Hello again boys and girls!
My previous Lets Play stopped a bit unexpectedly before it even started now soon 6 months ago... So, I thought we could try again.
The game used is the freeware MegaMek that includes all or nearly all BT units and rules.
Each Lets Player is in control of a BattleMech. So please only sign up if you have the time to decide where to move/what to do and shoot once a day. 6 players, including myself, will be divided into 2 teams: House Davion versus House Liao!
We'll learn the game while playing, but I included some very basics in the spoiler below.
Each Battlemech has several qualities:
-Mass in metric tons(effects physical attacks mostly)
-Speed, indicated X/Y/Z where X is walking MPs, Y running MPS and Z jumping MPs
-Weapons(and where they are located, which can be very important, because legs are lower than the rest of the mek and arms have wide firing arcs)
-Armor and internal hitpoints
-Heat dissipation capacity
-Critical components(weapons, engine, ammunition, heat sinks) and where they are located
We will be using standard 4/5 Mechwarriors. That is, their gunnery skill is 4 and piloting skill 5 (the lower the skill the better).
Each weapon also has minimum, short, medium and long range. The closer the target, the likely the weapon is to hit.
For just about anything, 2 6-side dice are used.
See this table for calculating to-hit odds:
http://www.sarna.net/wiki/CBT_Attack_Modifiers_TableAn example to-hit odds calculation: 4(gunnery) + 1 (attacker walked) + 2 (medium range for used weapon) + 1 (target moved 3 or 4 hex) = 8: A dice roll result of 8 or more hits.
Where the hits land depends on the direction of incoming fire, possible cover from elevated terrain or buildings(="legs down position") etc.
The order of play as follows:
A) each team throws 2 dice for initiative, and the loser will have to move first.
B) To make the gameplay quicker, meks from both sides will move in the order of their speed: from slowest to fastest. To helps things, I will announce the order of movement at the beginning of each turn.
C) Firing phase. All weapons fire will be resolved simultaneously. Meks get damaged.
D) Physical attacks phase.
For more gameplay rules and info, you can head out to the BT Wiki at
http://www.sarna.netWe'll be playing a simple 3 vs. 3 team deathmatch game with high-firepower AND low-survivability meks for some extra fun.
Team Davion:
Rakshasa MDG-1A - 75-ton "Inner Sphere Mad Cat" with mobility and powerful long-range direct and indirect fire armament
Argus AGD-4D - 60-ton mid-range oriented heavy cavalry mek with sophisticated weaponry, targeting computer and EW equipment
Enforcer III ENF-6M - 50-tonner that works both far and close with its UAC/10 autocannon, can jump
Team Liao:
Lao Hu LHU-2B: 75-ton heavy cavalry mek with powerful LB-20X autocannon
Jinggau JN-G8A: 65-ton cavalry mek with jumping ability, powerful armament with 360-degree arc of fire
Men Shen MS1-O: 55-ton super-high mobility hit & run skirmisher
Rakshasa:
Movement: 5/8
Heat Sinks: 15 [30]
Internal: 114
Armor: 206
Weapons - location - heat:
ER Large Laser LA 12
Medium Laser LA 3
ER Large Laser RA 12
Medium Laser RA 3
LRM 10 LT 4 (with artemis)
LRM 10 RT 4 (with artemis)
Medium Pulse Laser LT 4
Argus AGS-4D:
Movement: 5/8
Heat Sinks: 12 [24]
Internal: 99
Armor: 192
Equipment: targeting computer, beagle active probe(useless in hour scenario)
Weapons:
LRM 10 LA 4
Rotary AC/5 RA 1 (this weapon can shoot 1 to 6 shots per, the pilot decides...)
Machine Gun RA 0
ER Medium Laser LT 5
ER Medium Laser RT 5
Enforcer III ENF-6M:
Movement: 5/8/5 - can jump!!
Heat Sinks: 12 [24]
Internal: 83
Armor: 160
Weapons:
ER Large Laser LA 12
Ultra AC/10 RA 4
ER Small Laser LT 2
Lao Hu LHU-2B:
Movement: 5/8
Heat Sinks: 10 [20]
Internal: 114
Armor: 216
Weapons
ER Large Laser LA 12
LB 20-X AC RT/RA 6 (arc of fire restricted to torso's despite most of the weapon being in the arm)
LRM 15 LT 5
Jinggau JN-G8A:
Movement: 5/8/5 - jumps!!
Heat Sinks: 13 [26]
Internal: 104
Armor: 184
Weapons:
ER Medium Laser LA 5
ER Medium Laser LA 5
ER Medium Laser LA 5 (Jinggau can flip its arms to shoot behind it with its entire firepower)
ER Medium Laser LA 5
Medium Pulse Laser RA 4
Gauss Rifle RA 1
Men Shen MS1-O
Movement: 6/9(12)(has MASC = can use 10-12 with risk of leg damage!)
Heat Sinks: 10 [20]
Internal: 91
Armor: 176
Equipment: MASC, Beagle Active Probe (which is useless in this scenario)
Weapons
Medium Pulse Laser LA 4
Medium Pulse Laser LA 4
Medium Pulse Laser RA 4
Medium Pulse Laser RA 4
LRM 15 RT 5 (with Artemis IV FSC)
All of the battlemechs are equipped with XL fusion engines that free tonnage for weapons(or a larger engine for more speed) but make them more vulnerable to hits: removing each side torso is enough to destroy them.
As you can see, the Liaos have 10 more tons, but thats hardly an issue for the superior Davion martial training and high-tech equipment, right? (Liao also have slightly more BV or Battle Value, but knowing how the BV system works, I think the sides are very balanced).
What kind of terrain do you think should be used? Dont suggest a city though!
Sign-up form:
Pilot name:
Team:
'Mech: