Jump to content

About This Game

Classic Battletech on the Weave! There is no overarching story at this time, just individual battles coordinated through the Gaming Discussion forum.

Game System

Homebrew

Detailed Description

We will be using MegaMek (currently 0.48.0) to play out individual games here, with various options depending on the specific scenario in play. See the Rules page for specifics on how the scenarios will be conducted.

  1. What's new in this game
  2. Sorry to see you go. If you're able to return, you'll be welcome to re-join the game.
  3. Hey, Got the reply from support I dreaded: upgrade your browser to the very latest... to run a forum... So I'm sorry but I won't be playing in your upcoming game, and once my other game is over I'll bow out of MW. I'm not going to buy a new ugly PC or install Win10 to play on a forum.
  4. I'm a bit busy at the moment (work, and setting up a one-shot here on MW), so I don't expect to be starting another scenario until April. In the meantime, is there a scenario type you would like to play? Maybe fighting against the Clans so we don't have to worry about physical attacks? I'm also thinking that we could try out doing normal initiative, but I'd cut down the wait time to 24 hours instead of 3 days (possibly with an extended period at the top of the round for you all to figure out the general approach for that turn, or use individual initiative).
  5. Just a heads up: MW has changed something in their JS config and I can't post anymore at all (with my home PC). Waiting to see if there'll be some resolution, but in the meantime I'm unable to play.
  6. I've been waiting with baited breath for the next scenario to start, so I'll call that a win. AKA Thank you sir may I have another. I've got very few opinions on a lot of the issues. There were a couple times where I read the wrong hex for where I was going, but I'm pretty sure that's on me. I don't mind the sprinting and extreme range, but them's newfangled rules and I wasn't used to them.
  7. I'll third in calling it a successful experiment: would DEFINITELY Battletech again! Player QA Responses: Format notes - generally works; I think auto-wining initiative might need to change as it gave us a LOT of leeway where we could plan for things like physical attacks, etc. I suspect rolling each round is likely to be too cumbersome but maybe alternate. PCs go 1st, then Opfor, etc. I do think it's telling that towards the end we tended to combine our phase orders into one post, as barring some exceptional circumstances once you moved you knew who you were shooting, etc. There are SOME edge cases where I could see that not working but as a general guideline we can probably batch turn declarations instead of by phase. Maybe we could set up triggers either globally or individually such that "if x happens" (a PSR is failed, I take internal damage, etc.) hold declarations after that phase for reevaluation? I agree that having specific threads JUST for orders is good, either combined or individual. I do think we'll need to be reliable about checking them though as we already had a few cases where we nearly moved through or into each other. That might be solved if did a player-side initiative so we know we have an order of movement before we declare? Forced Withdrawal vs. Fighting to the Death - this I'd say depends on a scenario by scenario basis? It also depends if we combine the scenarios into something campaign-like. Like, in a game where we're a merc unit having to claim salvage there are some tactical decisions in letting OpFor retreat or forcing an engagement to gain a new mech, etc. Assuming just unlinked battle scnearios, I'm fine with Forced Withdrawal. Unless we're fighting Clanners. Or playing clanners. In which case, unless Hegira is invoked or Zellbrigen broken it should be to the last standing. Larger OpFor BV - at some point I'm gonna wanna go full munchkin and stop around in a Mad Cat so having a higher BV just in general is something I'm gonna want eventually. That