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Zaodai posted:It's your movement when using MASC. Fascinating! And terrifying! I'm still basically paper, so, basically good securing sudden surprising flanks I suppose!
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# ? Apr 25, 2016 04:59 |
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# ? May 25, 2024 11:39 |
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Pladdicus posted:Fascinating! And terrifying! That's why you've got two `Mechs. Also you're a bit more resistant to energy weapons. Laser reflective armor halves the damage you take from lasers, PPCs, Plasma Cannons, Flamers, and any other energy weapon. But it's brittle so you take double damage from punches, kicks, and falls. Don't get punched.
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# ? Apr 25, 2016 05:00 |
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And don't fall down. That pavement is slick and will force a piloting roll if you run on it, so you might just go Humpty Dumpty straight away. I don't know if you take an even harder piloting roll if your MASCing on it.
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# ? Apr 25, 2016 05:30 |
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Questions: what do the white lines round some hexes mean? Also how does movement/jumping work, can I move then jump? I'm in the Grasshopper which is jumpy, not too heavily armed, heavily armoured and with a probe: am I right in thinking I should hoof it up to the top of that NW hill to cover it with a scan?
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# ? Apr 25, 2016 05:31 |
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sebmojo posted:Questions: what do the white lines round some hexes mean? Also how does movement/jumping work, can I move then jump? The white lines mark the
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# ? Apr 25, 2016 05:36 |
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sebmojo posted:Questions: what do the white lines round some hexes mean? Also how does movement/jumping work, can I move then jump? You walk, run, OR jump. You can't mix movement types.
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# ? Apr 25, 2016 05:49 |
sebmojo posted:Questions: Also how does movement/jumping work, can I move then jump? I'm in the Flashman, so I'm thinking of either moving northwest onto the hill to 2132 or southwest to 2137. Either way, I'll probably shoot at the Anhur in 1236. I only have large lasers, so I don't think I am good at killing infantry. Suggestions? Ardlen fucked around with this message at 06:57 on Apr 25, 2016 |
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# ? Apr 25, 2016 05:49 |
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Looking at it again, I'm still tempted to take the champion to 2933. If everyone's immediately heading southwest though, it might be better to park myself closer to the group, say, hex 2434. It does put me closer to an infantry platoon, however. Any suggestions?
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# ? Apr 25, 2016 06:41 |
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Tentative orders for the Vulture are to 2039 and shoot the Anhur in hex 1035. This puts me in a decent position to shoot some of the heavier fighters next turn while still being safe from the infantry. I think if we split fire fairly well we can disable all of the Anhurs this turn and be positioned to kill infantry or more aerospace in the next turn. We can also set ourselves up to defend against the Star of enemy mechs and the infantry if we move as a group towards the southwest. I'm willing to take other suggestions, but if we end up wanting to split the company at all, for example to send a lance or part of a lance towards the hill just to the northwest of the tunnel, we need to make sure there is at least one active probe unit and one anti-infantry unit with each of the groups. I also suggest we bypass/ignore the infantry in the buildings on the southeast edge of the map.
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# ? Apr 25, 2016 07:02 |
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Zaodai posted:And don't fall down. That pavement is slick and will force a piloting roll if you run on it, so you might just go Humpty Dumpty straight away. Correct me if I'm wrong, but I believe you only have to take a piloting roll for running on pavement if you attempt to turn on the pavement as part of your move. If you run in a straight line, you're OK. The difficulty of the role is, I believe, related to how many hexes you're moving, so basically yeah the faster you're running the harder it is to stay upright when you try to turn. If you're MASCing it you're probably hauling rear end.
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# ? Apr 25, 2016 07:06 |
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Gwaihir posted:I think you can run all the way to 1739 and open up on the Visigoths or Vandals and kick the Anhur for good measure. This sounds good, but I think i'll unload all guns into the Anhur directly adjacent just to keep both of the medium lasers in short range. So unless someone raises some objection, sometime tomorrow i'll submit orders to run to 1739, fire all weapons into the nearest Anhur and then give it a kick.
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# ? Apr 25, 2016 07:25 |
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Leperflesh posted:Correct me if I'm wrong, but I believe you only have to take a piloting roll for running on pavement if you attempt to turn on the pavement as part of your move. If you run in a straight line, you're OK. This is something to talk to PTN about, but I believe masc uses walking modifiers, not running. It might dodge 'running on pavement' entirely. Don't quote me on that, though.
