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03:24, 3rd May 2024 (GMT+0)

OCC - Part 4.

Posted by KittenFor group 0
Kitten
GM, 2871 posts
Wed 18 Jul 2012
at 22:24
  • msg #1

OCC - Part 4

More of the same.
1st Lt Camille Sforza
player, 713 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Wed 18 Jul 2012
at 22:36
  • msg #2

Re: OCC - Part 4

weee, it's a fresh one :)

thanks kitten.

it is entirely on purpose that camille doens't stop to speak with anyone ;)
Kitten
GM, 2872 posts
Thu 19 Jul 2012
at 01:26
  • msg #3

Re: OCC - Part 4

Resists urge to make an update.
Cprl. Cade Murphy
player, 154 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 19 Jul 2012
at 11:47
  • msg #4

Re: OCC - Part 4

Question: What level are the buildings again?
Kitten
GM, 2875 posts
Thu 19 Jul 2012
at 12:36
  • msg #5

Re: OCC - Part 4

Buildings are level 1.  Not tall enough for mechs to enter and will only provide partial cover.
Cprl. Cade Murphy
player, 156 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 19 Jul 2012
at 13:17
  • msg #6

Re: OCC - Part 4


And not tall enough to see past the trees. Rgr.

Also, on a side note, are the trees light or heavy?  Also, I forget, but are you visible if you are standing on the other side of the tree line?
1st LT Adam Carlyle
player, 757 posts
Callsign: Cowboy
Thu 19 Jul 2012
at 13:22
  • msg #7

Re: OCC - Part 4

Not that it's terribly important for a pair of simulations but just so they are noted right...

Using up his xp:
50 spent for Leadership 2
25 spent for Edge 1

Leaves him with 1 xp left.
Kitten
GM, 2876 posts
Thu 19 Jul 2012
at 13:38
  • msg #8

Re: OCC - Part 4

In reply to 1st LT Adam Carlyle (msg # 7):

So noted.
Kitten
GM, 2877 posts
Thu 19 Jul 2012
at 13:40
  • msg #9

Re: OCC - Part 4

sooner we work out mission details sooner it starts.  wont start earlier than this weekend, but it can certainly start much later if you guys dont give me the start up info.
Cprl. Cade Murphy
player, 157 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 19 Jul 2012
at 13:48
  • msg #10

Re: OCC - Part 4

Um. sorry.  I'll run my primary load.  Nothing special.
Kitten
GM, 2880 posts
Thu 19 Jul 2012
at 15:51
  • msg #11

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 10):

Will presume primary configurations unless i'm told otherwise.  Will presume standard ammo, unless told otherwise.
Cprl. Caitlin Mallory
player, 423 posts
Callsign: Rabbit
Thu 19 Jul 2012
at 16:11
  • msg #12

Re: OCC - Part 4

Primary config with standard ammo is great.
Kitten
GM, 2882 posts
Thu 19 Jul 2012
at 16:17
  • msg #13

Re: OCC - Part 4

So noted.
MW Svend Nemerson
player, 227 posts
Callsign: Backdraft
Ex-Arena Pilot
Thu 19 Jul 2012
at 18:04
  • msg #14

Re: OCC - Part 4

I should be showing my primary load with the LRR and SPLs. Also, my Melee +1 is not reflected on the summary.
Kitten
GM, 2883 posts
Thu 19 Jul 2012
at 18:05
  • msg #15

Re: OCC - Part 4

In reply to MW Svend Nemerson (msg # 14):

I still have to update character sheets with this information so be patient.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 379 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 19 Jul 2012
at 21:35
  • msg #16

Re: OCC - Part 4

It's sad that we're currently so bad that a cadet is better than us!
Sgt. Devlin Masters
player, 335 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 19 Jul 2012
at 21:57
  • msg #17

Re: OCC - Part 4

Only in one mission.

And several of us just plain suck with out the minuses.

This has the to be the first time I can remember playing battleech an a unit having 4-6 for Gunnery and 5-7 for piloting.
1st Lt Camille Sforza
player, 714 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 19 Jul 2012
at 22:40
  • msg #18

Re: OCC - Part 4

my normal is 5-5 will be 5-4 soon™

but with -2 to both G and P it's rough.

still it makes sense, lots too.
Lance Commander Millicent Evans
Player, 28 posts
Thu 19 Jul 2012
at 22:50
  • msg #19

Re: OCC - Part 4

Think of it a nice change of pace.

The buildings are there to be 'easy' stable targets.  So a little thought will have to be given to offense and defense, regarding how you go about it theres flexibility for total defense... total offense, or something in between.

You can totally ignore the buildings but i believe that would put you at a notable disadvatage.

Devlin and Thantos (85tons of mechs) are both at gunnery 4, so at least half your unit has normal gunnery skills.

Cowboy, Rabbit, and Ghost (85 tons of mechs) will have gunnery 4 (after weapon spec adjustments) as well, so it's a fair split of talent.
This message was last edited by the player at 22:54, Thu 19 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 380 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 20 Jul 2012
at 03:55
  • msg #20

Re: OCC - Part 4

I've noticed a pattern where tonnage has been equated to effectiveness.  (Note that I'm in no way accusing Devlin or Thanos of not pulling their weight <pun intended>.)  But we just saw from our last round of mechs that tonnage isn't everything!
Lance Commander Millicent Evans
Player, 28 posts
Fri 20 Jul 2012
at 04:03
  • msg #21

Re: OCC - Part 4

It's a guide to effectiveness.

It's my personal belief, that there really isnt a soft mech among the innersphere selection.  not much mobility or speed, but they all have max armor, and a reasonable spread of weapons, so that if one is destroyed theyre not crippled, and except for Johan's fire fly there wont be any ammo explosions.

It's my personaly belief, that the Power loaders are at least as good as the mechs piloted by your force.  The weapons are... i believe balanced.  Gunnery and piloting skils are comparable.  The only place we have a clear edge is leadership.  Where you have a Leadership of 5, and Camille has a leadership of 2.  That's matched up against a pair of Leadership 5s.

This can be a handicap... almost, except buildings dont move and they always stand there regardless of leadership so you should always have targets to work on targeting even if you lose intiative.

If Tonnage isnt everything we'll leave off the 5 ton wheeled tank i was going to loan you to balance the sides then :P
This message was last edited by the player at 04:03, Fri 20 July 2012.
Lance Commander Millicent Evans
Player, 29 posts
Fri 20 Jul 2012
at 04:32
  • msg #22

Re: OCC - Part 4

Not that it matters, since we flip maps sides for the second fight but have you figured out if you want the north side or south side first?

Set up is double blind (we dont know where each other is setting up), but mechs must be set up within 3 hexes of a 'friendly' building.

ie.  After you tell us which edge you want to use, I will talk to the others and post their locations on a thread no one has access to (but me)

After you post your locations, i will make the thread available and the date on the thread will be post dated showing our locations were picked out before yours.

Then... mission starts.

Millicent is commanding the first mission, and Adam is commanding the second.  If you eliminate Millie, Adams leadership is used.

Will you be leading with Johan's leadership or using Camillies for the first mission.  (Who ever is not used, leads the second mission.)  Yes we all know Camille has the inferior Leadership, but in real life they never get better if they dont have the chance to command, and a harmless drill like this is the perfect place for her to practice.

If Johan leads, the Omni force will need NORMAL (no space rust there) pilot rolls +2 to win intiative.  If Camille leads, their roll improves to pilot rolls -1 to win intiative.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 381 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 20 Jul 2012
at 06:07
  • msg #23

Re: OCC - Part 4

We'll be starting from the north end of the map, and Johan will be the leader for the first battle.

You will excuse my distrust in your assessment of fairness.  The X-3's are turning out to be considerably better for a mission where you well know the parameters.  The selection of customized weapons alone give your group an edge.  Plus half of your team has effective gunnery of 4, 2 at 5 and one at 6.  In comparison, my side has 2 4's, a 5 and a 6.  Finally, even though we have the same leadership, an initiative roll at +2 means that a standard physical score of 3 would win initiative a majority (21 out of 36) of the time.

But them's the breaks!  Let's get this game on the road and move forward.
1st Lt Camille Sforza
player, 715 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 20 Jul 2012
at 07:01
  • msg #24

Re: OCC - Part 4

hopefully, the opforce role will be switched aorund for the second mission as well, evening that part out Johan.
Kitten
GM, 2885 posts
Fri 20 Jul 2012
at 12:08
  • msg #25

Re: OCC - Part 4

Convient truths that are forgotten.

Because on the second mission.  All of Johan's pilots improve by one step.  While only 2/3 of Millies unit improves.

Yes.  The X-3s could twink out and load nothing but SRMs to go building killing, and it was mentioned quietly in private to do that, but i thought it was a good thing that pilots go with their 'primary' loads to get use to what they're going to play with in the future.

Primary loads were picked well before this mission hit the map.  In a way all of Johan's unit is using a primary load, because with the exception of Devlin's SRM, they're all certainly making the best use of the weapon spec.

Four players vs Five players.  Players twink as players twink,some more than others, some different than others.  If this is a seriously 'bad' scenario as proposed, save me the hassle of put it on the map and going through the work of conducting a BM mission with them, and i'll roleplay through it, and start with live combat missions first, i simply thought it was a nice change of pace, to not have to fight an NPC op force.
Cprl. Cade Murphy
player, 159 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 20 Jul 2012
at 12:20
  • msg #26

Re: OCC - Part 4


I for one like the scenario and Cade is itching to prove his worth after 2 botched outings.  Also, I am sure some of use might be enjoying the chance to light up Johan. :P
Kitten
GM, 2886 posts
Fri 20 Jul 2012
at 13:02
  • msg #27

Re: OCC - Part 4

Im good with scraping it and letting Johan design and new one to BM.
Sgt. Devlin Masters
player, 336 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 20 Jul 2012
at 13:04
  • msg #28

Re: OCC - Part 4

I think we shoul play this one.  No fight is ever gonna be perfect.  And this one lets us test the X-3s in a non-lethal combat before we take them to the field.  The X-3 pilots will get a chance to see what load outs they like.  And I have a suspicion that if we have them, soemone else might have them also.
Kitten
GM, 2887 posts
Fri 20 Jul 2012
at 13:22
  • msg #29

Re: OCC - Part 4

Sgt. Devlin Masters:
And I have a suspicion that if we have them, soemone else might have them also.



I swear you guys always make me out to be meaner and nastier than i really am >.<
Cprl. Cade Murphy
player, 160 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 20 Jul 2012
at 13:30
Kitten
GM, 2888 posts
Fri 20 Jul 2012
at 13:39
  • msg #31

Re: OCC - Part 4

Canine propoganda.

They envy our cute furry superior-ness to their cold nose slobbering tongue dumbness.

Slander i tell you.
Cprl. Thanos Starguard
player, 210 posts
Big-T
P5-G4-M7
Fri 20 Jul 2012
at 13:57
  • msg #32

Re: OCC - Part 4

In reply to Kitten (msg # 31):

I am good with this mission. It ALSO helps us iron out some leadership/style kinks that the entire unit seems to have. Those that have played the board game an Megamech are used to being in control of our entire side and can use our style throughout. Its hard to work with somebody else's style and/or give directions that are not so micromanaged that the rest of the team doesn't really do anything but roll dice.
Kitten
GM, 2889 posts
Fri 20 Jul 2012
at 14:19
  • msg #33

Re: OCC - Part 4

I honestly dont care one way or another.

If Johan thinks its unfair i'm good with scrapping it missions and letting him write ones that he thinks are fair.  Saves me the time and hassle to work out the numbers.
1st Lt Camille Sforza
player, 716 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 20 Jul 2012
at 14:20
  • msg #34

Re: OCC - Part 4

but those kittens are so cute!!!

-

I think the mission is a good idea.
I just think the role of opfor, should be switched for the second run :)
Kitten
GM, 2890 posts
Fri 20 Jul 2012
at 14:21
  • msg #35

Re: OCC - Part 4

They are. it's noted in the mission that it swaps.
1st Lt Camille Sforza
player, 717 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 20 Jul 2012
at 14:28
  • msg #36

Re: OCC - Part 4

oh, i read through it, and then again to be certain but somehow missed that part, utterly my mistake kitten :(

-

in that case i have no other things for it, I'm good with the double 'mission' as it is.
Cprl. Cade Murphy
player, 161 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 20 Jul 2012
at 14:36
  • msg #37

Re: OCC - Part 4


Oh... since this is a non-live fire exercise, I suppose lasers are turned down and damage dealt is extrapolated by internal computer systems.

However for missile and ballistic fire is it more like paintball with damage being extrapolated by internal computer systems?

The reason I ask, is because it would be humorous (to me) for opposing mechs to be splattered with pink paint. :P
Cprl. Cade Murphy
player, 162 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Sat 21 Jul 2012
at 15:18
  • msg #38

Re: OCC - Part 4

Poke - No posts for 24hrs... wild.
Kitten
GM, 2891 posts
Sat 21 Jul 2012
at 15:21
  • msg #39

Re: OCC - Part 4

I'm waiting to see if Johan wants to make a new mission.  Theres no point in putting any more time in this mission if it's unfair and were not going to play it.
Cprl. Cade Murphy
player, 163 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Sat 21 Jul 2012
at 15:25
  • msg #40

Re: OCC - Part 4

I hope no one lives in Aurora Colorado.  My prayers to the family and friends of the victims.  So sad.
Cprl. Thanos Starguard
player, 211 posts
Big-T
P5-G4-M7
Sat 21 Jul 2012
at 16:19
  • msg #41

Re: OCC - Part 4

Personally I think its about as fair as you can possibly make it.

I want to do it even if did seem 'unfair'. Life isn't really fair and figuring out how to deal with the bumps is a good thing.
This message was last edited by the player at 17:58, Sat 21 July 2012.
1st Lt Camille Sforza
player, 718 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Sat 21 Jul 2012
at 16:32
  • msg #42

Re: OCC - Part 4

Cade sometimes the crazy of this world makes me shake my head.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 382 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sat 21 Jul 2012
at 19:44
  • msg #43

Re: OCC - Part 4

I apologize if I leave the impression that we don't want to play the mission.  Like others echoed, life's not always fair.  To be honest, as long as the X-3's don't twink, I think the mission IS <note the lack of qualifiers> fair when Johan is leading and we get pick sides.

That will change notably when Sforza has to lead, but it would be good lesson anyways to see how we adapt.  Perhaps, the relative diminishing penalties on our side will help enough, I tend to think not.  Still, it's a good exercise, because we have certainly been in situations where initiative has been against us and we expect to see them again in the future.  Let's get moving!
Lance Commander Millicent Evans
Player, 30 posts
Sat 21 Jul 2012
at 22:06
  • msg #44

Re: OCC - Part 4

Will give Johan the weekend to work stuff out.

I still need to know what map side youre setting up on first.  Then Omni side will need a half day/day to set up their mechs on their side, and then you will set up on yours, and we will start in earnest.

RP will continue through the mission.  I need to set up background on future missions.  After the two wargames resolve we lead into a real mission next.

Oh...

