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Looks like the protomechs are all going topside. We probably need to get people up there to contest the high ground. People also need to get their secondaries in because we could’ve definitely killed more then one mech this turn Other then that we’re advancing together and that is always good!
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# ? Apr 1, 2018 22:02 |
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# ? May 25, 2024 14:43 |
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Without the nimble jumper quirk that the Spider had in the previous Luthein mission, there's no way to artificially extend your jump path to make it take you 5 hexes in to those woods for the +3 move mod. You'd get +2 movement and +1 from woods. You could just jump to 2329 facing 2328 to get +3 though. That gives you 3 base + 3 jumped + 2 enemy movement - 2 kick = 6 to hit, since I'm not sure if your cybernetics give you -1 to piloting like they do for gunnery. The Sphinx would have 11 to hit you if you jumped, or 10 to hit you if you ran: 4 base + 2 ran + 2 TSEMP interference + (2 or 3, you running or jumping).
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# ? Apr 1, 2018 22:20 |
Just a reminder to those who don't know: If I recall correctly, hitting the same target with two TSEMPs in the same turn will force a shutdown roll. Or it might force a shutdown outright. Feel free to correct me if I'm wrong.
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# ? Apr 1, 2018 22:26 |
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If they want to all file out of the caves piecemeal into your gunline, you may as well let them.
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# ? Apr 1, 2018 22:31 |
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Remind me how you calculate jump heat I’ve forgotten how
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# ? Apr 1, 2018 22:33 |
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Bloody Pom posted:Just a reminder to those who don't know: If I recall correctly, hitting the same target with two TSEMPs in the same turn will force a shutdown roll. Or it might force a shutdown outright. Hitting a target with TSEMP at all prompts a roll. Hitting with multiple TSEMPs imposes bonuses to the roll (more likely to shut down). EDIT: Heat from jumping is one per hex jumped, minimum of 3 heat generated.
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# ? Apr 1, 2018 22:34 |
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Bloody Pom posted:Just a reminder to those who don't know: If I recall correctly, hitting the same target with two TSEMPs in the same turn will force a shutdown roll. Or it might force a shutdown outright. TSEMP is a sliding scale. Against BattleMechs it does nothing half the time, gives a +2 to-hit on a 7-8, and forces a shutdown on a 9+. Multiple hits increase the die roll by +1, to a maximum of +4
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# ? Apr 1, 2018 22:34 |
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Affi posted:Remind me how you calculate jump heat I’ve forgotten how One point per hex.
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# ? Apr 1, 2018 22:34 |
How does TSM work? I thought it was +2 MP, which would have made #1 a 4/6 and #7 a 6/9. What am I missing?
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# ? Apr 1, 2018 22:50 |
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Tsm kicks in at the start of your next turn.
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# ? Apr 1, 2018 22:51 |
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Xarbala posted:Tsm kicks in at the start of your next turn. This is it. Or, to look at it a more mechanical way: your heat doesn't actually change until the end of your turn, even though most people keep a running tally during the turn. So TSM doesn't do anything until then.
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# ? Apr 1, 2018 22:57 |
Sorry, I was unclear. I'm asking about the unit cards for next turn, which show TSM as active.
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# ? Apr 1, 2018 22:59 |
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# ? Apr 1, 2018 23:02 |
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Ardlen posted:Sorry, I was unclear. I'm asking about the unit cards for next turn, which show TSM as active. I forgot to adjust it. On both 'Mechs, so #1's actually at 4/6
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# ? Apr 1, 2018 23:09 |
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Ardlen posted:Sorry, I was unclear. I'm asking about the unit cards for next turn, which show TSM as active. I think the card movement is just off- Legion 1 should be at 4/6 (5 base - 3 from heat + 2 from TSM). and Legion 7 should be a 6/9 (5 base - 1 heat + 2 tsm) e:fb
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# ? Apr 1, 2018 23:13 |
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Ardlen posted:How does TSM work? I thought it was +2 MP, which would have made #1 a 4/6 and #7 a 6/9. What am I missing? It's +1 walking MP and recalculating run MP from there
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# ? Apr 1, 2018 23:27 |
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Defiance Industries posted:It's +1 walking MP and recalculating run MP from there It's technically +2 Walking MP, but the heat penalties are already applying a -1 Walking MP at that point, so at 9 heat it effectively becomes +1 Walking MP.
