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

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

Post by NickAragua »

October 5, 3029
Analysis of the data confiscated by Delta lance's raid and of subsequent comms traffic allows us to identify a prison facility where Madmarcus (and possibly his mech) have been taken. To avoid having our operations compromised (any further than they already are), Lt. Scrub is assigned to rescue our mechwarrior and retrieve or destroy the mech. Gamma lance approaches the facility under passive sensors and observes the situation (hostile force report attached) - it's guarded by two lances of light vehicles (mostly hovercraft) and a lance of light mechs (with a single Vindicator), along with two lanes of light vehicles out on patrol backed up by a Phoenix Hawk. The Capellan compound itself is defended by four turrets, most of which don't look terribly impressive.

The objective is to get the jump infantry into the compound, get our mechwarrior out, then level the interior building. The Maxim and S&R squad will be along as well to help facilitate the rescue. Lt. Scrub waits until the torrential downpour passes and orders the attack at dawn.

Delta lance will be running a diversionary attack to draw any additional reinforcements away from the area, so what you see is what you get.

Deployment zone is the highlighted yellow hexes, anywhere within three hexes of the west edge of the board. I figure each of you can control two mechs, your own guy plus one of the NPCs. The Opfor will already be deployed (the passive sensor approach caught them with pants down).

A note on mechanics:
Isgrimnur's Vindicator cannot torso twist (we played it wrong last game)
Whenever the Firestarter jumps, it needs to make a piloting roll or take a point of internal leg damage on each leg. The Vindicator is not subject to this rule.
This scenario takes place at dawn, which means that everyone gets a -1 to hit. Except El Guapo with AC/20 attacks, since the AC/20 is loaded with tracer ammo. It does do one less damage, however.

Gamma lance:
Lt. Scrub
Gunnery/Piloting: 4/4
Warhammer WHM-6D
70 tons
Movement: 4/6
Heat Sinks: 20
Armor: 217 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
PPC - Left Arm - 10 - 10 - 6/12/18 (minimum range 3)
Medium Laser x2 - Left/Right Torso - 3 - 5 - 3/6/9
Small Laser x2 - Left/Right Torso - 1 - 3 - 1/2/3

El Guapo
Gunnery/Piloting: 3/4
Hunchback HBK-4G
50 tons
Movement: 4/6
Heat Sinks: 13
Armor: 160 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Right Torso - 7 - 20 - 3/6/9
Medium Laser x2 - Left/Right Arm - 3 - 5 - 3/6/9
Small Laser - Head - 1 - 3 - 1/2/3

Isgrimnur
Gunnery/Piloting: 4/4
Vindicator VND-1R
45 tons
Movement: 4/6/4
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
No Torso Twist

Pvt. Ranay Moro
Gunnery/Piloting: 4/4
Firestarter FS9-K2
35 tons
Movement: 5/8/5 (due to gravity, normally 6/9/6)
Heat Sinks: 11
Armor: 88 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser x2 - Left Arm - 1 - 3 - 1/2/3
Large Laser - Right Arm - 8 - 8 - 5/10/15
Flamer - Center Torso - 3 - 2 - 1/2/3
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Opfor report:
Saracen Medium Hover Tank (1 active, 1 sunk by El Guapo)
Movement: 8/12 (hover)
Armor: 112
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/10 - Turret - 0 - 10 (2x5) - 7/14/21 (minimum range 7)
SRM/2 x3 - Turret - 0 - 4 (2x2) - 3/6/9

Scorpion Light Tank (Standard) (x2, 1 with minor right side damage)
Movement: 4/6 (tracked)
Armor: 64
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Turret - 0 - 1 - 1/2/3
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)

Pegasus Scout Hover Tank (Standard)
Movement: 8/12 (hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/6 x3 - Turret - 0 - 12 (6x2) - 3/6/9

Saladin Assault Hover Tank (Standard)
Movement: 8/12 (hover)
Armor: 32
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Front - 0 - 20 - 3/6/9

J. Edgar Light Hover Tank (Internal Combustion Engine)
Movement: 8/12 (hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/2 x2 - Turret - 0 - 4 (2x2) - 3/6/9

Galleon Light Tank GAL-100
Movement: 6/9 (Tracked)
Armor: 56
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
Small Laser x2 - Left, Right Side - 0 - 3 - 1/2/3

