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I think all our 'mechs have to make it for it to count as a victory, right? if so there's no choice now whether to slug it out, at least to cover for the MAD
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# ? Dec 6, 2023 18:43 |
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# ? Jun 6, 2024 07:53 |
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Space Kablooey posted:I think all our 'mechs have to make it for it to count as a victory, right? if so there's no choice now whether to slug it out, at least to cover for the MAD Yep, Primary objective is 4/4 escape
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# ? Dec 6, 2023 18:45 |
You don't get partial completion for part of the force escaping?
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# ? Dec 6, 2023 18:49 |
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Space Kablooey posted:I think all our 'mechs have to make it for it to count as a victory, right? if so there's no choice now whether to slug it out, at least to cover for the MAD MekHQ lets me assign degrees of victory / defeat for any given mission. These include Decisive Victory, Victory, Marginal Victory, Pyrrhic Victory, Draw, Marginal Defeat, Defeat, and Decisive Defeat. Losing a mech will fail the primary objective, but I'm willing to give the players a Marginal Victory as long as the remaining three make it out.
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# ? Dec 6, 2023 18:53 |
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# ? Dec 6, 2023 19:00 |
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Scintilla posted:Losing a mech will fail the primary objective, but I'm willing to give the players a Marginal Victory as long as the remaining three make it out. Either way, we should endeavor to make the loss of the Marauder pale in comparison to what they lose. Also from a narrative perspective, I don't mind having our opponents pull a partial victory out of this. They've been training hard to make it this far, if they can make a partial success they'll have earned it. I wouldn't exactly call killing 1/4th of an attacking lance a success, (especially if we successfully kill half their team in return) but it's a hell of a lot better than their first outing was
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# ? Dec 6, 2023 20:29 |
I think taking out the most powerful unit of the attacking force is a pretty good outcome when you look at the relative pilot levels and respective force compositions Actually stopping the enemy was probably not realistically achievable
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# ? Dec 6, 2023 20:40 |
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i'm two for two on falling over
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# ? Dec 7, 2023 01:03 |
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Can a unit just spin in place to use running MP? Wondering if spinning up to running MP would allow for Evasive Action instead of shooting. Trying to picture this in my head is also hilarious.
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# ? Dec 8, 2023 22:16 |
MP is determined by how far you move, not how fast I think?
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# ? Dec 8, 2023 23:24 |
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The Target Movement Modifier is determined by how far the target moved. The Attacker Movement Modifier is based on the MP used by the attacker, i.e., walking, running, or jumping MP. Using running MP to move 2 hexes doesn't give you any Target Movement Modifier, but you still eat the +2 Attacker Movement Modifier for using running MP.
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# ? Dec 8, 2023 23:56 |
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Farseli posted:Can a unit just spin in place to use running MP? Wondering if spinning up to running MP would allow for Evasive Action instead of shooting. Trying to picture this in my head is also hilarious. It would be pretty silly, but it is within the rules as written. Unfortunately Mike doesn't have the Evasive Action SPA so it's not an option for you.
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# ? Dec 9, 2023 06:33 |
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Oh, right, completely forgot that it's an SPA. But now that I know it I'm gonna make it happen in another game just because. Orders submitted.
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# ? Dec 9, 2023 07:28 |
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Farseli posted:Can a unit just spin in place to use running MP? Wondering if spinning up to running MP would allow for Evasive Action instead of shooting. Trying to picture this in my head is also hilarious. https://www.youtube.com/watch?v=uBlhgAkJBos But in a mech.
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# ? Dec 9, 2023 07:40 |
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Oh my god, I just thought about what that'd almost be the equivalent of. Not just what Volmarias posted, but a 360s no-scope. All a player has to do is couch (which isn't in BT rules... to my knowledge) up and down on a downed enemy and it's complete.
