Let's Play Together: GM'd Battletech via MegaMek XII
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Thanks. Then I'll focus on the Mad Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
My Kurita P. Hawk will fire on the Mad Cat on 2702.
My H-H will fire on the Mad Cat on 2033
My H-H will fire on the Mad Cat on 2033
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Jump to 2131 and fire all lasers at the mad cat 2033
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Gonna let you decide on both Lich and the Archer, Nick.
Haven't managed anything but kicking the Thor with the big lug.
Haven't managed anything but kicking the Thor with the big lug.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
If the Black Hawk is not showing signs of giving up, I'm all for finding the best method of persuasion this round. If it is, we can go to 2324 and see if we can pop more Elementals.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TheMix has found his rhythm, continuously firing up the Crusader's jump jets for quick jumps across the river. The Vulture targeting him has given up, which is great, although he only manages to land a couple of SRMs on the legs of the Mad Cat he's targeting. The Kurita Phoenix Hawk continues targeting the same Mad Cat as well, circling around its back and blasting away with lasers and machine guns, slowly wittling armor away. The Phoenix Hawk manages to avoid the Mad Cat's return PPC fire as well.
Isgrimnur and Lich look at each other then drop down to the Black Hawk's position, Isgrimnur sending a flight of SRMs at the downed mech to "surgically detach" its left arm. Lich's mech shakes a little as a pair of Elementals deliver some parting small arms fire, spoiling his aim on the Black Hawk's head. "You little ..." mouths our mechwarrior before joining Isgrimnur in stomping on the smaller clan mech's torso. Engine shielding cracks under the assault, although the mechwarrior manages to wake up and get the mech upright again, preparing to jump away.
Moley jumps south, engaging the Mad Cat in its flank, scoring a couple of laser hits across its armor - the mech complains about heat thresholds, but it's tolerable. WestOrEast's Hatamoto-Hi joins in with PPCs, the Mad Cat ducking under one while the second fries the right shoulder joint - not that critical, since the gauss rifle is already out of ammo. Still, the combined fire brings the Mad Cat down to a knee.
One of El Guapo's PPCs creates a weak spot in the target hilltop Vulture's armor, cracking the engine shielding. The gauss slug spangs off the mech's leg armor, rendering said armor ineffective. Siljanus adds the Mackie's PPCs to the mix as well, one impacting the rather large cockpit directly - it's technically intact, but the mechwarrior inside should be feeling some serious heat. The Kurita Wolverine nearby trips the heavier mech up as well, missing with weapons fire but reaching out with an arm to yank one of its feet - the damaged actuator causes the Vulture to drop to a knee.
Leraje targets a Mad Cat to the north, burning armor off with a laser and a PPC blast. The Kurita Archer targets it as well, the enemy 75-tonner returning fire and forcing said Archer to a knee.
The Kurita Thunderbolt backs up, plastering the Ryoken trying to get behind it in the back and legs with laser fire, although it's a little less effective than the Kurita mechwarrior hoped. Still, a good amount of armor flakes off the 50-ton mech.
The Shadow Hawk and Wolf Trap move to team up on the Daishi, hoping to take it down, but are unable to score any hits, the fire and smoke making targeting the looming 100-ton monster difficult. The Wolf Trap takes some serious return fire, eating multiple large and medium pulse lasers, causing a left torso armor breach.
Current battlefield status:
Raw firing/physical/heat data:
Target modifiers:
Vulture 1314: +1
Daishi: +1
Ryoken 1601: +3
Loki 2003: +3 (+1 if attacker adjacent)
Mad Cat 3004: +2
Mad Cat 3005: +3
Black Hawk: +1
Ryoken 1631: +3
Mad Cat 1732: +1
Objective update:
Black Hawk crippled and withdrawing (10/20)
Vulture 1314 crippled and withdrawing (11/20)
Status update:
Black Hawk left arm missing
Vulture 1619 no arm, no leg: can't get up, can't fire.
El Guapo at 7 heat: -1 walk MP
Lich at 7 heat: -1 walk MP
Moley at 5 heat: -1 walk MP; center torso 4 armor left
WestOrEast: right torso, 2 armor left; right arm 4 armor left
Isgrimnur and Lich look at each other then drop down to the Black Hawk's position, Isgrimnur sending a flight of SRMs at the downed mech to "surgically detach" its left arm. Lich's mech shakes a little as a pair of Elementals deliver some parting small arms fire, spoiling his aim on the Black Hawk's head. "You little ..." mouths our mechwarrior before joining Isgrimnur in stomping on the smaller clan mech's torso. Engine shielding cracks under the assault, although the mechwarrior manages to wake up and get the mech upright again, preparing to jump away.
