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

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

Post by El Guapo » Thu Sep 06, 2018 12:51 pm

NickAragua wrote:
Thu Sep 06, 2018 12:49 pm
One caveat to that plan: to get to 2408 costs 6MP (it's "heavy woods"), which is all your MP.

The good news is that you can "flip arms" to fire at the damaged Vedette in your rear arc with AC/10s, and still fire at the VTOL with the medium lasers (or whatever combination you want to manage heat).

Regarding PSRs for death from above, the Hatchetman will take some small amount of damage to the legs. Missing probably requires a PSR, but you guys have pretty good piloting so you'll probably make it.
That's fine - didn't realize those were heavy woods. I'll fire both AC/10s at the 2512 Vedette, and one medium laser at the VTOL.

Can Isgrimnur axe him during the death from above?

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

Post by NickAragua » Thu Sep 06, 2018 12:54 pm

We'll see how it goes.

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

Post by El Guapo » Thu Sep 06, 2018 12:56 pm

Oh also, I'll still torso twist in whatever direction will minimize the number of shots at my back.

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

Post by Stefan Stirzaker » Thu Sep 06, 2018 5:39 pm

1907 twist to south to present armour and fire at 1914 and 2014 with LRM and laser respectively

Run apc run!
Last edited by Stefan Stirzaker on Thu Sep 06, 2018 8:40 pm, edited 1 time in total.

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

Post by Isgrimnur » Thu Sep 06, 2018 5:53 pm

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

Post by NickAragua » Thu Sep 06, 2018 11:51 pm

Round 2:
Stefan only manages a missile lock on one of the Vedettes through the woods. The LRMs go wide, though.

Isgrimnur fires up the jump jets and tries to intercept the VTOL. Unfortunately, he kind of misses. And by kind of, I mean the snake eyes kind of miss. And lands on his ass, to add insult to injury. The on-board computer helpfully informs him that the rear armor has been breached. No crits, thankfully.

El Guapo runs into the woods, firing his autocannons at a Vedette and missing. His laser grazes the Peregrine VTOL, damaging the rotor.

Gbasden moves to stomp on a Vedette, unloading PPCs on the Jenner. One lighting ball hits the left torso, cracking open the armor and shorting out a jump jet. He takes a seven-pack of SRMs from the nearby Pegasus, but it's sandpaper.

Firing from the Ronin is at long range and pretty ineffective. Looks like they used you guys as a screen just fine.

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

Weapons fire for Peregrine Attack VTOL (Standard) (FRR)
    Machine Gun at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 7 : misses

    Machine Gun at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 6 : misses

    SRM 4 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 3 : misses

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

Weapons fire for Vedette Medium Tank (Standard) #5 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 12, rolls 10 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    Medium Laser at Peregrine Attack VTOL (Standard) (FRR); needs 7, rolls 7 : hits (using Left Side table) RO
        Peregrine Attack VTOL (Standard) (FRR) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!


    AC/10 at Vedette Medium Tank (Standard) #2 (FRR); needs 8, rolls 6 : misses


    AC/10 at Vedette Medium Tank (Standard) #2 (FRR); needs 8, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #7 (Ronin)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Vedette Medium Tank (Standard) (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (FRR)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 7 : misses


    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 4 : misses

Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    LRM 15 at Vedette Medium Tank (Standard) (FRR); needs 9, rolls 7 : misses


Weapons fire for Griffin GRF-1N (Ronin)
    PPC at Pegasus Scout Hover Tank (Missile) (FRR); needs 9, rolls 5 : misses


    LRM 10 at Pegasus Scout Hover Tank (Missile) (FRR); needs 9, rolls 8 : misses


Weapons fire for Vedette Medium Tank (AC2) (FRR)
    AC/2 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 5 : misses


    SRM 2 at Heavy Tracked APC (SRM) (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Vedette Medium Tank (Standard) #3 (FRR)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Jenner JR7-D (FRR); needs 9, rolls 9 : hits LT
        Jenner JR7-D (FRR) takes 10 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.


    PPC at Jenner JR7-D (FRR); needs 9, rolls 5 : misses


Weapons fire for Vedette Medium Tank (AC2) #2 (Ronin)
    AC/2 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Jenner JR7-D (FRR)
    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 5 : misses


    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 3 : misses


    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 9 : misses


    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #4 (FRR)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 3 : misses


Weapons fire for Maxim Heavy Hover Transport (SRM2) (FRR)
    LRM 5 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 6 : misses

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

    LRM 5 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 9 : misses

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

    SRM 6 at Warhammer WHM-6D (1st Octopus Overlords); needs 12, rolls 4 : misses


Weapons fire for Heavy Tracked APC (SRM) (1st Octopus Overlords)
    SRM 4 at Vedette Medium Tank (Standard) #3 (FRR); needs 9, rolls 3 : misses


Weapons fire for Hunchback HBK-4J (FRR)
    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 9, rolls 8 : misses


    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Pegasus Scout Hover Tank (Missile) (FRR)
    SRM 6 at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 11 : 3 missile(s) hit (using Left Side table).

