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Amechwarrior
Jan 29, 2007

Captain Foo posted:

I'm submitting my 0913 move above.

Submitted my move to 0915 and firing on Galleon.

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NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Slavvy posted:

The puma/adder also has dual ppc's, seems mw3 was correct

But then I remember the cougar is meant to be a heavier, more powerful derivative and yet it's only got large lasers?

The Puma and Cougar are both 35 ton mechs. The Puma prime is a pure sniper while the Cougar prime is configured for crit seeking.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

And we’re far from that era of tech

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Slavvy posted:

But then I remember the cougar is meant to be a heavier, more powerful derivative and yet it's only got large lasers?

Not heavier, just built on the same frame with a different armor layout and jump jets because the Jade Falcons designed it.

Space Kablooey
May 6, 2009


Locked in my jump to 1221

ilmucche
Mar 16, 2016

What did you say the strategy was?
I'm running to 0518. The cicada might be able to shoot at me there, but not with great odds

Amechwarrior
Jan 29, 2007

ilmucche posted:

I'm running to 0518. The cicada might be able to shoot at me there, but not with great odds

I'm pretty sure you're safe. 'Mechs are 2 levels taller than the ground they're standing on. So lvl1 hill = hip height cover and lvl2 hill = total cover vs a shooter on the other side. Vehicles don't get the height bonus 'Mechs do, so they can hide behind lower lvl1 hills and buildings. The lvl2 hills between the CDA at ground level and your ending ground level hex should totally block LOS.

Also for quick LOS tips - One Heavy Woods + one Light Woods, or three Light Woods blocks LOS when they're intervening between the shooter and target hex. The hex the shooter and target occupy don't count toward this LOS limit. Woods are also usually 2 levels tall.

I'm going off memory so if I got anything wrong or left out something let me know.

Amechwarrior fucked around with this message at 22:35 on Apr 10, 2023

Space Kablooey
May 6, 2009


I'm totally new to BT but IIRC from the manual only 1 heavy woods is needed to block LoS.

ilmucche
Mar 16, 2016

What did you say the strategy was?
Can't check again because I'm on my phone but I think the cicada was lvl 2 and I'll be lvl 1 so it can see me because I'll have empty space in front, but either way I don't think that ppc is making the shot

Now watch me get headshot critted

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




0518 and 0704 (where the Cicada is) are the same level (0), and there's no way to draw a line from one hex to the other that doesn't go through the Level 2 terrain between the two. LOS should be blocked.

ilmucche
Mar 16, 2016

What did you say the strategy was?
Oh sorry, I've be running on the assumption the cicada will walk to 0709 or run to like 0810 or 0610 to start shooting at us.

Forgot we get a full round of move and shoot before they can move at all.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

ilmucche posted:

Oh sorry, I've be running on the assumption the cicada will walk to 0709 or run to like 0810 or 0610 to start shooting at us.

Forgot we get a full round of move and shoot before they can move at all.

yeah, we always win init which is a huge advantage

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Space Kablooey posted:

I'm totally new to BT but IIRC from the manual only 1 heavy woods is needed to block LoS.

One heavy woods and one light woods, or a total of +3 ToHit penalty from intervening woods. One hex of heavy woods by itself is a +2, so it doesn't block line of sight but is a nasty ToHit modifier.

wedgekree
Feb 20, 2013
This is gonna be a rough one. Good luck!

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Over The Hills: Turn 1

Adrenaline thundered through Tsing Yeoung’s veins as his little Locust bounded across the open plain, bouncing along on its birdlike limbs. While the rest of the lance dithered in the back, he and his brother Kai-xi pushed forwards, knifing towards the pirate base like a pair of sharks towards a baby seal.

Tsing’s brow furrowed as he saw Mike’s Vulcan leap down into the plain behind him. He knew full well that the older man thought him reckless and undisciplined, but the simple truth was that aggression was nearly always the key to victory. Seizing the initiative was vital, and all caution did was hand it to the enemy. The best way to fight was with a quick, decisive thrust – and if that failed, a second, then a third, and so on until the enemy lay broken at your feet. Attack swiftly, keep the foe off-balance, dazzle them with sound and fury – then, when they stumbled, strike the killing blow.