Wasp WSP-1A
20 tons
Movement: 5/8/5 (due to gravity)
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/2 - Left Leg - 2 - 4 (2x2) - 3/6/9
Medium Laser - Right Arm - 3 - 5 - 3/6/9

Stinger STG-3R
20 tons
Movement: 5/8/5 (due to gravity)
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun x2 - Left, Right Arm - 0 - 2 - 1/2/3
Medium Laser - Right Arm - 3 - 5 - 3/6/9

Locust LCT-1E
20 tons
Movement: 8/12
Heat Sinks: 10
Armor: 64 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser x2 - Left, Right Arm - 1 - 3 - 1/2/3
Medium Laser x2 - Right, Right Arm - 3 - 5 - 3/6/9

Vindicator VND-1X
45 tons
Movement: 4/6/4
Heat Sinks: 15
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun x2 - Left Arm - 0 - 2 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
No Torso Twist

Observed forces out on patrol:
Hunter Light Support Tank (Standard)
Movement: 5/8 (Tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/20 - Front - 0 - 20 - 7/14/21 (minimum range 6)
Flamer - Rear - 0 - 2 - 1/2/3

Harasser Missile Platform (Standard
Movement: 10/15 (Hover)
Armor: 24
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 x2 - Turret - 0 - 12 (6x2) - 3/6/9

Striker Light Tank (LRM)
Movement: 5/8 (Wheeled)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/15 - Front - 0 - 15 - 7/14/21 (minimum range 6)

Phoenix Hawk PXH-1
45 tons
Movement: 5/8/5 (due to gravity, normally 6/9/6)
Heat Sinks: 10
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun x2 - Left, Right Arm - 0 - 2 - 1/2/3
Large Laser - Right Arm - 8 - 8 - 5/10/15
Medium Laser x2 - Left, Right Arm - 3 - 5 - 3/6/9

The facility is guarded by a single and a dual LRM/10 turret, as well as a single and dual small laser turret.
Last edited by NickAragua on Fri Dec 08, 2017 1:00 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Isgrimnur's Vindicator cannot torso twist (we played it wrong last game)
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

I'm in.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

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Mechwarriors, deploy your mechs within three hexes of the western edge.

Also, figure out who's driving the Warhammer and who's driving the Firestarter.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

I'll take the Warhammer as wingman.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Drop the WH at 0731, I'll come in at 0734.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

I think you still need to scroll the map to the left. It starts at 01. Unless that 1 looks like a 7? Sorry, there's not much I can do about the fact that we can't really see hex numbers very well.

One more relevant rule: running and turning on pavement or a road requires PSRs. So, if you're moving fast, change facing while on a pavement hex, then attempt to enter another hex, you need to make a piloting skill roll. Difficulty modified by # hexes moved so far: 0-2 = -1, 3-4 = 0, 5-7 = +1.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

Does this mean I have the Firestarter in addition to my Hunchback?

I guess I'll put the Hunchback at 0327 and the Firestarter at 0326. What are those yellow lines surrounding the hex at 0326 (and a few other hexes)? What do they do?
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

I screwed up the map. :oops:

And who the hell needs to be running on pavement? That's what jump jets are for.

0323 and the WH at 0324.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Those are "improved positions", which provide a small defensive benefit to a unit standing there (it gets treated like a tiny weak building for the purposes of absorbing fire if you stand in it).

The stationed units got caught with their pants down and didn't get a chance to intercept Gamma lance before they got here, but they're still pretty quick with the mobilization once you're spotted. Each enemy lance advances down a separate street. The Maxim cruises forward.

"Blow down the gate or we can hop over - your call." The S&R squad calls out over comms.

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

Post by Isgrimnur »

I say hop it.

I can run to 0920 with no issues, right?

WH jump to 0621.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

So there's a 30% chance of damage if I jump with the Firestarter? Does it matter how far I jump?
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Isgrimnur wrote: Fri Dec 08, 2017 5:01 pm I say hop it.

I can run to 0920 with no issues, right?

WH jump to 0621.
Correct on the first one - you're running in a straight line.

Warhammer jump? That's a good one. But seriously, no jump jets on it.
El Guapo wrote: Fri Dec 08, 2017 5:04 pm So there's a 30% chance of damage if I jump with the Firestarter? Does it matter how far I jump?
It's a straight-up piloting roll, so you make the jump on a 4+ with no problems. Less than that and you take a point of internal damage in each leg, which triggers a crit roll.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Can I get a 5L instead of the 6D? :(

Walk him to 0621, then.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Don't forget to declare if you're shooting at something.