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to LA.
            18 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            32 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to LA.
            16 Armor remaining.


    SRM 6 at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 7 : 2 missile(s) hit (using Left Side table).

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 3.
            20 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to LA.
            14 Armor remaining.


    SRM 6 at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 11 : 2 missile(s) hit (using Left Side table).

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            30 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to RL.
            28 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #6 (FRR)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 12, rolls 6 : misses




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

Physical attacks for Warhammer WHM-6D (1st Octopus Overlords)
    Kick (Left leg) at Vedette Medium Tank (Standard) #2 (FRR); needs 5, rolls 4 : misses.

Physical attacks for Hatchetman HCT-3F (1st Octopus Overlords)
    Attempting death from above on Peregrine Attack VTOL (Standard) (FRR); needs 8, rolls 2 : misses.
    Peregrine Attack VTOL (Standard) (FRR) is displaced into hex 2206.
    Hatchetman HCT-3F (1st Octopus Overlords) falls into hex 2207.
        Hatchetman HCT-3F (1st Octopus Overlords) falls on its rear, suffering 15 damage.
            Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to RTR.
                Armor destroyed.
                 10 Internal Structure remaining.
                Critical hit on RT.     Roll is 6;     no effect.
            Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to LTR.
                Armor destroyed.
                 10 Internal Structure remaining.
                Critical hit on LT.     Roll is 3;     no effect.
            Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to RA.
                6 Armor remaining.
    
Pilot of Hatchetman HCT-3F (1st Octopus Overlords) "Sergeant Major An Taalib" must roll 4 to avoid damage; rolls 7 : succeeds.


Warhammer WHM-6D (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 3 : succeeds.

Heat Phase
-------------------
Rifleman RFL-3C (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 2 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 4 heat, sinks 4 heat and is now at 0 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 7 heat, sinks 8 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 22 heat, sinks 20 heat and is now at 4 heat.
Jenner JR7-D (FRR) gains 14 heat, sinks 10 heat and is now at 4 heat.
Hunchback HBK-4J (FRR) gains 10 heat, sinks 10 heat and is now at 0 heat.
Wasp WSP-1A (Ronin) gains 1 heat, sinks 1 heat and is now at 0 heat.
Griffin GRF-1N (Ronin) gains 15 heat, sinks 12 heat and is now at 6 heat.
Battlefield state:
Spoiler:
Enlarge Image
Freyland clambers into the APC and it revs its engine heading north. Perhaps it was not the wisest decision to go over the frozen pond though, as the vehicle breaks through the ice. Freyland manages to jump out, but somebody better go get our mechwarrior out of that water pretty quickly.

Some of the Kungsarme tanks break east in a mostly futile attempt to pursue the Ronin. A Maxim zips over near Freyland's location and disgorges a platoon of guys brandishing laser rifles.

Movement mods:
All Vedettes, Maxim, Jenner: +3
VTOL: +6
Hunchback: +2
Pegasus: +4
Ronin units: +3
Infantry: 0 (and can't fire this turn. Move 1, Range 2/4/6 next turn, doing approximately 8 damage if hits.
Wet Freyland can be retrieved by having a mech end its turn in the same hex as the wrecked APC.
Since you can only walk or jump into a water hex, it looks like Stefan is the only hope here, as you can't jump from a prone position.
Also, fair warning, Stefan, four of your jump jets are in the legs, so they won't work underwater.

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

Post by gbasden » Fri Sep 07, 2018 1:00 am

Couldn't I walk to 2310 to get Freyland? It looks like 2 normal overland hexes and then 2 to enter the water, and I'm a 4/6?

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

Post by Stefan Stirzaker » Fri Sep 07, 2018 1:18 am

So i can jump in but not out? Yeppeee lets go get hypothermia freyland

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

Post by NickAragua » Fri Sep 07, 2018 10:16 am

gbasden wrote:
Fri Sep 07, 2018 1:00 am
Couldn't I walk to 2310 to get Freyland? It looks like 2 normal overland hexes and then 2 to enter the water, and I'm a 4/6?
Entering a depth 1 water hex actually costs 3 MP: 1 for the hex, 1 for the elevation change from 0 to -1 and 1 for entering a water hex.

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

Post by El Guapo » Fri Sep 07, 2018 10:28 am

Man, I guess we should've been manually controlling that APC - that was pretty dumb to go over the ice. Oh well.

I'll run to 2405, turn twice to the left, and torso twist once more to the left.

