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Let's Play Together: GM'd Battletech via MegaMek X

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

Post by Isgrimnur »

1917, engage Black Hawk
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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

There's nothing that we can do to put out the fire, right? Will it ever burn out or will the HQ folks be able to potentially put it out?

Also, the minimum range penalty is +1 per space closer than the minimum range, right? So if I'm firing at the Ryoku next to me, that's +2 for PPCs and +1 for the Gauss?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Fri Jan 15, 2021 12:24 pm There's nothing that we can do to put out the fire, right? Will it ever burn out or will the HQ folks be able to potentially put it out?

Also, the minimum range penalty is +1 per space closer than the minimum range, right? So if I'm firing at the Ryoku next to me, that's +2 for PPCs and +1 for the Gauss?
The HQ guys will attempt to put the fire out every turn, starting on this one, succeeding on a 10+ (the mechanism is not implemented in MegaMek, so we'll just pretend the fire got put out if they do succeed). You can also apparently put the fire out by inflicting 40+ damage on the hex in question with an area effect weapon, but, uh, well, you know.

Minimum range penalty is (weapon minimum range - distance to target + 1). So, for standard PPCs, that's +3 at range 1, +2 at range 2, +1 at range 3.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Drillson to 0525 and open up with all it has on the Stormcrow ID9 hex 0718.

Galleon from 1320 to 0722 and fire all it can on Stormcrow ID9 hex 0718.

Kamov Gunship to 2521 as a "distraction".
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

What's the firing arc for left arm / left torso? If I move to either 0720 or 0820 (or 0821) can the Ryoken hit me with the weapons in his left and/or left torso?

ALSO - can we officially change the name of the Ryoken to the Haduken?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Fri Jan 15, 2021 1:33 pm What's the firing arc for left arm / left torso? If I move to either 0720 or 0820 (or 0821) can the Ryoken hit me with the weapons in his left and/or left torso?

ALSO - can we officially change the name of the Ryoken to the Haduken?
Front firing arc is the three hexes in front of the mech.
Firing arc for an arm is an additional hex to the left or right of the three hexes in front of the mech.
The Ryoken can torso twist, which lets it swing its firing arc around by one hex in either direction, so unless you can get to its rear arc (you can't, especially with your mech being down to 3/5 movement due to heat), it'll be able to shoot at you. And even in the rear arc, it can shoot one of its arm-mounted weapons.

The clanners call it the Stormcrow.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

I'm going to walk backwards three spaces to 0821, torso twist back to the left (so I'm facing forwards), and then fire the Gauss, one PPC, and one medium laser at the haduken! in 0719.

Should leave me at 7 heat.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Walking backwards limits you to your walk MP (so 3) in this case. 0820 isn't too bad though.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

NickAragua wrote: Fri Jan 15, 2021 2:20 pm Walking backwards limits you to your walk MP (so 3) in this case. 0820 isn't too bad though.
Oh, I thought the hex numbers were the ones on the bottom of the hexes, not the top. 0820 is what I meant.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Round 5:

With an Awesome, a Thug, a Marauder, two tanks and a couple of turrets focusing fire on it, the other Ryoken doesn't do too well. Thud and El Guapo's heavy weapons cause an armor breach on the right torso, and then the large laser from the Drillson shears off the right arm. The clan mech's heat spikes drastically as a good chunk of its XL engine shielding goes off with the arm. Surprisingly, the mechwarrior manages to keep his mech upright, successfully mashes the shutdown override button and even retaliates, blasting through the nearby Galleon's armor with pulse lasers then finishing it off with the LBX autocannon.

Thud's gambit to protect the Awesome's center torso succeed, as the 80-tonner takes another two PPC shots to the left side, losing most armor on the left leg (it seems that the hill isn't cutting it for cover due to being lower than the Hellbringer's hill) and a good amount of armor on the left arm. "Not gonna be able to take much more of that." Our mechwarrior reports.

Fury moves to engage the Blackhawk, to little effect - it's just out of range of the medium lasers, and, on top of that, the Dragonfly jumps into the smoke nearby, pinging our mech with SRMs.

The guys in the HQ building get pummeled a little bit by MG rounds from the Dragonfly and a few missiles plus an LBX slug round from the Black Hawk.

Raw data:
Spoiler:
AC/10 Turret (Single) ID:157 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 6 : fails to avoid damage.

