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Author Topic: Bay12 Battletech! Turn 2 - send your movement orders(preferably in order)!  (Read 7234 times)

Alkhemia

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #15 on: August 11, 2013, 05:35:53 pm »

Pilot name: Alkhemia
Team: Davion
'Mech: Argus AGD-4D

Edited to throw my hat in.
2 more needed!
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"Hiken: Tsubame-Gaeshi" -Sasaki Kojirou (Grand Order}

"Please touch me. Without lying, wherever you want to touch. That is my wish." - Kiyohime (Grand Order)

"Tyranny, violation, genocide. Those are the things that I detest above all else." - Amakusa Shirou Tokisada (Grand Order)

Erkki

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #16 on: August 11, 2013, 06:58:01 pm »

Missed you. Fixed.
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Erkki

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #17 on: August 12, 2013, 04:26:26 am »

I'll sign up myself.


Pilot name: Erkki
Team: Liao
'Mech: Jinggau (but if someone wants the Jinggau I can take the Lao Hu too)

Jinggau has the Gauss Rifle which explodes when hit but is unlikely to destroy the mek... So I will have the automatic ejection disabled.



One more needed!

EDIT: whoever picks the Lao Hu needs to also decide his/her ammunition spread. The LB-20X autocannon has 2 kinds of ammo: cluster has a to-hit bonus and shoots 20 1-dmg pellets, but on average(depending on range) only 9 pellets hit at long range, 13 at medium and 16 at short. Cluster ammo is VERY lethal as soon as the enemy has any armor sections low or stripped, thanks to its high probability to induce critical hits. Standard shell does flat 20 points of concentrated damage. Lao Hu has 3x5 shots for the weapon - I'd recommend either all-cluster or 10 cluster + 5 standard shells.
« Last Edit: August 12, 2013, 04:56:58 am by Erkki »
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Akhier the Dragon hearted

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #18 on: August 12, 2013, 05:45:20 am »

   Well I should be able to handle this even without my main computer(plus that should be fixed hopefully before Wednesday maybe today). Spread the ammo 10 cluster 5 hull. With the look of the map that should suffice.

Pilot Name: Akhier
Team: Liao
'Mech: Lao Hu
« Last Edit: August 12, 2013, 05:52:17 am by Akhier the Dragon hearted »
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Erkki

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #19 on: August 12, 2013, 05:56:57 am »

   Well I should be able to handle this even without my main computer(plus that should be fixed hopefully before Wednesday maybe today). Spread the ammo 10 cluster 5 hull. With the look of the map that should suffice.

Pilot Name: Akhier
Team: Liao
'Mech: Lao Hu

So Akhier takes Lao Hu!

Looks like we're all set. Stay tuned on.  ;)
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Erkki

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Re: Here we go again: Bay12 Battletech! Mechwarriors wanted!
« Reply #20 on: August 12, 2013, 06:36:57 am »

While I still remember... Weapon ranges are

Gauss Rifle: (2)7/15/22 (Jinggau)
LRM: (6)7/14/21 (Rakshasa, Argus, Men Shen and Lao Hu)
ER Large Laser: 7/14/19 (Rakshasa, Enforcer and Lao Hu)
Ultra Autocannon 10: 6/12/18 (Enforcer)
Rotary Autocannon 5: 5/10/15 (Argus)
ER Medium Laser: 4/8/12 (Argus and Jinggau)
LB-20X: 4/8/12 (Lao Hu)
Medium Laser: 3/6/9 (Rakshasa)
Medium Pulse Laser: 2/4/6 (Men Shen and Jinggau)
ER Small Laser: 2/4/5 (Enforcer)
Machine Gun: 1/2/3 (Argus)






Pre-battle screen.



Turn 1!

Initial positions right after deployment in the spoiler below. The teams start at a range of 22 - just outside of LRM range.
Spoiler: Deployment (click to show/hide)

Quote
Initiative Phase for Round #1
-------------------
Davion rolls a 3[3+0].
Liao rolls a 5[5+0].

The turn order for movement is:
  Davion, Liao, Davion, Liao, Davion, Liao

The movement order is thus:

Rakshasa
Lao Hu
Argus
Jinggau
Enforcer
Men Shen

The 2 first meks are both 5/8 meaning that using 5 or less MPs (remember that walking up/down elevation and turning a hexside spend an MP) is walking, 6-8 running, which applies a +2 to firing modifiers instead of 1 from walking. Moving 3-4 hex gives a defensive modifier, 5-6 another and 7th hex a 3rd. Jumping always gives an extra +1 defensive and always a nasty +3 for the jumper's own aiming. Entering light woods is 1 extra MP, heavy woods 2, rubble 1.

Rakshasa doesnt really shine in close combat so I'd recommend not moving much. Lao Hu may want to keep his speed up(but not approach too close yet) to avoid getting hit early.