I'll shoot the AC/10s and one medium laser at the Vedette in 2109.

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

Post by Isgrimnur » Fri Sep 07, 2018 10:34 am

:doh:

Stand up facing SW and go to town on what's in front of me.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VII

Post by El Guapo » Fri Sep 07, 2018 10:35 am

Isgrimnur wrote:
Fri Sep 07, 2018 10:34 am
:doh:

Stand up facing SW and go to town on what's in front of me.
That wasn't very metal.

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

Post by NickAragua » Fri Sep 07, 2018 10:37 am

May I recommend backing up into the woods so you don't get shot up as much?

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

Post by Isgrimnur » Fri Sep 07, 2018 10:39 am

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

Post by El Guapo » Fri Sep 07, 2018 10:53 am

By the way, what does it mean that the VTOL's rotor is broken?

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

Post by NickAragua » Fri Sep 07, 2018 11:02 am

Each rotor hit reduces the VTOL's "walk" (cruise) MP by 1 (and, consequently, run MP by 2). So it's a little slower.

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

Post by Stefan Stirzaker » Fri Sep 07, 2018 9:10 pm

I pick up Freyland and shoot at the maxim heavy.

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

Post by gbasden » Sat Sep 08, 2018 1:20 am

I'll run to 2309 facing NW, torso twist to the left, and fire at the Hunchback.

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

Post by NickAragua » Sat Sep 08, 2018 2:36 pm

Round 4:
The Maxim is a pretty tough customer and opens up on Gbasden. Luckily for him, most of the shots whiff, only an SRM and a few stray machine gun rounds hitting.

The Hunchback tries to get Isgrimnur as he backs up, but only hits with one laser. Isgrimnur lets rip with the AC/10 at the Maxim, the stream of autocannon rounds ripping through the hover skirt, followed up by a couple of medium lasers. Gbasden puts a stop to the Hunchback's activity by knocking it down to a knee with a PPC and a pair of medium lasers. On the way past the Maxim, Isgrimnur's foot "accidentally" brushes a couple of guys from the infantry platoon. That'll help reduce their firepower.

El Guapo opens up on the Vedette, hitting with every shot. The right side armor is looking mighty thin, but the vehicle stays operational. He takes an AC/5 hit back, but armor holds.

Stefan attracts some inaccurate fire with his jump jet acrobatics, splashing down into the water and zapping the Maxim with one of three lasers. The Trebuchet then scoops up Freyland before it gets too cold in that water. Now to get out of there.

Raw Data:
Spoiler:
Hatchetman HCT-3F (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Trebuchet TBT-5J (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 6 : succeeds.


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

Weapons fire for Pegasus Scout Hover Tank (Missile) (FRR)
    SRM 6 at Griffin GRF-1N (Ronin); needs 11, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 13 [9 (SRM 6) + 2 (accidental) + 2 (conditions)] to ignite, rolls 5

    SRM 6 at Griffin GRF-1N (Ronin); needs 11, rolls 3 : misses

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

    SRM 6 at Griffin GRF-1N (Ronin); needs 11, rolls 10 : misses

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

Weapons fire for Hunchback HBK-4J (FRR)
    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 9, rolls 5 : misses

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

    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 9, rolls 8 : misses

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

    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 9, rolls 8 : misses

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

    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 9, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [7 (Medium Laser) + 2 (accidental) + 2 (conditions)] to ignite, rolls 8

    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 9, rolls 9 : hits (using Right Side table) RA
        Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to RA.
            1 Armor remaining.


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Vedette Medium Tank (Standard) #4 (FRR); needs 7, rolls 7 : hits (using Right Side table) TU
        Vedette Medium Tank (Standard) #4 (FRR) takes 10 damage to TU.
            10 Armor remaining.


    AC/10 at Vedette Medium Tank (Standard) #4 (FRR); needs 7, rolls 8 : hits (using Right Side table) RS
        Vedette Medium Tank (Standard) #4 (FRR) takes 10 damage to RS.
            8 Armor remaining.


    Medium Laser at Vedette Medium Tank (Standard) #4 (FRR); needs 9, rolls 10 : hits (using Right Side table) RS
        Vedette Medium Tank (Standard) #4 (FRR) takes 5 damage to RS.
            3 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #7 (Ronin)
    AC/5 at Pegasus Scout Hover Tank (Missile) (FRR); needs 12, rolls 10 : misses


Weapons fire for Maxim Heavy Hover Transport (SRM2) (FRR)
    LRM 5 at Warhammer WHM-6D (1st Octopus Overlords); needs 12, rolls 6 : misses


    LRM 5 at Warhammer WHM-6D (1st Octopus Overlords); needs 12, rolls 8 : misses


    SRM 2 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 5 : misses


    SRM 2 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 9 : 1 missile(s) hit.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to RT.
            20 Armor remaining.