Experience for missions = points scored divided by number of player pilots on the side (fractions, regardless of how small, round up).  Johan's little tank, and the Cadet wont get experience from the mission (well they will, it wont count against the totals is what i meant :P)

It might make Johan's side feel better about exp rewards at least that they're spliting it up among four players instead of five.
This message was last edited by the player at 22:09, Sat 21 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 383 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sat 21 Jul 2012
at 22:19
  • msg #45

Re: OCC - Part 4

We'll start from the north side of the map.  BTW, is it possible to hide inside the buildings?
Lance Commander Millicent Evans
Player, 31 posts
Sat 21 Jul 2012
at 22:25
  • msg #46

Re: OCC - Part 4

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 45):

Buildings are level one so mechs can not.  Your 5 ton vehichle may, though it'll only have an SRM2 to fight with and they'll be as bad as our cadet.
Cprl. Thanos Starguard
player, 212 posts
Big-T
P5-G4-M7
Sat 21 Jul 2012
at 22:29
  • msg #47

Re: OCC - Part 4

In reply to Lance Commander Millicent Evans (msg # 46):

I am willing to just not have the Jeep, but its not my decision.
Lance Commander Millicent Evans
Player, 32 posts
Sun 22 Jul 2012
at 13:05
  • msg #48

Re: OCC - Part 4

Asking Omni side pilots, where they would like to be placed as we speak.

It's my understanding that Johan will be in command and that his unit will be setting up on the north side (no more than three hexs away from a friendly building.)

Johan, you wanted to be Opforce for the fisrt battle or second?


On the Omni side, Millicient will be in command, and will obviously be setting up on the south side with her unit, no more than three hexs away from an omni building.

Once again, buildings are Level One Light buildings with (40cp).  It's a high tech version of laser tag, with powered down energy, and 'paintball' munitions.  Techs are on the side, with computers, and 'cut offs' to simulate actuator hits, engine hits, or what not.

Physical attacks will do 'one point' of real damage, but simulate their normal damage through the magic of remote computer inflicted damage.
Lance Commander Millicent Evans
Player, 33 posts
Tue 24 Jul 2012
at 00:08
  • msg #49

Re: OCC - Part 4

Omni Force placed, Ready for Wild Stallions to be placed.

Did the Wild Stallions want to be Op Force, or wanted the Omni side to be Op Force for the first mission?
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 384 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 24 Jul 2012
at 00:56
  • msg #50

Re: OCC - Part 4

Omni Force will be the Op Force in Mission 1, and the Wild Stallions will be the Op Force in Mission 2.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 385 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 24 Jul 2012
at 17:44
  • msg #51

Re: OCC - Part 4

We're ready for placements.  Where should I post them?
Kitten
GM, 2897 posts
Tue 24 Jul 2012
at 20:07
  • msg #52

Re: OCC - Part 4

post them here will be fine.

Having internet connection issues and still have to finish up some the X-3 load outs (the math and stuff on character sheets), though we should start VERY shortly once i have internet connection (within a day or two).
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 386 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 24 Jul 2012
at 22:51
  • msg #53

Re: OCC - Part 4

Okay.
Kitten
GM, 2899 posts
Wed 25 Jul 2012
at 00:49
  • msg #54

Re: OCC - Part 4

Everyone is placed,we do not start till i have official mech sheets for all the pilots though.  Players are all done, its on me to do the bookkeeping, i have a doctors appointment tommorow so i might not be able to get to it tommorow.  we'll see, i aspire for Thursday for a start date.
Kitten
GM, 2901 posts
Wed 25 Jul 2012
at 00:54
  • msg #55

Re: OCC - Part 4

I need to finalize the bookkeeping for Johan, Caitlin, and Svend. 

I also need to do Millie as well, since I noticed she had so much cash lying around she was able to purchase an X-3 and an X-3ew.  I need to see what modules she has available (as in can afford).

I aspire to do this tommorow.
This message was last edited by the GM at 16:41, Wed 25 July 2012.
Kitten
GM, 2902 posts
Wed 25 Jul 2012
at 07:53
  • msg #56

Re: OCC - Part 4

Partially waiting on Svend to pick out his end contract shopping.  It may affect his gunnery/pilot skills.

Also waiting on 'me' to do bookkeeping for Caitlin and Finalize bookkeeping on Millie.
This message was last edited by the GM at 16:41, Wed 25 July 2012.
1st Lt Camille Sforza
player, 720 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 25 Jul 2012
at 08:09
  • msg #57

Re: OCC - Part 4

ah, i may have jumped the gun on my initiative then, oh well.
Kitten
GM, 2903 posts
Wed 25 Jul 2012
at 14:08
  • msg #58

Re: OCC - Part 4

1st Lt Camille Sforza:
ah, i may have jumped the gun on my initiative then, oh well.


Roll intiative if you want.  Make moves if you lost even if you want.

I'm not updating the Mission till i have all the character sheets updated, and a map up though which will be a day or two.
Kitten
GM, 2904 posts
Wed 25 Jul 2012
at 18:02
  • msg #59

Re: OCC - Part 4

Pick a weapon load for your Hummer, it has a 1.25 ton load so it may load one of the following.

AC/2 Rapid - 8 shots

SRM2 - 8 shots

LRR2 - 18 shots

LRM2 - 18 shots


The Hummer crew has a effect Gunnery of 5 and Drive of 5.

(Dont forget to roll intiative for the Hummer)
This message was last edited by the GM at 18:04, Wed 25 July 2012.
Kitten
GM, 2905 posts
Wed 25 Jul 2012
at 18:07
  • msg #60

Re: OCC - Part 4

Devlin please plot a move, i may start with out Svend shopping list, and just apply it, when he gives it to me.  (He's coming back from the hospital so i'm cutting him huge slack)
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 389 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 25 Jul 2012
at 18:38
  • msg #61

Re: OCC - Part 4

In reply to Kitten (msg # 59):

Noted.  It'll have LRR2's.  I like those LRR's...wish I had the option to put them on my mech!
Kitten
GM, 2906 posts
Wed 25 Jul 2012
at 19:01
  • msg #62

Re: OCC - Part 4

Capt. Johan Jakob Hinklemeyer-Schmidt:
In reply to Kitten (msg # 59):

Noted.  It'll have LRR2's.  I like those LRR's...wish I had the option to put them on my mech!



Eventually... When i have time to open the Auction house, you can look for it. :P

Mission starting then, with the understanding that Svend's stats will be updated when he get around to upddating his end Contract Purchases.
This message was last edited by the GM at 19:02, Wed 25 July 2012.
1st Lt Camille Sforza
player, 721 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 25 Jul 2012
at 19:37
  • msg #63

Re: OCC - Part 4

resolution on the battlemap sems terrible to me, can't see hex numbers.
MW Svend Nemerson
player, 229 posts
Callsign: Backdraft
Ex-Arena Pilot
Wed 25 Jul 2012
at 19:38
  • msg #64

Re: OCC - Part 4

Hi, everybody. I am trying to get back into it. Thanks, Kitten for understanding.
Sgt. Devlin Masters
player, 339 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 25 Jul 2012
at 20:07
  • msg #65

Re: OCC - Part 4

1st Lt Camille Sforza:
resolution on the battlemap sems terrible to me, can't see hex numbers.


Same here
Kitten
GM, 2908 posts
Wed 25 Jul 2012
at 20:10
  • msg #66

Re: OCC - Part 4

Had trouble uploading it.

My website is getting uppity with me again.
Kitten
GM, 2909 posts
Wed 25 Jul 2012
at 21:32
  • msg #67

Re: OCC - Part 4

Map seems to be working now.

units with out a facing are Norh if they're Omni, and South if they're stallions.

Cowboy, post for Svend, i believe he's on medical absence from the game at the moment.
This message was last edited by the GM at 21:33, Wed 25 July 2012.
1st LT Adam Carlyle
player, 759 posts
Callsign: Cowboy
Thu 26 Jul 2012
at 17:24
  • msg #68

Re: OCC - Part 4

Ouch...

Nice shot Wolfman.  Right out of the gate.  BTW don't forget to roll for how bad the simulated head hit is via 2d6 and watch her simulated gunner and piloting soar through the proverbial roof.
1st Lt Camille Sforza
player, 723 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 26 Jul 2012
at 19:33
  • msg #69

Re: OCC - Part 4

kitten, you may want to update my picture in your unit sheets by the way, this should be the new one:
http://rpol.creativelass.net/fh17042.jpg
Cprl. Thanos Starguard
player, 216 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 26 Jul 2012
at 21:51
  • msg #70

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 69):

Wolfman may have gotten lucky, but the rest of us are not doing so hot ;-P
Kitten
GM, 2911 posts
Thu 26 Jul 2012
at 22:05
  • msg #71

Re: OCC - Part 4

Dont forget the hummer
1st Lt Camille Sforza
player, 724 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 26 Jul 2012
at 22:14
  • msg #72

Re: OCC - Part 4

so true, then again, I didn't expect to hit.

fact is, I can't hit anything but stationary targets at the moment ;)
Kitten
GM, 2912 posts
Fri 27 Jul 2012
at 01:12
  • msg #73

Re: OCC - Part 4

Someone give orders to the Hummer, I'm not holding up the game past tommorrow morning for a 5 ton NPC hummer.

If i dont have orders for it come mornign it sits there and does nothing with a big shoot me sign on it.



Meh.  The hell with it.  If i'm going to let Caitlin walk out there and get shot up, it's fair to leave the Hummer behind when it's been forgotten too.  It parks there and does nothing this turn.
This message was last edited by the GM at 02:15, Fri 27 July 2012.
1st Lt Camille Sforza
player, 725 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 27 Jul 2012
at 07:13
  • msg #74

Re: OCC - Part 4

I thought Johan was running that thing?

and then i went to bed, and now we forgot about it, LOL :P
Sgt. Devlin Masters
player, 341 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 27 Jul 2012
at 12:42
  • msg #75

Re: OCC - Part 4

If you were in that Hummer would you want to get into the middle of the big mech fight?
Kitten
GM, 2913 posts
Fri 27 Jul 2012
at 13:04
  • msg #76

Re: OCC - Part 4

Yeah, that's partly what i was thinking they're use to wargaming with the cadets, something like half a dozen power loaders verse a couple of dozen vehicles, it rarely ends well for the vehicles.
Kitten
GM, 2914 posts
Fri 27 Jul 2012
at 14:33
  • msg #77

Re: OCC - Part 4

Waiting on Rabbit to take her shots.  Damage is applied and then were into the intiative phase, if the Stallions want, they may roll for intiative.
Kitten
GM, 2917 posts
Mon 30 Jul 2012
at 15:27
  • msg #78

Re: OCC - Part 4

Waiting on Devlin and Johan.
MW Svend Nemerson
player, 230 posts
Callsign: Static
Ex-Arena Pilot
Mon 30 Jul 2012
at 22:04
  • msg #79

Re: OCC - Part 4

I should be back in the full swing of things by the end of the week.
Kitten
GM, 2918 posts
Tue 31 Jul 2012
at 01:08
  • msg #80

Re: OCC - Part 4

Actually Johan, there are LRR2s on the Hummer.
1st LT Adam Carlyle
player, 763 posts
Callsign: Cowboy
Tue 31 Jul 2012
at 03:12
  • msg #81

Re: OCC - Part 4

Clearly the gunnery crews forgot what sort of weapon they had installed as they stare in awe of the massive mechs larger than the X-3's they are used to...
Kitten
GM, 2920 posts
Tue 31 Jul 2012
at 20:37
  • msg #82

Re: OCC - Part 4

Little distracted with stuff, will try and get updates done tonight.
1st LT Adam Carlyle
player, 766 posts
Callsign: Cowboy
Thu 2 Aug 2012
at 18:58
  • msg #83

Re: OCC - Part 4

Johan...

Unless I'm mistaken your duce critical was on rear armour and she only has 4 points there so you also did internal.  Unfortunately for us it also means another roll for potential critical.
Kitten
GM, 2925 posts
Thu 2 Aug 2012
at 19:13
  • msg #84

Re: OCC - Part 4

Correct.  One of his punches also landed.  They're getting some very lucky locations between Devlin's head shot, and Johan's torso hit.
This message was last edited by the GM at 19:26, Thu 02 Aug 2012.
1st Lt Camille Sforza
player, 731 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 2 Aug 2012
at 19:45
  • msg #85

Re: OCC - Part 4

kinda hope i still stand after this round, that said, from a rp perspective nothing would be cooler than falling on my face after my bravado towards millie when she met us at the dropship ;)
Cprl. Thanos Starguard
player, 224 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 2 Aug 2012
at 19:57
  • msg #86

Re: OCC - Part 4

Kitten:
Correct.  One of his punches also landed.  They're getting some very lucky locations between Devlin's head shot, and Johan's torso hit.


She took 21 damage and a Gyro Hit. That is 2 piloting rolls at +3 difficulty, at the end of the Weapons Attack Phase, if I am not mistaken. Should she still be 'standing' come the Physical Attack Phase, then the punch would hit. If she is not standing then Johan is doing some shadow boxing in triumph or might be granted a kick, although I would advise against the Kick.
Cprl. Cade Murphy
player, 173 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 2 Aug 2012
at 19:57
  • msg #87

Re: OCC - Part 4

You should be good...

 CT 4-2-2 / RL 2
+3 CT

13 total dmg, 11 to the CT.  You have 18 there so, it is unlikely that you will get a crit.  However all we need is 7 more dmg for a pilot check I think.
1st LT Adam Carlyle
player, 767 posts
Callsign: Cowboy
Thu 2 Aug 2012
at 19:59
  • msg #88

Re: OCC - Part 4

His punch landed on the cadet, his weapons fire went past the cadet and into Milli :)
Cprl. Thanos Starguard
player, 225 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 2 Aug 2012
at 20:17
  • msg #89

Re: OCC - Part 4

In reply to 1st LT Adam Carlyle (msg # 88):

AH HAH! Well then, GOOD JOB!
Cprl. Cade Murphy
player, 175 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 3 Aug 2012
at 14:21
  • msg #90

Re: OCC - Part 4

I take that back... looks like countess needs a pilot check.
1st LT Adam Carlyle
player, 769 posts
Callsign: Cowboy
Fri 3 Aug 2012
at 15:39
  • msg #91

Re: OCC - Part 4

Yup, my Sniper cannon brought it to only 1 point needed and Caitlin pushed it over the hump with her missiles
Cprl. Cade Murphy
player, 176 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 3 Aug 2012
at 15:54
  • msg #92

Re: OCC - Part 4

Well this will be interesting.  After the whole spaceport incident with Mille and Countess, both pilots have to make a check or two to keep standing in the same round.

Interesting indeed.
Lance Commander Millicent Evans
Player, 40 posts
Fri 3 Aug 2012
at 16:48
  • msg #93

Re: OCC - Part 4

Against the odds, with a gyro hit, Millie's still standing :P

Not that she's in a happy mood, she's just... still standing.
Kitten
GM, 2930 posts
Fri 3 Aug 2012
at 20:18
  • msg #94

Re: OCC - Part 4

Waiting on Stallions to roll intiative.