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# ? Apr 1, 2018 23:48 |
Mezzanon posted:I was considering jumping over to the woods hex right next to the Sphinx and kicking it’s leg off. Straight line. It's distance from starting hex moved, so no doubling back or other crazy flight schemes. You could jump past him, to say 2329 and kick, or even Death From Above him and put your foot into his face (hopefully), though that would involve probably taking a lot of fire, especially the DFA which could be interrupted before you land if they shoot you hard enough jng2058 fucked around with this message at 06:58 on Apr 2, 2018 |
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# ? Apr 2, 2018 02:06 |
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PoptartsNinja posted:Movement Phase Stupid typo on my part, I meant to land on 0834. Since the Jaegermech didn't move, it's a mighty tempting target - but we might be better served by clearing the field of Mithrases first to remove a bunch of ER Large Lasers from play.
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# ? Apr 2, 2018 02:15 |
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PoptartsNinja posted:Legion #6 (Player) There's no LOS from 2035 to 2335?
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# ? Apr 2, 2018 02:40 |
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My decision to fire at the towers if in doubt is looking better and better every moment.
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# ? Apr 2, 2018 02:47 |
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Chronojam posted:My decision to fire at the towers if in doubt is looking better and better every moment. I'm suddenly wondering if the other two aren't worth pasting with a spare rHPPC shot apiece just in case they're more than set dressing and LOS blockers.
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# ? Apr 2, 2018 02:54 |
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Leperflesh posted:There's no LOS from 2035 to 2335? poo poo, I was drawing Line of Sight from #1. I rolled an 8 and a 10 for AP Gauss Rifle damage which is more than enough to wipe out that infantry unit, so that's no longer in play.
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# ? Apr 2, 2018 02:59 |
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I was reading the Night Lords novels last night. I almost think that the GoonLance could've done a "We have come for you" reference as well.
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# ? Apr 2, 2018 03:23 |
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jng2058 posted:Straight line. It's distance from starting hex moved, so no doubling back or other crazy flight schemes. Jumping 4 and landing in the (not sure if light or heavy) woods and then ppc and kick gives me very good odds to end the Sphinx. What’s my return fire looking like? (Sphinx has an army of lasers all at +2 due to tsemp)????
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# ? Apr 2, 2018 03:42 |
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Mezzanon posted:Jumping 4 and landing in the (not sure if light or heavy) woods and then ppc and kick gives me very good odds to end the Sphinx. What’s my return fire looking like? (Sphinx has an army of lasers all at +2 due to tsemp)???? 2129 looks light light woods to me, if you're still wondering, so I think the Sphinx would be hitting you on 10s (4+2(TSEMP)+1(you moved 4)+2(Sphinx ran)+1(light woods)). You'd also be at risk for eating ER Large Lasers and AP Gauss from at least 3 of the Mithras and whatever the Jaegermech throws your way. You could decline LOS from the Mad Dog if I'm figuring that right. Lemniscate Blue fucked around with this message at 04:20 on Apr 2, 2018 |
# ? Apr 2, 2018 04:13 |
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Lemniscate Blue posted:2129 looks light light woods to me, if you're still wondering, so I think the Sphinx would be hitting you on 10s (4+2(TSEMP)+1(you moved 4)+2(Sphinx ran)+1(light woods)). You missed the +1 for jumping, so it should be 11s. So it's a total +3 mod against everything (4 hexes, jump, light woods). I'd say it's pretty safe from the Sphinx but I don't have too much time to number crunch on the other potential shooters until tomorrow. I'll have a lot of time to sit down, figure out the map, plot where I want to go and see what everyone else is trying to do/help run some math if people are trying to decide between certain moves or whatnot. Fraction Jackson fucked around with this message at 04:40 on Apr 2, 2018 |
# ? Apr 2, 2018 04:34 |
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Fraction Jackson posted:You missed the +1 for jumping, so it should be 11s. So it's a total +3 mod against everything (4 hexes, jump, light woods). I did miss that, because the quickstart rules don't have that in the chart. Now I know, thank you! You won't be the only target of the other shooters - hopefully - so I'd say the risk there is sufficiently spread around the rest of us that you should be safe.