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# ? Dec 9, 2023 15:40 |
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sorry my brain is fried and i can't think about math for my orders, QKD i want to stand up and go vaguely south a bit and shoot the sentinel with medium lasers and cool down a bit if someone posts some version of that to be my orders/if Scintilla could just make me do something along those lines that would be great please and thank you
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# ? Dec 10, 2023 00:24 |
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biosterous posted:sorry my brain is fried and i can't think about math for my orders, QKD i want to stand up and go vaguely south a bit and shoot the sentinel with medium lasers and cool down a bit Considering the way you got knocked down... this is a lot harder to plot out than I thought. It's rough. I think the best thing to do would be uh... I have no idea. We're dealing with a hell of a handicap. You're losing at least 2 MP from standing up, and turning around would take 2 or 3 more, since you're overheating that leaves you with 1 or 2 MP to spend on movement. I think the best option may literally be to just, stand up, walk two steps backwards, and see who we can hit with a torso twist?
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# ? Dec 10, 2023 00:45 |
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glwgameplayer posted:You're losing at least 2 MP from standing up, and turning around would take 2 or 3 more You can face any direction when you stand up.
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# ? Dec 10, 2023 01:51 |
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PoptartsNinja posted:You can face any direction when you stand up. Considering I didn't know that, you might want to reconsider letting me come up with the plan. Anyway, I'll change my answer to standing up while turning to 0209 and running to 0211. From that position, we can do what bio suggested and light up the sentinel. However, I suggest only using 3 lasers so we can cool off the rest of the way
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# ? Dec 10, 2023 03:58 |
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Working on the update right now, and this song comes to mind. Edit: Spoke too soon, three mechs have eaten dirt so far. It's like domino rally out here. Scintilla fucked around with this message at 09:01 on Dec 10, 2023 |
# ? Dec 10, 2023 08:46 |
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Scintilla posted:Edit: Spoke too soon, three mechs have eaten dirt so far. It's like domino rally out here. On one hand On the other hand please don't be us please don't be us please don't be us...
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# ? Dec 10, 2023 14:27 |
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Snow_Scar_[3901]: Turn 9 A mixture of emotions swirled through Mike’s chest as he watched the Fusilier mechs descend on his Marauder like a pack of vultures. As a mechwarrior, he was dismayed that he had allowed himself to be encircled. An impetuousness he thought he had rid himself of had led him to overheat his mech, and its subsequent lack of mobility had allowed the nimbler Fusilier units to catch up and cut him off. It was a rookie mistake, and Mike was disappointed in himself for making it. As an instructor, however, he couldn’t be happier. The Fusiliers had sensed his weakness and immediately pounced on it. Their mechs moved in concert with one another, tightening the noose around his Marauder until there was nowhere left for him to run. As tactical manoeuvres went, it was textbook perfect. Ahead, Anna’s Thunderbolt paused. The bulky mech’s profile shifted as it began to turn back towards Mike’s position. “Razor! drat it. Hold on, I’ll give you support-” Anna began, but Mike brusquely cut her off. “Stay on mission, Mirage. Our objective is to reach the northern edge of the combat zone, and you’re nearly there. Keep heading north. I’ll hold the Fusiliers here as long as I can.” “But they’ll