Please note your heat when you roll intiative, the only heat i'm really watching closely at the moment is Millie and Huangs.
Cprl. Cade Murphy
player, 177 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 3 Aug 2012
at 20:23
  • msg #95

Re: OCC - Part 4

Yah, Ive not been tracking heat since I've only been using LRMs and walking... total heat is 7 per turn.  Once I start fireing my MLRs I'll keep closer tabs.
Cprl. Cade Murphy
player, 178 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 3 Aug 2012
at 22:53
  • msg #96

Re: OCC - Part 4

out of curiosity, is all the pilot damage simulated or real?
Kitten
GM, 2931 posts
Fri 3 Aug 2012
at 23:04
  • msg #97

Re: OCC - Part 4

I'm inclined to call it 'real' but all non-lethal.  It only becomes lethal if you take a serious serious amount of pilot damage.
Cprl. Cade Murphy
player, 179 posts
Fri 3 Aug 2012
at 23:31
  • [deleted]
  • msg #98

Re: OCC - Part 4

This message was deleted by the player at 23:32, Fri 03 Aug 2012.
Kitten
GM, 2933 posts
Sat 4 Aug 2012
at 11:32
  • msg #99

Re: OCC - Part 4

Dont sweat it Camille, it could have very easily have gone the other way with Ghost failing a pilot check, and you still up and at them, which would make this a totally different feel for intiative.  Besides it'll make for neat roleplaying?

I'm presuming Camille will be responsible for the Hummer from now on.  Not much, but you never know when one or two points of damage will be a telling blow somewhere.
This message was last edited by the GM at 11:34, Sat 04 Aug 2012.
1st Lt Camille Sforza
player, 736 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Sat 4 Aug 2012
at 11:42
  • msg #100

Re: OCC - Part 4

In reply to Kitten (msg # 99):

Yeah, it'll add to the roleplaying.
Just hope it'll be gone for the next 'bout'.:
Kitten
GM, 2934 posts
Sat 4 Aug 2012
at 12:17
  • msg #101

Re: OCC - Part 4

It will.  It only lingers if you were going to stay and risk almost guaranteed mechwarrior damage over it.
Lance Commander Millicent Evans
Player, 42 posts
Sat 4 Aug 2012
at 15:41
  • msg #102

Re: OCC - Part 4

Updated Millies movement.
Kitten
GM, 2938 posts
Mon 6 Aug 2012
at 20:20
  • msg #103

Re: OCC - Part 4

o.O

Will give Caitlin, Adam and Svend (?) til tommorow to post something before posting something for them.
1st LT Adam Carlyle
player, 770 posts
Callsign: Cowboy
Mon 6 Aug 2012
at 20:28
  • msg #104

Re: OCC - Part 4

Sorry, should be posting tonight, been logging in via phone.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 403 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 8 Aug 2012
at 14:45
  • msg #105

Re: OCC - Part 4

The map's not quite right....
Kitten
GM, 2940 posts
Wed 8 Aug 2012
at 14:56
  • msg #106

Re: OCC - Part 4

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 105):

what's wrong with it?
Sgt. Devlin Masters
player, 350 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 8 Aug 2012
at 14:59
  • msg #107

Re: OCC - Part 4

In reply to Sgt. Devlin Masters (msg # 88):

Meanwhile, Thanos is having much the same thoughts about the mechs that are behind him. He decides that putting as much distance between them and his backside would be a good idea. Pushing the throttle forward to its max he starts shouldering through the woods. Turning his torso to the West he tries to send ruby bolts of light into building number 2.



OOC:
 Runs directly south to 2935-S With Defense" +1 movement, +1 in Light Woods and at least a +1 for the light woods in 2934 from every opposing mech.

Attacks on Building#2, range 9.
 Medium Range Base 7: -1 Lasers, +2 Running, +1 Light Woods, -4 stationary target = TN5.
 13:47, Today: Cprl. Thanos Starguard rolled 8 using 2d6. LL2 @ Building#2, TN5. HIT
 13:47, Today: Cprl. Thanos Starguard rolled 4 using 2d6. LL1 @ Building#2, TN5. MISS

Building#2 takes 8 damage.

Heat: +3

13:49, Today: Cprl. Thanos Starguard rolled 4 using 2d6. Inish Turn 5, TN7. FAILED

Kitten Footnote:
 Wont change the results, but there are TWO light trees in the way from that hex to target the building.  Defenders may option when it falls on the line, and the building that does not shoot back will always opt to take the extra cover.


It doesn't affect the TN's for Thanos but I only see one set of light woods that could be used for defense.  The woods in 2135 are clearly in the way but none of hte others come close enough to be used.  If Thanos was shooting from 2933 then the woods in 2234 would come into play.  I'm just trying to clarify for future shots.
Cprl. Thanos Starguard
player, 229 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 8 Aug 2012
at 15:03
  • msg #108

Re: OCC - Part 4

(2) ML
Base 5 + 2 run + 1 light wood = tn 8+
10:44, Today: Lance Commander Millicent Evans rolled 7,7 using 2d6,2d6. (2) ML tn 7+. (hit/hit)
10:45, Today: Lance Commander Millicent Evans rolled 5,4 using 2d6,2d6. Devlin Rear locations. (5 damage to RA and RL)


Hrmmmmm? Don't 7's miss on a TN8 or are you still editing that post?
Kitten
GM, 2941 posts
Wed 8 Aug 2012
at 15:03
  • msg #109

Re: OCC - Part 4

In reply to Sgt. Devlin Masters (msg # 107):

Acknowledged.  I stand corrected.

(Gives Thantos a cookie for an apology)
This message was last edited by the GM at 15:03, Wed 08 Aug 2012.
Kitten
GM, 2942 posts
Wed 8 Aug 2012
at 15:04
  • msg #110

Re: OCC - Part 4

Cprl. Thanos Starguard:
(2) ML
Base 5 + 2 run + 1 light wood = tn 8+
10:44, Today: Lance Commander Millicent Evans rolled 7,7 using 2d6,2d6. (2) ML tn 7+. (hit/hit)
10:45, Today: Lance Commander Millicent Evans rolled 5,4 using 2d6,2d6. Devlin Rear locations. (5 damage to RA and RL)


Hrmmmmm? Don't 7's miss on a TN8 or are you still editing that post?


My bad, also correct.  I used Mille's base of 4 by accident when i made the TN for the dice roller.

(Pleads fuzzy head from medication)
This message was last edited by the GM at 15:06, Wed 08 Aug 2012.
Cprl. Thanos Starguard
player, 230 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 8 Aug 2012
at 15:07
  • msg #111

Re: OCC - Part 4

In reply to Kitten (msg # 110):

I should have said that Haung has +1 Energy and that you 'rolled' against a TN7 in your roll, but posted it as TN8. I think you made both hits actually. Wolfman is likely going to have to make a piloting check here shortly.
Kitten
GM, 2943 posts
Wed 8 Aug 2012
at 15:13
  • msg #112

Re: OCC - Part 4

In reply to Cprl. Thanos Starguard (msg # 111):

No.  Fair is fair, youre correct.

Huang has a gunnery of 6, and the energy weapon reduces it to a 5... Her target number should be an 8 this turn.
This message was last edited by the GM at 15:14, Wed 08 Aug 2012.
Cprl. Cade Murphy
player, 183 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 17 Aug 2012
at 20:37
  • msg #113

Re: OCC - Part 4


<Streeeeetch>

So.  How is everyone doing?  Saw the latest Batman recently... was pretty good.  Ice Age was ok.  NFL is back....
Cprl. Thanos Starguard
player, 231 posts
Big-T
P5-G4-M7 +1E +1EWP
Fri 17 Aug 2012
at 22:05
  • msg #114

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 113):

WELL,

I landed a teaching job 3 hours from where I live.....which means I have to move my entire household out there. That is a pain in the butt, but it beats bringing in $0.00 a week. Come Monday I am reporting at 0730 for training and such. Until I am moved, settle, and have some stability in the classroom I will be a once a day type of person on these boards.
Cprl. Cade Murphy
player, 184 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 17 Aug 2012
at 23:14
  • msg #115

Re: OCC - Part 4

Congrats!  Teachers are awesome!
Sgt. Devlin Masters
player, 353 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 22 Aug 2012
at 14:19
  • msg #116

Re: OCC - Part 4

Is it just my RPOL that nothign is happening all or is there a lull right now everywhere?
Kitten
GM, 2944 posts
Wed 22 Aug 2012
at 14:26
  • msg #117

Re: OCC - Part 4

A lull in alot of places... i'm playing evidently in the games i help campaign lulled too.

Will try and get an update up here today though.  feeling better.

Svend however... is not.  He will be 'sidelined' for the forseeable future.  He has some personal issues to take care of and like Amos... has requested to be removed from the campaign at this time, with the hopes of returning in the future.
Cprl. Cade Murphy
player, 185 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 24 Aug 2012
at 15:01
  • msg #118

Re: OCC - Part 4

Kitten
GM, 2947 posts
Mon 27 Aug 2012
at 18:05
  • msg #119

Re: OCC - Part 4

Not going to bore you with a long story.

Suffice to say, I've had better months.

We've lost Svend as a player due to health reasons.  He will finish up this scenario as an NPC under Adam, and earn half experience for the mission.  He will join Amos as NPC support that is with the Stallions, but not actively participating in actual combat missions (they're on boring garrison duty here or there guarding critical locations).

I've been meaning to get the missions started up several times the past few days but once you fall out of step with missions it's hard to get back into the groove of things.

We're at the top of the intiative order.  I suggest turning over the omni Humvee to countess but if she doesnt want it, or Johan rather hang on to it, i guess it wont really matter.  Hoping to finish this scenario off soonest, because my life is far from settled at the moment, and there might be a lull before mission two starts, if it starts.

I might skip the actual mission and resolve it with a few dice rolls and move on to the 'next' mission.  At the moment, the wargames feels to be more complicated and irritating that it's realy worth to play out in my opinion.

If you need a day or three to get back in the swing of things on the mission that's okay, my fault for breaking pace.  Hoping to pick up an aggressive post pace again though.
This message was last edited by the GM at 18:07, Mon 27 Aug 2012.
1st Lt Camille Sforza
player, 737 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Tue 28 Aug 2012
at 06:00
  • msg #120

Re: OCC - Part 4

I've just started school, after a 3 month break (sigh), so i mgiht be a bit sketchy.

that said, the hummer sounds like a reasonable way to keep me in the loop
Kitten
GM, 2948 posts
Tue 28 Aug 2012
at 08:43
  • msg #121

Re: OCC - Part 4

So noted.
Kitten
GM, 2949 posts
Wed 12 Sep 2012
at 15:53
  • msg #122

Re: OCC - Part 4

(ugh)

Okay this is harder than expected...

Time still sort of tight till this week is out.  (I'm hoping my troublesome nephew moves out of the house then and my stress and free time will improve at that point).

Also having trouble getting into the swing of the mission again.  Detailed specifics like ammo used... heat.. damage... and so forth gets fuzzy over time and you have to really invest time to get familiar with the situation again which i just dont have at the moment.

I present you with three options to discuss....

OPTION ONE:
You really want to finish this mission, and youre willing to wait till i have the time to sit and get it moving again.  (est. 10~14 days)


OPTION TWO:
Too much time has passed and you've lost interest in the mission and you want to move on to the next mission.  I'll summerize the results based on what the current situation is and assign experience as i deem appropiate.  (est 2~5 days)


OPTION THREE:
You're really tired of the war games and you want to get to the shooting missions with bad guys, so you can act as a unit again, instead of player vs player missions.  I would summerize this mission and the following day's wargame and forward the timeline to actual combat.  (est 2~7 days)
{Extra time would be required to generate the maps and stuff for the next mission.}
This message was lightly edited by the GM at 15:54, Wed 12 Sept 2012.
Kitten
GM, 2950 posts
Wed 12 Sep 2012
at 15:56
  • msg #123

Re: OCC - Part 4

It should be noted were down to Seven~Eight players.

To my knowledge Svend has joined Amos on the sidelines.

Active players by my count are...

Johan
Devlin
Thantos

Adam
Cade
Millicent
Caitlin

Camille is currently suffering connection issues and her status is in doubt.

Because of the reorganization required from losing Svend.

I'm good with what ever you guys want to do, though if were looking at it from what i want to do, i would prefer to skip to a shooting mission.  The missing player (Svend) and Camille's uncertain status just mess up the war games too much to continue in my opinion and it's not worth salvaging.  I'd as soon put the energy into a new mission.
This message was last edited by the GM at 15:59, Wed 12 Sept 2012.
1st LT Adam Carlyle
player, 774 posts
Callsign: Cowboy
Wed 12 Sep 2012
at 17:04
  • msg #124

Re: OCC - Part 4

I am flexible with any of the three options.  That said, I'm leaning to agree with you Kitten.  With Svend being sidelined with Amos and Camille having issues with connection I think summarizing things up with the existing one and the second one would be good.  For those of us in the new rides it means less 'operational practice time' but I think we've got a decent enough handle on how they work.  A new actual mission will re-forge us into a combat unit working together and give us better focus.

I always have fun playing them out (and netting us some xp to keep out pilots getting better) but in the interests of keeping it together and moving cohesively I think three is the way to go here.
Kitten
GM, 2951 posts
Wed 12 Sep 2012
at 17:26
  • msg #125

Re: OCC - Part 4

Experience will still go out.  Less than originally planed, but experience will still go out for both scenarios.
Cprl. Caitlin Mallory
player, 432 posts
Callsign: Rabbit
Wed 12 Sep 2012
at 17:30
  • msg #126

Re: OCC - Part 4

Think it's a good idea to move on, just due to the lack of posting. Situation has changed, so it's time for us to change.
1st Lt Camille Sforza
player, 738 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 12 Sep 2012
at 19:39
  • msg #127

Re: OCC - Part 4

My connection issues are that, issues, my hardline isn't up so I am using my phone to connect, but i can't keep doing that for an extended period, so I'm trying to limit the amount of time epr day i spend using it.

Basically some retard cut the cable while digging, then for fun and giggles he also pulled it, snapping it somewhere away from where they've been digging.

Phone company still hasn't located the tear, but the area they need to search isnt huge, that said, once they find it, they need to dig...

People digging near cables isn't really working for me these days, i'm half expecting to lose power on their attempt to fix the internet.

-

so I'm around, just can't check multiple times per day as i used to.

And I am exceedingly frustrated, and stressed, since i usually spend about half my waking hours online, much of that time used to relax and chill out form the daily grind.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 405 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 12 Sep 2012
at 20:01
  • msg #128

Re: OCC - Part 4

I'm favoring option 3 also.  It's time to move forward.
Cprl. Cade Murphy
player, 187 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 12 Sep 2012
at 21:09
  • msg #129

Re: OCC - Part 4

Up for anything.  I'm just happy to play.
Cprl. Thanos Starguard
player, 233 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 13 Sep 2012
at 03:26
  • msg #130

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 129):

Option 1
Sgt. Devlin Masters
player, 354 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 13 Sep 2012
at 03:43
  • msg #131

Re: OCC - Part 4

I'm good with any of the options but I think moving on is our best bet.  That is, if those playign the X-3s are comfortable with thier rides.  The rest of us are used to how how mechs work so it's all the same.
1st LT Adam Carlyle
player, 775 posts
Callsign: Cowboy
Thu 13 Sep 2012
at 03:54
  • msg #132

Re: OCC - Part 4

I am comfortable enough that I trust I won't do something totally bonkers in our first real engagement.  :)
Kitten
GM, 2952 posts
Thu 13 Sep 2012
at 08:36
  • msg #133

Re: OCC - Part 4

Since most of you seem okay with moving on (except Thantos)

I'm going to move on, i need to gather a sense of momentum or the game is going to stall perpetually.

Summerizing.
Kitten
GM, 2955 posts
Thu 13 Sep 2012
at 09:06
  • msg #134

Re: OCC - Part 4

Results posted...