As Tsing’s Locust surged forwards the first pirate units slid into view, a pair of Galleon light tanks guarding the mouth of the valley. Tsing fired at the closest tank, feeling a surge of triumphant vindication as one of his Medium Lasers sheared a huge chunk of armour off its right side. The tanks were slow to respond, and when they did their return fire was comically inaccurate. Tsing almost sympathised with them. Nobody expected a light mech to attack so aggressively, especially one as small and fragile as a Locust. The natural reaction was to blink, to hesitate, to wonder if their eyes were deceiving them.

That split second of hesitation could turn the tide of an entire battle. Two years ago, when Tsing and his brother had still been in McCrimmon’s Light Cavalry, a Davion raiding party had landed on Kansu. Tsing vividly remembered charging the enemy captain’s Quickdraw, blazing away with everything he had as he closed to point-blank range. The sheer audacity of the manoeuvre had distracted the pilot just long enough for Kai-xi to slip around behind and shoot it in the back. Without their commander, the raiders had quickly routed.

Tsing scanned the horizon as the pirates advanced, already hunting for his next target. As long as he kept up the pressure, victory was sure to follow.







Weapons fire for Jenner JR7-F (Player):
-Holds fire!

Weapons fire for Locust LCT-3V (Player):
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 8, rolls 5: Misses!
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 8, rolls 3: Misses!

Weapons fire for Locust LCT-3V #2 (Player):
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 8, rolls 7: Misses!
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 8, rolls 8: Hits Right Side! Galleon Light Tank GAL-100 (Prowlers) takes 5 damage to Right Side, 5/10 Armour remaining.

Weapons fire for Vulcan VL-5T (Player):
-Holds fire!

Weapons fire for Cicada CDA-3C (Prowlers):
-Holds fire!

Weapons fire for Commando COM-1D (Prowlers):
-Holds fire!

Weapons fire for Stinger STG-3R (Prowlers):
-Holds fire!

Weapons fire for Galleon Light Tank GAL-100 (Prowlers):
-Fires Medium Laser at Locust LCT-3V (Player); needs 11, rolls 5: Misses!

Weapons fire for Galleon Light Tank GAL-100 #2 (Prowlers):
-Fires Medium Laser at Locust LCT-3V (Player); needs 13, rolls 8: Automatic Miss!

Weapons fire for Scorpion (Standard) (Prowlers):
-Holds fire!

Weapons fire for Foot Platoon (Laser) (Prowlers):
-Holds fire!

Weapons fire for Foot Platoon (Laser) #2 (Prowlers):
-Holds fire!



No melee attacks this turn!



Jenner JR7-F (Player) gains 2 heat, sinks 2 heat and is now at 0 heat.

Locust LCT-3V (Player) gains 8 heat, sinks 8 heat and is now at 0 heat.

Locust LCT-3V #2 (Player) gains 8 heat, sinks 8 heat and is now at 0 heat.

Vulcan VL-5T (Player) gains 6 heat, sinks 6 heat and is now at 0 heat.

Cicada CDA-3C (Prowlers) gains 0 heat, sinks 0 heat and is now at 0 heat.

Commando COM-1D (Prowlers) gains 0 heat, sinks 0 heat and is now at 0 heat.

Stinger STG-3R (Prowlers) gains 0 heat, sinks 0 heat and is now at 0 heat.





Foot Platoon (Laser) (Prowlers) begins digging in!



Player Status


Enemy Status


Special Abilities:
-Toughness: Grants bonus to consciousness rolls.
-Sprint: Infantry can move two hexes in one turn in exchange for not being able to fire.
-Dig In: Infantry can dig in, removing the defence penalty for being caught in the open.

Primary Objectives:
-Capture Pirate Base (0/8 Enemies Destroyed / Driven Off)

Next Orders Due: Saturday 15th 9:00PM GMT.

Scintilla fucked around with this message at 06:50 on Apr 14, 2023

ilmucche
Mar 16, 2016

What did you say the strategy was?
are 0512 and 0514 both heavy woods? sorely tempted to sprint straight at the cicada and firing everything while inside minimum ppc range

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

ilmucche posted:

are 0512 and 0514 both heavy woods? sorely tempted to sprint straight at the cicada and firing everything while inside minimum ppc range

Yes, both hexes are Heavy Woods.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
Was there no motive check for hitting the right side of the Galleon?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Rorahusky posted:

Was there no motive check for hitting the right side of the Galleon?

