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Sure, sign me up. Been on a BT kick lately and haven’t played MegaMek in quite some time
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# ¿ Mar 25, 2023 19:58 |
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# ¿ May 16, 2024 22:00 |
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Oh yeah pm sent
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# ¿ Mar 25, 2023 23:18 |
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Is single leg destruction = mission kill a house rule here? Usually it takes both legs to count as a kill
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# ¿ Mar 26, 2023 18:51 |
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Scintilla posted:Losing one leg counts as a mission kill, yes. It streamlines combat a bit while also giving more opportunities for the players to obtain viable salvage. Cool, sounds solid
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# ¿ Mar 26, 2023 19:53 |
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Space Kablooey posted:Voting for Otter Madness/Alexander Hahn/Stinger STG-3G for blowing up that SRM20 bin, mostly for the fireworks. Shame about the salvage, though. Amechwarrior posted:Same, nth
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# ¿ Mar 30, 2023 00:07 |
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Grab the shadowhawk and we’ll want to rework it to not carry a drat ac/5
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# ¿ Mar 31, 2023 20:25 |
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aniviron posted:Good call, I think this is the play. We can stick an AC2 in there instead.
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# ¿ Apr 1, 2023 04:36 |
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Koorisch posted:It's kind of amazing that *none* of the Great Houses decided to stick a Large Laser on that AC/5 mount instead and use the saved tonnage for something else. I know, it’s the obvious fix!! That being said, we should probably repair it and work on getting a 5k kit if we’re not able to do custom modifications with our tech levels
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# ¿ Apr 1, 2023 14:50 |
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oh god i'm in a locust at least i can get +3 at almost every round and there's no pulse lasers
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# ¿ Apr 6, 2023 00:08 |
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uhhh what are the requirements for "capture" or do we just need to mission-kill the opfor and that'll be that?
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# ¿ Apr 6, 2023 00:09 |
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haha light mechs go wrrr
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# ¿ Apr 6, 2023 01:06 |
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Scintilla posted:Yep, basically you destroy / drive off the pirate units and the base will surrender. sounds good, boss
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# ¿ Apr 6, 2023 13:03 |
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Combo flamers is a great house rule!
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# ¿ Apr 6, 2023 20:22 |
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Machine guns and flamers are very good Vs infantry!!
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# ¿ Apr 7, 2023 19:00 |
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cicada looks like the biggest gun on the board but it also shouldn't be able to see us for a turn, at least, if i remember my LOS rules correctly
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# ¿ Apr 9, 2023 06:36 |
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looks like i should be able to reach 0913 to give me partial cover against most incoming fire, get shots on the galleon, and stay out of los of the cicada e: (1022-1017 5MP, 1017-1016 2MP [level change], 1016-1013 3MP, 1013-0913 2MP [facing change] = 12MP) Captain Foo fucked around with this message at 17:14 on Apr 9, 2023 |
# ¿ Apr 9, 2023 17:10 |
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Amechwarrior posted:Yep, that also sets you up for moving to 0510 and possibly as far in as 0508 for a +3, next turn as you'll be facing left in 0913. yep, or lots of flexibility into the hills for los/range purposes
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# ¿ Apr 9, 2023 17:15 |
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Captain Foo posted:looks like i should be able to reach 0913 to give me partial cover against most incoming fire, get shots on the galleon, and stay out of los of the cicada okay i'm gonna let this simmer for a bit but I think it's going to be my order unless we come up with a new plan
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# ¿ Apr 9, 2023 17:40 |
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i think pushing to the middle and then having the LCTs (LCT #1 here) get into the cicada's business with a leftwards flank might make sense? gotta look out for the jets on the stinger, though
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# ¿ Apr 9, 2023 18:39 |
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Scintilla posted:This is correct; smoke is generated during the End Phase, which occurs after shooting has been resolved. Also, flamers require a 4+ roll to ignite terrain, while Medium Lasers require a 7+. Machine Guns can also ignite terrain, but require a more challenging 9+. are fires rolled to start on missed shots on enemy, or only on deliberate terrain targeting?