tear you to pieces!” Mike closed his eyes and sighed softly. Anna was a good kid, but she was still a bit too naïve for his liking. Part of it was probably her upbringing – the Outworlds Alliance had always been a peaceful and non-aggressive state, to the point where it hadn’t even had a standing army for a good chunk of its existence. Given that, it was perhaps unsurprising that Anna would struggle with concepts like cutting losses, battlefield triage and sacrificial plays. The hard truth was that warfare was a zero-sum game, and occasionally one of your guys had to take a fall so that everyone else could live another day. “Yeah, they probably will. But that’s what happens when you screw up – so don’t make things worse by coming back. You’d just be throwing good money after bad, and as a professional merc, that really sticks in my craw. Now, get going!” In the distance, Anna’s Thunderbolt turned back and began advancing north again. Mike relaxed slightly, then turned to face his soon-to-be destroyers. The Fusilier mechs seemed to hesitate as his Marauder raised its arm-mounted weapon pods, as if the reality that they were about to enter a firefight with one of the Inner Sphere’s most famous and feared heavy mechs was only just beginning to sink in. “Alright then,” Mike growled as he powered up his Marauder’s weapons systems and braced the mech’s back against the steep hill behind him. “Come and have a go if you think you’re hard enough!” Dervish DV-6M (Player) jumps into Deep Snow and automatically bogs down! Quickdraw QKD-4Gr (Player) attempts to stand up. Needs 5, rolls 5: Succeeds! Weapons fire for Dervish DV-6M (Player): -Fires Medium Laser at Hunchback HBK-4H (Fusiliers); needs 7, rolls 7: Hits Rear Left Torso! Hunchback HBK-4H (Fusiliers) takes 5 damage to Rear Left Torso, 6/12 Structure remaining. Critical Chance! --Critical Chance in Left Torso! Three Critical Hits Sustained! Heat Sink Hit! Heat Sink Hit! AC/10 Ammunition Hit! AC/10 Ammunition explodes, dealing 80 damage! Pilot Hit! Pilot Hit! ---Hunchback HBK-4H (Fusiliers) takes 80 damage to Left Torso, 0/12 Structure remaining. Left Torso destroyed! Left Arm blown off! 74 damage transfers to Centre Torso, 0/16 Structure remaining. Centre Torso destroyed! Mech destroyed by ammunition explosion! -Fires LRM-10 at Hunchback HBK-4H (Fusiliers); needs 7, rolls 3: Misses! -Fires LRM-10 at Hunchback HBK-4H (Fusiliers); needs 7, rolls 9: 3 Missiles Hit! Hunchback HBK-4H (Fusiliers) takes 3 damage to Right Leg, 10/20 Armour remaining. -Fires SRM-2 at Hunchback HBK-4H (Fusiliers); needs 7, rolls 5: Misses! Weapons fire for Marauder MAD-3R (Player): -Fires PPC at Sentinel STN-3KA (Fusiliers); needs 7, rolls 10: Hits Left Arm! Sentinel STN-3KA (Fusiliers) takes 10 damage to Left Arm, 1/11 Armour remaining. -Fires Medium Laser at Sentinel STN-3KA (Fusiliers); needs 4, rolls 7: Hits Left Arm! Sentinel STN-3KA (Fusiliers) takes 5 damage to Left Arm, 0/11 Armour, 2/6 Structure remaining. Critical Chance! --Critical Chance in Left Arm! Two Critical Hits sustained! Shoulder Hit! Large Laser Hit! -Fires Medium Laser at Sentinel STN-3KA (Fusiliers); needs 4, rolls 4: Hits Right Torso! Sentinel STN-3KA (Fusiliers) takes 5 damage to Right Torso, 10/15 Armour remaining. -Fires AC/5 at Sentinel STN-3KA (Fusiliers); needs 7, rolls 7: Hits Head! Sentinel STN-3KA (Fusiliers) takes 5 damage to Head, 4/9 Armour remaining. Pilot Hit! Weapons fire for Quickdraw QKD-4Gr (Player): -Fires Medium Laser at Sentinel STN-3KA (Fusiliers); needs 8, rolls 6: Misses! -Fires Medium Laser at Sentinel STN-3KA (Fusiliers); needs 8, rolls 4: Misses! -Fires Medium Laser at Sentinel STN-3KA (Fusiliers); needs 8, rolls 7: Misses! Weapons fire for Thunderbolt TDR-5S (Player): -Holds fire! -- Weapons fire for Hornet HNT-152 (Fusiliers): -Fires Medium Laser at Marauder MAD-3R (Player); needs 8, rolls 3: Misses! -Fires Small Laser at Marauder MAD-3R (Player); needs 8, rolls 9: Hits Centre Torso! Narrow Profile reduces damage to 1! Marauder MAD-3R (Player) takes 1 damage to Centre Torso, 31/35 Armour remaining. -Fires