Experience pending...

Roleplaying resuming...

(You may roleplay any point you consider worthy between mission one and two)

(You may roleplay any point you consider worthy within a day after mission two)

(Waves making a shooing motion)

I'll need a few days (read a week or two) to get my shyt together to start the next mission.  Spend it roleplaying and developing 'stuff' out of character.  It might or might not be important later on.
This message was last edited by the GM at 09:28, Thu 13 Sept 2012.
Cprl. Thanos Starguard
player, 234 posts
Big-T
P5-G4-M7 +1E +1EWP
Fri 14 Sep 2012
at 00:41
  • msg #135

Re: OCC - Part 4

In reply to Kitten (msg # 134):

I could have sworn that the buildings were worth 4 points each.
Kitten
GM, 2960 posts
Sun 16 Sep 2012
at 16:48
  • msg #136

Re: OCC - Part 4

In reply to Cprl. Thanos Starguard (msg # 135):

You're correct Thantos, when it comes time to do bookkeeping i will adjust it accordingly.
Kitten
GM, 2961 posts
Sun 16 Sep 2012
at 17:03
  • msg #137

Re: OCC - Part 4

Mission 3

Notes...
For issues of safety for the cadets in your care, First Blood rules are in effect.  First Blood rules ignore the presence of armor.

The object of the lesson is to teach students the concept of avoiding damage altogether.  This will obviously penalize larger and slower mechs that rely on heavier armor to sustain them in a fight..

Such is life.  You probably still have more guns than your counterpart.  The effects of the First Blood rules significantly level the playing field and speed up combat while allowing rookies on the field a chance to contribute with a lucky hit, and an improved chance to survive using the first blood rules.

Combat will take place away from the Academy in the mountains, where a wooded field and lake are the predominent features of the landscape.  (Expect ALOT of woods, expect 50% or more of the board to be wooded.)

Damage is expected to be light, and a combat exercise will take at most 'two' time period to repair.  'one' time period if only armor damage was taken.  A small ground base has been established on the lake, where modest logistics may be set up.  (Standard repair pools are in effect for missions, which should be plenty using first blood rules.)

The logistics base is presumed to handle repairs for (4) mechs at a time.  Parts are on hand for mechwarriors/cadets to make their own repairs should more than (4) mechs require maintenanc at once.

Johan and Adam are responsible for setting up the order of training exercises for the day.  They are broken up into Morning... Afternoon... Evening.  Objectives can be whatever you deem appropiate.  Simple ones off the top of my head is last man standing (fight to defeat one side), capture the flag (capture an objective), one side on offense another (weaker) side in prepared defense of a flag/objective, or something else for you to decide.

quote:
Players should list their mechs (and loads if they're Power Loaders) as well as their trainees here for Johan and Adam to schedule wargames.


Map for Mission 3

http://www.angelickitten.com/rpol/mw/wg/Mission3.jpg

Units not engaged in wargames will be parked in the 'Base Camp' awaiting their turn, or being repaired by the Technicians that have accompanied you for the field training.

You have untill 09/18 to get your 'unit' in (make a cadet/pick weapon load for power loaders) and your thoughts on interesting wargames.

Adam and Johan have until 9/21 to get me scenario notes they would like to run using as much or as little of the map as they want.  It should be noted, that the base camp is 'off limits' and you should not operate withing 3 hexs of the base camp.

If you finish earlier, we will (hopefully) start earlier, would like to have maps and missions out lined by the weekend.
This message was last edited by the GM at 01:18, Mon 17 Sept 2012.
Lance Commander Millicent Evans
Player, 46 posts
Sun 16 Sep 2012
at 17:15
  • msg #138

Re: OCC - Part 4

LC Evans is piloting her X-3ew
4+ Gunnery
5+ Piloting
6+ Technician
5  Leadership Rating

While it has EW, it should be noted that it is only a 20 tonner.
Since running the EW at full power reduces the heat sinks of the mech to zero, Millie will equip the mech with a Medium Pulse Laser with (3) Heat sinks to minimize the heat burden.


Cadet Isis is an aspiring EW pilot.  She's not there yet but she's getting close.
6+ Gunnery
6+ Pilot
8+ Technician
1  Leadership Rating

Isis is in a standard X-3 Power Loader.  She is using (2) medium lasers in her torso modules to allow her optional momvement speeds by ditching her hand weapon.  For a hand weapon she has selected the AC/6 LBX with a ton of std. (16) and lbx (16) ammo.

Footnote:  For those of you that forgot,
Technician skill = Base Mental tn + 2

This message was last edited by the player at 17:18, Sun 16 Sept 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 407 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Mon 17 Sep 2012
at 15:34
  • msg #139

Re: OCC - Part 4

Call me dense, but I'm not quite sure what the first blood rules mean?  I understand the two hits and it's destroyed, but what does disabled mean?  Critical hits?  What about the torsos?
Kitten
GM, 2963 posts
Mon 17 Sep 2012
at 15:59
  • msg #140

Re: OCC - Part 4

Slight modification to First blood rules, to be a little more fair to the medium mechs.

Light mech locations are considered destroyed on the first hit.

Medium mech locations are considered Disabled on the fisrt hit, and destroyed on the second hit.

Exceptions, any head hit will have the mech listed as 'destroyed.

Light mechs Center torso are Disabled on the fisrt hit, and destroyed on the second hit.

Medium mech Center torso ignore the first hit, are Disabled on the Second hit, and Destroyed on the Third hit.

Center Torso Disable = 1 Engine and 1 Gyro Hit

Any other location that is disabled, presumes all criticals in the location is are 'destroyed', thought the location is capable of absorbing another hit to prevent damage from transfering to the next location.


So...

A light mech will have a location listed as destroy by any hit that is not a Center Torso.

A medium mech will have a location listed as disabled by the first hit (except the  head and center torso), A second hit will have the location listed as 'destroyed'.  (Destroying all the criticals but leaving the location capable of absorbing another hit).
This message was last edited by the GM at 16:11, Mon 17 Sept 2012.
Kitten
GM, 2964 posts
Mon 17 Sep 2012
at 19:59
  • msg #141

Re: OCC - Part 4

'Default Cadet'

Will have...
Gunnery    6+  (5+ w/Ballistic)
Pilot      6+
Technician 9+
Leadership 1


Will be in a Standard X-3 Powerloader.
AC/2 Rapid (RT and LT)
Damage 2
Range 3/6/9
Heat 1 (each shot)
Ammo (40)

AC/6 (R~LA)
Damage 6
Range 4/6/8
Ammo (16)
Kitten
GM, 2965 posts
Tue 18 Sep 2012
at 12:56
  • msg #142

Re: OCC - Part 4

Last day to get information in.

As it stands.
Player X-3s defaults will be loaded with the last weapon load out they had from mission one.

Current list of units available for Mission 3.

Johan - Fire Fly (24) Ammo for LRM 5
w/ Office Candidate Cadet Alice Vunderlen
Gunnery 6 / Pilot 6 / Techncian 9+ / +1 Leadership +1 Noble
X-3 w/ (2) LRR 4 (15/15 Ammo) {torso} SRM 5 (8 ammo) {RA} ML {LA}

Devlin - Whitworth (15) Ammo for SRM 6
w/ Cadet Betty
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}

Thantos - Black Jack
w/ Cadet Carol
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}

Camille - Black Jack
w/ Cadet Dana
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}


Adam - X-3 (Command) w/ (2) ML {torso} and AC/6 (32 ammo){R~L arms}
w/ Officer Candidate Cadet Ellaine
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}


Caitlin - X-3 (Assault) w/ (2) LRR6 (15/15 Ammo){torso} and Sword {RA}
w/ Cadet Felicia
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}


Cade - X-3 (standard) w/ (2) ML {torso} and (2) LRM4 (20/20 Ammo){arms}
w/ Cadet Kiren O'Malley
Gunnery 6+ / Pilot 6+ / Technician 9+ / +1 Missiles
X-3 w/ (2) ML {torso} and (2) LRM 4 (20/20 Ammo) {arms}


Millicent - X-3 (Scout) w/Guardian, Medium Pulse and (3) Heat Sinks
w/ Cadet Isis
Gunnery 6+ / Pilot 6+ / Technician 9+ / +1 Technician
X-3 w/ (2) ML {torso} and AC/6(LBX) (16/16 Ammo){arms}

265 ton mercs  w/ 200 ton Cadets Total Tonnage on map
This message was last edited by the GM at 02:30, Wed 19 Sept 2012.
Kitten
GM, 2968 posts
Tue 18 Sep 2012
at 15:31
  • msg #143

Re: OCC - Part 4

All player characters are instructors. You should feel free to make suggestions on how you go about instructing your cadets.

Training does not need to be limited to the war game slots, though it should be noted that the time slot after participation in wargames, will require some maintenance to remove any damage that might have been inflicted.

Morning time slot runs from 8am to Noon

Noon to 1pm is a break for Lunch

Afternoon time slot runs from 1pm to 5pm

5pm to 6pm is a private/quiet/rest break.

6pm to 8pm is the Evening time slot.

The actual 'war game' spans a matter of minutes.  The rest of the time is spent on 'personal' instruction to your various cadets that do NOT involve firing live munitions.  (to avoid accidents)

Units involved in war games are down after the exercise for repairs.  Pilots are expected to participate with the repairs of their mech as part of the training exercise.

There are one actual Tech on hand, with several assistance on hand, running similiar field exercises.  It seems the concept of in field repairs with minimal tools and supplies on hand is the drill for them.  Under such spartan conditions, their pilots are expected to help with repairs.  It's a novel concept for most of the Eridani, though it's certainly a welcome exercise to help them brush up on Technical work.
1st Lt Camille Sforza
player, 739 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 19 Sep 2012
at 04:41
  • msg #144

Re: OCC - Part 4

and my net is back online, got it yesterday, but i'm backlogged so hard everywhere.

one question: AC/5 'rapid' what does this mean?
Kitten
GM, 2970 posts
Wed 19 Sep 2012
at 11:27
  • msg #145

Re: OCC - Part 4

See msg 8

On the weapon table thread.
1st Lt Camille Sforza
player, 740 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 19 Sep 2012
at 16:00
  • msg #146

Re: OCC - Part 4

i mean what does 'rapid' do? I can't find a rule for what it does ;)

or is it jsut a name?
Kitten
GM, 2971 posts
Wed 19 Sep 2012
at 18:27
  • msg #147

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 146):

Same as an AC/5 (ultra).

I didnt want to call it an AC/5 ultra, since such exists, to avoid confusion.

Think of it as an AC/5 with a sawed off barrel reducing it's range significantly.  You may fire it 'single' shot or you may fire it 'rapid', and if you hit you roll on the SRM2 chart to see if you hit with one shot or two.  On a roll of '2' to hit, the weapon jams and becomes useless for the fight.  Firing it 'rapid', two hit, one hit, or clear miss, will expend two ammo like an AC/5 ultra.
1st Lt Camille Sforza
player, 741 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 19 Sep 2012
at 18:30
  • msg #148

Re: OCC - Part 4

gotcha :D
Kitten
GM, 2972 posts
Wed 19 Sep 2012
at 18:44
  • msg #149

Mission 3

per Johan:
It'll be an offensive/defensive scenario.  Team A will be the attackers trying to move their entire force past row XX29.  Success requires that Team A do so with at least 3 more functioning units than Team B.  Team A deploys within 3 hexes of the north border.

Team B are the defenders and have the reverse role, meaning that a failure by Team A is a victory on the part of Team B.  Team B deploys south of row XX25.

As an additional note, movement west of column 10XX and east of column 29XX is disallowed.

Finally, here are the assignments:

Team A (10):
Johan + cadet
Adam + cadet
Caitlin + cadet
Cade  + cadet
Millie + cadet

Team B (6):
Camille + cadet
Devlin + cadet
Thanos + cadet


Since wargames will be conducted 'enmasse', they will occur in the morning, giving the pilots and tech crews the rest of the morning and afternoon to conduct repairs on the mechs.


A set of actuators are availble for the X-3s

200af or Armor is on hand
'400' points of damage for Auto Canons are on hand.
100 SRMs are on hand
180 LRMs are on hand
180 LRRs are on hand

(2) Heat sinks are availble for use by any mech

(2) AC/2 'rapid' Torso mounts are available for use for the X-3s
(1) AC/6 Auto Canon is avaialble for use for the X-3s

Damage that excedes these supplies do not get repaired in the field.


I require (3) Rolls for each character, and i will be looking for 'margin of success'. Experience for a few days of wargame activity will equate to your margin of success for each roll.  (See Millicent's rolls following this for an example.)

The first roll is to determine your gunnery performance.

The second roll is to determine your pilot performance.

The third roll is to determine your Technical performance.

A roll of '2', '3', or '12' indicates a mishap involving your character happens during the day.

You may opt not to roll and 'take 5' for a roll, likely resulting in failure, or at best modest success to avoid the potential randomness a 2,3, or 12 will create {as determined by me}.

You have until Friday, 9/21 to turn in your rolls.  If you do not do so, you will be presumed to have resolved your rolls with (3) take '5' rolls.
This message was last edited by the GM at 18:45, Wed 19 Sept 2012.
Lance Commander Millicent Evans
Player, 48 posts
Wed 19 Sep 2012
at 18:46
  • msg #150

Re: OCC - Part 4

Millicent's target rolls.

4+ Gunnery
5+  Pilot
6+  Technician  (your mental stat +2)


14:47, Today: Lance Commander Millicent Evans rolled 5,5,6 using 2d6,2d6,2d6 with rolls of 2,3,2,3,4,2. Wargame rolls Gun/Pilot/Technician

Millie's performance summary:
Gunnery    performance '5' = successful +1
Pilot      performance '5' = successful +0
Technician performance '6' = successful +0


Millie gets (3) experience for 3 successful rolls
Millie gets (1) expereince for 1 margin of success  (add up up total and divide by two, rounding up)

Millie will earn 4 experience points for the day of wargaming.
This message was last edited by the player at 21:43, Wed 19 Sept 2012.
1st Lt Camille Sforza
player, 743 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 19 Sep 2012
at 18:47
  • msg #151

Re: Mission 3

do we roll for the pair as one, or seperately?


Kitten answer
You only make a set of rolls for your pilot.  The Cadets all take '5' for the roll.

This message was last edited by the GM at 18:52, Wed 19 Sept 2012.
Cprl. Cade Murphy
player, 189 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 19 Sep 2012
at 19:57
  • msg #152

Re: Mission 3

Cade's Summery

15:57, Today: Cprl. Cade Murphy rolled 11,7,7 using 2d6,2d6,2d6. Gun/Pilot/Tech.

Gunnery    performance '11' = successful +6
Pilot      performance '7' = successful +3
Technician performance '7' = failed

Cade will earn 7 experience points for the day of wargaming.
This message was last edited by the GM at 21:43, Wed 19 Sept 2012.
Sgt. Devlin Masters
player, 356 posts
Callsign: Wolfman
P5 G4 M2 Enrg Wpns +1
Wed 19 Sep 2012
at 20:14
  • msg #153

Re: Mission 3

15:09, Today: Sgt. Devlin Masters rolled 8,4,4 using 2d6,2d6,2d6. Success rolls  P,G,T.
                  ROLL
Pilot      = 5     8   Pass +3
Gunnery    = 4     4   Pass
Technician = 8     4   fail


XP = 2 passes + (3/2) = 4 xp


Devlin will earn 4 experience points for the day of wargaming.
This message was last edited by the GM at 21:44, Wed 19 Sept 2012.
Kitten
GM, 2973 posts
Wed 19 Sep 2012
at 21:48
  • msg #154

Re: Mission 3

Please remember, your mechwarriors.. not technicians.  You add two to the target number unless you've been cross trained in Technician.