Moley jumps south, engaging the Mad Cat in its flank, scoring a couple of laser hits across its armor - the mech complains about heat thresholds, but it's tolerable. WestOrEast's Hatamoto-Hi joins in with PPCs, the Mad Cat ducking under one while the second fries the right shoulder joint - not that critical, since the gauss rifle is already out of ammo. Still, the combined fire brings the Mad Cat down to a knee.
One of El Guapo's PPCs creates a weak spot in the target hilltop Vulture's armor, cracking the engine shielding. The gauss slug spangs off the mech's leg armor, rendering said armor ineffective. Siljanus adds the Mackie's PPCs to the mix as well, one impacting the rather large cockpit directly - it's technically intact, but the mechwarrior inside should be feeling some serious heat. The Kurita Wolverine nearby trips the heavier mech up as well, missing with weapons fire but reaching out with an arm to yank one of its feet - the damaged actuator causes the Vulture to drop to a knee.
Leraje targets a Mad Cat to the north, burning armor off with a laser and a PPC blast. The Kurita Archer targets it as well, the enemy 75-tonner returning fire and forcing said Archer to a knee.
The Kurita Thunderbolt backs up, plastering the Ryoken trying to get behind it in the back and legs with laser fire, although it's a little less effective than the Kurita mechwarrior hoped. Still, a good amount of armor flakes off the 50-ton mech.
The Shadow Hawk and Wolf Trap move to team up on the Daishi, hoping to take it down, but are unable to score any hits, the fire and smoke making targeting the looming 100-ton monster difficult. The Wolf Trap takes some serious return fire, eating multiple large and medium pulse lasers, causing a left torso armor breach.
Current battlefield status:
Spoiler:
Spoiler:
Vulture 1314: +1
Daishi: +1
Ryoken 1601: +3
Loki 2003: +3 (+1 if attacker adjacent)
Mad Cat 3004: +2
Mad Cat 3005: +3
Black Hawk: +1
Ryoken 1631: +3
Mad Cat 1732: +1
Objective update:
Black Hawk crippled and withdrawing (10/20)
Vulture 1314 crippled and withdrawing (11/20)
Status update:
Black Hawk left arm missing
Vulture 1619 no arm, no leg: can't get up, can't fire.
El Guapo at 7 heat: -1 walk MP
Lich at 7 heat: -1 walk MP
Moley at 5 heat: -1 walk MP; center torso 4 armor left
WestOrEast: right torso, 2 armor left; right arm 4 armor left
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
My H-H will move west and fire on either the Mad Cat or the Ryoken, though I'd like it to be the Mad Cat.
The Kurita P. Hawk will circle north and fire on the rear of the Loki, unless it's destroyed by the time I act. Then, keep on firing at those two Mad Cats, with 3004 given priority.
The Kurita P. Hawk will circle north and fire on the rear of the Loki, unless it's destroyed by the time I act. Then, keep on firing at those two Mad Cats, with 3004 given priority.
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I think that Kurita Wolf Trap needs to get the hell out of Dodge. I didn't realize that was a 100 ton mech it was going after. But it definitely doesn't want to deal with the Daishi and the Ryoken. At least not until we can get it some help.
Can WestorEast, Moley, $iljanus, Lich, and Isg handle the southern Ryoken, Mad Cat, and Black Hawk (and the 2 remaining elementals)? If so, then we could definitely use Stefan and El Guapo, along with the Kurita Awesome, up north. Maybe helping with the two Mad Cats? Maybe have the Shadow Hawk team with the Wolverine to see if they can put the Vulture out of business? If the Wolf Trap retreats, it might keep the Daishi occupied for a turn or two while we hopefully clear a couple of these other mechs out. Then we can really focus fire.
Actually, I got my Vultures mixed up, I think. Looks like the Wolverine and Shadow Hawk don't have to focus on that one. Is the Vulture at 1619 still a threat?
Can WestorEast, Moley, $iljanus, Lich, and Isg handle the southern Ryoken, Mad Cat, and Black Hawk (and the 2 remaining elementals)? If so, then we could definitely use Stefan and El Guapo, along with the Kurita Awesome, up north. Maybe helping with the two Mad Cats? Maybe have the Shadow Hawk team with the Wolverine to see if they can put the Vulture out of business? If the Wolf Trap retreats, it might keep the Daishi occupied for a turn or two while we hopefully clear a couple of these other mechs out. Then we can really focus fire.
