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Strobe posted:The enemy has already moved this turn, players move next and all shooting for this turn happens. OK, sure. The more important thing is the order the phases happen in, and that I somehow managed to get confused about it. After some thought I'm going to go hit the Stalker. It was always going to be him and me, and I may as well try to get the opening salvo in that fight.
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# ? Jan 10, 2024 20:34 |
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# ? May 31, 2024 06:44 |
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BattleTech's turn orders are: [Initiative] - skipped, because alternating movement would just take too long. [Ground movement] [AeroSpace Movement] - Aerospace assets always have initiative on ground forces [Ranged Attacks] - Ranged attacks always have initiative over melee attacks [Melee Attacks] [Heat Phase] - heat from all other phases is applied to each 'Mech, overheat conditions begin to occur [End Phase] - Pilots recover from unconsciousness, 'crew stunned' effect ends, players can voluntarily switch off heat sinks, etc. This is when all the miscellaneous stuff happens. The real trick with the LP, is that movement is broken into: [Ally Movement] - Being a player ally is hard, allied units hard-lose initiative under most circumstances. It's on the players to carry the day, not the idiot pirate king in a cobbled together Banshee. [Enemy Movement] - Enemies move at the end of each update post. [Player Orders] - When orders are sent, your enemies (barring AeroSpace assets and Aces) will have already moved. This means wherever they are on the second map is where they're guaranteed to be when it's time to check range and roll attack dice. [Ace Movement] - The only exception to the above. Aces exist to throw their shoes into the normal machinery. [AeroSpace Movement] - Players will never have direct control of AeroSpace assets because rather than tracking offmap movement and etc. I just kinda fudge things; but allied AeroSpace assets still have initiative on enemy ground forces. Enemy units will at least give a warning to let you know which side of the board fighters are entering from to make it harder for them to Strike or Strafe you in the back. Pray they don't have bombs. Even a 20 ton fighter can carry 40 damage of HE bombs. Light and medium fighters are usually better at delivering bomb payloads than heavy fighters because they have more thrust to spare (but they're also more prone to dying if you wing them with an LB-10X submunition). PoptartsNinja fucked around with this message at 21:54 on Jan 10, 2024 |
# ? Jan 10, 2024 21:52 |
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I wonder if I go straight along 0611, I'll come out right next to the Crusader... and I can hit him very short-range. Crusader is mostly LRMs, right? So either way, I'm inside the range of most of his missiles.
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# ? Jan 10, 2024 22:04 |
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painedforever posted:I wonder if I go straight along 0611, I'll come out right next to the Crusader... and I can hit him very short-range. It does look like this version has a pair of SRM6s, so be mindful of those.
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# ? Jan 10, 2024 22:16 |
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PoptartsNinja posted:Pray they don't have bombs. Even a 20 ton fighter can carry 40 damage of HE bombs. Light and medium fighters are usually better at delivering bomb payloads than heavy fighters because they have more thrust to spare (but they're also more prone to dying if you wing them with an LB-10X submunition). How does that balance out? iirc the last time they showed up AA knocked them out of the sky pretty readily
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# ? Jan 10, 2024 22:42 |
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Rifleman Going to stand still and start shooting Heavy 2.
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# ? Jan 10, 2024 22:54 |
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Z the IVth posted:Rifleman Can the Rifleman take action against the fighters? That's what it's built for after all.
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# ? Jan 10, 2024 22:56 |
SirPhoebos posted:Can the Rifleman take action against the fighters? That's what it's built for after all.
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# ? Jan 10, 2024 22:59 |
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Rifleman I will happily make ack-ack sounds when they come around for a pass.
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# ? Jan 10, 2024 23:15 |
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SirPhoebos posted:Can the Rifleman take action against the fighters? That's what it's built for after all. Any 'Mech can, provided they're low enough. The Rifleman has the anti-aircraft targeting quirk, which helps against any airborne target. It turns their normal +1 airborn target penalty into a -2 bonus.