Current Tally

5 Experience Johan
6 Experience Camille
4 Experience Devlin
3 Experience Thantos


? Experience Adam
? Experience Caitlin
7 Experience Cade

4 Experience Millicent

This message was last edited by the GM at 01:46, Thu 20 Sept 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 411 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 19 Sep 2012
at 22:26
  • msg #155

Re: Mission 3

Johan does an okay job for the day.

4+  Gunnery: pass
5+  Pilot: pass
7+  Technician: fail

15:23, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7,8,5 using 2d6,2d6,2d6. gunnery/piloting/technician.

Johan will earn 5 experience points for the day of wargaming.
This message was last edited by the GM at 23:06, Wed 19 Sept 2012.
Cprl. Thanos Starguard
player, 235 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 19 Sep 2012
at 23:32
  • msg #156

Re: Mission 3

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 155):

Pilot      = 5     9   Pass +4
Gunnery    = 4     2   Fail
Technician = 8     7   Fail



3XP and something interesting with Gunnery.


Thanos earns 3 experience points for the day of wargaming.

Thanos is the victem of a shooting accident.  His mech takes damage that the Technicians do not have parts to repair.

20:07, Today: Kitten rolled 7 using 2d6. Location of critical on Thantos' Mech.
20:07, Today: Kitten rolled 2,2 using d6,d6. Location of CT critical.


Thanos' Black Jack has has taken an Engine Hit.  The Technicians on hand do not have parts to fix it properly.  They how ever have displayed impressive ingenuity in attacking the problem reducing the severity of the damage by using liberal application of chewing gum, duct tape, and the two heat sinks that they bought along to reduce the heat generation from 5 points a turn to 3 points a turn.  The Jury Rig may fail on any hit to the center torso, on a roll of 8+.

The Omni Technician crew seems rather pleased with themselves over their jury rig efforts.  Thanos, failing his Technician roll, is unimpressed with their skill and is certain that they are saboutaging his mech just becuase he's a 'merc'.  Eridani Technicians would surely have gotten his mech up and running better with half the duct tape, and skipping the bubblegum altogether.  Thanos can't believe that he's actually missing Scooter, who stayed behind with Amos and Svend.

This message was last edited by the GM at 00:15, Thu 20 Sept 2012.
1st Lt Camille Sforza
player, 744 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 20 Sep 2012
at 01:43
  • msg #157

Re: Mission 3



Gunnery: Tn: 5+ = 8 (success)
pilot:   Tn: 5+ = 8 (success)
Tech:    Tn: 7+ = 6 (failed)



03:39, Today: 1st Lt Camille Sforza rolled 8,8,6 using 2d6,2d6,2d6. G: 5/4+,P: 5+, T:7+ .

Camille earns 6 experience points for the day of wargaming.
This message was last edited by the GM at 01:45, Thu 20 Sept 2012.
Cprl. Caitlin Mallory
player, 433 posts
Callsign: Rabbit
Thu 20 Sep 2012
at 02:25
  • msg #158

Re: Mission 3

Give me a day and I'll get back into posting.
Cprl. Caitlin Mallory
player, 434 posts
Callsign: Rabbit
Thu 20 Sep 2012
at 19:15
  • msg #159

Re: Mission 3

Gunnery: Tn: 4+ = 7 pass (+3)
pilot:   Tn: 4+ = 3 fail
Tech:    Tn: 7+ = 5 fail
1st Lt Camille Sforza
player, 745 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 20 Sep 2012
at 19:18
  • msg #160

Re: Mission 3

so, do we have time to spend exp?
Kitten
GM, 2978 posts
Thu 20 Sep 2012
at 19:20
  • msg #161

Re: Mission 3

I am officially behind in bookkeeping.

I am presuming you would prefer for me to make scenarios for you to play than idle and wait for me to finish playing accountant tallying numbers up.

If you feel you have experience to burn at this time let me know, as well as how you'd like to spend it, and i'll make an effort to review your request and give you a green light on a yes or no on what you want.
This message was last edited by the GM at 19:20, Thu 20 Sept 2012.
Kitten
GM, 2979 posts
Thu 20 Sep 2012
at 19:23
  • msg #162

Re: Mission 3

Adam is the last to post rolls.

He's mentioned he might be having connection issues and to not wait for him.

I'll give him tonight to get his rolls in, and if he misses it, tommorow morning i'll start Mission three setup.

You'll have a few days to discuss how you want to set up, and then mission will start in earnest Monday.
Cprl. Cade Murphy
player, 190 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 20 Sep 2012
at 19:37
  • msg #163

Re: Mission 3

I believe I have 25 exp and if that would buy me another +1 to missiles, then I'll take it.  Otherwise, Im OK.
Kitten
GM, 2980 posts
Thu 20 Sep 2012
at 19:54
  • msg #164

Re: Mission 3

Cprl. Cade Murphy:
I believe I have 25 exp and if that would buy me another +1 to missiles, then I'll take it.  Otherwise, Im OK.


It wont.  Second +1 for missiles will cost you 50 points.
Kitten
GM, 2981 posts
Thu 20 Sep 2012
at 20:02
  • msg #165

Re: Mission 3

I've decided to make the new mission available.

Adam's rolls wont make too much of a difference, and it cant be too early to get you guys thinking on making dice rolls for repairs.

It might be worthwhile to have the Intructor Technician reconfigure (2) Power Loaders to accept new pilots.

Have Dana and Kiren swap power loaders.  Kiren is injured from Caitlin's attack to the head (giving her +2 to target rolls), while Dana's mech is crippled with a Gyro.  Alternately you can ship them both south, saving the repair points, to repair damage on other mechs.

Spending 8 repair points have them swap, allowing you to ship the injured pilot out with the most damaged mech.

Everyone has an interst in survival, so all pilots will make an effort to repair their own mechs, if their ride is damaged.

Johan and Devlin's mechs have no damage, though they could do with ammo reloads.  They may opt to do with out the ammo reload to assist repairs on someone elses mech.

Millicent will probably go along with Johan's recommendation as long as they seem reasonable and is not totally self serving.

Once repairs are done, the technical crew will rush to pack up and depart the area, the Stallions must buy them time, while reducing the casualties they are likely to receive.

Primary Objective will be to by time for the technicins to depart and to keep your cadets alive.

Secondary Objective is to keep X-3 technology out of their hands.

Tetriary Objective is to cripple/destroy enemy units.
This message was last edited by the GM at 20:06, Thu 20 Sept 2012.
Lance Commander Millicent Evans
Player, 49 posts
Thu 20 Sep 2012
at 20:21
  • msg #166

Re: Mission 3

It was... unexpected.  Unfortunate but unexpected.  The business of survival was now upon them and Millie got busy.  It was fortunate that mechwarrior field repair training was part of the operations.  It meant there were enough tools to go around.

Grabbing some armor patches, Millie quickly goes to her X-3 scout and starts to weld armor patches over the huge gaping hole that a Medium laser had left as it burnt through the Left torso armor.  Patch after patch was quickly welded in place, till only a few wide cracks here and there called for attention.

A few more patches, a little more time... and it might be as good as new.  She felt a tremble in the ground.  The sensation of huge ponderous foot steps making it's way across the forest.  In the distance plumes of fire could be seen igniting and traveling through the twilight lighting.  They were low on supplies, and now officially out of time.

"Incoming!", Lance Commander calls out a warning to alert the others to that unfriendlies were arriving.

Isis still had her first armor patch in her hand, as she was trying to determined what to repair first.  It all looked bad... the torsos... the arms... everything.  She decided to start work on the left torso, and was still cutting the first patch to fit into the jagged edge of the hole.  Careful to make a snug fitting connection to keep moisture from seeping into the seams.

At the Lance Commanders warning, her head came up and a sensation of panic settled on her.  "Already???", she complained dropping her the armor patch in her hand.  She had piddled her time away being too slow on deciding what to fix, and attempting to make clean pristine final repairs when what was really needed was effective messy ones, like the ones Millie had made.




16:10, Today: Lance Commander Millicent Evans rolled 8,5 using 2d6,2d6. Tech roll  Millie 6+ Isis 8+.

Millie successfully repairs 4af
Isis  fails her repair roll

This message was lightly edited by the player at 20:21, Thu 20 Sept 2012.
Cprl. Cade Murphy
player, 191 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 20 Sep 2012
at 20:26
  • msg #167

Re: Mission 3

Swapping the two mechs is a sound option.  what is the situation for the other mechs?  Do we all need to make repair rolls?
Kitten
GM, 2982 posts
Thu 20 Sep 2012
at 20:41
  • msg #168

Re: Mission 3

Cprl. Cade Murphy:
Do we all need to make repair rolls?


Only if you want to improve the readiness of your mech for combat.

Per Message 2, Cades mech has taken 5 damage in the RA and 5 damage in the LL.

If Kiren is getting stuck piloting Dana's mech, she'll suggest loading it on the Technician flat bed, and letting them work on it while they're on the run.

It would free up the Tech working on Dana's mech to set it up for her to pilot, and free her up to help Cade repair his mech.  {Cade may have Kiren work along, making a 11+ tn for technical work, or accept her as an assistant to help with manual labor, adding +1 to his own Technical efforts}


Camille may presume that Dana moves into Kiren's mech for the battle.  Dana will make an effort to repair damage to the mech's head, and request an assistant Tech to help reinforce the head armor on Kiren's mech.  (this will allow the head location to take a Large Laser without automatically being decapitated)

Post repair/roleplaying 'HERE' and i will move it over to keep non mission stuff from cluttering the mission thread.
This message was last edited by the GM at 20:41, Thu 20 Sept 2012.
Cprl. Cade Murphy
player, 192 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 20 Sep 2012
at 21:20
  • msg #169

Re: Mission 3

<looks over at a new thread> Oh THOSE messages... yah... right...

17:14, Today: Cprl. Cade Murphy rolled 9 using 2d6. what me repair?

So +1 = still not much happening on that mech, red head helping or no.


Cade looks at Kiren pained at what he is about to say and then realizes a decent solution.  "Your brain is still rattled and Dana's mech has issues.  The best bet for us all is for the two of you switch mechs and hopefully we'll be able to hold them off long enough", he tells her.  Kiren suggests putting the mech on the flat bed and that makes the idea so much better.  "Sounds great.  You can help me get some armor on my mech and allow the other techs to help get Dana situated", he replies grabbing an wrench and motioning Kiren to follow.
Kitten
GM, 2983 posts
Thu 20 Sep 2012
at 21:46
  • msg #170

Re: Mission 3

Cprl. Cade Murphy:
<looks over at a new thread> Oh THOSE messages... yah... right...

17:14, Today: Cprl. Cade Murphy rolled 9 using 2d6. what me repair?

So +1 = still not much happening on that mech, red head helping or no.


Cade looks at Kiren pained at what he is about to say and then realizes a decent solution.  "Your brain is still rattled and Dana's mech has issues.  The best bet for us all is for the two of you switch mechs and hopefully we'll be able to hold them off long enough", he tells her.  Kiren suggests putting the mech on the flat bed and that makes the idea so much better.  "Sounds great.  You can help me get some armor on my mech and allow the other techs to help get Dana situated", he replies grabbing an wrench and motioning Kiren to follow.


Youre base mental roll is a 7+, so you need a 9+.  Making the roll generates 2 repair points, with Kiren's help you get and extra repair point.

You can fix the Arm... Leg, or opt for reloads.  Be Happy we're not using Mac's system of repairs... it was pretty brutal.
This message was last edited by the GM at 22:00, Thu 20 Sept 2012.
Cprl. Cade Murphy
player, 194 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 20 Sep 2012
at 22:28
  • msg #171

Re: Mission 3

In reply to Kitten (msg # 170):



Well damn.  I miss read your post.  3 repair points ill put to armor repair, legs first.  Ammo won't help if I can't move.
1st Lt Camille Sforza
player, 746 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 21 Sep 2012
at 00:37
  • msg #172

Re: Mission 3


02:36, Today: 1st Lt Camille Sforza rolled 9 using 2d6. tech roll to repair tn 7.

I take it this means i repair 4 points?

Kitten
GM, 2984 posts
Fri 21 Sep 2012
at 01:42
  • msg #173

Re: Mission 3

1st Lt Camille Sforza:

02:36, Today: 1st Lt Camille Sforza rolled 9 using 2d6. tech roll to repair tn 7.

I take it this means i repair 4 points?



I'm willing to allow you to spend the point on the mental stat to reduce your tn to 5+.

So Camille does get 4 repair points for her mech, which will probably be armor repairs.  Throw a roleplaying note together, and let me know what youre repairing.
1st Lt Camille Sforza
player, 747 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 21 Sep 2012
at 07:49
  • msg #174

Re: Mission 3

the thread is clsoed atm.
Kitten
GM, 2985 posts
Fri 21 Sep 2012
at 10:59
  • msg #175

Re: Mission 3

msg 168:
Post repair/roleplaying 'HERE' and i will move it over to keep non mission stuff from cluttering the mission thread.

Sgt. Devlin Masters
player, 357 posts
Callsign: Wolfman
P5 G4 M2 Enrg Wpns +1
Fri 21 Sep 2012
at 12:16
  • msg #176

Re: Mission 3

Devlin will assist Cade with his repairs.


Technician is 8+

07:15, Today: Sgt. Devlin Masters rolled 11 using 2d6. Repairs.



Kitten Note:
Devlin generates 5 repair points

Please specify what you help repair.

This message was last edited by the GM at 12:41, Fri 21 Sept 2012.
1st Lt Camille Sforza
player, 748 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 21 Sep 2012
at 13:58
  • msg #177

Re: Mission 3

Camille wasn't in an entirely happy mood when she went to work repairing the blackjack.

where were that grumpy old fart of a mechanic and his crew, when you needed them?

still she had to patch up the 'jack, especially with the planetary landing alert, so she went to work, cutting, welding and polishing armor plating on her war machine.

most important was the left torso, then the left arm.


2 af repaired on LT, 2 af on LA

Kitten
GM, 2986 posts
Fri 21 Sep 2012
at 14:07
  • msg #178

Re: Mission 3

Decided to save the Acdemey pilots alot of rolling, just presume the all have one repair point to use which goes to repair armor on the mech they're piloting (except in Cade's case)  Isis gets two, since she has a Techncian background.
Sgt. Devlin Masters
player, 358 posts
Callsign: Wolfman
P5 G4 M2 Enrg Wpns +1
Fri 21 Sep 2012
at 20:01
  • msg #179

Re: Mission 3

Can someone help me figure out what I'mm doign with these repair points?  :-)
Kitten
GM, 2987 posts
Fri 21 Sep 2012
at 20:05
  • msg #180

Re: Mission 3

Fix 5 af of damage on Cade's mech i guess?

I think Cade was working on the leg for the most part but other parts of his mech were damaged too.
Cprl. Cade Murphy
player, 195 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 21 Sep 2012
at 20:32
  • msg #181

Re: Mission 3



I repaired 3 of 5 points of damage to my mech's leg.  I also have 5 points of damage to an arm.