Actually, I got my Vultures mixed up, I think. Looks like the Wolverine and Shadow Hawk don't have to focus on that one. Is the Vulture at 1619 still a threat?
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> Stay put, fire ErLL x2 @ Timberwolf 1732 or Nova 2124, whichever one offers a better odds.
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Needed two 6s, rolled two 5s
If the kick wasn't literally impossible to miss (needing a negative four), I'd have critfailled it too.
Mechs left in the field are up for salvage, right? So the first Loki that fleed, for example, isn't on the table, but the immobile Vulture is?
If the kick wasn't literally impossible to miss (needing a negative four), I'd have critfailled it too.
Mechs left in the field are up for salvage, right? So the first Loki that fleed, for example, isn't on the table, but the immobile Vulture is?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Can I see the mad cat and Ryoken from where I am? Can they see me?
If they can't see me, stay still and fire a heat sensible load (just large laser? Medium lasers?) at the mad cat.
If they can see me, move to 2230 and relax a bit
If they can't see me, stay still and fire a heat sensible load (just large laser? Medium lasers?) at the mad cat.
If they can see me, move to 2230 and relax a bit
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Vulture at 1619 is no longer a threat - it's missing an arm and a leg, and is prone.
Yes to both.moleymoleymoley wrote: ↑Thu Oct 28, 2021 8:45 am Can I see the mad cat and Ryoken from where I am? Can they see me?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I agree with TheMix that it makes sense to send my Marauder north, but is there any way to get in position where I have LOS to a target in the north? Doesn't seem like it?
Remind me how much movement I get if I sprint?
Remind me how much movement I get if I sprint?
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You have long range, right? If so, you should head for the high ground with the Archer. As I discovered, that negates the LOS issues for woods.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Question, is it worth having the Wolverine and/or Shadow Hawk go after the Vulture in 1314? It is withdrawing. But I'm fuzzy on whether that means that it may still attack. Plus, if we actually disable it, we'll potentially get salvage. Or are we supposed to "respect" the rules and let it go?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Sprint is 2x walk speed. You're down to 3 for that, so it'd be 6. Getting LOS on anything at ground level would be problematic. You *might* be able to take a pot shot at the Daishi if you book it forward/north as far as you can.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.
In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
How high do you need to get to ignore the woods? The high ground makes sense, but ideally I'd like to be able to only miss one round of firing.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Nick,
What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)
I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)
I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
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Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
That I'm not sure. The Vulture was 3 above me. Though I think the other Vulture was only 2 above me, and still could target.El Guapo wrote: ↑Thu Oct 28, 2021 10:10 amHow high do you need to get to ignore the woods? The high ground makes sense, but ideally I'd like to be able to only miss one round of firing.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
But it doesn't help us if the Kurita get the salvage. So in that case, we'd definitely rather have them break off and go after the active targets to the north.NickAragua wrote: ↑Thu Oct 28, 2021 10:10 am Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.
In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Going up to even level 1 lets you ignore woods at level 0, other than what's in the target's hex.
Jumping gives you a +3 to the "target number". However, it's a major maneuverability booster, so it's usually worth it.
The Ryoken is still "locked on" to the Thunderbolt. The Mad Cats can be targeted from 2504 with some penalties for intervening woods.TheMix wrote: ↑Thu Oct 28, 2021 10:13 am What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)
I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
Jumping gives you a +3 to the "target number". However, it's a major maneuverability booster, so it's usually worth it.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Thanks. For now that's pretty much how I'm using jumping. I think when a few more mechs join in on the fun, I may settle down and go for hits. Right now I'm just trying to distract, but minimize incoming damage.NickAragua wrote: ↑Thu Oct 28, 2021 10:23 am Going up to even level 1 lets you ignore woods at level 0, other than what's in the target's hex.
The Ryoken is still "locked on" to the Thunderbolt. The Mad Cats can be targeted from 2504 with some penalties for intervening woods.TheMix wrote: ↑Thu Oct 28, 2021 10:13 am What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)
I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
Jumping gives you a +3 to the "target number". However, it's a major maneuverability booster, so it's usually worth it.
So... I think...
Crusader "THEMIX" >> jump to 2504, adjust facing to S/SW as appropriate; target Mad Cat with best chance to hit (looks like maybe 3004)
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Should have shot that Loki then.NickAragua wrote: ↑Thu Oct 28, 2021 10:10 am Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.
In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
I think the best play is to take out that "fleeing" Black Hawk then. It's still dangerous, and will likely turn around and shoot while fleeing.
And, of course, to get some sweet salvage.
@edit: Wait, shouldn't we get the prone Vulture as well?