    SRM 6 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 6 : misses


    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 7 : misses

    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 10 : hits CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to CT.
            28 Armor remaining.


    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 7 : misses

Weapons fire for Vedette Medium Tank (Standard) #6 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Vedette Medium Tank (Standard) #5 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 5 : misses


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Maxim Heavy Hover Transport (SRM2) (FRR); needs 6, rolls 9 : hits (using Left Side table) FR
        Maxim Heavy Hover Transport (SRM2) (FRR) takes 10 damage to FR.
            10 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +5 bonus)
             Major damage, vehicle immobile.


    Medium Laser at Maxim Heavy Hover Transport (SRM2) (FRR); needs 6, rolls 7 : hits (using Left Side table) LS
        Maxim Heavy Hover Transport (SRM2) (FRR) takes 5 damage to LS.
            15 Armor remaining.


    Medium Laser at Maxim Heavy Hover Transport (SRM2) (FRR); needs 6, rolls 8 : hits (using Left Side table) LS (critical)
        Maxim Heavy Hover Transport (SRM2) (FRR) takes 5 damage to LS (critical).
            10 Armor remaining.
            Critical hit on LS. Roll is 4; no effect.


Weapons fire for Griffin GRF-1N (Ronin)
    LRM 10 at Pegasus Scout Hover Tank (Missile) (FRR); needs 10, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) (FRR)
    AC/5 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 9 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (FRR)
    AC/5 at Wasp WSP-1A (Ronin); needs 12, rolls 7 : misses

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

Weapons fire for Vedette Medium Tank (AC2) (FRR)
    AC/2 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 11 : hits (using Rear table) RTR
        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to RTR.
            6 Armor remaining.


    SRM 2 at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Maxim Heavy Hover Transport (SRM2) (FRR); needs 8, rolls 8 : hits FR
        Maxim Heavy Hover Transport (SRM2) (FRR) takes 5 damage to FR.
            5 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +3 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    Medium Laser at Maxim Heavy Hover Transport (SRM2) (FRR); needs 8, rolls 5 : misses


    Medium Laser at Maxim Heavy Hover Transport (SRM2) (FRR); needs 8, rolls 7 : misses


Weapons fire for Vedette Medium Tank (AC2) #2 (Ronin)
    AC/2 at Vedette Medium Tank (Standard) #2 (FRR); needs 10, rolls 10 : hits TU (critical)
        Vedette Medium Tank (Standard) #2 (FRR) takes 2 damage to TU (critical).
            18 Armor remaining.
            Critical hit on TU. Roll is 4; no effect.


Weapons fire for Vedette Medium Tank (Standard) #3 (FRR)
    AC/5 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 8 : misses


Weapons fire for Jenner JR7-D (FRR)
    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 10 : misses


    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #4 (FRR)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 8 : hits RA
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RA.
            10 Armor remaining.


    Machine Gun at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 6 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Hunchback HBK-4J (FRR); needs 5, rolls 6 : hits RL
        Hunchback HBK-4J (FRR) takes 10 damage to RL.
            10 Armor remaining.


    Medium Laser at Hunchback HBK-4J (FRR); needs 7, rolls 9 : hits LT
        Hunchback HBK-4J (FRR) takes 5 damage to LT.
            15 Armor remaining.


    Medium Laser at Hunchback HBK-4J (FRR); needs 7, rolls 7 : hits LA
        Hunchback HBK-4J (FRR) takes 5 damage to LA.
            11 Armor remaining.




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

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

Physical attacks for Hatchetman HCT-3F (1st Octopus Overlords)
    Kick (Left leg) at Foot Platoon (Laser) (FRR); needs 2, rolls 8 : hits (using Left Side table) MEN
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Laser) (FRR) takes 2 damage to MEN.
            26 men alive


Heat Phase
-------------------
Rifleman RFL-3C (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 3 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 18 heat, sinks 20 heat and is now at 2 heat.
Jenner JR7-D (FRR) gains 8 heat, sinks 10 heat and is now at 2 heat.
Hunchback HBK-4J (FRR) gains 17 heat, sinks 14 heat and is now at 3 heat.
Wasp WSP-1A (Ronin) gains 6 heat, sinks 6 heat and is now at 0 heat.
Griffin GRF-1N (Ronin) gains 9 heat, sinks 12 heat and is now at 3 heat.
Battlefield State:
Spoiler:
Enlarge Image
Most of the Ronin have exited the battlefield, leaving just the two mechs as rear guard against a Pegasus and a Vedette.

The Hunchback has a little trouble getting up, but eventually manages it. The laser rifle infantry slink off into the woods, to avoid getting mowed down too much. The FRR Vedettes surround the woods, while the Jenner goes all in. El Guapo's target backs up instead. He's not out of the fight, but definitely being more cautious.