and custom mechs and/or LAMs 'cuz I'm THAT guy. But generally speak, I'd say larger BV values are fine with the stipulation that we probably don't want to go much more than Lance v. Lance even with larger totals? Anything above a Reinforced Lance/Demi Company feels like it could get unwieldy fast. PVP - if we're doing PVP I'd say tighter BV controls and limitations of pilot scores: even a 3/4 vs a 4/5 is noticeable and there's a shift of shifting the focus onto list/pilot optimization rather than the actual play experience. I'd also suggest don't be afraid to be inventive for PvP scenarios. I've had good results using a fan made for my RL games. Things like objective raids and salvage runs all make for a nice change up from the knock down drag outs. Also, if we don't do at least one Solaris VII themed match, I don't know what we're doing here. Fight for the <Mech class> Title, with runner up awards for things like "most dramatic kill" or "crowd favorite." If and when you ever need a break and just wanna run something fun, there's always the Urbanmech Zombie Swarm. Rules are pretty simple: players pick mechs Turn 1: 1 urbie combat drops onto the map at a random location Turn 2: 1 urbie drops onto the map. Turn 3: 2 urbies drop Turn 4: 2 urbies drop Turn 5: 3 urbies drop Turn 6: 3 urbies drop Turn 7+: 4 urbies drop Player with the most kills after all PC's are obliterated wins. EDIT: The point on initiative and PVP is a good one. Not sure how best to solve it - either alternate the winner or roll as normal. I've also tried adapting Crimson Skies' movement system to Battletech (secret declaration, simultaneous resolution) I'm not sure I could recommend it whole-heartedly (it has some knock on effects I don't love) but it seems a half-step to a full double-blind game with less administrative labor on your end. I'd be interested in trying double blind play, seems like it would be WORK on your end though. Sprinting & Extreme Range: bah, I'm a grognard. Sprinting was something fancy in the old Tactical handbook. Walk, Run and Jump only I say! (Shakes proverbial cane at the sky) Paperdolls: them being appended to the turn updates worked well enough, I think? . . .and that is a wall o'text. TL:DR Had fun, would play again.
  8. No particular order. This went great. Previously, I've used MaxTech dueling rules for trying to run BattleTech in play-by-post, which was still very clunky, and required players to post in init order. Most issues were huamn ones, e.g. not declaring orders or failing to input them properly. 10/10 would BT again. Having all order declarations in one thread made it easier to follow what the other guys were doing. Forced withdrawal is fine. Sprinting and extreme range barely came up, so it's fine. I do think the stand still modifiers screwed with Princess and made her a lot more passive than she usually is. I recommend doing the next one without those to see if she gets more aggressive. I'm not sure how to convert this to PvP. Auto-losing init is a huge handicap, but one that's very difficult to quantify in BV. Double blind with its simultaneous move recording is about the only way I can think of to do it, and I'm down to try it. I appreciated the paperdolls towards the end. I'd like to see them for all units, if that's not too much trouble. I'd want them in the movement update like they have been, because that's the post I'm referring to most when planning my next move. I never had problem reading hex numbers. Even if I had a hard time making it out, I could read a neighboring hex and work out the ID of the one I wanted. Other biomes would be nice, but I think any buildings would be a poor choice. Megamek defaults to randomizing CFs, so there'd be a lot of "What type of building and how many CF in Hex ####?" posts. Also building-heavy maps tend to have weird LoS situations. BV could be increased to allow players to bring two 'Mechs, one sniper, one non-sniper, to prevent player boredom. Hatchets are still useless, which is disappointing but not terribly surprising.