SRM-4 at Marauder MAD-3R (Player); needs 8, rolls 8: Hits! Narrow Profile imposes -4 malus: number of missile hits reduced to 2! Marauder MAD-3R (Player) takes 2 damage to Right Leg (12/18 Armour remaining) and Left Torso (11/17 Armour remaining). Weapons fire for Sentinel STN-3KA (Fusiliers): -Fires Large Laser at Marauder MAD-3R (Player); needs 7, rolls 12: Hits Right Torso! Marauder MAD-3R (Player) takes 8 damage to Right Torso, 0/17 Armour remaining. -Fires Small Laser at Marauder MAD-3R (Player); needs 7, rolls 8: Hits Centre Torso! Narrow Profile reduces damage to 1! Marauder MAD-3R (Player) takes 1 damage to Centre Torso, 30/35 Armour remaining. -Fires SRM-2 at Marauder MAD-3R (Player); needs 7, rolls 7: Hits! Narrow Profile imposes -4 malus: number of missile hits reduced to 1! Marauder MAD-3R (Player) takes 2 damage to Right Torso (14/16 Structure remaining). Critical Chance! --Critical Chance in Right Torso! No Critical Hits sustained. Weapons fire for Commando COM-2D (Fusiliers): -Fires Medium Laser at Marauder MAD-3R (Player); needs 8, rolls 4: Misses! -Fires SRM-4 at Marauder MAD-3R (Player); needs 8, rolls 10: 3 Missiles Hit! Marauder MAD-3R (Player) takes 2 damage to Right Torso (12/16 Structure remaining (Critical Chance!)), Right Torso (10/16 Structure remaining (Critical Chance!)) and Left Torso (9/17 Armour remaining). --Critical Chance in Right Torso! No Critical Hits sustained. --Critical Chance in Right Torso! No Critical Hits sustained. -Fires SRM-6 at Marauder MAD-3R (Player); needs 8, rolls 4: Misses! Weapons fire for Griffin GRF-1N (Fusiliers): -Fires LRM-10 at Dervish DV-6M (Player); needs 10, rolls 6: Misses! Weapons fire for Hunchback HBK-4H (Fusiliers): -Fires AC/10 at Thunderbolt TBT-5S (Player); needs 8, rolls 4: Misses! -Fires Medium Laser at Thunderbolt TBT-5S (Player); needs 10, rolls 10: Hits Right Leg! Thunderbolt TBT-5S (Player) takes 5 damage to Right Leg, 24/29 Armour remaining. -Fires Medium Laser at Thunderbolt TBT-5S (Player); needs 10, rolls 9: Misses! -Fires Medium Laser at Thunderbolt TBT-5S (Player); needs 10, rolls 10: Hits Rear Centre Torso! Thunderbolt TBT-5S (Player) takes 5 damage to Rear Centre Torso, 6/11 Armour remaining. -Fires Medium Laser at Thunderbolt TBT-5S (Player); needs 10, rolls 7: Misses! Weapons fire for Wolverine WVR-6R (Fusiliers): -Fires AC/5 at Marauder MAD-3R (Player); needs 12, rolls 8: Misses! -Fires Medium Laser at Marauder MAD-3R (Player); needs 9, rolls 7: Misses! -Fires SRM-6 at Marauder MAD-3R (Player); needs 9, rolls 5: Misses! Physical attacks for Marauder MAD-3R (Player): -Kicks Commando COM-2D (Fusiliers); needs 5, rolls 9: Hits Left Leg! Commando COM-2D (Fusiliers) takes 15 damage to Left Leg, 0/8 Armour, 0/6 Structure remaining. Left Leg destroyed! 1 damage transfers to Left Torso, 5/6 Armour remaining. Mech destroyed! -- Physical attacks for Commando COM-2D (Fusiliers): -Kicks Marauder MAD-3R (Player); needs 8, rolls 7: Misses! Physical attacks for Hornet HNT-152 (Fusiliers): -Kicks Marauder MAD-3R (Player); needs 7, rolls 7: Hits Right Leg! Marauder MAD-3R (Player) takes 4 damage to Right Leg, 8/18 Armour remaining. Physical attacks for Sentinel STN-3KA (Fusiliers): -Kicks Marauder MAD-3R (Player); needs 7, rolls 7: Hits Right Leg! Marauder MAD-3R (Player) takes 8 damage to Right Leg, 0/18 Armour remaining. Physical attacks for Griffin GRF-1N (Fusiliers): -Kicks Marauder MAD-3R (Player); needs 6, rolls 7: Hits Right Leg! Marauder MAD-3R (Player) takes 11 damage to Right Leg, 5/16 Structure remaining. Critical Chance! --Critical Chance in Right Leg! No Critical Hits sustained. Physical attacks for Wolverine WVR-6R (Fusiliers): -Kicks Marauder MAD-3R (Player); needs 8, rolls 6: Misses! Subtracting 2 heat from all units due to Arctic Conditions… Dervish DV-6M (Player) gains 14 heat, sinks 10 heat and is now at 4 heat. Marauder MAD-3R (Player) gains 15 heat, sinks 15 heat and is now at 0 heat. Quickdraw QKD-4Gr (Player) gains 10 heat, sinks 13 heat and is now at 2 heat. Thunderbolt TDR-5S (Player) gains 0 heat, sinks 3 heat and is now