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# ? Apr 2, 2018 04:41 |
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Lemniscate Blue posted:I did miss that, because the quickstart rules don't have that in the chart. Now I know, thank you! No worries. I'm pretty sure other people in the thread can attest that if there's one thing I do know about Battletech it's things involving jump jets so I just wanted to live up to my reputation there.
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# ? Apr 2, 2018 04:52 |
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How effective is AP Gauss against vehicular targets, damage wise? I'm sure it came up before, but I can't recall
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# ? Apr 2, 2018 08:45 |
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chktshadeclaw posted:How effective is AP Gauss against vehicular targets, damage wise? I'm sure it came up before, but I can't recall 3 damage. Honestly not bad for 1 heat and relatively long range. dis astranagant fucked around with this message at 10:19 on Apr 2, 2018 |
# ? Apr 2, 2018 10:16 |
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Blank post because I answered my own question
Leith Maclaine fucked around with this message at 16:17 on Apr 2, 2018 |
# ? Apr 2, 2018 16:14 |
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PoptartsNinja posted:poo poo, I was drawing Line of Sight from #1. Whew OK I was going nuts trying to figure out what the new LOS rules must be! Thanks. Also this means no enemies behind us as we advance, yay
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# ? Apr 2, 2018 17:28 |
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Leperflesh posted:Whew OK I was going nuts trying to figure out what the new LOS rules must be! Thanks. Until those Protomechs swarm down out of the upper level behind us and play hammer to the anvil. Maybe half of us should go topside and delay the protos until the lower levels get cleared out. The lower lances could come up behind the protos and pincer them in turn?
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# ? Apr 2, 2018 18:13 |
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It looks like the only reason to rush the tunnels is to prevent the Turkina Z from finishing it's repairs. The train that you need to kill appears to be coming out.
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# ? Apr 2, 2018 18:14 |
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Gwaihir posted:It looks like the only reason to rush the tunnels is to prevent the Turkina Z from finishing it's repairs. The train that you need to kill appears to be coming out. There's also the advantage, possibly, of forcing close distances (to get kicks in) and restricting lines of sight (to reduce incoming fire) but yes I agree. I'm (#6, red right shoulder blue left shoulder) currently planning to jump 5 to the light woods in 1931, facing 2030. That gives me several choices of shots this turn, makes use of the light woods for cover, and next turn I can either run 8 to 2727 for a high move mod, or jump to 2026 for possible partial cover and a little more heat. Either way does not shut off the option of jumping topside to go into the tunnels up there. Whatever we do, I suggest we do it in (at least) pairs, nobody should head into a tunnel entrance totally alone. Oh hey, Can a protomech occupy the same hex as a battlemech, the way vehicles can? Those two tunnels topside may get too crowded for the enemy to advance efficiently if they can't. Could be very nice option to plug four mechs up there, two per tunnel, and just fill them with burning wreckage.
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# ? Apr 2, 2018 18:19 |
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Leperflesh posted:Oh hey, Can a protomech occupy the same hex as a battlemech, the way vehicles can? Those two tunnels topside may get too crowded for the enemy to advance efficiently if they can't. Could be very nice option to plug four mechs up there, two per tunnel, and just fill them with burning wreckage. Looks like protomechs count as vehicles for purposes of unit stacking in hexes; that is to say, up to two units per side, but only one of the four can be a Battlemech. So no bodyblocking in the tunnels, so far as I can see.
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# ? Apr 2, 2018 19:18 |
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Yeah, they'll very much try for the "run between the legs" maneuver. Which puts them at convenient kicking range but doesn't stop them from escaping on the next turn. It might be fun to try but it'd also make you vulnerable to frenzy attacks in turn. Not that ProtoMech Frenzy attacks are particularly dangerous to anything but infantry. PoptartsNinja fucked around with this message at 19:31 on Apr 2, 2018 |
# ? Apr 2, 2018 19:24 |
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Quick question, since it looks like my PPC is on my left arm: Can I: Jump 4 hexes to 2129, face north, fire my PPC at the tank that's slightly to my left and then throw a kick at the sphinx that will be on my right?
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# ? Apr 2, 2018 19:38 |
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# ? May 25, 2024 14:43 |
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It's fire arc dependent but as long as the Sphinx is in one of your 3 front hexes you can kick it.
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# ? Apr 2, 2018 19:46 |