Not this time.

Space Kablooey
May 6, 2009


It's probably in the manual, but to destroy vehicles do we need to destroy the center structure or does any structure will do?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Space Kablooey posted:

It's probably in the manual, but to destroy vehicles do we need to destroy the center structure or does any structure will do?

Vehicles are destroyed when the structure in any of its segments is completely depleted. In other words, if the damaged Galleon takes two more Medium Lasers to its right side the whole thing is toast.

Amechwarrior
Jan 29, 2007

ilmucche posted:

are 0512 and 0514 both heavy woods? sorely tempted to sprint straight at the cicada and firing everything while inside minimum ppc range

Yes, get as close as you can. The CDA ran for +3 so this turn should be about getting over the hills the CDA is standing on instead of trying to fry it. The vehicles took the bait and if we can get over those lvl 2 hills on the XX09/XX10 row they'll be isolated from the fight for a bit while we brawl with the 'Mechs. The STG jumped and is still at range, so pretty low risk. The CMD likely has some shots but if the JR7 and VL keep moving it should be low risk.

I can get to 0311 or that area and while my shots will be crap due to CDA movement, I'll be setup to flank next turn and he's stuck in a dilemma. Either give up the hilltop, rush the center or fall back. None of the choices are good ones.

CPT. Foo - I think you can get behind the CDA by going to 0611 and turning north, it's +3mp to move 2 lvls up in 1 hex. You can get close enough to kick, either behind if you end turning to face 0409, but the odds are very low. There's a chance to fall over if you miss a kick. Counter point is there's a chance to fall if you are kicked... The kick arc is the front 3 hexes of your unit.

But keep in mind, we need to be facing North-ish as possible for keeping movement up next turn. Making the CDA turn around is what will eat it's MP and let us get easier shots for the kill.

Space Kablooey
May 6, 2009


I'm tempted to dump 3 lasers on the damaged GAL and the other laser in the other GAL. I think I can get a nice arc to both vehicle's sides.

ilmucche
Mar 16, 2016

What did you say the strategy was?
I can run to 0513 and fire 2 Mlas for 11+ to hit, but it'll be inside the range of the ppc and I think the machine guns will be 13+ to hit. It'll keep me at 0 heat to respond to whatever the cicada ends up doing. the stinger will be able to hit me on a 9 or 10, but that's only 1 shot

Space Kablooey posted:

I'm tempted to dump 3 lasers on the damaged GAL and the other laser in the other GAL. I think I can get a nice arc to both vehicle's sides.

I think you've got a good chance to finish off the damaged galleon. Your TMM will end up being high, but it can help even the numbers out

Amechwarrior
Jan 29, 2007

Space Kablooey posted:

I'm tempted to dump 3 lasers on the damaged GAL and the other laser in the other GAL. I think I can get a nice arc to both vehicle's sides.

That's your call but it's a hard shot, you'll be isolated if you take it. I think the OPFOR has a roughly+10 to hit you for the big guns.

You'll be shooting at +8 at best vs the wounded Galleon if you walk to short range. 4 Base Gunnery + 3 Target Movement + 1 Walking. If you got the heat for all 4 lasers I'd dump them at the wounded Galleon to help finish the job.

Amechwarrior
Jan 29, 2007

ilmucche posted:

I can run to 0513 and fire 2 Mlas for 11+ to hit, but it'll be inside the range of the ppc and I think the machine guns will be 13+ to hit. It'll keep me at 0 heat to respond to whatever the cicada ends up doing. the stinger will be able to hit me on a 9 or 10, but that's only 1 shot

You should be able to end in 0512 heavy woods for 11MP. Can anyone double check the math?

This also forces the CDA to make turns to get around you if it chooses to push forward and denies it the heavy woods.