at 0 heat. -- Griffin GRF-1N (Fusiliers) gains 3 heat, sinks 11 heat and is now at 0 heat. Hornet HNT-152 (Fusiliers) gains 7 heat, sinks 7 heat and is now at 0 heat. Sentinel STN-3KA (Fusiliers) gains 10 heat, sinks 10 heat and is now at 0 heat. Wolverine WVR-6R (Fusiliers) gains 9 heat, sinks 9 heat and is now at 0 heat. Piloting checks for Marauder MAD-3R (Player): Took 20+ Damage; needs 6, rolls 8: Succeeds! Was Kicked; needs 6, rolls 9: Succeeds! Was Kicked; needs 6, rolls 7: Succeeds! Was Kicked; needs 6, rolls 3: Fails! -Marauder MAD-3R (Player) falls on its front, suffering 5 damage to Right Arm (13/22 Armour remaining) and 3 damage to Right Leg (2/16 Structure remaining (Critical Chance!)). --Critical Chance in Right Leg! No Critical Hits sustained. --Mike Clements must roll a 6 to avoid a pilot hit; rolls 9: Succeeds! Piloting checks for Sentinel STN-3KA (Fusiliers): Took 20+ Damage; needs 7, rolls 7: Succeeds! Piloting checks for Wolverine WVR-6R (Fusiliers): Missed a Kick; needs 6, rolls 4: Fails! -Wolverine WVR-6R (Fusiliers) falls on its right side, suffering 5 damage to Right Torso (15/20 Armour remaining) and 1 damage to Right Leg (15/16 Armour remaining). --Jean-Paul Camus must roll a 6 to avoid a pilot hit; rolls 8: Succeeds! -- Ricardo Hess (Sentinel STN-3KA) has taken 1 damage this turn! Ricardo Hess must pass a consciousness test or fall unconscious! -Ricardo Hess must roll a 3+ to remain conscious! Rolls 8: Succeeds! -- Dervish DV-6M (Player) attempts to break free of Deep Snow. Needs 5, rolls 6: Succeeds! Wolverine WVR-6R (Fusiliers) attempts to stand carefully. Needs 4, rolls 6: Succeeds! Player Status Enemy Status Special Abilities: -Toughness: Grants bonus to consciousness rolls. -Evasive Action: By forfeiting the right to fire during the shooting phase, the pilot gains the ability to move evasively, inflicting an additional +1 penalty against incoming weapons fire and physical attacks. The unit must use its Running MP, have undamaged hips, and will gain an extra +2 heat at the end of the round. Relevant Design Quirks: -Hyper-Extending Actuators: The mech can reverse its arms as if it lacked Hand and Lower Arm Actuators. -Multi-Trac: The mech does not suffer the usual penalties when splitting fire between multiple targets. -Narrow Profile: The mech takes less damage from incoming weapons fire if the margin of success is +1 or lower. Direct fire weapons deal half damage, while cluster attacks receive a -4 penalty when determining the number of hits. -- Primary Objectives: -Ruby Lance reaches the Northern Map Border (0/4) Secondary Objectives: -Destroy at least three Fusilier battlemechs (2/3) (100,000 C-Bill reward) -Destroy all six Fusilier battlemechs (2/6) (200,000 C-Bill reward) -- Next Orders Due: Tuesday 12th 9:00PM GMT. Scintilla fucked around with this message at 20:13 on Dec 11, 2023 |
# ? Dec 10, 2023 18:00 |
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https://www.youtube.com/watch?v=y1OurToVQRw
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# ? Dec 10, 2023 18:14 |
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# ? Dec 10, 2023 19:16 |
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Mike is 2/2 in eating dirt isnt he >.>
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# ? Dec 10, 2023 19:21 |
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In hindsight I think we should have shot the hornet because it’s the only Mech that has a real chance of catching up to us. End it was nice and fragile so it would be an easy way to get the extra money As for the marauder I think all you can do is pick a target and hit it as hard as you can. Don’t worry about your heat or your minimum range just hit it as hard as you can. Like a Taurian would. Although if you want to boost your survivability you could try moving into the woods ahead so they can’t kick you again glwgameplayer fucked around with this message at 19:59 on Dec 10, 2023 |