Argus(5/8) is armed with the very powerful RAC/5(which may jam if it fires more than 1 shot per turn), 2 ERML but also a long range laser. Not a brawler, but very powerful mid range fighter. Jinggau(5/8/5) is fairly lightly armored but has powerful short range punch, a good long range weapon, and jumps.

Enforcer, 5/8/5 also has a good mid-range punch and has the potentially devastating UAC/10, which may jam if it uses the ultra(2-shot) firing mode. Men Shen (6/9(12)) is super fast and can support with its LRM15 but is actually a backstabber with its battery of pulse lasers.

As you can see the map is big and the faster meks may want to attempt to flank the opposing team from North or South.

Once you have sent your movement orders, be sure to send them in order(or the enemy might gain advantage from knowing what you're doing), I will post a screenshot of the situation, at which point we will all give our firing orders.

Good hunting!
« Last Edit: August 12, 2013, 06:41:52 am by Erkki »
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Akhier the Dragon hearted

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #21 on: August 12, 2013, 06:41:19 am »

Since you don't actually say how are we sending our move orders?
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #22 on: August 12, 2013, 06:44:10 am »

Here, so that everyone sees them.

For example "3 ahead, turn 1 side right, 3 ahead and the elevation up for 8 MP". Or something like that, as long as we can comprehend it.  :)


EDIT: So just to clarify, Sensei will move first.


After this we need to make dueling BT AARs... Right?
« Last Edit: August 12, 2013, 12:05:20 pm by Erkki »
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Burnt Pies

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #23 on: August 12, 2013, 01:29:41 pm »

Yes. That will be awesome.
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I can read box now
Also, I am a bit drunk
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Akhier the Dragon hearted

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #24 on: August 12, 2013, 01:57:46 pm »

You set the stage and I'll blow it up (and maybe the opponent)

Edit: So yeah I think I will just give my movement now as whatever Sensei does probably won't affect it much though I will put it in a spoiler if he wants to not see it till he does his move.
Spoiler (click to show/hide)
« Last Edit: August 12, 2013, 08:06:52 pm by Akhier the Dragon hearted »
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Alkhemia

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #25 on: August 12, 2013, 09:51:32 pm »

Thanks to  Akhier doing the move first so I could figure it out

Spoiler (click to show/hide)
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"Hiken: Tsubame-Gaeshi" -Sasaki Kojirou (Grand Order}

"Please touch me. Without lying, wherever you want to touch. That is my wish." - Kiyohime (Grand Order)

"Tyranny, violation, genocide. Those are the things that I detest above all else." - Amakusa Shirou Tokisada (Grand Order)

Kanil

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #26 on: August 12, 2013, 11:55:27 pm »

On what turn do the Lyrans start hot dropping Firestarters onto the battlefield? When dealing with Capellans, it really is best to kill it with fire.

Have fun everyone, and make sure to kick someone in the shin!
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #27 on: August 13, 2013, 04:43:12 am »

Hmmm I guess figuring out peoples timezones first may have been worth it. Sensei is AWOL?

On what turn do the Lyrans start hot dropping Firestarters onto the battlefield? When dealing with Capellans, it really is best to kill it with fire.

Have fun everyone, and make sure to kick someone in the shin!

Aye as an FWLM player I always have some heat-inducing weapons(and luckily the FWLM are the Battletech's missile spammers) just in the case that the campaign matches me against a dirty Cappie with 10 TSM Hatchets or something. This scenario has no TSM though... Nor "Grennies" or TC'd ERPPCs/pulses for the Davions.

As soon as Sensei sends his movement orders I will send my own and post a mid-turn screenshot with latest mek positions, ranges and movement modifiers. Once the 2 last have also moved I'll send the final screenshot with the new positions, modifiers and ranges, and we'll move on to the firing phase. Once we all know how the phases work more or less the consecutive turns should be much quicker to play through.
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Burnt Pies

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #28 on: August 13, 2013, 05:15:44 am »

Spoiler (click to show/hide)
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I can read box now
Also, I am a bit drunk
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #29 on: August 13, 2013, 05:32:38 am »

Hmm.

Since it looks like everyone else is here I'll just move Sensei's Rakshasa. IMHO best for it to stay a bit back, so he'll walk backwards to 2319 (he can still torso-twist left and fire).

My turn: JUMPING to 0621, facing NE.

Burnt pies: would you like to reconsider that turn? The elevation there doesnt give you any protection because the Liao are higher (OTOH you'd have heavy woods between you and the Lao Hu). Terrain only protects if A) its right between you and the shooter, B) in adjacent hex to you and C) 1 higher than both you and at minimum 1 higher than the ground the shooter is standing at. Now vehicles arent as tall as meks and moving there would actually give you protection from a vehicle at say on the hex where you start at.

We only need Draxis' now.
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