Also, keep in mind that, with that move, the Warhammer will wind up moving 4 spaces, using 5 MP (1 forward, 1 turn right, 3 forward), making it a run and a 3+ piloting skill roll. You probably want to either walk one less space (now you're only walking so it's easier to hit things and no PSR) or one more space (it's harder to hit you). The magic numbers for "spaces moved" are 3 and 5.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Shorten him up to 0522.

Let's fire what's decent at the Pegasuseseses...es.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

So what I'm thinking is:

Hunchback - run forward to 0824. Torso twist to the right and fire everything at the dual LRM10 turret (should be within his minimum range). I don't think I need a piloting roll because I'm not entering/leaving the road. Have some minor defensive fortifications in 0824.
Firestarter - walk to 0725. Fire large laser at the dual small laser turret.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

No LOS from 0725 to the laser turret (straight line crosses equal-height building in 1323).

You're correct that you don't need a piloting roll for the Hunchback. The only time you'd need it is if you change facing while running and then try to enter another hex (for example, if the Firestarter ran to 0824, turned right and stepped forward, you'd need a piloting roll then on account of the last forward step).
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

NickAragua wrote: Mon Dec 11, 2017 11:45 am No LOS from 0725 to the laser turret (straight line crosses equal-height building in 1323).

You're correct that you don't need a piloting roll for the Hunchback. The only time you'd need it is if you change facing while running and then try to enter another hex (for example, if the Firestarter ran to 0824, turned right and stepped forward, you'd need a piloting roll then on account of the last forward step).
I can hit the single small laser turret, right? The building in front of it is height 1.

Those small laser turrets seem kind of silly. I guess they give a mild amount of protection to the road right in front of them, but seems like there are other more solid defensive investments that they could have made.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Nope, 1323 and 1422 block that shot.

Yeah, those small laser turrets are pretty useless against any serious opposition.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

Eh, screw it, I'll just fire at the building at 1323. I don't think there's a good target available, then.

Can we change the course of the Maxim at all? Seems like it might be better to just have all of us go down the road to the north (the road that the Vindicator is on)? If we go there it seems like the turrets would be blocked from hitting us.

Which buildings exactly do we need to get the Maxim to?
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

1424, 1524, 1623 and 1723 are the building where Madmarcus is being held. The search and rescue unit will need to sweep through that building to figure out exactly where.

You can order the Maxim to break north, sure. Keep in mind that those LRM turrets are really bad shots at close range (if you're right next to one, it takes a whopping +6 to its target to hit number), while the small laser turrets have a maximum range of 3.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Round 1:
The Maxim drives forward and lets rip with a few LRMs at a distant Scorpion - one of the missiles manages to find the main external sensor cluster, damaging it and the tank's ability to shoot accurately. Isgrimnur takes a round of missiles from a Saracen-launched LRM-10 but it doesn't do too much. El Guapo's Hunchback burps out a blast from the AC/20, damaging the targeted LRM turret and jamming one of the missile pods - the crew will be spending the next couple of seconds frantically clearing the jam. The rest of the weapons fire whiffs.

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

Weapons fire for Scorpion Light Tank (Standard) (Capellan Confederation)
    AC/5 at Firestarter FS9-K2 (1st Octopus Overlords); needs 11, rolls 8 : misses


Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    LRM 5 at Scorpion Light Tank (Standard) (Capellan Confederation); needs 7, rolls 7 : 3 missile(s) hit.

        Scorpion Light Tank (Standard) (Capellan Confederation) takes 3 damage to FR (critical).
            13 Armor remaining.
            Critical hit on FR. Roll is 7; Sensors Hit!


    LRM 5 at Scorpion Light Tank (Standard) (Capellan Confederation); needs 7, rolls 6 : misses


Weapons fire for Saracen Medium Hover Tank (Standard) (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Saracen Medium Hover Tank (Standard) #2 (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 12 : 8 missile(s) hit.

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

        Vindicator VND-1R (1st Octopus Overlords) takes 3 damage to LA.
            11 Armor remaining.


Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Large Laser at Hex 1223 of Building #1649112234 (Collapse)needs 2, rolls 12 : hits.

        Heavy Standard Building #1649112234 absorbs 8 points of damage.


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Pegasus Scout Hover Tank (Standard) (Capellan Confederation); needs 12, rolls 11 : misses


    PPC at Pegasus Scout Hover Tank (Standard) (Capellan Confederation); needs 12, rolls 6 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Pegasus Scout Hover Tank (Standard) (Capellan Confederation); needs 11, rolls 7 : misses


    LRM 5 at Pegasus Scout Hover Tank (Standard) (Capellan Confederation); needs 11, rolls 3 : misses


Weapons fire for LRM/10 Turret (Dual) (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 3 : misses


    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 4 : misses


Weapons fire for LRM/10 Turret (Single) (Capellan Confederation)
    LRM 10 at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Hunchback HBK-4G #2 (1st Octopus Overlords)
    AC/20 at Hex 1226 of Building #1649112234 (Collapse)needs 3, rolls 8 : hits.

        Heavy Standard Building #1649112234 absorbs 19 points of damage.
        Damage threshold exceeded. Possible critical hit!
            +LRM 10 jams!


    Medium Laser at Hex 1226 of Building #1649112234 (Collapse)needs 4, rolls 5 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.


    Medium Laser at Hex 1226 of Building #1649112234 (Collapse)needs 4, rolls 4 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.

Heat Phase
-------------------
Firestarter FS9-K2 (1st Octopus Overlords) gains 9 heat, sinks 9 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 21 heat, sinks 20 heat and is now at 1 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Hunchback HBK-4G #2 (1st Octopus Overlords) gains 15 heat, sinks 13 heat and is now at 2 heat.
Wasp WSP-1A (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Stinger STG-3R (Capellan Confederation) gains 1 heat, sinks 1 heat and is now at 0 heat.
Locust LCT-1E (Capellan Confederation) gains 1 heat, sinks 1 heat and is now at 0 heat.
Vindicator VND-1X (Capellan Confederation) gains 4 heat, sinks 4 heat and is now at 0 heat.
Enlarge Image

Sensors detect an additional pair of Capellan mechs approaching from the north, a Vindicator 1R (identical to Isgrimnur's mech) and a Dervish 6M (55 ton 5/8/5, 2x LRM 10, 2x Medium laser, 2x SRM/2), while additional reinforcements under gbasden's control enter the field from the west. Gbasden himself is still nursing his cracked head, so he'll be driving these two:

Pvt. Craig Bowmer
Gunnery/Piloting: 4/5
Assassin ASN-21
40 tons
Movement: 6/9/6 (due to gravity)
Heat Sinks: 10
Armor: 72 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Left Torso- 2 - 4 - 3/6/9
LRM/5 - Right Torso - 2 - 5 - 7/14/21
Medium Laser - Right Arm - 3 - 5 - 3/6/9


Pfc. Fionna Corbin
Gunnery/Piloting: 3/4
Centurion CN9-ALF (customized)
50 tons
Movement: 4/6
Heat Sinks: 16
Armor: 169 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Right Arm - 1 - 3 - 1/2/3
Large Laser - Right Arm - 8 - 8 - 5/10/15
LRM/10 - Right Torso - 4 - 10 - 7/14/21
Medium Laser x2 - Center Torso - 3 - 5 - 3/6/9

Place the new mechs within three spaces of the west edge of the board. After that, everyone feel free to nominate your movement (maybe put it in a spoiler so I don't see it until after I move the opfor units). Effectively, this turn, we'll have a simultaneous turn. Next turn, we'll resume the normal routine of the opfor losing initiative completely.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Spoiler:
Vindy run to 1517. WH run to 1119. Both engage targets of best opportunity.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden »

Spoiler:
I'll enter with the Centurion at 0333 and the Assassin at 0233. The Centurion will move forward 4 to 0731 with the Assassin immediately behind it at 0631. Both mechs will fire LRMs at the Wasp, and the Centurion will also use the large laser if in range.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

A few questions:

What's the loadout on the Maxim? Two LRM5s, it looks like? What's it's movement range?

What's the penalty on the Scorpion firing with the sensor damage?

What's the farthest "west" that the dual small laser turret can fire? I think it can hit 1222, but would be blocked from 1123 (by 1323)?
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

Tentative plan:

Move the Hunchback up to 1223. FIre everything at the dual small laser turret

Move the Maxim up to 1123. Fire the LRMs at the Saladin in 2615.