            Critical hit on . Roll is (11-2) = 9; Sensors Hit!
Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 4 : fails to avoid damage.

            Critical hit on . Roll is (8-2) = 6; Driver injured!

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

Crew of AC/10 Turret (Single) ID:157 (1st Octopus Overlords) repairs weapon malfunction in AC/10.

Weapons fire for Awesome AWS-8QXL ID:114 (1st Octopus Overlords)
    ER PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 8, rolls 4 : misses


    PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 8, rolls 8 : - Glancing Blow -hits RT
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 5 damage to RT.
            10 Armor remaining.


    PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 8, rolls 12 : - Direct Blow - hits RT
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 11 damage to RT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RT. Roll is (6+1) = 7; no effect.


Weapons fire for Marauder MAD-3RXL ID:115 (1st Octopus Overlords)
    PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 5, rolls 6 : hits (using Right Side table) RL
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 10 damage to RL.
            15 Armor remaining.


    Gauss Rifle at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 6, rolls 6 : - Glancing Blow -hits (using Right Side table) RT
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 7 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is (6-2) = 4; no effect.


    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 6, rolls 11 : - Direct Blow - hits (using Right Side table) LA
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 6 damage to LA.
            7 Armor remaining.


Weapons fire for Thug THG-11EO ID:103 (1st Octopus Overlords)
    PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 11, rolls 11 : - Glancing Blow -hits RL
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 5 damage to RL.
            10 Armor remaining.


    PPC at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 11, rolls 4 : misses


Weapons fire for Guillotine GLT-4LJ ID:124 (1st Octopus Overlords)
    Large Laser at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 9, rolls 7 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 4 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 2 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 6 : misses


Weapons fire for Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords)
    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 9, rolls 8 : misses


    Medium Pulse Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 7, rolls 9 : hits (using Right Side table) RL (critical)
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 6 damage to RL (critical).
            4 Armor remaining.
            Critical hit on RL. Roll is 4; no effect.


Weapons fire for Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords)
    Large Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 11 : hits (using Right Side table) RT
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 8 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 3 damage to CT.
            22 Armor remaining.


    LRM 10 at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 6 : misses


    SRM 2 at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 12, rolls 5 : misses


    SRM 2 at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 12, rolls 5 : misses


Weapons fire for AC/10 Turret (Single) ID:154 (1st Octopus Overlords)
    AC/10 at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 8, rolls 4 : misses


Weapons fire for AC/10 Turret (Single) ID:155 (1st Octopus Overlords)
    AC/10 at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 6 : misses


Weapons fire for AC/10 Turret (Single) ID:156 (1st Octopus Overlords)
    AC/10 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 7 : misses


Weapons fire for Medium Laser Turret (Dual) ID:162 (1st Octopus Overlords)
    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 8 : misses


    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 11 : hits LL
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 5 damage to LL.
            20 Armor remaining.


Weapons fire for Medium Laser Turret (Dual) ID:159 (1st Octopus Overlords)
    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 12, rolls 10 : misses


    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 12, rolls 7 : misses


Weapons fire for Medium Laser Turret (Dual) ID:160 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 12, rolls 10 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 12, rolls 5 : misses


Weapons fire for Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 7 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 10 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits LA
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 1 damage to LA.
            2 Armor remaining.


Weapons fire for Ryoken (Stormcrow) C ID:6 (Alpha Trinary)
    LB 10-X AC at Hex 1117 of Building #1287 (Collapse) needs 4, rolls 5 : hits.

        Hardened Fortress Building #1287 absorbs 10 points of damage.
        
Damage changed to 5 due to building scale.
            35 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            +Medium Laser is hit!


Weapons fire for Dragonfly (Viper) Prime ID:7 (Alpha Trinary)
    Medium Pulse Laser at Guillotine GLT-4LJ ID:124 (1st Octopus Overlords); needs 6, rolls 2 : misses


    Medium Pulse Laser at Guillotine GLT-4LJ ID:124 (1st Octopus Overlords); needs 6, rolls 5 : misses


    SRM 4 at Guillotine GLT-4LJ ID:124 (1st Octopus Overlords); needs 8, rolls 9 : 4 missile(s) hit (using Left Side table).

        Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) takes 2 damage to CT.
            3 Armor remaining.

        Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) takes 2 damage to RT.
            16 Armor remaining.

        Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) takes 2 damage to LT.
            15 Armor remaining.

        Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) takes 2 damage to RA.
            16 Armor remaining.


    Machine Gun at Hex 1916 of Building #1534 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Hardened Fortress Building #1534 absorbs 2 points of damage.
        
Damage changed to 1 due to building scale.
            31 CF remaining.


    Machine Gun at Hex 1916 of Building #1534 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : hits.

        Hardened Fortress Building #1534 absorbs 2 points of damage.
        
Damage changed to 1 due to building scale.
            30 CF remaining.


Weapons fire for Ryoken (Stormcrow) C ID:9 (Alpha Trinary)
    Large Pulse Laser at Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords); needs 4, rolls 10 : - Direct Blow - hits (using Left Side table) LS
        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 12 damage to LS.
            6 Armor remaining.


    Medium Pulse Laser at Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords); needs 4, rolls 8 : - Direct Blow - hits (using Left Side table) FR
        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 8 damage to FR.
            17 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    Medium Pulse Laser at Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits (using Left Side table) LS
        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 8 damage to LS.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on LS. Roll is (3+1) = 4; no effect.


    LB 10-X AC (Cluster ammo) at Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords); needs 5, rolls 6 : 6 pellet(s) hit (using Left Side table).

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to LS.
             SECTION DESTROYED.
*** Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 5; (w/ +2 bonus)
             no effect.
            Critical hit on LS. Roll is 6; Medium Laser malfunctions.

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to LS.

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to FR.
            16 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to LS.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to LS.

        Galleon Light Tank GAL-102 ID:161 (1st Octopus Overlords) takes 1 damage to LS.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


Weapons fire for Loki (Hellbringer) Prime ID:10 (Alpha Trinary)
    ER PPC at Awesome AWS-8QXL ID:114 (1st Octopus Overlords); needs 5, rolls 8 : - Direct Blow - hits (using Left Side table) LA (critical)
        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 16 damage to LA (critical).
            8 Armor remaining.
            Critical hit on LA. Roll is (6+1) = 7; no effect.


    ER PPC at Awesome AWS-8QXL ID:114 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits (using Left Side table) LL
        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 16 damage to LL.
            2 Armor remaining.


Weapons fire for Black Hawk (Nova) D ID:8 (Alpha Trinary)
    LB 5-X AC at Hex 1916 of Building #1534 (Collapse) needs 3, rolls 7 : hits.

        Hardened Fortress Building #1534 absorbs 5 points of damage.
        
Damage changed to 2 due to building scale.
            28 CF remaining.


    LRM 20 at Hex 1916 of Building #1534 (Collapse) needs 3, rolls 9 : 12 missile(s) hit.

        Hardened Fortress Building #1534 absorbs 12 points of damage.
        
Damage changed to 6 due to building scale.
            22 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            +Medium Laser jams!



Ryoken (Stormcrow) C ID:9 (Alpha Trinary) must make 1 piloting skill roll(s) (60+ damage).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 3 (60+ damage)); needs 5, rolls 8 : succeeds.

Heat Phase
-------------------
Awesome AWS-8QXL ID:114 (1st Octopus Overlords) gains 36 heat, sinks 33 heat and is now at 6 heat.
Marauder MAD-3RXL ID:115 (1st Octopus Overlords) gains 15 heat, sinks 17 heat and is now at 7 heat.
Thug THG-11EO ID:103 (1st Octopus Overlords) gains 24 heat, sinks 27 heat and is now at 0 heat.
Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) gains 20 heat, sinks 22 heat and is now at 0 heat.
Shilone SL-17 ID:126 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Lucifer LCF-R15O ID:71 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Lucifer LCF-R15OA ID:143 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Loki (Hellbringer) Prime ID:10 (Alpha Trinary) gains 30 heat, sinks 26 heat and is now at 9 heat.
Dragonfly (Viper) Prime ID:7 (Alpha Trinary) gains 19 heat, sinks 19 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) D ID:8 (Alpha Trinary) gains 8 heat, sinks 8 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:6 (Alpha Trinary) gains 10 heat, sinks 10 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:9 (Alpha Trinary) gains 32 heat, sinks 20 heat and is now at 14 heat.
Ryoken (Stormcrow) C ID:9 (Alpha Trinary) needs a 4+ to avoid shutdown, rolls 12 : avoids successfully!