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# ? Jan 10, 2024 23:21 |
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SirPhoebos posted:It does look like this version has a pair of SRM6s, so be mindful of those. Meh. It's probably better to swing out a bit. "Narrow Profile" is negated in physical attacks. Mind, if he keeps trying to hit me with all of his weapons, he'll get hot, won't he? SRM-6s are 4 heat each, I think? And 3 each for the MLs, that's 14 for the weapons, sinking 10. I can laser him to death all day. I just need to keep him busy until the gropos get to the jumpship.
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# ? Jan 10, 2024 23:41 |
SirPhoebos posted:It does look like this version has a pair of SRM6s, so be mindful of those. On the plus side, can't kick if they fire the SRM's as they're in the legs. Unless that rule changed.
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# ? Jan 11, 2024 06:41 |
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He can reduce his heat issues by punching instead of using the lasers in his arms, though.
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# ? Jan 11, 2024 06:50 |
I'm not sure I have a good line to pop out and fire at mooks yet, going to run up to 2319, and plan to pop out next turn.
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# ? Jan 11, 2024 07:08 |
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Showdown at High Noon 4-4 “Oh, poo poo.” The sound of cracking ice was louder than an autocannon. A thirty meter stretch of what had once looked like perfectly normal packed snow gave way beneath Prodigal’s BattleMaster. She focused, riding the ice down—and was doubly grateful. Her BattleMaster had been heavy enough to break the ice on the edge of the pit, so her fall was more of a graceless slide—and that its broad feet provided just enough stability that the ‘Mech didn’t topple. Instead she just wobbled, the BattleMaster’s arms pinwheeling, but she kept her feet. The flash of the Stalker’s lasers brought her attention back to the battle. Half of its shots missed high, flying through the space she would’ve occupied if the ground hadn’t given way beneath her, but two scoured armor from the BattleMaster’s arm and chest. She pivoted, twisting at the hip to swing her own guns on target. Both of her PPCs struck home, and while a couple of her medium lasers struck the lip of the ice shelf, two more worsened the Stalker’s injury. She hadn’t delivered the same precise damage she had against the Catapult but hoped it would be enough to daunt the Stalker. Even on her back-foot, the BattleMaster could give better than it took. The Stalker’s battering ram of a torso vanished behind the low rocky ridge it had used as a makeshift firing shelf. Stalkers had a certain straightforwardness to their design. Nearly every aspect of the ‘Mech was designed to minimize its frontal profile; it was designed for full frontal assaults. From the sides, the Stalker was more vulnerable. It wasn’t a ‘Mech designed to maneuver and brawl the way the BattleMaster had been. A timer chimed twice and Prodigal broadcast, “Keep the pressure on. The transports are going to be surfacing soon. We need to hold every enemy ‘Mech’s attention or they might figure out our plan.” Movement Phase BattleMaster (Player) - Thin ice gives way in hex 1217! Movement ends immediately! - Must pass a piloting test or fall (4 base + 2 ice shelf collapse = 6): rolled 6, succeeds! Shooting Phase Hoplite (Player) - Fires LB-10X [Slug] at Unknown Heavy ‘Mech 2 (2 Gunnery + 2 range + 2 movement + 2 enemy movement = 8): rolled 6, rolled 10, hit Center Torso (17/27 armor remaining)! - gains 4 heat, sinks 16! Rifleman (Player) - Fires Ultra AC/5 [Ultra] at Unknown Heavy ‘Mech 2 ([3] Gunnery (autocannon specialist) + 2 range + 0 movement + 2 enemy movement + 1 narrow profile = 8): rolled 8, with a cluster roll of (7 + 1 = 8): 2 shells hit Left Arm (9/14 armor remaining), Right Torso (11/16 armor remaining (TAC!))