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# ? Apr 25, 2016 07:40 |
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Screamer pilot, signing in. My armament is wasted on infantry and I want to use my range, so I'm thinking of jumping aggressively up the hill and sniping. The danger is being the only target on the field for return fire, but this turn I don't see anything that can really shoot back. Just gotta decide who best needs plasma-y death. Is there a Google doc being set up?
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# ? Apr 25, 2016 08:05 |
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P-Hawk pilot checking in. With ECM and BAP I'm wondering if I should help gun down/reveal the nearby infantry using my LPL and jumpjets to my advantage, or go charge over towards the nearest grounded flying thing and shoot that? Seafox infantry squads are currently listed as having ACE status, so I don't know if shooting those will work out well? I'm debating running to 1840 or 1940 so I can shoot the big birds and avoid the infantry - maybe I should leave them to people with machine guns and flamers? If I hit 1840 then a lot of the southern woods will also be in range of my BAP, so if there's something hiding there I might reveal it that way? The other option is jumping to 2332 facing north west so I can still try to shoot the grounded fighters, but also reveal the northern woods (some of them anyway).
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# ? Apr 25, 2016 08:41 |
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Loxbourne posted:Screamer pilot, signing in. I have some range, a probe and lots of armour so I'll come with you. Happy to take suggestions though.
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# ? Apr 25, 2016 10:32 |
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How do you define turning while running?
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# ? Apr 25, 2016 11:56 |
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If you need to use more than your walk value of MP to reach your destination, you are running. Don't forget that each one-hexside turn requires an MP. (This means that doing a 180° on rain-slick concrete in a 2/3/0 mech is risking a fall.)
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# ? Apr 25, 2016 11:57 |
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For new players, here's a handy post made by user TheGate four years ago regarding movement and line of sight rules:The Gate posted:How to Kill Mechs and Make Friends
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# ? Apr 25, 2016 12:00 |
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Thanks, that's awesome. What's the game effect of mud?
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# ? Apr 25, 2016 12:16 |
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sebmojo posted:Thanks, that's awesome. PoptartsNinja posted:Utterly meaningless unless you're a tank. To elaborate, vehicles suffer a +1 driving penalty and non-hover vehicles burn 1 additional MP on mud. BattleMechs ignore the effects of mud completely. The only reason it's mentioned is because heavy rain automatically turns every non-concrete hex into a mud hex.
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# ? Apr 25, 2016 12:26 |
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SIGSEGV posted:If you need to use more than your walk value of MP to reach your destination, you are running. Don't forget that each one-hexside turn requires an MP. (This means that doing a 180° on rain-slick concrete in a 2/3/0 mech is risking a fall.) Thanks! What defines turning while running though? I've seen a lot of seeming turns in these matches that went without pilot rolls, as long as they didn't turn twice...? --- You might all want to divide your Anhurs, since a single medium's alpha on called locations should be enough for each of them. A few of you could probably kill two. Physicals from units on the runway will be key to wiping the tougher aerospace in subsequent turns, as firepower is drawn away. PoptartsNinja posted:Well, the field is 33x49, which is 1,619 hexes. Up to four lightning strikes happen each turn. So assuming I roll 6s every turn for 15 turns that means as many as 60 hexes will get struck by lightning. But if this goes on for 8,640 turns per day, with 2.5 lighting strikes per round for 21,600 or about 13 hits per hex/sol (for an average of about a hit every two hours), wouldn't they eventually be wiped out from guard duty in this weather? I guess the Republic specifically ordered this to happen when the weather turned the worst, but the Clans being the Clans decided it was the best time to bid an exercise. RA Rx fucked around with this message at 13:48 on Apr 25, 2016 |
# ? Apr 25, 2016 13:27 |
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RA Rx posted:What defines turning while running though? I've seen a lot of seeming turns in these matches that went without pilot rolls, as long as they didn't turn twice...? Any hexside changing maneuver is a turn, it's just only dangerous if you have to use running MP to complete your move and the hex you turn on is of the specific terrain concrete.