  9. (Grmbl lost my whole post.. retyping shorter one..) Was great and appreciated. Concur with all your points. Hex number lisibility wasn't a big issue once you know about it. Removing ECM bubble would be nice. Have thread(s) just for orders would be better Maybe encourage to post move AND shoot whenever possible so as to play a bit faster Withdrawal: keep; Sprint: keep; Extreme range: not hot on it. Vehicules: OK for padding BV only. Biomes: sure, but we should know in advance (fielding heavies on high mountains wouldn't make sense) Paperdolls: I'm ok with only using turn summary descriptions instead ("The axman's LA is almost gone") Really my only important point is that having human-led (GM or opposition player) OpFor would improve the game substantially. Princess is nice but she has her idiosyncrasies. Overall thoughts : was great. I concur with your lessons learned. Also I fear it's quite some work for you doing the screen cap, collating info etc? Overall thoughts on procedure: Indeed I think we should have a thread JUST for declarations, either one or one per player, another for discussions, and if the GM plays the OpFor, a "Secret" one for player strategies. Forced Withdrawal: the fact is sometimes "coring" a zombie mech can be long. As long as we play fair and also withdraw I to enable it. PvP scenarios: apart from player vs. GM (or players vs. player-controlled OpFor), I don't see a cool way to do PvP. Any interest in double-blind? Considering MM can handle this without giving the GM headaches, yes. Other biomes you'd like to try? Yes, why not. The high mountains are hell for slow mechs, so we might avoid those, unless we know in advance (which actually makes sense). Sprinting and extreme range - I like sprinting but not extreme range Damage paperdolls - I don't mind NO paper dolls for enemies, as long as we have a rough idea ("Left arm almost gone") as you did during this game in the turn summaries. Anything else. It was very nicely run and I appreciated the efforts. I do think having GM (or player)-run OpFor would be a big improvement. Pace was OK, but a bit faster would be great. Maybe always try to give orders for move + shoot whenever possible, possibly using conditionals. I personally don't like vehicules in BT. The idea is exciting, but it makes little sense in terms of deployement and I find them overgunned. But it's not a dealbreaker when done as way to round up BV. ALso infantry and aero I find makes more sense.
  10. Thanks everyone for playing. This was my first time GMing a PBP BT game, so I expected some growing pains and technical issues and want to get your opinions on what went well, what could be improved, etc. Specific questions for players Overall thoughts on the game - does you feel like this format (or some variant) works well, and would you play it (or some variant) in the future? Overall thoughts on procedure (including thread subjects/scope), frequency, etc. Should OpFor use Forced Withdrawal, or would you prefer fighting to the death? What if OpFor BV were larger? Any procedural suggestions for possible PvP scenarios, based on your experiences here? Any interest in double-blind? Other biomes you'd like to try? Thinking city, or fully mountainous to force shorter-range engagements. Sprinting and extreme range - useful? Not? Damage paperdolls - where would be the most useful place for this information? Separate thread? New update in each phase post? Keep in the "notes" thread and update every phase? Anything else you'd like me to know or change for next time? Lessons learned Posting cadence at three days seemed to work out OK, could consider shortening to two days once the game gets into a steady flow. Consider assigning each player a unique declarations thread (write access limited to just player and GM, but openly readable) to keep declarations separate from discussions I didn't mind trawling through the discussion thread, but it wasn't particularly crowded either. Other GMs may differ. Playing a sniper mech with a good vantage point may be boring, so players should be aware of that. GM may want to avoid setting up full-LOS maps. Possible option: choose map BEFORE players choose mechs? MegaMek-specific LLs There were multiple instances where the hex label was hard to read. Consider changing to something with higher text contrast if the size or color of the label itself can't be changed. ECM bubble rendering can't be explicitly disabled, but can be set to fully transparent in the advanced Client options. Can't find a way to disable the "JAMMED" label. Heat sinks must be enabled/disabled during the movement phase in order to apply for that end phase. Hatchet option select UI is strange - radio button must be selected before hitting the Hatchet button, without hitting any confirmation buttons. It's possible to change up the fixed init order by hacking up the savegame extract via gzip (or 7zip) to xml look for "<turnVector" - should be in the latter half of the file, after all the unit definitions, and just after <roundCount>. This seems to contain the order info. Will be filled with entity info like this: <megamek.common.GameTurn_-SpecificEntityTurn id="14036"> <playerId>1</playerId> <isMultiTurn>false</isMultiTurn> <entityId>1</entityId> </megamek.common.GameTurn_-SpecificEntityTurn> This is the initiative order, from lowest to highest, by entityId. The entityIds can be found earlier in the file, under megamek.common.BipedMech (or common.something else) id="numbers", after the Initiative id block, under <id>[number]</id>. Note that playerId 1 is Princess, playerId 0 is the player. Depends on how they were defined when the game was set up. Not sure if this matters since each entityId is unique (but it might affect how MM commands the entityId even though the owning player is described in the unit def...) Changing the initiative rolls in this section does not affect anything. after changing the xml, re-zip it using gzip, making sure the extension is correct. Thanks for your input!
