for the kick, it's 3 - 2 (kick) + 2 (target in heavy woods) + 4 (target jumped 5 hexes) + 1 (you walked), 8+. For the punches, it would have been 9+. So, it's almost always better odds to kick than to punch, at least in terms of hitting your target.
Hmm. Not a terribly useful quirk, then. :)

If I ran, could I get up to 2218 and fire long range at the infantry?
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Yeah, I almost never punch when I can kick, unless the leg actuators are damaged or something.

2218 will get you within LOS and range of the infantry.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Stefan Stirzaker wrote: Sat Apr 21, 2018 2:48 pm Run to 1212. Everything possible to the infantry
1212 is right on top of the infantry and way out of your movement range. 1512 is doable, though.
Isgrimnur wrote: Sat Apr 21, 2018 2:10 pm Run to 1612 and unload on the infantry.
You can *jump* there, but it's a piloting roll for landing in rough terrain/rubble (3+).
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

Correction. 1512
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Stefan Stirzaker »

NickAragua wrote: Sat Apr 21, 2018 3:50 pm
Stefan Stirzaker wrote: Sat Apr 21, 2018 2:48 pm Run to 1212. Everything possible to the infantry
1212 is right on top of the infantry and way out of your movement range. 1512 is doable, though.
Isgrimnur wrote: Sat Apr 21, 2018 2:10 pm Run to 1612 and unload on the infantry.
You can *jump* there, but it's a piloting roll for landing in rough terrain/rubble (3+).
1512 it us
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Isgrimnur wrote: Sat Apr 21, 2018 6:42 pm Correction. 1512
Stefan Stirzaker wrote: Sun Apr 22, 2018 1:14 am 1512 it us
BWONGGGGGGGG
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

1510 on the run, then.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Stefan Stirzaker »

Oooops sorry Is.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

No worries.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by gbasden »

NickAragua wrote: Sat Apr 21, 2018 3:46 pm 2218 will get you within LOS and range of the infantry.
I'll do that, then.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

There's no LOS between 2015 and the infantry due to the building in between, right?

If so, I'll move to 2016 and torso twist to the left and fire on the infantry.

In terms of heat management, is walking +1 or +2 heat? I'll definitely fire both AC10s and one medium laser, so heat on that should be 9 + whatever the movement cost is, which I think is 1 for walking, right? What's the next heat "bad thing"? I'll also fire the other medium laser if heat 10 isn't too bad, but I suspect that it is.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

Yep, the building in 1814 blocks LOS between 2015 and 1212.

Walking is +1 heat. When you're at +5 heat, you take a -1 walk MP penalty. When you're at +8 heat your "to hit" numbers go up by 1 so it's harder to hit targets.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

NickAragua wrote: Mon Apr 23, 2018 10:04 am Yep, the building in 1814 blocks LOS between 2015 and 1212.

Walking is +1 heat. When you're at +5 heat, you take a -1 walk MP penalty. When you're at +8 heat your "to hit" numbers go up by 1 so it's harder to hit targets.
ok. I'll just fire the one medium laser then.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by NickAragua »

The infantry squad never had a chance. Gbasden picks four of them off with "pinpoint" PPC fire. Isgrimnur's PPC chews up dirt, but the medium laser evaporates two more guys, while the LRM salvo splatters the last of the poor scrubs, to the point where there's not really much for El Guapo and Stefan to hit.

Lt. Scrub, having run out of targets, sprints west to rejoin the fight while cooling down a bit.

The Harasser fires SRMs at the Union, but you can see sparks going off the turret as it turns. The rest of the enemy units take half-hearted potshots at El Guapo, but don't land anything meaningful, except for some plinks from the Stinger's machine guns. His cockpit is a bit of a sauna, but the heat remains manageable.

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

Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 8, rolls 9 : hits MEN
        Direct fire weapon against infantry, damage changed from 10 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Squad (SRM) #2 (Lou's Reposession Force) takes 2 damage to MEN.
            4 men alive


    PPC at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 8, rolls 8 : hits MEN
        Direct fire weapon against infantry, damage changed from 10 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Squad (SRM) #2 (Lou's Reposession Force) takes 2 damage to MEN.
            2 men alive


Weapons fire for Stinger STG-3R (Lou's Reposession Force)
    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 4 : misses

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

    Machine Gun at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 11 : hits (using Left Side table) RT
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RT.
            5 Armor remaining.


    Machine Gun at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 10 : hits (using Left Side table) RL
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RL.
            11 Armor remaining.


Weapons fire for Griffin GRF-1N (Lou's Reposession Force)
    LRM 10 at Union (2708) (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 6, rolls 4 : misses


    Medium Laser at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 8, rolls 9 : hits (using Left Side table) MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Squad (SRM) #2 (Lou's Reposession Force) takes 2 damage to MEN.
             SQUAD KILLED,
*** Foot Squad (SRM) #2 (Lou's Reposession Force) DESTROYED by damage! ***


    LRM 5 at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 9, rolls 10 : 5 missile(s) hits (using Left Side table) MEN
        Missile weapon against infantry, damage changed from 5 to 1
        Foot Squad (SRM) #2 (Lou's Reposession Force) takes 1 damage to MEN.