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# ? Apr 25, 2016 13:49 |
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PoptartsNinja posted:To elaborate, vehicles suffer a +1 driving penalty and non-hover vehicles burn 1 additional MP on mud. BattleMechs ignore the effects of mud completely. The only reason it's mentioned is because heavy rain automatically turns every non-concrete hex into a mud hex. Or maybe you've mentioned it because there's a full heavy tank battalion hiding just offscreen ready to roll in.
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# ? Apr 25, 2016 13:51 |
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So this is probably a dumb question, but is there something where we can co-ordinate goonmercs stuff, or should I just keep posting ITT?
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# ? Apr 25, 2016 14:25 |
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mcjomar posted:So this is probably a dumb question, but is there something where we can co-ordinate goonmercs stuff, or should I just keep posting ITT? People have used a google doc in the past. In general, I think they found it harder to use and more prone to miscommunication than the thread. At least one iteration was silly because they didn't want PTN to know their super secret plans, when PTN has been a super friendly good advice giving "DM" of Battletech and plays for fluff. So basically, if you try to do something cool he's at least as likely as not to play along because it's a cool outcome. Witness: Steiner Rules Dueling. Oh, and the thread breaks down into talking about how physics and economics are lostech without you, so it's a lot less fun for the observers. EDIT: Calling it now, the emergency survival kit compartments in the Mauser IIC get mud in them, rendering the weapons slick and automissing on a targeting roll of 4. Also, infantry get trenchfoot on doubles. Counterintuitively, trenchfoot gives clan infantry a kick attack that auto-falls the targeted mech on a hit. IS infantry lose mobility when they get trenchfoot, of course. THAT'S why PTN gave us the heavy rain status. Centurium fucked around with this message at 15:04 on Apr 25, 2016 |
# ? Apr 25, 2016 14:57 |
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I find that if anyone starts pulling in the term "in reality" into battletech falls down hard. Most of battletech "inspiration" was done via 1970's robot anime. So pretty much reality is out the door.
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# ? Apr 25, 2016 15:15 |
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I just used the thread when I played.
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# ? Apr 25, 2016 15:16 |
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mcjomar posted:So this is probably a dumb question, but is there something where we can co-ordinate goonmercs stuff, or should I just keep posting ITT? I'll make a gdoc for you guys to help keep track. In my mission it was super easy because there were only 4 of us and we talked about it endlessly on IRC all day while ~totally working~. But that doesn't work too well for a 15 player mission. For these big missions it's super helpful to just have a column to see what hex everyone is moving to so you can prevent collisions, as well as seeing what people are shooting to prevent ultra overkill or target confusion.
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# ? Apr 25, 2016 15:18 |
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RA Rx posted:But if this goes on for 8,640 turns per day, with 2.5 lighting strikes per round for 21,600 or about 13 hits per hex/sol (for an average of about a hit every two hours), wouldn't they eventually be wiped out from guard duty in this weather? '0' is also a number of lightning strikes that can happen, so 2880 of those turns will see no lightning at all, assuming the storm keeps to its current intensity (it won't).
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# ? Apr 25, 2016 15:22 |
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I am laying out my plans, Right now I am going to jump into nearby some woods and use my superior range/inf killing to take out some infantry, but THERE IS SO MUCH CHOICE. This Komodo should be dressed up like a chaos space marine.
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# ? Apr 25, 2016 15:25 |
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https://docs.google.com/spreadsheets/d/1QFsYazXpGqU60EoAuAtLGB_1X9RKMVDnLC2jhBa49S0/edit?usp=sharing There's a gdoc for you guys to use and abuse to avoid traffic jams/see if anyone has forgotten to put in plans, etc. If I were you guys I would highly suggest focusing on the south west Aerospace park for the moment vs getting up on the hill with woods. (Aside from the Komodo, Ostscout, Salamander, and Lancelot, which should murder some poor infantry schmucks). The hill works in your favor to block off LoS from the enemy already on the field, there's no reason not to make them come to you. There's no inherent high ground = better shots/harder to hit/whatever in Battletech that makes sitting on top of a hill a good thing. The other thing is that even though the infantry are all aces, they only have 1 MP for the non jump troopers, and the jump guys only have jump 3. So they're not nearly as mobile as something like the evil Sylhps that wreaked havoc on the poor DracSuns RCT tanks a while back. They're also hideously vulnerable in the open, to the point where two out of the *ten* AP gauss rifles on the Komodo can probably eliminate a whole platoon. Gwaihir fucked around with this message at 15:34 on Apr 25, 2016 |
# ? Apr 25, 2016 15:27 |
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Thanks for setting that up and the advice - I was wondering if some early scouting south with my BAP while shooting grounded aeros would be a good idea. Based on what you just said I'm leaning more towards my "run to 1840" idea, hitting the 1638 bird on 5s(?) rather than jumping to 2332 and hitting (I think) on 8s. Plus my BAP would reveal some of the southern forest stuff.
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# ? Apr 25, 2016 15:39 |
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Gwaihir posted:https://docs.google.com/spreadsheets/d/1QFsYazXpGqU60EoAuAtLGB_1X9RKMVDnLC2jhBa49S0/edit?usp=sharing Thanks, we'll just have to see if everyone can coordinate correctly. Champion is moving to 2434, firing weapons at the 0942 Visigoth which I think is just within medium range for the gauss rifle.
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# ? Apr 25, 2016 15:40 |
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PoptartsNinja posted:'0' is also a number of lightning strikes that can happen, so 2880 of those turns will see no lightning at all, assuming the storm keeps to its current intensity (it won't). At the same time, you can totally see Clanners being like 'If you can dodge a lightning bolt, you can dodge a PPC! Get out there and start sidestepping!' for their training.
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# ? Apr 25, 2016 15:41 |
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I'm guessing that the entrance hexes of the tunnel count as concrete and then starting with hex 2736 the traintracks count as something else. As the Atlas my movement is a bit limited at the moment, so I figure it'd be best if I stayed with the bulk of the guys and started shooting the grounded planes/helis.
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# ? Apr 25, 2016 15:48 |
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Loxbourne posted:Screamer pilot, signing in. One thing to note is that you're basically impossible to hit if you jump 10+ hexes unless they want to stand still and let the rest of the team shoot them to pieces. Bonus points if you jump into a woods hex or keep a woods hex between you and guys you aren't shooting.
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# ? Apr 25, 2016 15:52 |
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Gwaihir posted:https://docs.google.com/spreadsheets/d/1QFsYazXpGqU60EoAuAtLGB_1X9RKMVDnLC2jhBa49S0/edit?usp=sharing Excellent, thanks. I've input my preliminary orders which is to move to 1939 and primary target a contingency-based infantry unit and shoot the Anhur at 1437. Basically I'm going to try moving at least 7 hexes throughout this mission which gives me a whopping mix of 2 hex-face or height changes to play with.
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# ? Apr 25, 2016 15:58 |
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I am going to run forward 8 get in medium range for my apguass and use one hand to light up the infantry at 3245 it should be extreme range for them it might even be impossible. I would say I can also eat up those planes simply because the chance at a crit, but I will demolish infantry. Thinking ahead, I can do a large arc, and hit another infantry, before doing a circle and hitting some planes, that is at least my general plan. I am betting some of thsoe buildings have infantry in them. With my dodgy hip, I do not want to get swarmed at all. Axe-man fucked around with this message at 16:01 on Apr 25, 2016 |
# ? Apr 25, 2016 15:58 |
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The planes are stationary, so they're great secondary targets and contingency targets. My Lancelot's plasma rifle melts infantry so I'll be hunting them, but those large lasers are going to shoot planes all day erry day.
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# ? Apr 25, 2016 16:01 |
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# ? May 25, 2024 11:39 |
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Gwaihir posted:They're also hideously vulnerable in the open, to the point where two out of the *ten* AP gauss rifles on the Komodo can probably eliminate a whole platoon. Don't count on this. The Clans give their infantry (even their Solamha infantry) actual effective body armor compared to the literally nothing most House Infantry get. Clan infantry takes half damage from all attacks, so the x2 multiplier for being in the open is negated and they're a serious menace in even light cover. Forget about shooting them out of a heavy building since it'll take ~50% of the initial damage and then they'll only take half of the other half. For comparison, the standard field kit for a DCMS infantryman is a trichloropolyester uniform which is stain resistant, water repellant, prevents mud from sticking, and is incredibly, lethally flammable.
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# ? Apr 25, 2016 16:22 |