Battletech - Blood of Kerensky


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Er, lemme know when I can continue my movement for the 3rd round of my Trial. I do not know if the Timberwolf/Madcat is intending to open fire on my at extreme range sometime soon, since I do not know its armament of course, but Johan still needs to hustle quite a bit closer before he'll be ready to open fire himself...
 

Arkhandus said:
Er, lemme know when I can continue my movement for the 3rd round of my Trial. I do not know if the Timberwolf/Madcat is intending to open fire on my at extreme range sometime soon, since I do not know its armament of course, but Johan still needs to hustle quite a bit closer before he'll be ready to open fire himself...

Because you beat the Mad Cat in initiative, it can't declare its firing until you declare your movement. So you can post your move any time. Also, you can delcare what your shooting if you get in range. (Its 23 Hexes away from you before you move btw.)
 
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Some Questions (I ask lots of them):

1) Did the Cauldron Born move?

2) How far apart are we?

3) What advantages does my height give me?

4) If I fire everything, will I overheat in a bad way?
 

Trial #3:

OOC: Ok, normally, I don't seperate trial parts, and since Arhandus hasn't posted yet, I shouldn't be doing this. But I figure Dire Lemming should know the results to this round.

The Kit Fox and Asher both do the same thing they did last round, Asher staying still and firing 2 ER Large Lasers. The Kit Fox charging foreward at full speed unleashing its 2 PPCs.

Kit Fox Difficulty: It Ran (+2), Gunnery (+2), Range (+2)

x2 ER PPCs = 6

Attacks:
Hit Locations:
Left Arm Crit Chance
Left Arm Crit Locations

The Kit Fox's attacks strike deep into Asher's mech, ravaging the Center Torso, and stripping all the armor off of his arm in one shot, destroying his upper arm actuater (+1 Difficulty on all weapons in that arm), and one of his ECMs.

Asher's Difficulty: It Ran 9 Hexes (+3), Gunnery (+3), Range (+2), Targeting Computer (-1)

2x ER Large Lasers: 7

Attacks:
Hit Locations:

Asher knows hes getting close to his end, so he calms himself down, focuses on what he must do, and unleashes his lasers with precision. One of the lasers slices into the center torso hole that was made earlier, and cores the mechs engine. The mech crashes down onto the earth, and stops moving.

Congrats, you made warrior. You get one free round of movement before your opponent starts attacking.
 

Darimaus said:
The Mad Dog has an initiative of 8 vs your 5, so you go first. Fenris2 goes before his becaused he refocused.
No, I understand. Hmmm... let's see.

In Rnd 1, I moved from 1018 to 1223, and the Mad dog moved from 4436 to 3833.
In Rnd 2, I moved from 1223 to 2027, and the Mad Dog didn't move at all.
Now, in Rnd 3, I'm set to move again.

I think the Mad Dog was mean to move last in Rnd 2 and didn't. I'm probably being a pain in the ass about this, it's just that I want to bring the Ultra AC20 to bear as quickly as possible, so I need to close the distance as quickly as possible. Given that I've lost initiative and won't have much control over range for this combat, I want to shock him with it right up close before he spends the rest of the time trying to stay out of range.
 

Drerek said:
Some Questions (I ask lots of them):

1) Did the Cauldron Born move?

2) How far apart are we?

3) What advantages does my height give me?

4) If I fire everything, will I overheat in a bad way?

Sorry, I lost another line of text again. The Cauldron Born turns north, and runs 7 hexes to 27,12. It is now 7 Hexes away from you.

Now, you guys have sort of a half and half thing going with the hill now, so its your choice. Either the hill will act as cover, blocking you two completely from each other, or it won't act as cover and you can both fire normally. (Its at a really odd angle so its kind of hard to judge.)

Your height won't give you any advantages at that range.

I apologize, but I did miscalculate your heat a little. Last round actually did put you up 10 Heat, but I'll ignore this round and count it as a bank error in your favor. However, this round what you can fire will be limited. To blow off your 2 heat, you need to stay under 17 weapon heat (you already gained 1 for walking). I reccomend Your Large Pulse, your Ultra AC 5 (in Ultra Mode), Your LRM 10, and both your streaks. This could potentially add up to 24 heat, leaving you at 6 (-1 movement point), but only if you hit with both your streaks, so your opponent would be taking damage.
 

I seriously have no idea what just happened except that I apparently got the crap shot out of me even though I had the advantage over the enemy... What did just happen? :\ How the heck does shooting work? Do I suck or am I just getting horrible rolls every time and he's getting awesome rolls every time? Also, did I see the pilot eject?
 

Brother Allard said:
No, I understand. Hmmm... let's see.

In Rnd 1, I moved from 1018 to 1223, and the Mad dog moved from 4436 to 3833.
In Rnd 2, I moved from 1223 to 2027, and the Mad Dog didn't move at all.
Now, in Rnd 3, I'm set to move again.

I think the Mad Dog was mean to move last in Rnd 2 and didn't. I'm probably being a pain in the ass about this, it's just that I want to bring the Ultra AC20 to bear as quickly as possible, so I need to close the distance as quickly as possible. Given that I've lost initiative and won't have much control over range for this combat, I want to shock him with it right up close before he spends the rest of the time trying to stay out of range.

OK, I found the problem here. As far as I can tell, you never posted your movement to 20,27. Because I can't find your move, (and I've looked about 5 times now) I didn't post his move. Bacause I didn't post his move, he didn't end up firing. Sorry about that. So 20,27 was your move correct?

Man, I should have worked up 3 different threads for this :confused:
 
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Dire Lemming said:
I seriously have no idea what just happened except that I apparently got the crap shot out of me even though I had the advantage over the enemy... What did just happen? :\ How the heck does shooting work? Do I suck or am I just getting horrible rolls every time and he's getting awesome rolls every time? Also, did I see the pilot eject?

Ok, heres how it worked. You two shot the crap out of each other. He went down because of his paper thin armor you eluded to before. You see, your tactics actually gave him the advantage, because when you don't move, you don't take penalties, but neither does he. When he moves, he takes -2, and you take -3. This balances out for you having a targeting computer, but he still has a better gunnery, so he shoots better than you do. Anyways, he struck you 4 times with his PPCs, one on center, left, and right torso, and one on left arm, which deals it 15 damage, and because it has 11 armor, takes out 4 criticals, rolls a crit chance, and blows up your upper arm actuator and ECM.

You hit him 3 times out of 4 shots, but your shots were more concentrated. Because you hit him 2 times in the center torso, you took out all his armor and crit slots, blew up his center torso completely and destroyed his mech. The pilot does live though. I didn't bother to post the location of your third hit, because hes already downed.

Your center torso is at 23 armor btw, and 2 crit left on your left arm.

Long story short, you both beat the crap out of each other, and you rolled pretty decently in the end.

The last thing I should cover is the crits. He hurt you so bad last time because he rolled 2 12's in a row (D&D's equivilent to a triple crit essentailly. It sucks, but thats just what Castle rolled up)
 
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