Movement mods:
All Vedettes, except southern one: 3
Southern Vedette: 2
Hunchback: 0
Jenner: 3
VTOL: 6

Addendum: Walking out of water takes two MP - one for the elevation change and one for the hex.

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

Post by El Guapo » Sat Sep 08, 2018 11:52 pm

Run to 2507, torso twist left, unload everything on the Jenner (and kick).

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

Post by NickAragua » Sun Sep 09, 2018 12:42 am

Kick's not happening, torso twist only affects weapons fire arcs. Rest of the plan checks out.

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

Post by gbasden » Sun Sep 09, 2018 3:18 am

I can't remember - can I step over a tracked unit? Could I move over the Maxim to 2007 and then turn to face S?

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

Post by Stefan Stirzaker » Sun Sep 09, 2018 4:22 am

Up and out to 2305. Trees should cover me from the east group. Time to scoot

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

Post by NickAragua » Sun Sep 09, 2018 10:41 am

gbasden wrote:
Sun Sep 09, 2018 3:18 am
I can't remember - can I step over a tracked unit? Could I move over the Maxim to 2007 and then turn to face S?
Unfortunately, no. You can step into the same hex, but you can't leave that hex.

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

Post by gbasden » Sun Sep 09, 2018 1:26 pm

OK, I'll run to 2008, facing SW and use the small and medium lasers and melee the hunchback if possible.

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

Post by Isgrimnur » Sun Sep 09, 2018 1:39 pm

Run to 1805 and engage.
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Re: Let's Play Together: GM'd Battletech via Megamek VII

Post by NickAragua » Sun Sep 09, 2018 11:12 pm

Round 5:
El Guapo's new position in the woods attracts a lot of fire from the units to the east. He takes two autocannon shots from some Vedettes, which throws off his aim off against the Jenner, causing him to miss every shot. To his surprise, Stefan manages to score a laser hit on the Jenner as he runs by.

Isgrimnur breaks through the woods and rattles off a burst from his AC/10, following up with a couple of lasers. The target Vedette burps up a cloud of oily smoke and puffs, then stops moving entirely, making the use of the hatchet unnecessary.

Gbasden takes some minor damage from the pulled-back Vedette and Hunchback, delivering a fairly substantial beating as a PPC and all four lasers connect, stripping a lot of armor, especially from the mech's right leg. The two mechs trade kicks, with the Hunchback coming out behind in terms of amount of armor lost, but remain upright. The target readout shows the enemy mech's leg and left torso armor in the red.

To the east, the escaping Ronin do us a favor, their Wasp disabling the enemy Pegasus with an SRM salvo. That leaves a pretty small group able to keep up with us.

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

Weapons fire for Wasp WSP-1A (Ronin)
    Medium Laser at Pegasus Scout Hover Tank (Missile) (FRR); needs 8, rolls 6 : misses


    SRM 2 at Pegasus Scout Hover Tank (Missile) (FRR); needs 8, rolls 8 : 2 missile(s) hit.

        Pegasus Scout Hover Tank (Missile) (FRR) takes 2 damage to FR.
            24 Armor remaining.

        Pegasus Scout Hover Tank (Missile) (FRR) takes 2 damage to FR.
            22 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +3 bonus)
             Major damage, vehicle immobile.


Weapons fire for Vedette Medium Tank (Standard) (FRR)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 9 : hits LL
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LL.
            10 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #2 (FRR)
    AC/5 at Wasp WSP-1A (Ronin); needs 8, rolls 6 : misses

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

Weapons fire for Vedette Medium Tank (AC2) (FRR)
    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 3 : misses

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

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


Weapons fire for Vedette Medium Tank (Standard) #3 (FRR)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 8 : hits RL
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RL.
            10 Armor remaining.


Weapons fire for Jenner JR7-D (FRR)
    Medium Laser at Trebuchet TBT-5J (1st Octopus Overlords); needs 9, rolls 6 : misses

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

    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 5 : misses

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

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

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

Weapons fire for Vedette Medium Tank (Standard) #4 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 2 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Jenner JR7-D (FRR); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 13 [9 (AC/10) + 2 (accidental) + 2 (conditions)] to ignite, rolls 5

    AC/10 at Jenner JR7-D (FRR); needs 9, rolls 5 : misses

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

    Medium Laser at Jenner JR7-D (FRR); needs 9, rolls 6 : misses

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

    Medium Laser at Jenner JR7-D (FRR); needs 9, rolls 3 : misses

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

Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Vedette Medium Tank (Standard) #5 (FRR); needs 7, rolls 10 : hits (using Right Side table) RS (critical)
        Vedette Medium Tank (Standard) #5 (FRR) takes 10 damage to RS (critical).
            8 Armor remaining.
            Critical hit on RS. Roll is 10; Engine destroyed. Immobile.