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I was thinking the same thing. There are a number of "out of the fight" mechs. Do we need to "finish them off" to get salvage? Like the Ryoken in 3806.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Marauder will sprint to 3318 Modify if I'm exposing myself to any back fire - maybe torso twist if the 1619 vulture is capable and interested in firing that way. I should be able to run to 3414 and start firing on northern mechs next turn, I believe.
If the Kurita Awesome runs to 2714, can it target the Daishi since it's high up?
If the Kurita Awesome runs to 2714, can it target the Daishi since it's high up?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Sure, we'll go for that then. Though if there's a better target from there, happy to switch.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm not sure we should be going after fleeing mechs, there's plenty enough mechs on the field to worry about without involving those that are removing themselves.
There will be plenty more opportunities for salvage
There will be plenty more opportunities for salvage
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Move to 2230, face south and relax a bit
Thin armour and overheating = time for a breather
Thin armour and overheating = time for a breather
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Do we have grappling rules available? If not, continued persuasion to give up can continue.NickAragua wrote: ↑Wed Oct 27, 2021 10:22 pm Isgrimnur and Lich look at each other then drop down to the Black Hawk's position, Isgrimnur sending a flight of SRMs at the downed mech to "surgically detach" its left arm. Lich's mech shakes a little as a pair of Elementals deliver some parting small arms fire, spoiling his aim on the Black Hawk's head. "You little ..." mouths our mechwarrior before joining Isgrimnur in stomping on the smaller clan mech's torso. Engine shielding cracks under the assault, although the mechwarrior manages to wake up and get the mech upright again, preparing to jump away.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm gonna have to double check, but I think we do.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yep, we do. Best part about grappling? The grappling units can only make attacks with torso and head-mounted weapons. Guess where all the Black Hawk's guns are?
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
W00t! SRM/6s at grapple range!
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Kurita Thunderbolt moves to hex 2006 and fires at Loki in hex 2003
Mackie moves to 2421 and fires at any targets that present themselves
Mackie moves to 2421 and fires at any targets that present themselves
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So, Isgrimmur is going to grapple the black hawk? Nice.
Then,
>> LICH: Jump to 2622, ERPPC and LRM the hilltop Vulture.
> ARCHER: Double LRM whatever is a juicier target and is in range.
Then,
>> LICH: Jump to 2622, ERPPC and LRM the hilltop Vulture.
> ARCHER: Double LRM whatever is a juicier target and is in range.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I believe that Vulture is out of the fight. What about jumping to 1825 and going after the southern Mad Cat or Ryoken?TotallyNotEvil wrote: ↑Fri Oct 29, 2021 8:50 am So, Isgrimmur is going to grapple the black hawk? Nice.
Then,
>> LICH: Jump to 2622, ERPPC and LRM the hilltop Vulture.
> ARCHER: Double LRM whatever is a juicier target and is in range.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Heat slows Siljanus down, the ancient mech doing its best to get where the mechwarrior wants it to go and coming up a little short. Letting the heat sinks work, our mechwarrior sends only one PPC blast at the hilltop Vulture, joined by Lich who sends one as well, along with some LRMs. Siljanus' PPC disables the Vulture's left arm entirely - not the most useful thing since all the weapons there were gone, but still. The Vulture hops down behind the hill, attempting to clear the field.
Isgrimnur remains in the fire, temporarily holding weapons while he reaches over to "embrace" the nearby Black Hawk. The clan mech is unable to do much to deter our mechwarrior, only scoring a single glancing blow on the Thug's left leg with a laser. The end result is a much taller 80-ton mech holding a squat 50 ton mech by the left shoulder and right arm, preventing it from moving or firing. Isgrimnur notes with some satisfaction that the clanner doesn't take more than a couple of seconds of staring at the Thug's SRM launchers to power down.
Leraje and WestOrEast both target the southwestern Mad Cat, while Moley and the nearby Ryoken exchange laser fire, Moley stepping back into the woods for a little cover and only taking a grazing laser hit to the left arm, answering in kind with a brief graze of the left torso. The Mad Cat responds with its remaining weapon, an LRM/10 launcher, blasting out a pair of pulse lasers in WestOrEast's Hatomoto-Hi. One of Leraje's large lasers blasts the right arm, detonating the gauss rifle there. The clan mech's advanced damage control systems prevent the blast from spreading any further, but there is now a stump where the arm used to be, and that mechwarrior's ears must be ringing (not to mention the neurofeedback headache). The 75-ton mech drops to a knee, though he's able to get up shortly and move into some nearby woods for cover.