Thanks for the help!

[Edited for correctness]
This message was last edited by the player at 20:57, Fri 21 Sept 2012.
Kitten
GM, 2988 posts
Fri 21 Sep 2012
at 20:35
  • msg #182

Re: Mission 3

In reply to Cprl. Cade Murphy (msg # 181):

Devlin's mech is repairer per the roleplaying story (if it was read), curtosy of Devlin's Damage magnet option.
Cprl. Cade Murphy
player, 196 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 21 Sep 2012
at 20:56
  • msg #183

Re: Mission 3

Missed that part. :/
Kitten
GM, 2989 posts
Fri 21 Sep 2012
at 21:41
  • msg #184

Mission 3

Setup Preview.

The situation.  A company of unknown hostile mechs is advances south on the Wildstallion and Cadet's position.  Last minute repairs are being made to units that have been lightly damaged by a evening of war game drills.

The Technicians are making an effort to escape south to a Ferry which will take them to safety, taking the most damaged and injured units with them.  The rest of the unit is arrayed to stall the advancing invaders arriving from the north.

The opposition is looking to advance through the area and capture Omni's ground breaking technology.  Should they reach the south edge unchallenged, they are presumed to close the gap and capture the Technicians for interrogation which would be disasaterous (decisive defeat).  To avoid this, two friendly mechs must withdraw off the south edge for every enemy mech to avoid defeat.

While not as disasterous, the loss of the power loaders to the enemy is considered undersireable as well.  Each Power Loader lost as salvage will reduce the defenders victory margin by one level.  The loss of more than three as salvage will mean a decisive defeat for the defenders.

Lastly... modified Night Combat rules are in effect, since this battle is taking place just past twilight.  Lighting is poor.  All units gain a +2 Defense modifier from the cover darkness provides them.  This defense modifier is LOST if the mech elects to jump, due to the illumination the Jump Jets provide for attacking mechs.

The Defenders must stall the attackers for ten rounds of combat to ensure that the Technical crew get away.  The defenders may set up anywhere on the map, but no closer than 10 hexes from the north edge (where the enemy will advance in from).

Please make any plans you deem necessary, and decide where your mech, and your cadet (if you still have one) start.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 412 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sat 22 Sep 2012
at 06:00
  • msg #185

Re: Mission 3

OOC:  Given everything that's happening, we should direct repair work to center torsos on ALL units first!  Let's try to keep critical damage to a minimum.  Besides, most of our mechs are light enough that significant damage to the CT will core them.

Johan's not much help, but at least cadet Alice did something!

22:58, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 10 using 2d6. Alice repairs.
 22:55, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6. repairs.

Kitten
GM, 2990 posts
Sat 22 Sep 2012
at 23:35
  • msg #186

Re: Mission 3

Adam is offline at the moment... so i'm going to have him withdraw with Kiren to escort them to safety.

Neither Adam nor Kiren's weight will be counted against you for Op Force Generation.
This message was last edited by the GM at 23:36, Sat 22 Sept 2012.
Cprl. Thanos Starguard
player, 236 posts
Big-T
P5-G4-M7 +1E +1EWP
Sun 23 Sep 2012
at 00:14
  • msg #187

Re: Mission 3

I know I got an Engine Crit, but 2 double heat sinks. So I am running +5 heat, but sinking 19 a round. Did all of the 'missile' hits get repaired?

Just checking on my mech's readiness and I have no idea where else to ask.

Finally some action where my medium sized mech with its heavier armor will be more useful and its gimpy.
Kitten
GM, 2991 posts
Sun 23 Sep 2012
at 00:33
  • msg #188

Re: Mission 3

Cprl. Thanos Starguard:
I know I got an Engine Crit, but 2 double heat sinks. So I am running +5 heat, but sinking 19 a round. Did all of the 'missile' hits get repaired?

Just checking on my mech's readiness and I have no idea where else to ask.

Finally some action where my medium sized mech with its heavier armor will be more useful and its gimpy.


Your current armor damage.  Keep in mind if you take any and a roll of 8+ is made you lose the jury rig repair made on your BJ.

LT 2
RT 2
LL 2
RL 2
Cprl. Thanos Starguard
player, 237 posts
Big-T
P5-G4-M7 +1E +1EWP
Sun 23 Sep 2012
at 01:06
  • msg #189

Re: Mission 3

In reply to Kitten (msg # 188):

Which will?

I take it since the technical failed as well that the armor damage stays?
Kitten
GM, 2993 posts
Sun 23 Sep 2012
at 02:08
  • msg #190

Re: Mission 3

In reply to Cprl. Thanos Starguard (msg # 189):

Did you make a new tech roll?  Did you even read the mission thread?  (sounds like you maybe missed it.)
Kitten
GM, 2994 posts
Sun 23 Sep 2012
at 16:12
  • msg #191

Re: Mission 3

(checks watch)

Op Force already deployed on the map.

Would like to start mission on monday.
1st Lt Camille Sforza
player, 750 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Sun 23 Sep 2012
at 17:27
  • msg #192

Re: Mission 3

can't seem to find a map for this one.
Kitten
GM, 2995 posts
Sun 23 Sep 2012
at 17:43
  • msg #193

Re: OCC - Part 4

per message 137 of this thread...

http://www.angelickitten.com/rpol/mw/wg/Mission3.jpg
1st Lt Camille Sforza
player, 751 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Sun 23 Sep 2012
at 20:59
  • msg #194

Re: OCC - Part 4

so, Johan in what rough area are we deploying?
Lance Commander Millicent Evans
Player, 51 posts
Sun 23 Sep 2012
at 21:08
  • msg #195

Re: OCC - Part 4

At least some of them are coming down the road, its the path of least resistance, and there are no trees in that area, we should plan on putting up some sort of road block there.

Heaviest units, with longest guns.

ie. the two Black Jacks would probably do well placed on the road as a minimum is my recommendation.  Anything that doesnt jump should maybe deploy on the road too.  (Johan and the Assault X-3s).

The rest skirmish out left and right.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 413 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sun 23 Sep 2012
at 22:05
  • msg #196

Re: OCC - Part 4

What, if any, deployment restrictions do we have?  I wasn't able to see the map (using a mobile here), so I don't know if what's revealed on the map.  For example, are there enemy units shown?  Is this just a race to move off the southern edge?  How many enemy units do we have to take out to make it so we can win?
Kitten
GM, 2996 posts
Sun 23 Sep 2012
at 22:10
  • msg #197

Re: Mission 3

Kitten:
I've decided to make the new mission available.

Adam's rolls wont make too much of a difference, and it cant be too early to get you guys thinking on making dice rolls for repairs.

It might be worthwhile to have the Intructor Technician reconfigure (2) Power Loaders to accept new pilots.

Have Dana and Kiren swap power loaders.  Kiren is injured from Caitlin's attack to the head (giving her +2 to target rolls), while Dana's mech is crippled with a Gyro.  Alternately you can ship them both south, saving the repair points, to repair damage on other mechs.

Spending 8 repair points have them swap, allowing you to ship the injured pilot out with the most damaged mech.

Everyone has an interst in survival, so all pilots will make an effort to repair their own mechs, if their ride is damaged.

Johan and Devlin's mechs have no damage, though they could do with ammo reloads.  They may opt to do with out the ammo reload to assist repairs on someone elses mech.

Millicent will probably go along with Johan's recommendation as long as they seem reasonable and is not totally self serving.

Once repairs are done, the technical crew will rush to pack up and depart the area, the Stallions must buy them time, while reducing the casualties they are likely to receive.

Primary Objective will be to by time for the technicins to depart and to keep your cadets alive.

Secondary Objective is to keep X-3 technology out of their hands.

Tetriary Objective is to cripple/destroy enemy units.


*bump*

You must stall them for 10 rounds, then you may retreat off the south map edge if there is no enemy unit within 10 hexs of you when you do so.  (map will eventually start to float south, if the enemy is in close pursuit.)

You must retreat two units south for every enemy mech that slips past you, to prevent the enemy mech from catch up and harassing the Omni Technicians retreating south.  After ten turns, it will be presumed that they have enough of a head start to escape and defenders may disengage by departing off the south edge of the map, as long as there is no enemy mech within 10 hexes when they do so.
This message was last edited by the GM at 22:14, Sun 23 Sept 2012.
Cprl. Thanos Starguard
player, 238 posts
Big-T
P5-G4-M7 +1E +1EWP
Sun 23 Sep 2012
at 22:30
  • msg #198

Re: OCC - Part 4

Capt. Johan Jakob Hinklemeyer-Schmidt:
What, if any, deployment restrictions do we have?  I wasn't able to see the map (using a mobile here), so I don't know if what's revealed on the map.  For example, are there enemy units shown?  Is this just a race to move off the southern edge?  How many enemy units do we have to take out to make it so we can win?



I would like hex 1515 as my starting (and likely ending place). That way I don't have to move (keeping heat lower) and can cover the road to the edge of the map.
Kitten
GM, 2997 posts
Sun 23 Sep 2012
at 22:32
  • msg #199

Re: OCC - Part 4

In reply to Cprl. Thanos Starguard (msg # 198):

You could deploy anywhere on the map that you wanted, as long as you were no closer than 10 hexes from the edge.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 414 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sun 23 Sep 2012
at 22:47
  • msg #200

Re: OCC - Part 4

Let's deploy as far north as we can, so rows XX11 or XX12.  I know that we're in a bit of danger in not knowing what the enemy is, but the forward deployment should force them to slow down earlier, making a delay of 10 rounds easier to achieve.  We can fight a retreating defense if we don't like the odds.  To keep any one of our units from getting killed quickly, I would like a tight formation to keep the enemy in check.  I also want two cadets in jumping X-3's as a backup force in the mid around row XX25, in case any light units run by us.

Let's just go with the middle for the center point of deployment, but avoid the water.  I can't see well enough to choose a space yet, but that's my deployment orders.
Cprl. Thanos Starguard
player, 239 posts
Big-T
P5-G4-M7 +1E +1EWP
Sun 23 Sep 2012
at 22:51
  • msg #201

Re: OCC - Part 4

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 200):


14:59, Today: Cprl. Thanos Starguard rolled 8 using 2d6. Tech Roll.

Repair success = 2pts of armor.

Thanos repairs 1pt of damage on the Left Torso
Thanos repairs 1pt of damage on the Right Torso.
Lance Commander Millicent Evans
Player, 52 posts
Mon 24 Sep 2012
at 00:03
  • msg #202

Re: OCC - Part 4

Suggest the two most hurt Cadets to pursue the first unit that exits off the board south.

Hopefully we'll see if they're about to get more than one unit off, and get units in place to pursue if that's the case.
1st Lt Camille Sforza
player, 752 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 24 Sep 2012
at 04:00
  • msg #203

Re: OCC - Part 4

I also suggest we keep the cadets in the rear.

yes they are faster than some of us, but it would be nice to have all of them return :)
Cprl. Cade Murphy
player, 197 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Mon 24 Sep 2012
at 12:00
  • msg #204

Re: OCC - Part 4

1st Lt Camille Sforza:
I also suggest we keep the cadets in the rear.

yes they are faster than some of us, but it would be nice to have all of them return :)


There is a nice clearing in the south 2538-ish that could be used to hide away 2 cadets.
1st Lt Camille Sforza
player, 753 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 24 Sep 2012
at 12:24
  • msg #205

Re: OCC - Part 4

didn't mean hide them, jsut keep them behind the rest of us.

I've a feeling we're still going to need them.

I'll deploy in 1710, facing North

deploy 'my' Cadet in 1715

edit: updated, kinda switched numers around, thought he wanted us in 10-11XX rows not in XX10-11 *facepalm*
This message was last edited by the player at 14:49, Tue 25 Sept 2012.
Lance Commander Millicent Evans
Player, 53 posts
Mon 24 Sep 2012
at 14:11
  • msg #206

Re: OCC - Part 4

There *IS* a company of mechs in bound from the north.

With out a doubt we'll need them.

Johan, where do you want Millie, she's using her EW suite so she can provide some defensive support.
1st Lt Camille Sforza
player, 754 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 24 Sep 2012
at 16:47
  • msg #207

Re: OCC - Part 4

that said we should keep them in a sort of support role :)
Kitten
GM, 2998 posts
Mon 24 Sep 2012
at 17:27
  • msg #208

Re: OCC - Part 4

Mission will start tommorow, with my 'best' guess on where you want to be (or should be).

no complaints if you dont give me turns.  anyone without repair rolls in are presumed to 'take 5' and get no repairs.
Cprl. Caitlin Mallory
player, 435 posts
Callsign: Rabbit
Mon 24 Sep 2012
at 17:58
  • msg #209

Re: OCC - Part 4

I'll go at 2917 Facing Nw
09:52, Today: Cprl. Caitlin Mallory rolled 9 using 2d6. Tech roll. pass by 2

My rookie in supporting role along with the others in a reserve
Cprl. Cade Murphy
player, 198 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Mon 24 Sep 2012
at 21:04
  • msg #210

Re: OCC - Part 4

3 Light woods intervening blocks LOS right?
Kitten
GM, 2999 posts
Mon 24 Sep 2012
at 23:44
  • msg #211

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 210):

Correct.

Dont forget.  Kitten night time fighting rules, +2 Def modifier, though if you trigger your jump jets that def modifier goes away since youre giving your illuminating your position.
1st LT Adam Carlyle
player, 776 posts
Callsign: Cowboy
Tue 25 Sep 2012
at 00:39
  • msg #212

Re: OCC - Part 4

Hey all, sorry for the downtime on my end.

Had some health issues that made me change around some habits so that I could be healthier and productive (and a much lower blood pressure).  Things are going better and I think I'm going to be getting back in this week and Kitten has been kind enough to say she'll put me in the 'backfield' ala defensive position forthe start of this engagement.

That said, as I ramp things back up I may have issues that keep me away and was hoping that if I seem to not log in for a couple days that Johan can pick up my slack so you can still have Cowboy as a productive asset and so Kitten knows that someone is accountable for him should I not be around during the fight.  If you think you're too busy Johan we'll work out who can push my little tin can around for the fight :)
Cprl. Thanos Starguard
player, 240 posts
Big-T
P5-G4-M7 +1E +1EWP
Tue 25 Sep 2012
at 01:40
  • msg #213

Re: OCC - Part 4

Looks fun. Ready to Rock and roll.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 415 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 25 Sep 2012
at 14:23
  • msg #214

Re: OCC - Part 4

My orders require people to deploy much further forward than was has been posted so far.  Deploying at row 15 or 20 allows the enemy to have a full run for two or three or even more turns.  Deploying further forward forces to slow down their movement earlier and makes our objective easier to achieve.

If your posting contradicts this, please revise your deployment to be in rows XX10 or XX11 accordingly.  Thank you.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 416 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 25 Sep 2012
at 14:30
  • msg #215

Re: OCC - Part 4

Lance Commander Millicent Evans:
Suggest the two most hurt Cadets to pursue the first unit that exits off the board south.

Hopefully we'll see if they're about to get more than one unit off, and get units in place to pursue if that's the case.

I agree that this is a good plan and will choose Alice and Elaine in the rear.

Cprl. Cade Murphy:
There is a nice clearing in the south 2538-ish that could be used to hide away 2 cadets.

