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Battletech - Blood of Kerensky

Darimaus

First Post
Ok, looks like everyone ready now, so we can break this back into pairs. Instead of going with Arkhandus and Dire Lemming, Fenris2 will be pairing off with Brother Allard. You two can roll your initiatives and select your starting locations, then you can get started on trial #4.
 

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Jemal

Adventurer
Mechs can walk up hills, it just takes an extra 1 mp per elevation (And you can't go up a 'cliff' where the elevation raises by more than 1 in a single hex, unless you jump, using 1 jump mp/elevation rank.)
None of the base cougar's have jump jets that I can recall. That's usually a custom add-on, so it depends whether Darimaus is using the base designs or modified ones.

@ Fenris - yeah, probably. Don't worry though, there's still a chance he's either got really bad piloting or rolls low.. yeah.. sure...

Hey, just hope he isn't one of those speedy/long range mechs that likes to keep you just at the edge of his range. those fights take forever.
Also, I would suggest not bothering with the refocus rules in your trial. You can't move OR attack during a refocus, meaning he either
A) Gets a free full round to blast you, during which you are a sitting duck and easy to hit.
or B) Refocuses himself, leaving you guys back at the roll-off.
 

Fenris2

First Post
@Jemal, probably right.. But refocus counts as 12 right? And I managed to luck sack 2 for pilot and gunnery, if my opponent does not have a 2, then even if he refocuses.... But yeah, sitting still is a very bad thing.
 

Jemal

Adventurer
AH, I hadn't noticed the 2 piloting. Yes, that DOES make a difference, though I still wouldn't suggest it in a 1 on 1. When we get into the larger Melee's, however, that gives you a definite advantage, whether you want to close or remain at longer range, YOU get the final say on how far away from your opponent(s) you end up (Within the limits of your movement).
 

Bloodweaver1

First Post
I had to change some of my movements. I made some type-Os.
South West -> South
35,24 -> 35,25

EDIT: Darimus Attached is an updated version of my Mech.

EDIT 2: I have attach update Trial Maps (displaying each players & opponents moves) here for your viewing pleasure. (Updated 21 Aug 07)


-Blood
 

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Darimaus

First Post
Bloodweaver1 said:
I am knida confused, did the Cougar Jump Jet to 34,28 or can a Mech walk up the hill?


-Blood

Strangly enough, moving up hills don't cost any extra movement in this system unless its too steep for the mech to cross.

Btw, I want you to go through a step by step list of your movements since the start. Some of your turns aren't sinking up all that well. Include all instances of changing facing, and what hex you change your facing towards. Also, you can't run and jump in a single turn unless you do so in a straight line, and you can't change your facing afterwards.

There is one other problem you need to consider. Because you are lower in initiative, you HAVE to go first. Thats how the system works. You're on the losing side of the initiative. So unless you refocus, its him thats going to get around you.
 
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Bloodweaver1

First Post
It also sounds like you cannot change the direction of you movement without changing your facing. i.e. run/walk west while facing south. Send me an e-mail and hopefully I can quickly get the hang of this. For now I changed my last rounds movements.

-Blood
 

Brother Allard

First Post
I remember that when we used to play Battletech, the initiative phase was meant to occur each turn - that is, we rolled initiative again before every movement phase. It's been quite a while, and I'm totally out of touch, so I'm not sure what rulechanges have happened in the meantime - was that rule streamlined? If so, that's a shame. It's kind a pain to do it every turn, but initiative in Battletech is such a big deal that losing it for the whole combat is sort of disastrous.
 

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