Run the Firestarter to 1126 (I think this requires a 3+ PSR?). Fire everything at the dual LRM turret. If I can kick it, do so.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Maxim Heavy Hover Transport (Standard)
Movement: 8/12 (hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/5 x2 - Front - 0 - 5 - 7/14/21 (minimum range 7)
LRM/5 - Rear - 0 - 5 - 7/14/21 (minimum range 7)
SRM/2 - Left, Right - 0 - 4 (2x2) - 3/6/9
Machine Gun - Turret - 0 - 1 - 1/2/3
SRM/6 - Turret - 0 - 12 (6x2) - 3/6/9

+1 to the target number on all attacks for the sensor damage. It only has the one AC/5 though.

Your evaluation of the dual small laser turret's sight lines is correct.

Firestarter shouldn't need the piloting roll for 1123, since that costs 5 MP, which is still walking speed.
Last edited by NickAragua on Tue Dec 12, 2017 12:20 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

BTW, update on enemy vehicle movement - feel free to update your mech (and, for this round, the Maxim's) orders:
Enlarge Image

Due to Megamek mechanics that I can't change, the Maxim isn't going to be able to go at the same time as the rest of the team - technically, it goes between the enemy vehicles and the enemy mechs. So, don't be surprised if the driver doesn't kill himself by slowly driving directly in front of an AC/20-equipped Saladin (for example).
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

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

Post by Isgrimnur »

Jump to 1017 (or 0917 if not i-line) and engage Pegasus 1.

WH jump to 0921, engage any visibile target.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo »

Ok, sure, that changes things.

How about this:

Maxim and firestarter both back up 2 spaces (should take them out of range of everything but the semi-blinded Scorpion). Maxim fires its LRMs and the Firestarter fires its large laser at the Saladin.

Hunchback turns and walks to 1126 and fires everything at the dual LRM turret (and kicks it if possible).
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

FYI, 0921 will have zero available targets.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

I should have LOS on 1226.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

The line ever-so-slightly crosses 1225, which blocks LOS to that turret.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

1225 and 1226 have the same height from a building perspective. Unless it's one of those new pancake LRM turrets, it should be at level 3 or higher.

If not, I'm fine with the WH remaining quiet.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

Sorry, Megamek says no LOS. I think the turret is treated as being "building height", rather than "building height + 1".

Turn 2:
Isgrimnur jumps away from the advancing vehicles, dodging fire from one of the Pegasi. Somehow, he manages to slice his attacker's rear air duct off with a medium laser (the other weapons having no chance to hit), immobilizing the vehicle. The crew quickly clambers out. The Maxim delivers some LRMs to the front of the Saladin zipping in, but the impact barely slows it down. While the LRM/10 turret crew unjams, the building section takes a pounding from El Guapo's Hunchback, bringing it down to 30 CF, at which point, he kicks the building. A support strut goes upwards straight through the turret, splattering the crew.

The Firestarter and Maxim report some indirect-fired LRMs landing around them to little effect. Gbasden's units fire at the incoming Wasp, but the nimble mech dodges aside. The counterattacks from the enemy Vindicator and distant LRM turret are equally ineffective.

Raw attack and heat data.
Spoiler:
Weapon Attack Phase
-------------------

Crew of LRM/10 Turret (Dual) (Capellan Confederation) repairs weapon malfunction in LRM 10.

Weapons fire for Scorpion Light Tank (Standard) (Capellan Confederation)
    AC/5 at Firestarter FS9-K2 (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) (Capellan Confederation)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 8 : misses


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


    SRM 6 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    LRM 5 at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 10 : 3 missile(s) hit.

        Saladin Assault Hover Tank (Standard) (Capellan Confederation) takes 3 damage to FR.
            14 Armor remaining.


    LRM 5 at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 6 : misses


Weapons fire for LRM/10 Turret (Single) (Capellan Confederation)
    LRM 10 at Centurion CN9-ALF (1st Octopus Overlords); needs 9, rolls 4 : misses


Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Large Laser at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 12, rolls 7 : misses


Weapons fire for Vindicator VND-1X (Capellan Confederation)
    PPC at Centurion CN9-ALF (1st Octopus Overlords); needs 12, rolls 6 : misses


    LRM 5 at Centurion CN9-ALF (1st Octopus Overlords); needs 12, rolls 6 : misses


Weapons fire for Hunchback HBK-4G #2 (1st Octopus Overlords)
    AC/20 at Hex 1226 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 10 : hits.