Weapons fire for Armored Personnel Carrier (Hover SRM) (Lou's Reposession Force)
    SRM 2 at Rifleman RFL-3C (1st Octopus Overlords); needs 12, rolls 7 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 6, rolls 7 : hits MEN
        Direct fire weapon against infantry, damage changed from 10 to 1
        Foot Squad (SRM) #2 (Lou's Reposession Force) takes 1 damage to MEN.


    AC/10 at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 6, rolls 4 : misses


    Medium Laser at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 8, rolls 6 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Foot Squad (SRM) #2 (Lou's Reposession Force); needs 6, rolls 5 : misses


Weapons fire for Scorpion Light Tank (Standard) (Lou's Reposession Force)
    AC/5 at Union (2708) (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Hunter Light Support Tank (LRM10) (Lou's Reposession Force)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 12, rolls 4 : misses

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

Weapons fire for Harasser Missile Platform (Standard) (Lou's Reposession Force)
    SRM 6 at Union (2708) (1st Octopus Overlords); needs 4, rolls 5 : 4 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            166 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            164 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            162 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            160 Armor remaining.


    SRM 6 at Union (2708) (1st Octopus Overlords); needs 4, rolls 7 : 4 missile(s) hit (using Left Side table).

        Union (2708) (1st Octopus Overlords) takes 2 damage to NOS.
            170 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to LS.
            158 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to RS.
            158 Armor remaining.

        Union (2708) (1st Octopus Overlords) takes 2 damage to AFT.
            81 Armor remaining.



Heat Phase
-------------------
Awesome AWS-8Q (1st Octopus Overlords) gains 22 heat, sinks 26 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 17 heat, sinks 16 heat and is now at 3 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 7 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 5 heat, sinks 5 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 3 heat, sinks 8 heat and is now at 0 heat.
Union (2708) (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Wasp WSP-1A (Lou's Reposession Force) gains 5 heat, sinks 5 heat and is now at 0 heat.
Wasp WSP-1A #2 (Lou's Reposession Force) gains 3 heat, sinks 3 heat and is now at 0 heat.
Stinger STG-3R (Lou's Reposession Force) gains 8 heat, sinks 8 heat and is now at 0 heat.
Griffin GRF-1N (Lou's Reposession Force) gains 9 heat, sinks 12 heat and is now at 1 heat.
Jenner JR7-D (Lou's Reposession Force) gains 2 heat, sinks 2 heat and is now at 0 heat.
Javelin JVN-10N (Lou's Reposession Force) gains 5 heat, sinks 10 heat and is now at 2 heat.
Enlarge Image

"Infantry targets eliminated." Isgrimnur calls out. The APC can't peel out of there fast enough, and, in fact, sideslips as it tries to hover over some ice.

"That's it boys, get back to work!" You hear Barry reply with obvious relief in his voice.

[The Pegasus and Harasser are ACEs and will move after the OO lance. Likely, they'll have +4 movement mods, unless they crash or something.

6/16 enemy units destroyed, disabled or crippled. All infantry destroyed.

Again, you have the option of getting the dropship to shoot.]
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

1222, face south. Unload on the APC.

I'd say keep the guys in the tin can at their stations until we clear the immediate threat area.
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

NickAragua wrote: Fri Apr 20, 2018 10:42 pm Galleon destroyed
Saladin disabled
Saladin destroyed
Scimitar disabled x2
Jenner retreating

6/16 units destroyed, disabled or crippled.

So basically, blow away another three units (including either the APC or the other infantry squad) to pass 50%.
Aren't we at 7/16 at least? Since then the Wasp has been crippled.

Also, the other infantry has been wiped out too, but that doesn't count towards the 50%, does it?
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by El Guapo »

So, is this legal?

Turn right, walk forward into the water (I believe that's +1 movement due to going down a level), then turn twice to the left. That works, right? And then I can fire at the APC in 1215?

Also, what's the heat dissipation benefit from standing in water?
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Re: Let's Play Together: GMed Battletech via Megamek IV

Post by Isgrimnur »

El Guapo wrote: Mon Apr 23, 2018 10:48 am
NickAragua wrote: Fri Apr 20, 2018 10:42 pm Galleon destroyed
Saladin disabled
Saladin destroyed
Scimitar disabled x2
Jenner retreating

6/16 units destroyed, disabled or crippled.

So basically, blow away another three units (including either the APC or the other infantry squad) to pass 50%.
Aren't we at 7/16 at least? Since then the Wasp has been crippled.

Also, the other infantry has been wiped out too, but that doesn't count towards the 50%, does it?
He listed the infantry in the quote, so....
It's almost as if people are the problem.
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