Control Rolls
-------------------

End Phase
-------------------
Fire at 1916 is burning brightly.
Light smoke continues to fill 1915.
Light smoke continues to fill 2015.
Light smoke continues to fill 1815.
Battlefield state:
Spoiler:
Enlarge Image
The second Ryoken backs up to the west, putting a hill between itself and our two 80-tonners. It's still pointing its remaining weapon at our units within line of sight, but its intent is obviously to disengage.

The other Ryoken turns a little but stays on the ground, while the four battle armor troopers dismount.

The Hellbringer stays in place, while the Black Hawk jumps to the south, keeping its weapons pointed at the HQ.

Unit status update:
Awesome's left leg is in the red, left arm in the yellow.
Galleon 158 reports right-side laser malfunction. Can unjam, but is limited to cruise/walk MP and no weapons fire for the turn.
Marauder down to 3/5 movement due to heat.
Karnov still limited to 7 MP.
Aerospace fighters will be available for air-to-ground strikes on round 6.

Objective update:
HQ building: 22 CF remaining. Fire still burning (rolled 5, needed 10 to put out fire)
Ryoken 9 crippled (48% hostile force destroyed or crippled)
Galleon 161 destroyed (22% player force destroyed or crippled)

Movement mods:
Ryoken 6: +0, +1 if attack from non-adjacent hex
Ryoken 9: +1
Elementals 78: +1
Black Hawk: +3
Dragonfly: Unknown (ace)
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

Jump to 2315 and light up the Ace Dragonfly with everything.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Isgrimnur wrote: Fri Jan 15, 2021 4:58 pm Jump to 2315 and light up the Ace Dragonfly with everything.
FYI, that's a swamp hex, meaning auto-bog down (you're much easier to hit and have to make a PSR to get out the next turn). Also, he's probably going to move.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

So he's moving before I can fire?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Correct.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

1516 to head off the new squishies
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

So is the 2nd Haduken (that I just fired on) going to fire this round, or are they withdrawing / out of combat unless fired upon?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Fri Jan 15, 2021 5:47 pm So is the 2nd Haduken (that I just fired on) going to fire this round, or are they withdrawing / out of combat unless fired upon?
He'll probably take some pot shots on his way out, but he's on the way out. If you have more important business to attend to, he's a lower priority target, especially since he's missing half his guns.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

Backpedal to 1312 and engage the Viper.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Leraje wrote: Fri Jan 15, 2021 6:03 pm Backpedal to 1312 and engage the Viper.
You've got 2 walk MP (3 run) due to heat, and getting up costs 2MP, so you can basically get up and turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

So the dragonfly is moving last because he's an ace? But everyone else on their side has moved?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Fri Jan 15, 2021 6:07 pm So the dragonfly is moving last because he's an ace? But everyone else on their side has moved?
Correct.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

NickAragua wrote: Fri Jan 15, 2021 6:05 pm
Leraje wrote: Fri Jan 15, 2021 6:03 pm Backpedal to 1312 and engage the Viper.
You've got 2 walk MP (3 run) due to heat, and getting up costs 2MP, so you can basically get up and turn.
Bugger... looks like I'm stuck in that position then. Not sure which option is worse - turn enough to present right side to the Hellbringer and expose the rear to Viper and Nova or to stay as is...
Leaning towards turning to face 1312 and firing only right-arm weapon at Hellbringer. Followed by praying that I last long enough to hide next turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

If i go back to 0817, does the hill block the second Haduken from hitting me?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Surprisingly, the mechwarrior manages to keep his mech upright, successfully mashes the shutdown override button and even retaliates, blasting through the nearby Galleon's armor with pulse lasers then finishing it off with the LBX autocannon.
Respect! :clap:

Will my Drillson have a shot at that Dragonfly from 1821? If so I’d like to hover over there and light up that pesky Dragonfly.