    Medium Laser at Vedette Medium Tank (Standard) #5 (FRR); needs 7, rolls 7 : hits (using Right Side table) RS (critical)
        Vedette Medium Tank (Standard) #5 (FRR) takes 5 damage to RS (critical).
            3 Armor remaining.
            Critical hit on RS. Roll is 5; no effect.


    Medium Laser at Vedette Medium Tank (Standard) #5 (FRR); needs 7, rolls 6 : misses


Weapons fire for Griffin GRF-1N (Ronin)
    PPC at Vedette Medium Tank (Standard) #2 (FRR); needs 7, rolls 9 : hits (using Right Side table) TU
        Vedette Medium Tank (Standard) #2 (FRR) takes 10 damage to TU.
            8 Armor remaining.


    LRM 10 at Vedette Medium Tank (Standard) #2 (FRR); needs 8, rolls 12 : 6 missile(s) hit (using Right Side table).

        Vedette Medium Tank (Standard) #2 (FRR) takes 5 damage to RS.
            13 Armor remaining.

        Vedette Medium Tank (Standard) #2 (FRR) takes 1 damage to RS (critical).
            12 Armor remaining.
            Critical hit on RS. Roll is 8; Crew stunned for 1 turns.


Weapons fire for Hunchback HBK-4J (FRR)
    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 2 : misses


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 7 : hits CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 5 damage to CT.
            23 Armor remaining.


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 5 : misses


    Small Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 8 : hits RT
        Warhammer WHM-6D (1st Octopus Overlords) takes 3 damage to RT.
            17 Armor remaining.


Weapons fire for Pegasus Scout Hover Tank (Missile) (FRR)
    SRM 6 at Wasp WSP-1A (Ronin); needs 6, rolls 7 : 4 missile(s) hit.

        Wasp WSP-1A (Ronin) takes 2 damage to LA.
            2 Armor remaining.

        Wasp WSP-1A (Ronin) takes 2 damage to CT.
            4 Armor remaining.

        Wasp WSP-1A (Ronin) takes 2 damage to LL.
            3 Armor remaining.

        Wasp WSP-1A (Ronin) takes 2 damage to HD.
            2 Armor remaining.

        Pilot of Wasp WSP-1A (Ronin) "Riyadh Khaleel" takes 1 damage (1 total hits).
        Pilot of Wasp WSP-1A (Ronin) "Riyadh Khaleel" needs a 3 to stay conscious. Rolls 8 : successful!


    SRM 6 at Wasp WSP-1A (Ronin); needs 6, rolls 9 : 3 missile(s) hit.

        Wasp WSP-1A (Ronin) takes 2 damage to LT (critical).
            4 Armor remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.

        Wasp WSP-1A (Ronin) takes 2 damage to RA.
            2 Armor remaining.

        Wasp WSP-1A (Ronin) takes 2 damage to RA.
            0 Armor remaining.


    SRM 6 at Wasp WSP-1A (Ronin); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 13 [9 (SRM 6) + 2 (accidental) + 2 (conditions)] to ignite, rolls 5

Weapons fire for Peregrine Attack VTOL (Standard) (FRR)
    SRM 4 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 3 : misses

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

Weapons fire for Vedette Medium Tank (Standard) #5 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 7 : hits CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 5 damage to CT.
            18 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #6 (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Jenner JR7-D (FRR); needs 11, rolls 5 : misses

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

    Medium Laser at Jenner JR7-D (FRR); needs 11, rolls 10 : misses

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

    Medium Laser at Jenner JR7-D (FRR); needs 11, rolls 12 : hits RT
        Jenner JR7-D (FRR) takes 5 damage to RT.
            3 Armor remaining.


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Hunchback HBK-4J (FRR); needs 6, rolls 7 : hits LT
        Hunchback HBK-4J (FRR) takes 10 damage to LT.
            5 Armor remaining.


    Medium Laser at Hunchback HBK-4J (FRR); needs 3, rolls 6 : hits CT
        Hunchback HBK-4J (FRR) takes 5 damage to CT.
            21 Armor remaining.


    Medium Laser at Hunchback HBK-4J (FRR); needs 3, rolls 3 : hits RL
        Hunchback HBK-4J (FRR) takes 5 damage to RL.
            5 Armor remaining.


    Small Laser at Hunchback HBK-4J (FRR); needs 3, rolls 5 : hits RL
        Hunchback HBK-4J (FRR) takes 3 damage to RL.
            2 Armor remaining.


    Small Laser at Hunchback HBK-4J (FRR); needs 3, rolls 7 : hits RT
        Hunchback HBK-4J (FRR) takes 3 damage to RT.
            17 Armor remaining.