I don't think that being in a clearing or not makes a difference.  That's what jump jets are for.  They also need to deploy further forward to ensure that there's enough space for them to at least shoot at the enemy on the board for a bit.
Cprl. Cade Murphy
player, 199 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 25 Sep 2012
at 14:33
  • msg #216

Re: OCC - Part 4

Where are you going to be Johan?

Im debating on 1311 or 2610
Kitten
GM, 3002 posts
Tue 25 Sep 2012
at 15:18
  • msg #217

Re: OCC - Part 4

Stuff is up.  Live with it.  It's a broad front and no matter how you set up it was going to feel sub optimum.

Characters were placed where they requested.  If they're out of position presume it the confusion of the rush out of base camp to meet the enemy.  Cadets were placed within 3 hexes of their mentors at my discretion unless i was told to place them specifically further.

Fog of war is somewhat in effect here, you wont know for sure what youre shooting at till youre within 3 hexs to identify the unit, which some of you might presume to be too damn close.

Not totally fair, but the op force is presuming they're dealing with nothing but X-3s.

The presense of the Blackjack and Whitworth have piqued their interest since obviously they're too heavy to be X-3s.
Cprl. Cade Murphy
player, 200 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 25 Sep 2012
at 15:19
  • msg #218

Re: OCC - Part 4

I believe you have Dana in the wrong mech.
Kitten
GM, 3003 posts
Tue 25 Sep 2012
at 15:36
  • msg #219

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 218):

no.  I dont since i havent put up new updates since repairs were done, (where she and Kiren swap mechs).

That's simply noting the mech repairs for me after the repair phase, so that i know what Kiren's mech looks like should it be needed for the next mission.
Lance Commander Millicent Evans
Player, 55 posts
Tue 25 Sep 2012
at 16:37
  • msg #220

Re: OCC - Part 4

It would be a fair guess, that most... if not all the mechs on the road are non-jumpers.

That being the case, it would be a fair guess that most... if not all the mechs off the road are jumpers.

(Just a useless observation of the obvious.)
Kitten
GM, 3004 posts
Tue 25 Sep 2012
at 16:42
  • msg #221

Re: OCC - Part 4

It should be noted that the cadets are not seasoned soldiers.  This is their first 'real' combat engagement and under certain circumstances, they may be prone to panic.

(Should a location be blown off, they will need to make a base mental roll to avoid panic/routing during intiative phase.  Should they rout they will jump south, for the max allowable distance.)
Kitten
GM, 3005 posts
Tue 25 Sep 2012
at 16:50
  • msg #222

Re: OCC - Part 4

Camille...
Power Loaders move 4/6/4


So youre making a run if you turn and move 4 hexes.

Either you will be running, or you should only move 3 hexes.
Kitten
GM, 3006 posts
Tue 25 Sep 2012
at 19:36
  • msg #223

Re: OCC - Part 4

This early in the game, with blind opponents that have plotted moves for the first few turns, i dont see the point to start private messages.

That said, if you feel you must have them, as a point of fairness, i will allow them.  I will disregard private messages since it is irritating to check for messages that are not there, and obviously not addressed to me.  If you need to drop me a note, do so in a public message with a private tag to me.

Would like to see intiatives all rolled for.  (48 hour deadline on getting intiative/first moves in are in effect.)

Units that have not rolled/plotted intiative by then, will have been presumed to 'lost' and stand still like a deer staring at headlights.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 418 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 25 Sep 2012
at 21:06
  • msg #224

Re: OCC - Part 4

What's your take on commanders rolling and moving people on their behalf?
Kitten
GM, 3007 posts
Tue 25 Sep 2012
at 23:14
  • msg #225

Re: OCC - Part 4

I have no problem with it, if the player (like adam) has indicated a (temporary) issue with logging in.
1st Lt Camille Sforza
player, 756 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 25 Sep 2012
at 23:40
  • msg #226

Re: OCC - Part 4

I changed my move order for Dana :)
Kitten
GM, 3008 posts
Tue 25 Sep 2012
at 23:56
  • msg #227

Re: OCC - Part 4

Youve got the most obnoxious intiaitve roll cade :P
Cprl. Cade Murphy
player, 202 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 26 Sep 2012
at 02:20
  • msg #228

Re: OCC - Part 4

Because I did the math or because its a TN5? :)

Just want to make sure Im doing things right.
Kitten
GM, 3009 posts
Wed 26 Sep 2012
at 03:52
  • msg #229

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 228):

cause it's a tn5+

i think it might be the lowest in the unit.  That honor use to go to Caitlin.
Kitten
GM, 3010 posts
Wed 26 Sep 2012
at 03:54
  • msg #230

Re: OCC - Part 4

Waiting on Caitlin and Thantos.

If i dont have orders for them by tommmorow night (20 hours from this post), I will accept orders from Johan for the pilots and Cadets they control, to resolve the following morning.
This message was last edited by the GM at 04:34, Wed 26 Sept 2012.
1st Lt Camille Sforza
player, 757 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Wed 26 Sep 2012
at 07:50
  • msg #231

Re: OCC - Part 4

yeah, now I recall what I was considering as an alternative to my +1 mental +1 edge.
piloting.

still edge is more universally usefull, and mental is good for the unit if johan takes a dive.
Kitten
GM, 3011 posts
Wed 26 Sep 2012
at 12:31
  • msg #232

Re: OCC - Part 4

map being updated, just waiting on Caitlin's input.  (so that it'll go up that much quicker after Caitlin's turns are made)

If youre changing your move best let me know here that you are.
Kitten
GM, 3012 posts
Wed 26 Sep 2012
at 12:41
  • msg #233

Re: OCC - Part 4

Devlin

Looking over your turn orders.  You do realize youre moving through light woods and each one cost two movement point to move through?

Please review your turns, and rework them.
Kitten
GM, 3014 posts
Wed 26 Sep 2012
at 13:10
  • msg #234

Re: OCC - Part 4

Waiting on Caitlin and Devlin

If i dont have orders for them by tonight (~11 hours from this post), I will accept orders from Johan for the pilots and Cadets they control, to resolve the following morning.

So there are no misunderstanding, per standing house rules, if the player does not make the Intiative roll they automatically lose intiative.  Johan, will simply be plotting movement orders for their lost intiative.
This message was last edited by the GM at 13:12, Wed 26 Sept 2012.
Lance Commander Millicent Evans
Player, 56 posts
Wed 26 Sep 2012
at 13:34
  • msg #235

Re: OCC - Part 4

Remember...

We dont 'HAVE' to destroy them.  Just stall them.

It's preferable that we not mangle ourselves to the point of losing mechs either.

To this end, the terrain, and night conditions can be a great friend, or a nightmare for us.  Work it to your favor and dont fight what may be a dubious advantage into a handicap.
Cprl. Cade Murphy
player, 203 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 26 Sep 2012
at 14:14
  • msg #236

Re: OCC - Part 4

Can I clear trees with my lasers?
Kitten
GM, 3015 posts
Wed 26 Sep 2012
at 15:26
  • msg #237

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 236):

There are alot of trees if youre going to try.  The rules for clearing them, make them a real pain in the arse to do too.  I'd have to look them up if you really want to, and then you'll probably wont clear them anyway when you see how horrible the rolls are.
1st Lt Camille Sforza
player, 758 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Wed 26 Sep 2012
at 15:36
  • msg #238

Re: OCC - Part 4

in other words, don't mess with trees, for ents are quick to anger, and hazardous to electrical wiring ;)
Cprl. Cade Murphy
player, 204 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 26 Sep 2012
at 15:57
  • msg #239

Re: OCC - Part 4

No problem.  leave the trees be. :)
Kitten
GM, 3016 posts
Wed 26 Sep 2012
at 16:38
  • msg #240

Re: OCC - Part 4

Also... There are SO MANY TREES that i cant see one more or less making much of a long term tactical difference to make looking them up worth while.  It's not like they're dug in and using them for cover, or theres a shortage of trees for them to use as cover.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 419 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 26 Sep 2012
at 17:51
  • msg #241

Re: OCC - Part 4

It used to be that one has to only roll 2d6 against the damage of the lasers to clear trees.  Nowadays, you have to do 30 or more points of damage to clear trees.  It's no longer worth it, unless you have NOTHING to do, and it's the only trees around.  In this battlefield, it makes no sense to do so.
This message was last edited by the player at 19:27, Wed 26 Sept 2012.
Kitten
GM, 3017 posts
Wed 26 Sep 2012
at 18:45
  • msg #242

Re: OCC - Part 4

I remember it use to be even more simple, when the game was simply battle droids.  Trees have gotten harder and harder to kill as the editions moved on.

30 damage is a good alpha strike for alot of mechs and then some.  Though at least at point blank range all the SRMs will hit :D

Setting fires MIGHT have some merit.  I'd rule that there was illumination in the hex, and adjacent hexs, though smoke would ruin four of the seven hexes this advantage might offer.

Again, given the map, i would be against it.  it's not worth the trouble, and truthfully using it will probably hurt you more than help you.
This message was last edited by the GM at 18:46, Wed 26 Sept 2012.
Kitten
GM, 3018 posts
Thu 27 Sep 2012
at 11:48
  • msg #243

Re: OCC - Part 4

Devlin has an illegal move on the records for the turn of movement, so i will plot his movement as requested till the legal movement points run out.


2614n is a jump of 5 for Felicia, she will land in 2615n
This message was last edited by the GM at 11:51, Thu 27 Sept 2012.
Kitten
GM, 3021 posts
Thu 27 Sep 2012
at 12:42
  • msg #244

Re: OCC - Part 4

Turns updated.

Were into Eridani Second movement and fire phase.

Three Op Force Mechs have been identified.

If we can resolve this phase my Friday Night i will aspire to post an update Friday night (or earlier?) so that you can mull over a new turn over the weekend.
This message was last edited by the GM at 12:43, Thu 27 Sept 2012.
1st Lt Camille Sforza
player, 759 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Thu 27 Sep 2012
at 13:43
  • msg #245

Re: OCC - Part 4

WTB: target painter!
Kitten
GM, 3022 posts
Thu 27 Sep 2012
at 14:03
  • msg #246

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 245):

o.O

for what effect you have no artillary and no one is using indirect fire LRMs.
Kitten
GM, 3023 posts
Thu 27 Sep 2012
at 14:07
  • msg #247

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 245):

Footnote:

Elaine is at range 8 to the Locust, Medium Range for her AC/6.  So she had no shot.

nvm... i confused Dana and Elaine for some reason... >.<
This message was last edited by the GM at 14:23, Thu 27 Sept 2012.
Lance Commander Millicent Evans
Player, 58 posts
Thu 27 Sep 2012
at 14:10
  • msg #248

Re: OCC - Part 4

I've put Isis at 1514n to road block them, for now, thinking ahead she wont be able to hold that position since the two heavies are only a turn or so back from supporting those lights to break through.

We really need to get someone to 1613 to close the road to them.

The Locust and Mongoose arent going to enjoy going through trees and water to get around them, but if we dont close the dirt path to them, they're going to be murder to track down with night modifiers.
This message was last edited by the player at 14:12, Thu 27 Sept 2012.
Kitten
GM, 3024 posts
Thu 27 Sep 2012
at 14:16
  • msg #249

Re: OCC - Part 4

Betty should be in 1210n on a walk.  Map being updated.

Should have Betty's correct position as well as...

Isis' Jump

Adam and Elaines movement

Camille's movement
This message was last edited by the GM at 14:31, Thu 27 Sept 2012.
Kitten
GM, 3025 posts
Fri 28 Sep 2012
at 08:41
  • msg #250

Re: OCC - Part 4

Waiting on Cade to move before i can fire.

Waiting on Cade and Devlin to fire to wrap up the turn.

(Caitlin has no shot.)
Kitten
GM, 3026 posts
Fri 28 Sep 2012
at 11:30
  • msg #251

Re: OCC - Part 4

Aspire to have turns done by tongiht so that i can get a new turn up for the weekend.

If Devlin, Cade, and Caitlin dont get their fire orders in, they will be presumed to be 'cooling off'.

Johan may issue orders for Cade if he does not get orders in by tonight (12 hours from the posting of this message)
Cprl. Cade Murphy
player, 206 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 28 Sep 2012
at 11:41
  • msg #252

Re: OCC - Part 4

Please see message 22
I moved and shot at the ground in front of the locust.
Kitten
GM, 3027 posts
Fri 28 Sep 2012
at 12:58
  • msg #253

Re: OCC - Part 4

My bad.  Missed that.

Will resolve Op Force then, and move the turn sequence forward.

Devlin can take their shots before he rolls for intiative (presuming he makes them before the weekend is over)..
Cprl. Cade Murphy
player, 207 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 28 Sep 2012
at 13:24
  • msg #254

Re: OCC - Part 4

Np.

Question:  How does punching work?  Piloting or Gunnery?
Kitten
GM, 3030 posts
Fri 28 Sep 2012
at 13:27
  • msg #255

Re: OCC - Part 4

based on piloting, not gunnery.  (points to the pdf)

Go read up on it in the pdf.
1st LT Adam Carlyle
player, 779 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 13:34
  • msg #256

Re: OCC - Part 4

Looks like the second heavy mech is a Rifleman mod at a guess...
Lance Commander Millicent Evans
Player, 59 posts
Fri 28 Sep 2012
at 13:37
  • msg #257

Re: OCC - Part 4

In reply to 1st LT Adam Carlyle (msg # 256):

No many heavy mechs use a double AC/10 modification.  This is probably likely.
Kitten
GM, 3031 posts
Fri 28 Sep 2012
at 13:47
  • msg #258

Re: OCC - Part 4

In reply to 1st LT Adam Carlyle (msg # 256):

In retrospect, i probably should have just noted autocanons fired and missed, in the time to 'real' time to examine the information, it's unlikely anyone is really going to notice it was 'ac/10s' firing from the mech especially since they missed.
This message was last edited by the GM at 13:47, Fri 28 Sept 2012.
Cprl. Cade Murphy
player, 209 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 28 Sep 2012
at 13:51
  • msg #259

Re: OCC - Part 4

What read?  Bah!  I want to be fed information when I ask it....

<goes over to the pdf>
not much here.  Makes reference to BT core books.
<goes to BT book>

Ahhh ok.

1 pt dmg per 10 tons... 2.5 dmg for a power loader....
If someone punches 2 times with a power loader and hits the same location do you give them 5 dmg total? :)
1st LT Adam Carlyle
player, 780 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 14:52
  • msg #260

Re: OCC - Part 4

You could have indeed said a pair of autocannons went off.

Then I would have said,

Looks like we've got a Rifleman or a Jagermech coming down the road since they are about the only heavy mechs with dual autocannons...and being a ballistic specialist Cowboy certainly knows his guns.

Each punch does 3.  Unless they changed something somewhere in Total Warfare or Kitten added it to her pdf that I hmisread it normally gets rounded up.
Kitten
GM, 3032 posts
Fri 28 Sep 2012
at 16:15
  • msg #261

Re: OCC - Part 4

damage is correct.

base roll for a punch is 4+ along with the usual modifications, i add one giving you a bonus if you have a better Pilot skill roll than five, or a penalty if you have a worse pilot roll than five.