  11. That was a lot of fun, even if I did get to be a missile boat for most of it.
  12. I think the Scarabus's got his wish! Thanks a bunch for the game. I certainly appreciated the careful manner in which you ran this!
  13. KABOOM! The Pixie skewers the Peregrine's stabilizers, sending it spiraling out of control before the Scarabus jumps up and slices the VTOL in half. Its SRM stores cook off in a massive explosion as Demented sticks the landing, ending the skirmish in the most perfect of superhero poses. Speaking of "some" damage, I played it out on my own... and the Peregrine got an ammo crit on the Starslayer and knocked Cirlot out for two turns. 😛 Thanks for playing, guys. I'll be putting up a retrospective questionnaire in the next day or two.
  14. Turn 10 Shooting results Weapon Attack Phase ------------------- Weapons fire for Peregrine Attack VTOL (Kurita) (Princess) Medium Laser at Thunderbolt TDR-5S (asdf); needs 10, rolls 3 : misses Medium Laser at Thunderbolt TDR-5S (asdf); needs 10, rolls 3 : misses SRM 4 at Thunderbolt TDR-5S (asdf); needs 10, rolls 5 : misses SRM 4 at Thunderbolt TDR-5S (asdf); needs 10, rolls 6 : misses Weapons fire for Archer ARC-5W (asdf) Narc at Peregrine Attack VTOL (Kurita) (Princess); needs 12, rolls 7 : misses SRM 4 (Narc-capable ammo) at Peregrine Attack VTOL (Kurita) (Princess); needs 12, rolls 7 : misses SRM 4 (Narc-capable ammo) at Peregrine Attack VTOL (Kurita) (Princess); needs 12, rolls 8 : misses LRM 20 (Narc-capable ammo) at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 8 : misses LRM 20 (Narc-capable ammo) at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 10 : misses Weapons fire for Scarabus SCB-9T (asdf) Medium Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 6 : misses Medium Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 10 : misses Small Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 5 : misses Small Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 11 : hits (using Left Side table) RO (critical) Peregrine Attack VTOL (Kurita) (Princess) takes 1 damage to RO (critical). 0 Armor remaining. Rotor damaged! Critical hit on RO. Roll is 7; Rotor damaged! Weapons fire for Phoenix Hawk PXH-3K (asdf) ER Large Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 5 : misses ER Large Laser at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 11 : hits RO Peregrine Attack VTOL (Kurita) (Princess) takes 1 damage to RO. 2 Internal Structure remaining. Rotor damaged! Critical hit on RO. Roll is 9; Flight stabiliser damaged! Weapons fire for Thunderbolt TDR-5S (asdf) LRM 15 at Peregrine Attack VTOL (Kurita) (Princess); needs 11, rolls 8 : misses Turn 10 Physical phase Physical Attack Phase ------------------- Physical attacks for Scarabus SCB-9T (asdf) Hatchet attack on Peregrine Attack VTOL (Kurita) (Princess); needs 7, rolls 9 : hits (using Left Side table) LS Peregrine Attack VTOL (Kurita) (Princess) takes 12 damage to LS. Armor destroyed. SECTION DESTROYED. *** Peregrine Attack VTOL (Kurita) (Princess) DESTROYED by damage! *** Critical hit on LS. Roll is 9; Engine destroyed. Immobile. Rotor blown off! Peregrine Attack VTOL (Kurita) (Princess) has lost its movement and crashes. It plummets 3 levels to the ground. Peregrine Attack VTOL (Kurita) (Princess) falls on its right side, suffering 12 damage. Peregrine Attack VTOL (Kurita) (Princess) takes 5 damage to RS (critical). Armor destroyed. SECTION DESTROYED. Critical hit on RS. Roll is 11; Ammunition Hit! *** SRM 4 Ammo EXPLODES! 