# ? Dec 10, 2023 19:53 |
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glwgameplayer posted:In hindsight I think we should have shot the hornet because it’s the only Mech that has a real chance of catching up to us. End it was nice and fragile so it would be an easy way to get the extra money yeah I suggested that before this turn but this worked out pretty nicely anyway. It's not like it has too much of a bite anyway.
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# ? Dec 10, 2023 20:14 |
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I hope it doesn't feel like I'm abandoning the lance by heading off the map this turn, but I'm heading off the map this turn.
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# ? Dec 10, 2023 20:15 |
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CirclMastr posted:I hope it doesn't feel like I'm abandoning the lance by heading off the map this turn, but I'm heading off the map this turn. wouldnt blame you for that but we're 2/3 for the first bonus, and the hornet is looking so tasty
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# ? Dec 10, 2023 20:16 |
What happened with the Thunderbolt?
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# ? Dec 10, 2023 20:22 |
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Slavvy posted:What happened with the Thunderbolt? Nothing bad they’re just playing the objective and that’s fair. Although I would appreciate if they would hold off running away for a second to try and lob some LRM’s at the most convenient target. (I just really want to get the money for wiping out 3 mechs)
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# ? Dec 10, 2023 20:39 |
Wait nm I mistook the qkd for the Thunderbolt, my bad
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# ? Dec 10, 2023 20:46 |
I think our next piece of advice for Cosette should be 'refit that thing into a -4P'. Also holy poo poo our Marauder is going down swinging alright.
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# ? Dec 10, 2023 21:00 |
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If I run a mission similar to this one again I'll probably make destroying a certain number of enemy units one of the primary objectives. That way players will get to shoot stuff while also not feeling quite so pressured to disengage and book it to the objective.
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# ? Dec 10, 2023 21:03 |
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What the hell just happened here?
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# ? Dec 10, 2023 21:03 |
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painedforever posted:What the hell just happened here?
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# ? Dec 10, 2023 21:25 |
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Ah, that's the version of the book that I broke into the game with. Really takes me back.
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# ? Dec 10, 2023 21:29 |
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painedforever posted:What the hell just happened here? The Dervish blew up the Hunchback with a raking shot to the back, the Quickdraw achieved nothing despite running back to assist the Marauder, the Thunderbolt played the objective, and the Marauder crushed the enemy Commando's leg and nearly crippled the Sentinel despite being under fire from almost every mech on the enemy team. Personally, I hope the Marauder can make them regret singling it out. Mostly because it would be very funny for it to be completely surrounded and outgunned (at least in terms of enemy units) and then make them regret it
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# ? Dec 10, 2023 21:29 |
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Marauder nearly stayed upright after all that, too
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# ? Dec 10, 2023 21:49 |
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# ? Jun 6, 2024 07:53 |
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As the Marauder rises it should slowly turn black and give that Wolverine a toothy grin.
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# ? Dec 10, 2023 21:53 |