For Ruby Lance as a whole - We want to make the OPFOR waste MP on turning and terrain while we setup long sprint lines with occasional shorter runs for kill shots. They outnumber us and eventually the rare shots will start landing. We need to ball up and locally overpower a target and prevent that from happening to us. This is probably still going to be costly with the best of luck.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Just a quick reminder to anyone who's interested that the Catalyst Battletech: Mercenaries Kickstarter still has eight days left to go. I've plumped for Veteran tier, but even the standard Recruit tier is an absolute bargain and well worth your money.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Went battalion because I need a shitload of tanks to fill out the three armor regiments of the Second Donegal Guards RCT. And after this my plan is just to buy savannah masters from IWM.

ilmucche
Mar 16, 2016

What did you say the strategy was?

Amechwarrior posted:

You should be able to end in 0512 heavy woods for 11MP. Can anyone double check the math?

This also forces the CDA to make turns to get around you if it chooses to push forward and denies it the heavy woods.

For Ruby Lance as a whole - We want to make the OPFOR waste MP on turning and terrain while we setup long sprint lines with occasional shorter runs for kill shots. They outnumber us and eventually the rare shots will start landing. We need to ball up and locally overpower a target and prevent that from happening to us. This is probably still going to be costly with the best of luck.

Don't think I can get there, I'm 2 to the bottom of the hill, 2 to get up (4 total), 2 to get down + 2 into heavy woods (8 total), 1 forward (9) and then it would cost 3 to move into the next set of heavy woods.

Amechwarrior
Jan 29, 2007

ilmucche posted:

Don't think I can get there, I'm 2 to the bottom of the hill, 2 to get up (4 total), 2 to get down + 2 into heavy woods (8 total), 1 forward (9) and then it would cost 3 to move into the next set of heavy woods.

You're right. I missed that was a Heavy Woods in 0514.

EDIT - Is there a way to make MM display the word "HEAVY" for Heavy Woods hexes like on a real map sheet?

Space Kablooey
May 6, 2009


Amechwarrior posted:

You'll be shooting at +8 at best vs the wounded Galleon if you walk to short range. 4 Base Gunnery + 3 Target Movement + 1 Walking. If you got the heat for all 4 lasers I'd dump them at the wounded Galleon to help finish the job.

I will probably just do that, then.


Scintilla posted:

Just a quick reminder to anyone who's interested that the Catalyst Battletech: Mercenaries Kickstarter still has eight days left to go. I've plumped for Veteran tier, but even the standard Recruit tier is an absolute bargain and well worth your money.

I'd get this in a heartbeat but as far as i know nobody nearby plays BT. :(

Space Kablooey
May 6, 2009


I think moving to 1120 and firing on the damaged GAL is a good bet for me. I will be in range of the other GAL's ML turret and the STG's ML, but it at least for the STG it's a long shot.

Amechwarrior
Jan 29, 2007

Space Kablooey posted:

I think moving to 1120 and firing on the damaged GAL is a good bet for me. I will be in range of the other GAL's ML turret and the STG's ML, but it at least for the STG it's a long shot.

Note you're also in range of the LL on the CMD and AC/5 on the Scorpion (maybe about +9 to hit) and the PPC on the CDA for about +10. You might want to move a little further as 1120 is only travelling 2 hexes (+0) so you're adding +1 to your to-hit number by walking but not adding anything to the enemies due to moving less than 3 hexes.

If you want a really good hit on the Galleon, 1117 gets you in short range and gives you a +2 movement mod for incoming fire. If you want the same odds as 1120 but group up with the rest of the Lance, walking to 0918 gives you +2 defense for moving 5 hexes. If you wanted to run to 0915 for extra protection, you could torso twist and still hit the Galleon, but adding another +1 to your shots. However, you're in short range of the PPC so probably not a great idea. 0918 is medium range for the PPC, but your +2 movement cancels it out vs long range at 1120, and you're closer to the CDA for next round.

OP or other players - Let me know if you want me to stop breaking down everyone's moves. I can't recall who's familiar or not with the rules.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

gotta do some poking about but i think i can get in position to kick the cda on the punch table (good) but it would require facing generally south (bad)

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Amechwarrior posted:

Note you're also in range of the LL on the CMD and AC/5 on the Scorpion (maybe about +9 to hit) and the PPC on the CDA for about +10. You might want to move a little further as 1120 is only travelling 2 hexes (+0) so you're adding +1 to your to-hit number by walking but not adding anything to the enemies due to moving less than 3 hexes.

If you want a really good hit on the Galleon, 1117 gets you in short range and gives you a +2 movement mod for incoming fire. If you want the same odds as 1120 but group up with the rest of the Lance, walking to 0918 gives you +2 defense for moving 5 hexes. If you wanted to run to 0915 for extra protection, you could torso twist and still hit the Galleon, but adding another +1 to your shots. However, you're in short range of the PPC so probably not a great idea. 0918 is medium range for the PPC, but your +2 movement cancels it out vs long range at 1120, and you're closer to the CDA for next round.

OP or other players - Let me know if you want me to stop breaking down everyone's moves. I can't recall who's familiar or not with the rules.

generally speaking, the breakevens for movement are walk 3, run 5 jump 7, and the positive modifier ratios are walk 5, run 7

Amechwarrior
Jan 29, 2007

Captain Foo posted:

gotta do some poking about but i think i can get in position to kick the cda on the punch table (good) but it would require facing generally south (bad)

I think you can get to 0409 and face NE? Keeps your back safe vs the rest and isn't too bad setup for next turn. It's a right side arc shot, I don't think I can hit that this turn.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Option 1a: high kick
0913-0909,0909-0808,0808-0609 - 12MP, Run 7 (2 Level Change, 3 Facing Change); alpha strike CDA, kick CDA. not sure of the numbers on the kick, which could be very risky

Option 1b: close encounter
same as 1a without the kick

Option 2: partial cover
0913-0511,0511-0411,0411-0311,0311-0310 - 12MP, Run 7 (1 Level Change, 3 Facing Change, 1 Light Wood); alpha strike CDA

Amechwarrior posted:

I think you can get to 0409 and face NE? Keeps your back safe vs the rest and isn't too bad setup for next turn. It's a right side arc shot, I don't think I can hit that this turn.

not quite, stalls out on 0310 (see option 2)

Amechwarrior
Jan 29, 2007

Captain Foo posted:

Option 1a: high kick
0913-0909,0909-0808,0808-0609 - 12MP, Run 7 (2 Level Change, 3 Facing Change); alpha strike CDA, kick CDA. not sure of the numbers on the kick, which could be very risky

Option 1b: close encounter
same as 1a without the kick

Option 2: partial cover
0913-0511,0511-0411,0411-0311,0311-0310 - 12MP, Run 7 (1 Level Change, 3 Facing Change, 1 Light Wood); alpha strike CDA

not quite, stalls out on 0310 (see option 2)

I think you can go up 2 levels at once for a total +3 mp. Am I remembering something wrong? You should be able to go from 0511 to 0410 then turn N to 0409 and turn NE for kick.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Amechwarrior posted:

I think you can go up 2 levels at once for a total +3 mp. Am I remembering something wrong? You should be able to go from 0511 to 0410 then turn N to 0409 and turn NE for kick.

oh, i didn't think you could do two height levels at once at all, that would definitely change some of my move options!

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Space Kablooey
May 6, 2009


Amechwarrior posted:

Note you're also in range of the LL on the CMD and AC/5 on the Scorpion (maybe about +9 to hit) and the PPC on the CDA for about +10. You might want to move a little further as 1120 is only travelling 2 hexes (+0) so you're adding +1 to your to-hit number by walking but not adding anything to the enemies due to moving less than 3 hexes.

If you want a really good hit on the Galleon, 1117 gets you in short range and gives you a +2 movement mod for incoming fire. If you want the same odds as 1120 but group up with the rest of the Lance, walking to 0918 gives you +2 defense for moving 5 hexes. If you wanted to run to 0915 for extra protection, you could torso twist and still hit the Galleon, but adding another +1 to your shots. However, you're in short range of the PPC so probably not a great idea. 0918 is medium range for the PPC, but your +2 movement cancels it out vs long range at 1120, and you're closer to the CDA for next round.

OP or other players - Let me know if you want me to stop breaking down everyone's moves. I can't recall who's familiar or not with the rules.

I appreciate the breakdowns as I'm 100% new on Battletech lol.

I think I can risk 0915 seeing as the GAL is pretty weak vs the 4 MLs I have - I only need 2 to hit at this stage. If it doesn't get destroyed at least I will be joined up with the lance and we can go vrrr somewhat together.

Space Kablooey fucked around with this message at 23:42 on Apr 12, 2023

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