! - - Unknown Heavy 'Mech 2 suffers a through-armor critical chance in right torso: rolled 7, no critical hit sustained! - Fires Ultra AC/5 [Ultra] at Unknown Heavy ‘Mech 2 ([3] Gunnery (autocannon specialist) + 2 range + 0 movement + 2 enemy movement + 1 narrow profile = 8): rolled 8, with a cluster roll of (6 + 1 = 7): 1 shell hit Head (4/9 armor remaining)! Pilot hit! - Unknown Heavy ‘Mech #2 must pass a 3+ consciousness test: rolled 5, succeeds! - gains 4 heat, sinks 20! Ostsol (Player) - Fires Large Pulse Laser at Crusader (3 Gunnery + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Arm (11/20 armor remaining)! - Fires Large Pulse Laser at Crusader (3 Gunnery + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 7, hit Left Torso (6/24 armor remaining)! - Fires Medium Laser at Crusader (3 Gunnery + 2 range + 2 movement + 1 enemy movement = 8): rolled 7, missed! - Fires Medium Laser at Crusader (3 Gunnery + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, missed! - gains 28 heat, sinks 32! Thunderbolt (Player) - Fires Large Laser at Unknown Heavy ‘Mech 2 (3 Gunnery + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 10, hit Left Arm (1/14 armor remaining)! - Fires LRM-15 at Unknown Heavy ‘Mech 2 (3 Gunnery + 2 range + 2 movement + 2 enemy movement + 1 partial cover = 10): rolled 6, missed! - Fires Medium Laser at Unknown Heavy ‘Mech 2 (3 Gunnery + 4 range + 2 movement + 2 enemy movement + 1 partial cover = 12): rolled 8, missed! - gains 18 heat, sinks 16! BattleMaster (Player) - Torso-twists to threaten hex 1216! - Fires ER PPC at Stalker (3 Gunnery + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Left Torso (16/26 armor remaining)! - Fires PPC at Stalker (3 Gunnery + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Center Torso (28/38 armor remaining)! - Fires Medium Laser at Stalker (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 9, hit Right Torso (21/26 armor remaining)! - Fires Medium Laser at Stalker (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 6, missed! - Fires Medium Laser at Stalker (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 7, missed! - Fires Medium Laser at Stalker (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 10, hit Center Torso (23/38 armor remaining)! - gains 39 heat, sinks 34! Stalker - Fires ER Large Laser at BattleMaster (3 Gunnery + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 10, hit Right Arm (16/24 armor remaining)! - Fires ER Large Laser at BattleMaster (3 Gunnery + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 6, missed! - Fires Medium Laser at BattleMaster (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 partial cover = 9): rolled 8, missed! - Fires Medium Laser at BattleMaster (3 Gunnery + 2 range + 2 movement + 1 enemy movement + 1 partial cover = 9): rolled 10, hit Left Torso (23/28 armor remaining)! - gains 32 heat, sinks 32! Catapult - Fires ER PPC at Hoplite (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 5, missed! - Fires ER PPC at Hoplite (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 6, missed! - gains 30 heat, sinks 36! Crusader - Torso-twists to threaten hex 0511! - Fires LRM-15 at Ostsol (3 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 9): rolled 5, missed! - Fires LRM-15 at Ostsol (3 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 9): rolled 8, missed! - gains 12 heat, sinks 10! Unknown Heavy ‘Mech #2 - Fires AC/5 [Precision Ammo] at Hoplite (3 base + 2 range + 2 movement + [0] enemy movement (precision ammo) = 7): rolled 8, hit Center Torso (21/26 armor remaining)! - Fires LRM-10 at Hoplite (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 5, missed! - gains 7 heat, sinks 10! Marsden CWT #1 (Ally) - Holds fire! Marsden CWT #2 (Ally) - Holds fire! Heavy Tracked APC #1 (Ally) - Holds fire! Heavy Tracked APC #2 (Ally) - Holds fire! SnowCAT #1 (Ally) - Holds fire! SnowCAT #2 (Ally) - Holds fire! SnowCAT #3 (Ally) - Holds fire! Shooting End Phase [n/a] Melee Phase [n/a] Melee End Phase [n/a] Heat Phase Heat applied! End Phase Stalker - Must pass a piloting test or fall (4 piloting + 1 massive damage = 5): rolled 7, succeeds! Unknown Heavy 'Mech 2 - Must pass a piloting test or fall (4 piloting + 1 massive damage = 5): rolled 8, succeeds! Next Turn’s Movement Phase Crusader - Hex 0611: rolled 5, thin ice gives way in hex 0611! Movement ends immediately! - Must pass a piloting test or fall (4 base + 2 ice shelf collapse = 6): rolled 11, succeeds! Map Link Objectives Primary Objective - Capture the Enemy DropShip (0/1) - - Overwhelm DropShip Troop Strength (0/46) - - Turns until the Turncoat is Overwhelmed (2/12) Secondary Objective - Defeat Enemy BattleMech Lance (0/4) - Keep All Enemy Mechs Engaged for 3 Turns (0/3 remaining): - - Stalker Engaged (0/1) - - Catapult Engaged (0/1) - - Crusader Engaged (0/1) - - Unknown Heavy ‘Mech 2 Engaged (0/1) Player Status: Ally Status: OpForce Status: Special Rules Glacial Exposure: Ejecting pilots suffer 1 automatic pilot damage. Light Autocannon Tweaks - Autocannon/5s can fire singly or burst fire two shots as per the Ultra Autocannon rules, with the standard chance to jam. - Autocannon/2s can fire singly or burst fire three shots as per the Ultra Autocannon rules, with the standard chance to jam. - Ultra Autocannons don't jam, and receive a +2 bonus on cluster table rolls at short range, +1 at medium range, and +0 at long range. Small Weapon Tweaks - Weapons with a range of 3 or less only have a short range bracket. PTN's note: My sister and her family will be visiting my parents this week. I still have to work so I won't be able to spend as much time with them as I'd like, so their visit may or may not delay the next update. PoptartsNinja fucked around with this message at 17:10 on Jan 14, 2024 |
# ? Jan 13, 2024 20:11 |
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Some very nice hits for the players here! Especially lucky that that crusader fell through the ice, because now it's isolated enough to let the Ostsol get back shots galore.
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# ? Jan 13, 2024 21:03 |
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Hoplite We got lucky with incoming and outgoing fire there, long may that continue. I'm advancing the Hoplite into the forest on the ridge at 1415, should give me decent cover, is in Unknown Mech's minimum ranges, and gives me a shot at trying to open its torso facing me. Orders are in. I've put in through-the-ice contingencies for the crusader if I have LOS and then the Catapult if I don't.
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# ? Jan 13, 2024 22:29 |
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I just realized the dropship is in ice because it melted the snow which quickly refroze
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# ? Jan 13, 2024 22:34 |
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Ostsol I think I can get to 0510 and have just enough movement to turn and hit the Crusader in the back. But I can shoot him even if I go through the ice.
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# ? Jan 13, 2024 22:45 |
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510 won't be a back shot I think- it's a 50/50 which means the defender decides. 511 for backside hits and a kick works though.
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# ? Jan 13, 2024 22:54 |
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PoptartsNinja posted:Secondary Objective ooh, interesting! having to keep them all engaged (probably to keep them off the vehicles?) so players can't fully divide and conquer is a cool twist
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# ? Jan 13, 2024 23:42 |
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So is this a good start to things (admittedly two turns in)?
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# ? Jan 13, 2024 23:47 |
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Battlemaster Just want to call extra attention to the updated objectives: PoptartsNinja posted:Secondary Objective I assume as long as we're shooting at them, they're engaged. We should probably make sure we're putting shots at all of them. Seems like it's going to be how we keep them distracted. It might be better for the Hoplite and I to be shooting at the Dragon and Stalker? I'm not 100% that I can get shots on the Dragon from 1316, which I think is as far as I can go if I run. Reading that I'd fallen through the ice scared the hell out of me but I guess it wasn't so bad. Pushing someone through thin ice should still be fun if we get the chance.