I’d like to move the gunship to 1819. My endgame is to engage those Elementals that popped up so hopefully I’ll be left alone for a few rounds as I slowly make my way towards them.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Fri Jan 15, 2021 6:26 pm If i go back to 0817, does the hill block the second Haduken from hitting me?
Yes.
$iljanus wrote: Fri Jan 15, 2021 6:49 pm Will my Drillson have a shot at that Dragonfly from 1821? If so I’d like to hover over there and light up that pesky Dragonfly.
Probably, depending on where it chooses to move. Only issue is you'll come up one short from 1821 (looks like it'll take 15 MP to get there, you've got 14)
Leraje wrote: Fri Jan 15, 2021 6:21 pm Leaning towards turning to face 1312 and firing only right-arm weapon at Hellbringer. Followed by praying that I last long enough to hide next turn.
I assume while getting up?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

NickAragua wrote: Fri Jan 15, 2021 9:53 pm
Leraje wrote: Fri Jan 15, 2021 6:21 pm Leaning towards turning to face 1312 and firing only right-arm weapon at Hellbringer. Followed by praying that I last long enough to hide next turn.
I assume while getting up?
Yes.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

NickAragua wrote: Fri Jan 15, 2021 9:53 pm
$iljanus wrote: Fri Jan 15, 2021 6:49 pm Will my Drillson have a shot at that Dragonfly from 1821? If so I’d like to hover over there and light up that pesky Dragonfly.
Probably, depending on where it chooses to move. Only issue is you'll come up one short
Oops, I’ll stop one hex before then. I’ll let you pick the best spot.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

Ok, I'll walk back to 0817. I'll plan on torsotwisting and firing at the dragon fly if I can hit him after he moves. If not I'll fire at the newly dismounted elementals to the northeast.

I'd like to walk / run to the east, but I don't see a good way to do that without having the haduken shoot me in the back.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by gbasden »

Galleon 158 will move towards the HQ building as best as possible while working to unjam the laser. (?)
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

Is it worth me moving west and taking out battle armour or head ne towards guy
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

The elementals aren’t going to be too dangerous compared to the mechs firing on your hq.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

Ok head east ( sorry on ph and cant read coords) and fire at dragonfly
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Thud turns the Awesome and snaps off a shot at the Loki, the lightning going wide. The Loki's PPC shot goes wide as well. Unfortunately, as the Galleon crew moves south and works to unjam the laser, the Loki directs some attention at them with its SRM launcher. All six missiles hit, wrecking the light tank.

El Guapo moves north, tracking the Dragonfly as it lands next to the Drillson. A PPC shot fries part of the light mech's head armor, while a blast from the gauss rifle rips off the left arm. This damage throws the Dragonfly's aim off, and it only manages to land a single SRM on the Drillson before the arm with said launcher is wrecked, although the hovertank is unable to land a hit, either. Guru's PPCs fly wide, our mechwarrior not quite able to line up a shot on the Dragonfly's jump arc, but forcing the mech's kick off target, keeping the Drillson alive for the time being.

Fury and a couple of laser turrets target the battle armor troopers dismounted from the Stormcrow to the northwest, Fury's laser going wide, but a couple of the turret-mounted lasers hitting their mark. The troopers don't show much sign of being affected by the damage, other than some scorch marks.

The Blackhawk continues hanging back, sending another salvo of LRMs at the HQ. Their last panicked transmission is cut off - the structure remains standing, but everyone inside is either dead, or the power to the turrets and comms have been cut off. The Karnov takes a few more cluster pellets from LBX autocannons but remains in the air. Still, the heli struggles to move at any reasonable pace.

Raw data:
Spoiler:
Awesome AWS-8QXL ID:114 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 4 : succeeds.

Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1520 to hex 1620 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 6 : succeeds.

AC/10 Turret (Single) ID:157 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 4 : fails to avoid damage.

            Critical hit on . Roll is (6-2) = 4; no effect.
Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 6 : fails to avoid damage.

            Critical hit on . Roll is (11-2) = 9; Sensors Hit!

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

Crew of Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) repairs weapon malfunction in Medium Laser.

Crew of Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords) repairs weapon malfunction in Medium Laser.

Weapons fire for Awesome AWS-8QXL ID:114 (1st Octopus Overlords)
    ER PPC at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 10, rolls 9 : misses


Weapons fire for Marauder MAD-3RXL ID:115 (1st Octopus Overlords)
    PPC at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 6, rolls 7 : - Glancing Blow due to Narrow/Low Profile - hits (using Left Side table) HD
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Dragonfly (Viper) Prime ID:7 (Alpha Trinary) "Maja Heshima" takes 1 damage (1 total hits).
        Pilot of Dragonfly (Viper) Prime ID:7 (Alpha Trinary) "Maja Heshima" needs a 3 to stay conscious. Rolls 9 : successful!