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# ¿ Apr 9, 2023 19:17 |
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Space Kablooey posted:I have a feeling the CDA will walk at least to 0709 next turn, because that will give it range to the whole valley and not give it a penalty for shooting. Right now I'm not too worried about us being in the open because it can't fire right due to the Lvl2 hill chain blocking LoS IIRC. I'm liking the idea to jump to 1221, it's out of range of the GAL and I could rush the CDA up with the JNR next turn. also if it's at 0709 i can't quite get to rear arc, i don't think
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# ¿ Apr 9, 2023 21:24 |
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Slavvy posted:Just found this rad thread, I've played all the video games but know nothing about the tabletop so this is really cool. in the weight bracket, i think your primary options for a ppc are the cicada and a panther?
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# ¿ Apr 10, 2023 00:40 |
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Amechwarrior posted:Ruby Lance - What's our course of action? We flanking left all together or try and keep the center/split up? We've all been able to chime in, but I want to be sure before I submit my order. I'm submitting my 0913 move above.
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# ¿ Apr 10, 2023 04:57 |
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And we’re far from that era of tech
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# ¿ Apr 10, 2023 12:31 |
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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. yeah, we always win init which is a huge advantage
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# ¿ Apr 10, 2023 23:37 |
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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)
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# ¿ Apr 12, 2023 23:06 |
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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. generally speaking, the breakevens for movement are walk 3, run 5 jump 7, and the positive modifier ratios are walk 5, run 7
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# ¿ Apr 12, 2023 23:07 |
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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)
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# ¿ Apr 12, 2023 23:21 |
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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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# ¿ Apr 12, 2023 23:37 |
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ilmucche posted:Kicking is -2 iirc? You'd be piloting -2, +3 from CDA movement, +2 from your run, so 8 to hit on the punch table? locusts don't have jets
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# ¿ Apr 12, 2023 23:47 |
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Then yes it looks like i have a move with 0913-0410,0409-0410,face NE - 11 MP, Run 6 (1 Light woods, 2 elevation change, 2 facing); alpha strike the CDA, kick the CDA Run 6 is less than ideal but it does keep me pointed in the right direction. Stinger probably has okay shots at me, though
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# ¿ Apr 13, 2023 00:58 |
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Amechwarrior posted:The STG jumped, so that's +3 and you're at his Long Range adding +4 for a single ML. He's shooting like +13 at you. Probably impossible shot or +12 if I missed something. I had The stg with an LL for some reason
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# ¿ Apr 13, 2023 01:21 |
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By our own strategy, take the 10 and better defense, imo Partial cover is pretty good
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# ¿ Apr 13, 2023 02:18 |
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Amechwarrior posted:This is where I'm really hazy. LOS rules for partial cover. i'm pretty sure you get partial cover if there is one height of intervening cover adjacent to you in the line.
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# ¿ Apr 13, 2023 03:11 |
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With mguns and flamers we should be well equipped to eliminate them but they’ll be nasty if we forget about them
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# ¿ Apr 13, 2023 05:08 |
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I don’t think I’ll be kicking anything
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# ¿ Apr 13, 2023 20:37 |
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submitted my move to 0410Space Kablooey posted:Locked my orders to 0918 and shooting at the GAL. I pull up the board image and count it out by hand
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# ¿ Apr 14, 2023 02:14 |
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first thoughts are to continue to push north and cut off the tanks, continuing with that part of the plan. going to work out decent move options now. Commando's theoretically vulnerable; jenner and vulcan could maybe cross under the CDA to get some shots on it
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# ¿ Apr 16, 2023 23:45 |
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i can get to 1009 easily enough to flank the cda, but that's only run 6 and then the STG can easily flank me; i suppose i have enough MP to turn NE which would mitigate that, but i'm still really close to the COM and the troops I can get to the heavy woods in 0504 and get some shots on the STG, or possible twist and still get the cda in the rear end with some lasers, but none of that is going to be resembling a good shot. It should be safe positioning, though I can also get to 0503 facing NE which should still get me some shots on the STG, and sts me up to loop around later, but in any of these cases the STG can still flank me meh. not thrilled with these options e- could also get to 1107 which gets me in the thick of things like 1009 but at least i have some cover? still not great
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# ¿ Apr 16, 2023 23:58 |
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# ¿ May 16, 2024 22:00 |
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Amechwarrior posted:We're in a pickle. If we want good butt meat on the CDA we're mostly only moving about 6 hexes for +2 instead of our normal +3 and the INF (who don't have any attacker movement penalty) and COM who stood for +0 attacker movement penalty are in range if we want to be in ML short range to the CDA (3 hexes) rear. oh that's interesting, getting at the rear end of the cda without getting adjacent, not a bad idea
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# ¿ Apr 17, 2023 03:49 |