Hunchback HBK-4J (FRR) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.

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

Physical attacks for Hunchback HBK-4J (FRR)
    Kick (Left leg) at Warhammer WHM-6D (1st Octopus Overlords); needs 6, rolls 9 : hits (using Kick table) RL
        Warhammer WHM-6D (1st Octopus Overlords) takes 10 damage to RL.
            18 Armor remaining.


Physical attacks for Warhammer WHM-6D (1st Octopus Overlords)
    Kick (Left leg) at Hunchback HBK-4J (FRR); needs 2, rolls 5 : hits (using Kick table) LL
        Hunchback HBK-4J (FRR) takes 15 damage to LL.
            5 Armor remaining.


Warhammer WHM-6D (1st Octopus Overlords) must make 1 piloting skill roll(s) (was kicked).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (was kicked) - 1 (stable)); needs 2, rolls 9 : succeeds.

Hunchback HBK-4J (FRR) must make 1 piloting skill roll(s) (was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked)); needs 5, rolls 9 : succeeds.

Heat Phase
-------------------
Rifleman RFL-3C (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 7 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 2 heat.
Jenner JR7-D (FRR) gains 11 heat, sinks 10 heat and is now at 3 heat.
Hunchback HBK-4J (FRR) gains 14 heat, sinks 14 heat and is now at 3 heat.
Wasp WSP-1A (Ronin) gains 6 heat, sinks 6 heat and is now at 0 heat.
Griffin GRF-1N (Ronin) gains 15 heat, sinks 12 heat and is now at 6 heat.
Battlefield state:
Spoiler:
Enlarge Image
A lance of Vedettes forms up to the north of the woods, in an attempt to keep us from escaping to the "more difficult" terrain north of the battlefield. The Jenner continues zipping around the woods, while the Hunchback moves in as well. The laser infantry appear to have set up some tripod-mounted weapons in the woods.

Movement mods:
Vedettes: 3
Eastern-most Vedette: 1
Jenner: 1 (not including the heavy woods)
Hunchback: 2
VTOL: 6

Mechanical note about leaving the map: you need to be on one of the very edge hexes and standing up to be able to exit. I would suggest maximizing your movement mods if you plan on leaving on the next turn.

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

Post by Isgrimnur » Sun Sep 09, 2018 11:27 pm

Jump to 1801, engage the vehicle at 2102, and I am out.
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Re: Let's Play Together: GM'd Battletech via Megamek VII

Post by Stefan Stirzaker » Sun Sep 09, 2018 11:35 pm

Might need to hang around one turn? Warhammer cant make exit this turn?

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

Post by Isgrimnur » Sun Sep 09, 2018 11:51 pm

As long as nobody gets behind me, I guess I can stick around.
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Re: Let's Play Together: GM'd Battletech via Megamek VII

Post by gbasden » Mon Sep 10, 2018 12:21 am

Run to 1906 and engage the Vedette in 2102.

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

Post by El Guapo » Tue Sep 11, 2018 12:28 am

Run to 2704, torso twist left; fire AC/10s at whichever Vedette in 2301 or 2303 has the weakest armor.

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

Post by Stefan Stirzaker » Tue Sep 11, 2018 1:16 am

Run to 2102 face south attack 2102 vedette and lrm at hunchback

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

Post by NickAragua » Tue Sep 11, 2018 10:21 am

Round 6:
Our mechs make their way north, attempting to punch through the Vedette formation.

El Guapo is a little slowed by heat, but makes it close enough to where he's going. About half his AC/10 rounds land on the target Vedette, pockmarking the rear side and damaging the treads to slow the tank down.

Stefan, Gbasden and Isgrimnur team up on the single AC/2 Vedette, with Stefan causing the most damage - a laser cuts into the side, while another goes through the thin space between the turret and main body, jamming the turret in an awkward side-facing position. With Gbasden's PPC impacting the left side of the tank, it's mobility is pretty severely limited. When Stefan gives it a boot to the front, it's basically a wheeled vehicle at this point.

We take some minor damage but nothing serious. However, Gbasden's center torso armor indicator starts blinking red.

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

Weapons fire for Vedette Medium Tank (Standard) (FRR)
    AC/5 at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 10 : hits CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 5 damage to CT.
            13 Armor remaining.


Weapons fire for Vedette Medium Tank (AC2) (FRR)
    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 12 : hits LA
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LA.
            13 Armor remaining.


    SRM 2 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 8 : misses


    Machine Gun at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 7 : misses

Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Vedette Medium Tank (Standard) #3 (FRR); needs 7, rolls 9 : hits (using Rear table) RR
        Vedette Medium Tank (Standard) #3 (FRR) takes 10 damage to RR.
            10 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    AC/10 at Vedette Medium Tank (Standard) #3 (FRR); needs 7, rolls 2 : misses


Weapons fire for Vedette Medium Tank (Standard) #3 (FRR)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Jenner JR7-D (FRR)
    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 8 : hits (using Right Side table) CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 5 damage to CT.
            8 Armor remaining.