120 DAMAGE! *** Peregrine Attack VTOL (Kurita) (Princess) takes 120 damage to RS. Critical hit on RS. Roll is 5; no effect. Peregrine Attack VTOL (Kurita) (Princess) takes 5 damage to RS (critical). Peregrine Attack VTOL (Kurita) (Princess) takes 2 damage to RS (critical). Peregrine Attack VTOL (Kurita) (Princess) takes internal damage from a fall and explodes. The VTOL has a fusion engine, so the explosion doesn't have any effect. Turn 10 Heat phase Heat Phase ------------------- Thunderbolt TDR-5S (asdf) gains 6 heat, sinks 15 heat and is now at 2 heat. Scarabus SCB-9T (asdf) gains 10 heat, sinks 10 heat and is now at 9 heat. Starslayer STY-3C (asdf) gains 5 heat, sinks 11 heat and is now at 0 heat. Phoenix Hawk PXH-3K (asdf) gains 26 heat, sinks 24 heat and is now at 2 heat. Archer ARC-5W (asdf) gains 19 heat, sinks 19 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Fire at 1413 is burning brightly. Terrain burns for 5 damage. Heavy smoke overpowers light smoke in 1313. Heavy smoke overpowers light smoke in 1412. Heavy smoke overpowers light smoke in 1314. Team 1 has achieved all required victory conditions!
  15. The Starslayer will jump to 1311 but I think I'm nonviable for the shooting phase - jumping and range put me at +5 with the large lasers, add the Peregrine's TMM and I'm 12+ which makes the shot impossible.
  16. OK l'ets indulge the axe-wielding maniac. I can understand the urge. I think we've learned that playing a missile boat, though, is not great fun, as without movement you lose a great part of the tactics... Phoenix T9 Back up to 1509 and turn to SW Fire: both ERLL at the peregrine
  17. Nooo, one more round please. I can swat the VTOL, and I need the hatchet to do something useful. Demented T10 Move Run to 1405. Demented T10 Weapon Attacks Alpha strike the VTOL Demented T10 Physicals Hatchet the Peregrine.
  18. Yeah, in a campaign scenario the Peregrine would be buggering off to report on the outcome and we'd be focused on salvaging what was left of the Caesar. And, YIKES that was brutal. Funny, but brutal. Like, it makes sense - best way to salvage a nearly intact 'Mech is a headcap but . . . . ouch. Yeah. Rough way to go.
  19. Yeah, I think we can call it. Technically the odds of the Peregrine suviving a few turns and doing some damage is reasonable, but any reasonable VTOL pilot would have been fleeing since a couple turns!
  20. I'm fine with calling it. The Peregrine will be hard to hit, and really there isn't anything we can do to keep it from fleeing next turn. If we don't call it, the tbolt will stand still and try to hit it with missiles.
  21. No fewer than three separate lasers converged on the cockpit of the Caesar, turning its pilot, and the hapless pilot of the Corsair, into a fine vapor. Missiles from the Archer rained down and blew chunks out of the right skirt armor of the Po, opening up a rent in the armor into which the Pixie planted a swift boot, shattering it from within. The Peregrine turned and broke for the north, pursued by the nearly unscratched lance. We can call the scenario here, or we can attempt to chase down the Peregrine for giggles. And yes, there were four headshots in that last round.