    Gauss Rifle at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 8, rolls 12 : - Direct Blow - hits (using Left Side table) LA (critical)
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 16 damage to LA (critical).
            Armor destroyed.
             SECTION DESTROYED.
        8 damage transfers to LT (critical).
            Critical hit on LA. Roll is (4+1) = 5; no effect.
            Critical hit on LA. Roll is (3+1) = 4; no effect.
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 8 damage to LT (critical).
            3 Armor remaining.


Weapons fire for Thug THG-11EO ID:103 (1st Octopus Overlords)
    PPC at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 12, rolls 4 : misses


    PPC at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 12, rolls 8 : misses


Weapons fire for Guillotine GLT-4LJ ID:124 (1st Octopus Overlords)
    Large Laser at Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary); needs 7, rolls 6 : misses


Weapons fire for Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords)
    Large Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 8 : misses


    SRM 2 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 3 : misses


    SRM 2 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 3 : misses


    LRM 10 at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 11, rolls 3 : misses


Weapons fire for AC/10 Turret (Single) ID:154 (1st Octopus Overlords)
    AC/10 at Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary); needs 8, rolls 4 : misses


Weapons fire for AC/10 Turret (Single) ID:155 (1st Octopus Overlords)
    AC/10 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 9, rolls 5 : misses


Weapons fire for AC/10 Turret (Single) ID:156 (1st Octopus Overlords)
    AC/10 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 9, rolls 7 : misses


Weapons fire for AC/10 Turret (Single) ID:157 (1st Octopus Overlords)
    AC/10 at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 11, rolls 6 : misses


Weapons fire for Medium Laser Turret (Dual) ID:162 (1st Octopus Overlords)
    Medium Laser at Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary); needs 10, rolls 12 : hits (using Rear table) Trooper 2
        Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary) takes 5 damage to Trooper 2.
            5 Armor remaining.


Weapons fire for Medium Laser Turret (Dual) ID:159 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 9 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 12 : - Glancing Blow due to Narrow/Low Profile - hits LL
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 2 damage to LL.
            17 Armor remaining.


Weapons fire for Medium Laser Turret (Dual) ID:160 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 7 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 4 : misses


Weapons fire for Loki (Hellbringer) Prime ID:10 (Alpha Trinary)
    ER PPC at Awesome AWS-8QXL ID:114 (1st Octopus Overlords); needs 6, rolls 4 : misses


    Streak SRM 6 at Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords); needs 8, rolls 12 : - Direct Blow - 6 missile(s) hit (using Right Side table).

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to RR.
            5 Armor remaining.
            Chance for motive system damage. Roll is 4; (w/ +2 bonus)
             no effect.

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to FR.
            23 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to RR.
            3 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to RS.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RS. Roll is (10+1) = 11; Engine destroyed. Immobile.

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to RR.
            1 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.

        Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) takes 2 damage to RS.
             SECTION DESTROYED.
*** Galleon Light Tank GAL-102 ID:158 (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on RS. Roll is (11+1) = 12; Crew stunned for 1 turns.


Weapons fire for Dragonfly (Viper) Prime ID:7 (Alpha Trinary)
    Medium Pulse Laser at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords); needs 8, rolls 5 : misses


    Medium Pulse Laser at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords); needs 8, rolls 7 : misses


    Machine Gun at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords); needs 10, rolls 7 : misses

    Machine Gun at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords); needs 10, rolls 8 : misses

    SRM 4 at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords); needs 10, rolls 10 : - Glancing Blow -1 missile(s) hit (using Right Side table) (w/ -4 malus).

        Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) takes 2 damage to TU.
            22 Armor remaining.


Weapons fire for Black Hawk (Nova) D ID:8 (Alpha Trinary)
    LRM 20 at Hex 1916 of Building #1534 (Collapse) needs 3, rolls 6 : 12 missile(s) hit.

        Hardened Fortress Building #1534 absorbs 12 points of damage.
        
Damage changed to 6 due to building scale.
            14 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            Crew killed.

    LB 5-X AC (Cluster ammo) at Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords); needs 5, rolls 6 : 3 pellet(s) hit (using Rear table).

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to RR.
            4 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to RR.
            3 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to RR.
            2 Armor remaining.


Weapons fire for Ryoken (Stormcrow) C ID:9 (Alpha Trinary)
    LB 10-X AC (Cluster ammo) at Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords); needs 8, rolls 9 : 6 pellet(s) hit.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to RS.
            3 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to FR.
            5 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to FR.
            4 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to FR.
            3 Armor remaining.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to FR (critical).
            2 Armor remaining.
            Critical hit on FR. Roll is 3; no effect.

        Karnov UR Gunship (Standard) ID:151 (1st Octopus Overlords) takes 1 damage to FR.
            1 Armor remaining.




Dragonfly (Viper) Prime ID:7 (Alpha Trinary) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 4 : succeeds.

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

Physical attacks for Dragonfly (Viper) Prime ID:7 (Alpha Trinary)
    Kick (Left leg) at Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) ID:152; needs 7, rolls 7 : - Glancing Blow -hits (using Right Side table) TU
        Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) takes 4 damage to TU.
            18 Armor remaining.


Heat Phase
-------------------
Awesome AWS-8QXL ID:114 (1st Octopus Overlords) gains 17 heat, sinks 23 heat and is now at 0 heat.
Marauder MAD-3RXL ID:115 (1st Octopus Overlords) gains 12 heat, sinks 17 heat and is now at 2 heat.
Thug THG-11EO ID:103 (1st Octopus Overlords) gains 22 heat, sinks 22 heat and is now at 0 heat.
Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) gains 12 heat, sinks 12 heat and is now at 0 heat.
Shilone SL-17 ID:126 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Lucifer LCF-R15O ID:71 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Lucifer LCF-R15OA ID:143 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Loki (Hellbringer) Prime ID:10 (Alpha Trinary) gains 19 heat, sinks 26 heat and is now at 2 heat.
Dragonfly (Viper) Prime ID:7 (Alpha Trinary) gains 19 heat, sinks 19 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) D ID:8 (Alpha Trinary) gains 8 heat, sinks 8 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:6 (Alpha Trinary) gains 6 heat, sinks 6 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:9 (Alpha Trinary) gains 13 heat, sinks 20 heat and is now at 7 heat.

End Phase
-------------------
Fire at 1916 is burning brightly.
Heavy smoke overpowers light smoke in 1915.
Heavy smoke overpowers light smoke in 2015.
Heavy smoke overpowers light smoke in 1815.
Battlefield state:
Spoiler:
Enlarge Image
The legged Ryoken's remaining leg snaps off as it tries to get up again, leaving it completely unable to leave the battlefield. The battle armor troopers move north, seeking cover from the more broken terrain in that area.

The other Ryoken makes its way north as well, smoke and heat waves still rising from the crippled mech. Its weapons continue tracking our units as it moves north.

The Loki remains stationary, having cooled off a little bit, while the Blackhawk and Dragonfly jump north, probably aiming to finish off the HQ and then pull back.

Objective update:
HQ: 14 CF remaining, crew killed
Galleon 158 destroyed (33% player force destroyed or crippled)

Movement mods:
Loki: 0
Ryoken 6: 0
Ryoken 9: +1
Dragonfly: +6 (+4 jumping, +2 in heavy smoke)
Blackhawk: +3


We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

can i get to 2014 and physical attach dragonfly and fire weapon at blackhawk?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

Heh... looks like I'll have to risk staying where I am, otherwise I'll have no LOS to mission-critical targets. So crouch, twist and fire everything at the Hellbringer. Please correct me if I'm wrong re:LOS.

All ASF are to attack the aforementioned Hellbringer. If we manage to drop it, at least we may eak out a draw out of this.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Stefan Stirzaker wrote: Mon Jan 18, 2021 5:22 pm can i get to 2014 and physical attach dragonfly and fire weapon at blackhawk?
Yep.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Zarathud »

[x] Black Hawk (mostly intact, somewhat hard to hit)
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

1915, Dragonfly.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

NickAragua wrote: Mon Jan 18, 2021 4:07 pm

We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[X] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
Have them all hit the Loki. Command mech, so best odds of salvaging a draw here.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

El Guapo wrote:
NickAragua wrote: Mon Jan 18, 2021 4:07 pm

We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[X] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
Have them all hit the Loki. Command mech, so best odds of salvaging a draw here.
I agree
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