To the north, the Kurita medium mechs swarm the Daishi, which fires at the Phoenix Hawk trying to take a piece of the downed Loki - the 45-tonner absorbs quite a number of lasers and a little autocannon fire, but its armor holds for now. Mostly. Stefan helps out with some LRMs from long range, watching with some amusement as the Kurita Awesome whiffs all its shots.
TheMix continues harassing the Mad Cats, taking a couple of pulse laser blasts to the torso and left leg - armor holds up, but between the heat, the jumping and the target's movement, our mechwarrior is unable to land any return fire.
Current battlefield state:
Raw firing/melee/heat data:
Objective status:
Enemy units destroyed or crippled: 11/20
Allied/our units destroyed or crippled: 5/21
Target modifiers:
Mad Cats: +2
Ryoken 2334: +3
Elementals 1925: +2
All Other Elementals: +4
Ryoken 2004: +4
Daishi: +2
Status update:
Kurita Phoenix Hawk: center torso 4 armor left, left arm armor breach
TheMix: Left leg 4 armor left
Isgrimnur: Grappling Black Hawk (enemy mech has powered down, may be released)
WestOrEast: Right torso armor breach, 2x medium pulse laser disabled; right arm 4 armor left
Isgrimnur remains in the fire, temporarily holding weapons while he reaches over to "embrace" the nearby Black Hawk. The clan mech is unable to do much to deter our mechwarrior, only scoring a single glancing blow on the Thug's left leg with a laser. The end result is a much taller 80-ton mech holding a squat 50 ton mech by the left shoulder and right arm, preventing it from moving or firing. Isgrimnur notes with some satisfaction that the clanner doesn't take more than a couple of seconds of staring at the Thug's SRM launchers to power down.
Leraje and WestOrEast both target the southwestern Mad Cat, while Moley and the nearby Ryoken exchange laser fire, Moley stepping back into the woods for a little cover and only taking a grazing laser hit to the left arm, answering in kind with a brief graze of the left torso. The Mad Cat responds with its remaining weapon, an LRM/10 launcher, blasting out a pair of pulse lasers in WestOrEast's Hatomoto-Hi. One of Leraje's large lasers blasts the right arm, detonating the gauss rifle there. The clan mech's advanced damage control systems prevent the blast from spreading any further, but there is now a stump where the arm used to be, and that mechwarrior's ears must be ringing (not to mention the neurofeedback headache). The 75-ton mech drops to a knee, though he's able to get up shortly and move into some nearby woods for cover.
To the north, the Kurita medium mechs swarm the Daishi, which fires at the Phoenix Hawk trying to take a piece of the downed Loki - the 45-tonner absorbs quite a number of lasers and a little autocannon fire, but its armor holds for now. Mostly. Stefan helps out with some LRMs from long range, watching with some amusement as the Kurita Awesome whiffs all its shots.
TheMix continues harassing the Mad Cats, taking a couple of pulse laser blasts to the torso and left leg - armor holds up, but between the heat, the jumping and the target's movement, our mechwarrior is unable to land any return fire.
Current battlefield state:
Spoiler:
Spoiler:
Enemy units destroyed or crippled: 11/20
Allied/our units destroyed or crippled: 5/21
Target modifiers:
Mad Cats: +2
Ryoken 2334: +3
Elementals 1925: +2
All Other Elementals: +4
Ryoken 2004: +4
Daishi: +2
Status update:
Kurita Phoenix Hawk: center torso 4 armor left, left arm armor breach
TheMix: Left leg 4 armor left
Isgrimnur: Grappling Black Hawk (enemy mech has powered down, may be released)
WestOrEast: Right torso armor breach, 2x medium pulse laser disabled; right arm 4 armor left
Black Lives Matter
- TheMix
- Posts: 11008
- Joined: Thu Oct 14, 2004 5:19 pm
- Location: Broomfield, Colorado
Re: Let's Play Together: GM'd Battletech via MegaMek XII
Looks like my best/only option is...
Crusader "THEMIX" >> jump to 2904, facing E/NE (to protect the left side); fire at Mad Cats (whichever has the best firing solution
Crusader "THEMIX" >> jump to 2904, facing E/NE (to protect the left side); fire at Mad Cats (whichever has the best firing solution
Black Lives Matter
Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
- El Guapo
- Posts: 41441
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via MegaMek XII
Out of curiosity, why did the third PPC have a higher to hit number? Doesn't matter because the 9 misses under either to hit number, but just wondering why that would be.Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 5 : misses
PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 8 : misses
PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 12, rolls 9 : misses
Black Lives Matter.