  22. Turn 9 Please state the hex number into which you would like to move your Mech and its final facing. If there is a specific route to take, you can include the interstitial hex numbers as well. Declarations must be made by Thursday, 29 February. OpFor Movement and Positioning Notes: Peregrine: Flanked 11 (+5 to hit) Caesar: Never going to be the head of a major corporation Po: Squashed flatter than yesterday's soda Declarations tracker: Inash (TDR) (NONE) GM (ARC) (1906, facing SW) Demented (SCB) (NONE) Cirlot (STY) (NONE) Tecmes (PHX) (NONE) Damage Thunderbolt: Starslayer:
  23. Turn 9 Shooting results Weapon Attack Phase ------------------- Weapons fire for Caesar CES-3R (Princess) Gauss Rifle at Starslayer STY-3C (asdf); needs 8, rolls 4 : misses ER PPC at Starslayer STY-3C (asdf); needs 7, rolls 10 : hits LA Starslayer STY-3C (asdf) takes 10 damage to LA. 1 Armor remaining. Medium Pulse Laser at Starslayer STY-3C (asdf); needs 5, rolls 10 : hits HD Starslayer STY-3C (asdf) takes 6 damage to HD. 3 Armor remaining. Pilot of Starslayer STY-3C (asdf) "Timo Yi" takes 1 damage (1 total hits). Pilot of Starslayer STY-3C (asdf) "Timo Yi" needs a 3 to stay conscious. Rolls 9 : successful! Weapons fire for Archer ARC-5W (asdf) LRM 20 (Narc-capable ammo) at Po Heavy Tank (Standard) (Princess); needs 9, rolls 12 : 12 missile(s) hit (using Rear table). Po Heavy Tank (Standard) (Princess) takes 5 damage to RR. 15 Armor remaining. Chance for motive system damage. Roll is 10; (w/ +1 bonus) Heavy damage, +3 to driving skill rolls, 1/2 MP. Po Heavy Tank (Standard) (Princess) takes 5 damage to RR. 10 Armor remaining. Po Heavy Tank (Standard) (Princess) takes 2 damage to RR. 8 Armor remaining. Chance for motive system damage. Roll is 8; (w/ +1 bonus) Moderate damage, +2 to driving skill rolls, -1 MP. LRM 20 (Narc-capable ammo) at Po Heavy Tank (Standard) (Princess); needs 9, rolls 9 : 12 missile(s) hit (using Rear table). Po Heavy Tank (Standard) (Princess) takes 5 damage to RR. 3 Armor remaining. Chance for motive system damage. Roll is 4; (w/ +1 bonus) no effect. Po Heavy Tank (Standard) (Princess) takes 5 damage to RS. 15 Armor remaining. Chance for motive system damage. Roll is 10; (w/ +1 bonus) Heavy damage, +3 to driving skill rolls, 1/2 MP. Po Heavy Tank (Standard) (Princess) takes 2 damage to RS. 13 Armor remaining. Chance for motive system damage. Roll is 8; (w/ +1 bonus) Moderate damage, +2 to driving skill rolls, -1 MP. Weapons fire for Starslayer STY-3C (asdf) Large Laser at Caesar CES-3R (Princess); needs 6, rolls 6 : hits RL Caesar CES-3R (Princess) takes 8 damage to RL. 1 Armor remaining. Large Laser at Caesar CES-3R (Princess); needs 6, rolls 6 : hits HD Caesar CES-3R (Princess) takes 8 damage to HD. 1 Armor remaining. Pilot of Caesar CES-3R (Princess) "Aldene Trabulo" takes 1 damage (1 total hits). Pilot of Caesar CES-3R (Princess) "Aldene Trabulo" needs a 3 to stay conscious. Rolls 8 : successful! Weapons fire for Thunderbolt TDR-5S (asdf) Large Laser at Caesar CES-3R (Princess); needs 7, rolls 9 : hits (using Rear table) RTR Caesar CES-3R (Princess) takes 8 damage to RTR. Armor destroyed. 