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 4 : misses


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Vedette Medium Tank (Standard) #4 (FRR)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 5 : misses


    Medium Laser at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 3 : misses


    Medium Laser at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 7 : misses


Weapons fire for Hunchback HBK-4J (FRR)
    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 7 : misses


    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 3 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 9 : hits (using Right Side table) RR
        Vedette Medium Tank (AC2) (FRR) takes 5 damage to RR.
            15 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    Medium Laser at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 8 : hits (using Right Side table) RS
        Vedette Medium Tank (AC2) (FRR) takes 5 damage to RS.
            13 Armor remaining.


    Medium Laser at Vedette Medium Tank (AC2) (FRR); needs 8, rolls 10 : hits (using Right Side table) TU (critical)
        Vedette Medium Tank (AC2) (FRR) takes 5 damage to TU (critical).
            15 Armor remaining.
            Critical hit on TU. Roll is 7; Turret Jammed.


    LRM 15 at Hunchback HBK-4J (FRR); needs 10, rolls 7 : misses


Weapons fire for Peregrine Attack VTOL (Standard) (FRR)
    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 11, rolls 7 : misses

    Machine Gun at Warhammer WHM-6D (1st Octopus Overlords); needs 11, rolls 12 : hits LT
        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to LT.
            18 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #6 (FRR)
    AC/5 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 9 : hits LL
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LL.
            5 Armor remaining.


Weapons fire for Foot Platoon (Laser) (FRR)
    Laser Rifle at Warhammer WHM-6D (1st Octopus Overlords); needs 5, rolls 6 : 17 troopers hit (using Right Side table), causing 5 damage.
        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to RA.
            20 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 2 damage to CT.
            6 Armor remaining.

        Warhammer WHM-6D (1st Octopus Overlords) takes 1 damage to CT.
            5 Armor remaining.


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Vedette Medium Tank (AC2) (FRR); needs 6, rolls 4 : misses


    PPC at Vedette Medium Tank (AC2) (FRR); needs 6, rolls 7 : hits (using Left Side table) LS
        Vedette Medium Tank (AC2) (FRR) takes 10 damage to LS.
            8 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.




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

Physical attacks for Trebuchet TBT-5J (1st Octopus Overlords)
    Kick (Left leg) at Vedette Medium Tank (AC2) (FRR); needs 6, rolls 8 : hits (using Right Side table) FR
        Vedette Medium Tank (AC2) (FRR) takes 10 damage to FR.
            10 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


Heat Phase
-------------------
Rifleman RFL-3C (1st Octopus Overlords) gains 8 heat, sinks 10 heat and is now at 5 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 13 heat, sinks 11 heat and is now at 2 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 19 heat, sinks 15 heat and is now at 4 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 22 heat, sinks 20 heat and is now at 4 heat.
Jenner JR7-D (FRR) gains 11 heat, sinks 10 heat and is now at 4 heat.
Hunchback HBK-4J (FRR) gains 10 heat, sinks 13 heat and is now at 0 heat.
Battlefield State:
Spoiler:
Enlarge Image
The Vedettes split up a little, with the one that lost the Ronin coming back from the east. The Hunchback hangs out in the woods, playing it cautiously, while the Jenner backs up the western Vedette group.

Movement mods:
Vedettes in 1603, 3105, 2801, Jenner: 3
Vedettes in 1802, 2803: 2
Vedette in 1901: 0, turret locked southeast.
Hunchback: 0
VTOL: 6

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

Post by Isgrimnur » Tue Sep 11, 2018 10:32 am

Back into 1701, turn to the Jenner, and show him my hatchet.
Silver - 3k

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

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

Post by Stefan Stirzaker » Tue Sep 11, 2018 5:09 pm

Can everyone make a side hex this turn? If so well leave but make sure do max no of moves to do so the to hit is maxxed. Dont get knockes down this turn

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

Post by NickAragua » Tue Sep 11, 2018 5:13 pm

Yep, everyone can make the edge, even El Guapo, whose mech is glowing a little.

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

Post by Stefan Stirzaker » Tue Sep 11, 2018 6:24 pm

1701 will take me 6 i think? Parting shots at jenner on way

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

Post by El Guapo » Wed Sep 12, 2018 1:03 am

Run to 2701, turn twice to the left and torso twist to the left. Fire everything at the Vedette in 2801 and boot it, and then leave the battlefield.

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

Post by NickAragua » Wed Sep 12, 2018 1:25 am

FYI, you're down to 3/5 movement due to heat.

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