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# ? Jan 13, 2024 23:48 |
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propatriamori posted:It might be better for the Hoplite and I to be shooting at the Dragon and Stalker? I'm not 100% that I can get shots on the Dragon from 1316, which I think is as far as I can go if I run. I've got the Dragon pinged unless I break through ice.
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# ? Jan 14, 2024 00:23 |
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AJ_Impy posted:I've got the Dragon pinged unless I break through ice. oh, I misread your through-the-ice contingencies as though they were the primary orders. OK, I should almost certainly keep after the Stalker then.
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# ? Jan 14, 2024 00:30 |
I want to note I have multi trac, so I can split fire effectively. Certainly everyone should look up their quirks.
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# ? Jan 14, 2024 09:45 |
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Rifleman Continuing my turret impression and shooting at the Catapult.
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# ? Jan 14, 2024 13:32 |
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Is there no more piloting roll for 20 damage? when does that go away? I've only got the pretty basic rules
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# ? Jan 14, 2024 15:47 |
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No, the rules haven't changed, I just spaced it. I'll get that corrected. The Stalker's rolling on 5s so I don't see it materially changing the turn.
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# ? Jan 14, 2024 16:32 |
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PoptartsNinja posted:The Stalker's rolling on 5s so I don't see it materially changing the turn. Famous last words.
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# ? Jan 14, 2024 16:35 |
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wedgekree posted:So is this a good start to things (admittedly two turns in)? Definitely. The Catapult is one unlucky hit / crit away from losing half of its primary armament, and the Ostsol can easily ravage the Crusader's rear armour next turn. As long as nobody falls through thin ice the players should be able to keep pressuring the fake SLDF until they break.
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# ? Jan 14, 2024 16:38 |
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PoptartsNinja posted:The Stalker’s battering ram of a torso vanished behind the low rocky ridge it had used as a makeshift firing shelf. Stalkers had a certain straightforwardness to their design. Nearly every aspect of the ‘Mech was designed to minimize its frontal profile; it was designed for full frontal assaults. From the sides, the Stalker was more vulnerable. It wasn’t a ‘Mech designed to maneuver and brawl the way the BattleMaster had been. I still say the Stalker looks too much like a walking buttplug, but I appreciate there being a lore explanation.
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# ? Jan 14, 2024 20:27 |
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SirPhoebos posted:I still say the Stalker looks too much like a walking buttplug, but I appreciate there being a lore explanation. That base isn't nearly flared enough
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# ? Jan 14, 2024 23:09 |
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Volmarias posted:That base isn't nearly flared enough it's got the little arms
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# ? Jan 15, 2024 00:22 |
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SirPhoebos posted:I still say the Stalker looks too much like a walking buttplug, but I appreciate there being a lore explanation. It just needs the right artist. One of my favorite looking BattleMechs there is with a good artist at the helm.
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# ? Jan 15, 2024 00:24 |
The PGI designs are excellent, but a lot of the new art coming out of the ilClan recognition guides is pretty great too.
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# ? Jan 15, 2024 00:43 |
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Battlemaster after drawing some additional lines, I think 1316 might not have LOS to the Stalker, so I'll push to the low woods in 1215 instead and then shoot the Stalker with the PPCs.
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# ? Jan 15, 2024 00:44 |
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propatriamori posted:Battlemaster You can always ask PTN for an LOS check.
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# ? Jan 15, 2024 01:03 |
SirPhoebos posted:I still say the Stalker looks too much like a walking buttplug, but I appreciate there being a lore explanation. The original 3025 TRO was big on that. Basically designed to break through in a siege by just walking forward, and said a favorite tactic of Stalker pilots in city fighting was to hide inside of buildings, and just pop out to shoot another 'Mech after it passed. It had some fun stuff in that old TRO.
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# ? Jan 15, 2024 01:39 |
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# ? May 31, 2024 06:44 |
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Cythereal posted:It just needs the right artist. That looks reasonable, for sure. But this is what we started with:
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# ? Jan 15, 2024 04:41 |