13 Internal Structure remaining. Critical hit on RT. Roll is 6; no effect. Medium Laser at Caesar CES-3R (Princess); needs 9, rolls 9 : hits (using Rear table) HD Caesar CES-3R (Princess) takes 5 damage to HD. Armor destroyed. SECTION DESTROYED. *** Caesar CES-3R (Princess) DESTROYED by damage! *** *** Pilot Giustiniano Lucas (Princess) was trapped in the wreckage. *** Critical hit on HD. Roll is 6; no effect. Pilot of Caesar CES-3R (Princess) "Aldene Trabulo" is already dead, so no damage is dealt! Medium Laser at Caesar CES-3R (Princess); needs 9, rolls 10 : hits (using Rear table) LA Caesar CES-3R (Princess) takes 5 damage to LA. 3 Internal Structure remaining. Critical hit on LA. Roll is 3; no effect. Medium Laser at Caesar CES-3R (Princess); needs 9, rolls 5 : misses LRM 15 at Caesar CES-3R (Princess); needs 9, rolls 8 : misses SRM 2 at Caesar CES-3R (Princess); needs 9, rolls 8 : misses Weapons fire for Phoenix Hawk PXH-3K (asdf) Medium Pulse Laser at Caesar CES-3R (Princess); needs 3, rolls 6 : hits (using Rear table) HD Caesar CES-3R (Princess) takes 6 damage to HD. Pilot of Caesar CES-3R (Princess) "Aldene Trabulo" is already dead, so no damage is dealt! ER Large Laser at Caesar CES-3R (Princess); needs 5, rolls 10 : hits (using Rear table) CTR Caesar CES-3R (Princess) takes 8 damage to CTR. Armor destroyed. 17 Internal Structure remaining. Critical hit on CT. Roll is 10; 2 locations. CRITICAL HIT on Engine. CRITICAL HIT on Engine. Medium Pulse Laser at Caesar CES-3R (Princess); needs 3, rolls 5 : hits (using Rear table) LTR Caesar CES-3R (Princess) takes 6 damage to LTR. 0 Armor remaining. Weapons fire for Scarabus SCB-9T (asdf) Medium Laser at Caesar CES-3R (Princess); needs 6, rolls 10 : hits (using Left Side table) RT Caesar CES-3R (Princess) takes 5 damage to RT. 10 Armor remaining. Medium Laser at Caesar CES-3R (Princess); needs 6, rolls 9 : hits (using Left Side table) LA Caesar CES-3R (Princess) takes 5 damage to LA. SECTION DESTROYED. 2 damage transfers to LT. Critical hit on LA. Roll is 2; no effect. Caesar CES-3R (Princess) takes 2 damage to LT. Armor destroyed. 14 Internal Structure remaining. Critical hit on LT. Roll is 4; no effect. Small Laser at Caesar CES-3R (Princess); needs 6, rolls 5 : misses Small Laser at Caesar CES-3R (Princess); needs 6, rolls 6 : hits (using Left Side table) CT Caesar CES-3R (Princess) takes 3 damage to CT. 23 Armor remaining. Turn 9 Physical phase Physical Attack Phase ------------------- Physical attacks for (asdf) Kick (Left leg) at Po Heavy Tank (Standard) (Princess); needs 3, rolls 11 : hits (using Rear table) RR (Princess) takes 9 damage to RR. Armor destroyed. SECTION DESTROYED. *** (Princess) DESTROYED by damage! *** Critical hit on RR. Roll is 4; no effect. Turn 9 Heat phase Heat Phase ------------------- (asdf) gains 26 heat, sinks 15 heat and is now at 11 heat. (asdf) gains 10 heat, sinks 10 heat and is now at 9 heat. (asdf) gains 17 heat, sinks 22 heat and is now at 6 heat. (asdf) gains 21 heat, sinks 24 heat and is now at 0 heat. (asdf) gains 14 heat, sinks 14 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Fire at 1413 is burning brightly. Terrain burns for 5 damage. Light smoke continues to fill 1313. Light smoke continues to fill 1412. Light smoke continues to fill 1314.
  24. More attacks on a dead mech = more chances for an ammo crit = bigger explosions. It's a win-win situation! 1711 should be sufficient to get a backshot on the Caesar, at range 5, although it will cross the light woods hex in 1514.
  25. Also, you can't make it to 1611 without sprinting, meaning no weapons fire at all. The best you can manage while running is 1711. That's a heavy woods in 2009, 3 MP to enter.
  26.  
×
×
  • Create New...