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Author Topic: Bay12 Battletech! Turn 2 - send your movement orders(preferably in order)!  (Read 7230 times)

Draxis

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #30 on: August 13, 2013, 05:56:16 am »

Spoiler (click to show/hide)
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #31 on: August 13, 2013, 06:11:33 am »

Spoiler (click to show/hide)
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Burnt Pies

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #32 on: August 13, 2013, 07:20:58 am »

I'll stick with what I said, I think.
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #33 on: August 13, 2013, 11:54:27 am »

Draxis?
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Sensei

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #34 on: August 13, 2013, 12:16:45 pm »

I step into 2215 and fire LRMs at Lao Hu.
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #35 on: August 13, 2013, 12:36:19 pm »

I step into 2215 and fire LRMs at Lao Hu.

Movement ok. But firing at Lao Hu needs 4 (gunnery) + 4 (range 16 = long) + 2 (intervening heavy woods) + 1 (target in light woods) + 1 (shooter walked) + 2 (target moved 5-6) = 14 for just 2 6-side dice = missiles cannot hit.  :)

EDIT: we still need Draxis' confirmation for using MASC. That move might pretty much end his battle as an effective unit right there.
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Sensei

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #36 on: August 13, 2013, 01:00:41 pm »

Uhh... In that case, I'll fire on you then. Turning one tick so I'm facing SW. :P
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #37 on: August 13, 2013, 01:25:45 pm »

Uhh... In that case, I'll fire on you then. Turning one tick so I'm facing SW. :P

You already are. Torso twist is invented too.  :)
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Draxis

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #38 on: August 13, 2013, 06:40:31 pm »

OK, new moves:
Spoiler (click to show/hide)

Sorry about the wait.  Also, could you tell me what is wrong with my interpretation of the original movement cost:
Move forward 4.           Costs 4.
Turn left 1.                    Costs 1.
Move downhill .            Costs 2.
Move into the woods.   Costs 2.

Should sum to 9, if all of those are correct.
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Akhier the Dragon hearted

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #39 on: August 13, 2013, 06:47:40 pm »

Moving into heavy woods costs 2 extra, not 2 or at least thats what I think the problem may be.
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #40 on: August 14, 2013, 03:46:46 am »

Yeah I forgot to clarify that heavy woods take 2 extra mp in addition to the 1 from moving to the hex. So 3 MP. 4(4 forward) + 3(turning + 1 ahead and 1 down) + 3 (ahead into heavy woods) = 10. Which would require the use of the MASC system. Do you want to do something else?
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Akhier the Dragon hearted

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #41 on: August 14, 2013, 03:49:46 am »

His new move is in the spoiler.
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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 #42 on: August 14, 2013, 03:55:37 am »

Ahh yeah. Oopsie.

No need to spoiler though unless someone who should send the turn before you have already sent theirs. Draxis' Men Shen was the last mek to move.  :)

I'll send the screenshot with current positions, ranges, modifiers(such as cover) etc. soon for the firing phase.

EDIT: Draxis, those moves actually cost 7 MP, not 8. 4 ahead + 1 for turning once left + 2 for moving ahead and the elevation down = 7.
« Last Edit: August 14, 2013, 03:59:07 am by Erkki »
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Erkki

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Re: Bay12 Battletech! Turn 1 - send your movement orders!
« Reply #43 on: August 14, 2013, 04:22:56 am »

Turn 1 movement done, waiting for your firing orders!

Spoiler: Firing phase (click to show/hide)

My Jinggau:

Gauss Rifle (1 heat) at Argus. Needs 4 + 3 (jumping) + 2 (long range) + 1 (target moved 3-4 hex) = 10 (16,6%)

Turn end heat for me is 5 (jumping 5 hex) + 1 (gauss rifle) = 6 which is easily dissipated by the heat dissipation capacity of 26, even if I take some engine hits through armor.  :)
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Erkki

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Re: Bay12 Battletech! Turn 1 firing phase!
« Reply #44 on: August 14, 2013, 04:27:31 am »

Looks like Enforcer cant possibly hit anyone. You can shoot at the woods though, hvy woods will turn into light if they take 40 damage and light to rough ground if they take 50(cumulative). Terrain has a -4 modifier(="immobile target") to hit.

EDIT:

Now that we are in the firing phase, some notes...

Lao Hu: has both cluster and standard ammo. Cluster gets a to-hit bonus but its damage is spread out and average damage is less than standard shell's.

Enforcer: UAC/10 can fire 1 or 2 shots. The 2-shot mode has 1/36 chance to jam the weapon, generates double the heat, spends 2 ammo (you have 20 shells). The second shell has a 42% chance to hit IF the first shell also hits - thus the dual shot or "ultra mode" is useful only when the to-hit chance is pretty high and/or you really want the target dead right now.

Argus: you have the Rotary autocannon. It can fire 1 to 6 shots. Any more than 1 shot and theres a chance to jam the weapon, but unlike UACs the RACs can be unjammed. You have 40 shells in total. Your to-hit chances are rather low now so you probably want to fire just 1 shot now and later increase the rate of fire to 3 for minimum chance to jam and to 5 when the to-hit chances are good. 6 is preferred only for emergencies.


EDIT 2: Uhh. Theres actually an error in the edited screenshot above. The distance between Lao Hu and Argus is actually 13 and not 14... Though it doesnt chance much. 14 is already medium range for Argus' LRMs so it actually CAN hit the Lao Hu, albeit at very low odds. My Jinggau is an easier target.
« Last Edit: August 14, 2013, 04:44:03 am by Erkki »
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