        Heavy Standard Building #1649112234 absorbs 19 points of damage.
        Damage threshold exceeded. Possible critical hit!
            No critical hit.


    Medium Laser at Hex 1226 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.


    Medium Laser at Hex 1226 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 5 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.


    Small Laser at Hex 1226 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Heavy Standard Building #1649112234 absorbs 3 points of damage.


Weapons fire for Saracen Medium Hover Tank (Standard) (Capellan Confederation)
    LRM 10 at Firestarter FS9-K2 (1st Octopus Overlords); needs 10, rolls 4 : misses


Weapons fire for Saracen Medium Hover Tank (Standard) #2 (Capellan Confederation)
    LRM 10 at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    Medium Laser at Pegasus Scout Hover Tank (Standard) (Capellan Confederation); needs 11, rolls 11 : hits (using Right Side table) RR
        Pegasus Scout Hover Tank (Standard) (Capellan Confederation) takes 5 damage to RR.
            14 Armor remaining.
            Chance for motive system damage. Roll is 16; (w/ +5 bonus)
             Major damage, vehicle immobile.


Weapons fire for Assassin ASN-21 (1st Octopus Overlords)
    LRM 5 at Wasp WSP-1A (Capellan Confederation); needs 11, rolls 6 : misses


Weapons fire for Centurion CN9-ALF (1st Octopus Overlords)
    Large Laser at Wasp WSP-1A (Capellan Confederation); needs 12, rolls 6 : misses


    LRM 10 at Wasp WSP-1A (Capellan Confederation); needs 10, rolls 4 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Hex 1223 of Building #1649112234 (Collapse)needs 3, rolls 7 : hits.

        Heavy Standard Building #1649112234 absorbs 10 points of damage.


    Medium Laser at Hex 1223 of Building #1649112234 (Collapse)needs 5, rolls 9 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.


    Medium Laser at Hex 1223 of Building #1649112234 (Collapse)needs 5, rolls 10 : hits.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.

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

Physical attacks for Hunchback HBK-4G #2 (1st Octopus Overlords)
    Kick (Left leg) at Hex 1226 of Building #1649112234 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Heavy Standard Building #1649112234 absorbs 10 points of damage.
        Damage threshold exceeded. Possible critical hit!
            Crew killed.


Heat Phase
-------------------
Firestarter FS9-K2 (1st Octopus Overlords) gains 9 heat, sinks 9 heat and is now at 0 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 18 heat, sinks 19 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 6 heat, sinks 6 heat and is now at 0 heat.
Hunchback HBK-4G #2 (1st Octopus Overlords) gains 15 heat, sinks 13 heat and is now at 4 heat.
Wasp WSP-1A (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Stinger STG-3R (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Locust LCT-1E (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Vindicator VND-1X (Capellan Confederation) gains 14 heat, sinks 14 heat and is now at 0 heat.
Assassin ASN-21 (1st Octopus Overlords) gains 3 heat, sinks 3 heat and is now at 0 heat.
Centurion CN9-ALF (1st Octopus Overlords) gains 13 heat, sinks 13 heat and is now at 0 heat.
Vindicator VND-1R (Capellan Confederation) gains 3 heat, sinks 3 heat and is now at 0 heat.
Dervish DV-6M (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Enlarge Image

The remaining active enemy Pegasus breaks north and tries to loop around the back of Isgrimnur's mech, but winds up crashing through a storefront instead. The remaining hovercraft pull back, except for the J.Edgar and Galleon which putter forward rapidly.

The Maxim makes an attempt to loop around but crunches through a non-descript warehouse, barely avoiding ripping off its turret. The enemy light mech lance advances past the prison compound, engaging Gbasden and El Guapo's units, while the two enemy mediums from the north take up positions to the northeast of the compound.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua »

As a note, the Maxim wound up having to move this turn after the enemy vehicles. Going forward, you'll want to issue it directions for the next turn, and the pilot will attempt to follow them as much as possible (unless she whiffs another 4+ driving roll and crashes into a building).
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur »

Backup to 0917, two to rotate to N, two to move to 0915. Engage the Pegasus.

WH jump to 0925, facing NE, firing on the Galleon.
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