(A pilot skill roll is considered 'average').
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 422 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 28 Sep 2012
at 17:23
  • msg #262

Re: OCC - Part 4

Quicky question...is hex 1413 considered to be a light wood hex?  I can't tell.
Kitten
GM, 3033 posts
Fri 28 Sep 2012
at 17:39
  • msg #263

Re: OCC - Part 4

Capt. Johan Jakob Hinklemeyer-Schmidt:
Quicky question...is hex 1413 considered to be a light wood hex?  I can't tell.


Consider it a clear hex.
Lance Commander Millicent Evans
Player, 60 posts
Fri 28 Sep 2012
at 17:43
  • msg #264

Re: OCC - Part 4

It's a mess.  I dont think we really need  EW jamming at this time.  Stand off snipe firing doesnt seem to be the method of combat that will be used for this mission so Millie is just going to position for combat and not use EW unless told otherwise.
Kitten
GM, 3034 posts
Fri 28 Sep 2012
at 17:55
  • msg #265

Re: OCC - Part 4

Okay one more time...

LIGHT GREEN HEXES ARE LIGHT WOODS AND COST 2 MP TO MOVE THROUGH.

Please take a second look at Dana's move Camille.  She's moved through 2 light hexs, just by going forward, so she cant possibly get to where you want to get her.
Lance Commander Millicent Evans
Player, 62 posts
Fri 28 Sep 2012
at 17:57
  • msg #266

Re: OCC - Part 4

Just an observation, Caitlins on the Right flank with half a dozen unidentified mechs infront of her.  Two of them medium.
This message was last updated by the player at 18:01, Fri 28 Sept 2012.
1st Lt Camille Sforza
player, 762 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:00
  • msg #267

Re: OCC - Part 4

ahhh

fair enough, thought the really bright, almsot lime green was forest, and the regular green was grass.
Kitten
GM, 3035 posts
Fri 28 Sep 2012
at 18:02
  • msg #268

Re: OCC - Part 4

No, the darker green is heavy woods... 3mp to move through.

If the light green hexs were just grass, would the Mongoose and Locust really be where they are now?
This message was last edited by the GM at 18:02, Fri 28 Sept 2012.
1st Lt Camille Sforza
player, 763 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:06
  • msg #269

Re: OCC - Part 4

ah okay, just to me the small patches of green look might lgihter in color than the general mass of green.

is grey difficult ground, or mountains (and thus still difficult ground), I'm almost assuming it's not mountains since there's no elevation listed.
Kitten
GM, 3036 posts
Fri 28 Sep 2012
at 18:10
  • msg #270

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 269):

Actually that's suppose to be 'blue'

Level one water, and the darker 'blue' is level 2 water

Not so great to move through, okay to stand in if youre running hot and you have sinks in your legs, worthless for cover.

I didnt feel like typing level one and two in all the colored hexes, which is pretty much... everything just about, except for a bit of the dirt road.
This message was last edited by the GM at 18:11, Fri 28 Sept 2012.
1st LT Adam Carlyle
player, 782 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 18:23
  • msg #271

Re: OCC - Part 4

Well depending on where Dana goes I may shift Elaine's final position...
1st Lt Camille Sforza
player, 764 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:41
  • msg #272

Re: OCC - Part 4

her move is already altered, lol :)
1st LT Adam Carlyle
player, 783 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 18:48
  • msg #273

Re: OCC - Part 4

Coo coo, Elaine will hop to off in the other direction then for this round then.
This message was last edited by the player at 13:37, Mon 01 Oct 2012.
Kitten
GM, 3037 posts
Fri 28 Sep 2012
at 23:07
  • msg #274

Re: OCC - Part 4

Waiting on Johan and Caitlin.

Caitlin was in just yesterday, so i'm willing to give her a day or so to try and get her turn in.  If not i will accept order from Johan to move her tonight, so that i may move op force to get to Eridani fire phase.
Kitten
GM, 3038 posts
Sun 30 Sep 2012
at 19:37
  • msg #275

Re: OCC - Part 4

Still waiting on Johan and Caitlin to roll intiative.
Kitten
GM, 3039 posts
Mon 1 Oct 2012
at 12:11
  • msg #276

Re: OCC - Part 4

Okay~

Johan has been in and out all weekend, so i dont feel bad about putting a four hour deadline on ending intiative.  He's had well over two days to get get his turns in.

Intiative phase ends in 3 hours and 45 minutes.  Johan and Caitlin will have been presumed to have lost intiative and their chance to move if i dont see intiative rolls (and movements if they lost) by that time.

With a pair of heavies down the road ready to stroll up to him to say hello, i'm sure his command would cheer and foot their op forces salary if they manage to relieve Johan of command permanently.
This message was last edited by the GM at 12:13, Mon 01 Oct 2012.
1st Lt Camille Sforza
player, 765 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 15:17
  • msg #277

Re: OCC - Part 4

does that pass responsibility for caitlinns action on to me?



Kitten Note:
So noted, though i believe Adam has senority on you.  If players dont roll they automatically lose intiative.  If no one puts orders in, they play the deer in headlights game.

This message was last edited by the GM at 15:41, Mon 01 Oct 2012.
Kitten
GM, 3040 posts
Mon 1 Oct 2012
at 15:41
  • msg #278

Re: OCC - Part 4

15 minutes, i'm going to take a short break to grab a bite.  Then i'm coming back (should be after 12 by then, and will lock the thread for updates.)

tick-tock.
1st Lt Camille Sforza
player, 766 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 15:59
  • msg #279

Re: OCC - Part 4

ah true, I won't mind if adam moves people when they're slacking, makes my life easier, I'm already juggling two games of my own, your pathfinder game, school work, and trying to get back in the saddle in general after a couple of personally horrible months.
Kitten
GM, 3041 posts
Mon 1 Oct 2012
at 16:04
  • msg #280

Re: OCC - Part 4

thread closing and being updated.
Kitten
GM, 3044 posts
Mon 1 Oct 2012
at 21:07
  • msg #281

Re: OCC - Part 4

(Helpful reminder... Dont forget the cadets you control...)
Kitten
GM, 3045 posts
Mon 1 Oct 2012
at 21:59
  • msg #282

Re: OCC - Part 4

per message 18, in mission thread.

Cadet Betty
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}

it should be noted that there are 'two' AC/2s and that while the range is much shorter than the normal AC/2, they may fire like the AC/5 Ultra, firing two rounds, and rolling on the '2' missile chart should you hit to determine if the second round hits.  Weapons will be presumed to fire SINGLE unless i see a x2 notation on the dice roll.  Firing double goes through ammo twice as fast, generates double the heat, and will jam the weapon on a natural two.

The AC/6 is considered a two handed weapon, and will be disabled on potential criticals to either arm.

This is being noted at this time to avoid confusion, since Betty is armed with the default weapon load of most cadets.  Cadets that were assigned a different load by the player, are of course, armed with what was requested.

(Kiren's Power Loader had the weapons swaped for Dana's weapons.)

I'm willing to count Betty's two rolls, as the two AC/2s firing single and missing, leaving the AC/6 left to resolve.
This message was last edited by the GM at 22:00, Mon 01 Oct 2012.
1st Lt Camille Sforza
player, 768 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 22:09
  • msg #283

Re: OCC - Part 4

wait, I actually went and set Dana up with the standard template, on purpose?

ROFL!
1st Lt Camille Sforza
player, 769 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 07:42
  • msg #284

Re: OCC - Part 4

I can't access the combat tables i've used to use (the ones you link to at "manwe" site.)
so can't determine what a location 10 hit gives me.

-

edited my post in the combat thread with dana's shots.
she actually had some good opportunities this round, considering how bad the cadets are ;)
This message was last edited by the player at 07:43, Tue 02 Oct 2012.
Kitten
GM, 3046 posts
Tue 2 Oct 2012
at 10:39
  • msg #285

Re: OCC - Part 4

'The link i gave you', isnt very helpful.

Is this the link in question?

link to a message in this game
Cprl. Cade Murphy
player, 210 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 2 Oct 2012
at 13:16
  • msg #286

Re: OCC - Part 4

Can I walk backwards to 2116 or is 2015 considered lt woods?
Kitten
GM, 3047 posts
Tue 2 Oct 2012
at 13:36
  • msg #287

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 286):

2015 is considered woods.
Kitten
GM, 3048 posts
Tue 2 Oct 2012
at 13:40
  • msg #288

Re: OCC - Part 4

Fire Phase waiting on Adam, Cade, Caitlin, and Johan.

With half the unit not turning in turns, i'm inclined to wait a bit.
This message was last edited by the GM at 15:19, Tue 02 Oct 2012.
1st Lt Camille Sforza
player, 770 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 14:46
  • msg #289

Re: OCC - Part 4

was referring to this link:
http://manwe.teuse.net/games/b...ch/btech_charts.html
which had pretty much any table I've needed for Mech to mech combat.

can't fight the post you ahd it listed in right now though, so... can't say where it was in, but it was one of those rules threads for MW.
Kitten
GM, 3049 posts
Tue 2 Oct 2012
at 15:18
  • msg #290

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 289):

That link still works?
1st Lt Camille Sforza
player, 771 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 15:20
  • msg #291

Re: OCC - Part 4

not to me, it worked the last time I needed to use it, but not this time around *sadface*
Kitten
GM, 3050 posts
Tue 2 Oct 2012
at 16:06
  • msg #292

Re: OCC - Part 4

Johan and Alice are the last to fire.  Will give him at least till tonight to resolve.

If he doesnt get weapon fire in by then will accept first persons rolls, for alice and johan (any rolls are better than no rolls).

All Eridani movements are done, so will resolve Op Force weapon fire soon.
1st LT Adam Carlyle
player, 785 posts
Callsign: Cowboy
Tue 2 Oct 2012
at 16:10
  • msg #293

Re: OCC - Part 4

If he doesn't log in to fire by tonight I'll see about handling that tomorrow morning then.
Cprl. Cade Murphy
player, 212 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 2 Oct 2012
at 16:49
  • msg #294

Re: OCC - Part 4

I believe I should be facing SE.
Kitten
GM, 3052 posts
Tue 2 Oct 2012
at 16:51
  • msg #295

Re: OCC - Part 4

Cprl. Cade Murphy:
I believe I should be facing SE.


you were originally facing NW on the map.

Two Right turns would have you facing NE.
Two Left turns would have you facing S.

I dont see how you can get a SE out of two turns when youre originally facing NW.
This message was last edited by the GM at 16:51, Tue 02 Oct 2012.
Cprl. Cade Murphy
player, 213 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 2 Oct 2012
at 17:17
  • msg #296

Re: OCC - Part 4

In reply to Kitten (msg # 295):

"Move: Turn RTx2, FWD1, Turn RT"


I think you missed the final RT turn.

3 RTs total.
Kitten
GM, 3053 posts
Tue 2 Oct 2012
at 17:22
  • msg #297

Re: OCC - Part 4

o.O

I thought that was a torso turn for some reason.  Okay so noted. SE.
1st Lt Camille Sforza
player, 772 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 17:28
  • msg #298

Re: OCC - Part 4

found a new set of tables:
http://www.pryderockindustries..._bt_bmrr_tw_grey.pdf

unless someone tells me these are wrong I'll be using them for my future dice rolling ;)
Kitten
GM, 3054 posts
Tue 2 Oct 2012
at 17:30
  • msg #299

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 296):

btw, Cade has used a total of 9 shots.  (7 were used in the previous war game exercise)
1st LT Adam Carlyle
player, 786 posts
Callsign: Cowboy
Tue 2 Oct 2012
at 17:36
  • msg #300

Re: OCC - Part 4

There may be some small discrepencies since that's using the Master Rules Revised set rather than the Total Warfare set which is what I think we're running by.  I don't have the time to look at them all right now and verify them but I'll see what I can do about getting the Total Warfare stuff somehow up if I can.
Kitten
GM, 3055 posts
Tue 2 Oct 2012
at 17:40
  • msg #301

Re: OCC - Part 4

If it's just for location charts, and number of missiles, it should be fine.
Cprl. Cade Murphy
player, 214 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 2 Oct 2012
at 17:46
  • msg #302

Re: OCC - Part 4

In reply to Kitten (msg # 299):

Did I mis-read that part?  Is it 7 per load IE:14 total or just 7?  I split the 7 to 4/3 and applied them to the different launchers.

IE:
Ammo: 15/16
or
Ammo: 12/12
1st Lt Camille Sforza
player, 773 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 17:59
  • msg #303

Re: OCC - Part 4

I can't seem to find a mech location table in this game, I've been looking, which is why I had to 'outsource'

there are tables for pretty mcuh any other form of target, if I am wrong simply point me at the correct post.
1st LT Adam Carlyle
player, 787 posts
Callsign: Cowboy
Tue 2 Oct 2012
at 18:05
  • msg #304

Re: OCC - Part 4

If it's those basics you want I've got this in my scratch pad...

BATTLEMECH HIT LOCATION TABLE
Roll  Left Side    Front/Rear    Right Side
2*    L Torso Crit C Torso Crit  R Torso Crit
3     Left Leg     Right Arm     Right Leg
4     Left Arm     Right Arm     Right Arm
5     Left Arm     Right Leg     Right Arm
6     Left Leg     Right Torso   Right Leg
7     Left Torso   C Torso       Right Torso
8     C Torso      Left Torso    C Torso
9     Right Torso  Left Leg      Left Torso
10    Right Arm    Left Arm      Left Arm
11    Right Leg    Left Arm      Left Leg
12    Head         Head          Head
* Potential Crit, Roll as if having penetrated armour

DIE (2D6) NUMBER OF MISSILES FIRED
     2  3  4  5  6  9  10  12  15  20
2    1  1  1  1  2  3  3   4   5   6
3    1  1  2  2  2  3  3   4   5   6
4    1  1  2  2  3  4  4   5   6   9
5    1  2  2  3  3  5  6   8   9   12
6    1  2  2  3  4  5  6   8   9   12
7    1  2  3  3  4  5  6   8   9   12
8    2  2  3  3  4  5  6   8   9   12
9    2  2  3  4  5  7  8   10  12  16
10   2  3  3  4  5  7  8   10  12  16
11   2  3  4  5  6  9  10  12  15  20
12   2  3  4  5  6  9  10  12  15  20

DETERMINING CRITICAL HITS
Die   Effect
2-7   No Crit
8-9   Roll 1 Crit Loc
10-11 Roll 2 Crit Locs
12    Head/Limb Blown Off/Roll 3 Crit Locs*
* Roll 3 crit locs if the attack strikes the torso

BATTLEMECH PUNCH LOCATION TABLE
D6 LEFT SIDE     FRONT/REAR    RIGHT SIDE
1  Left Torso    Left Arm      Right Torso
2  Left Torso    Left Torso    Right Torso
3  Center Torso  Center Torso  Center Torso
4  Left Arm      Right Torso   Right Arm
5  Left Arm      Right Arm     Right Arm
6  Head          Head          Head

BATTLEMECH KICK LOCATION TABLE
Die LEFT SIDE  FRONT/REAR  RIGHT SIDE
1-3 Left Leg   Right Leg   Right Leg
4-6 Left Leg   Left Leg    Right Leg

FACING AFTER A FALL TABLE
Roll NEW FACING          HIT LOC
1    Same Direction      Front
2    1 Hexside Right     Right Side
3    2 Hexsides Right    Right Side
4    Opposite Direction  Rear
5    2 Hexsides Left     Left Side
6    1 Hexside Left      Left Side

Kitten
GM, 3056 posts
Tue 2 Oct 2012
at 18:10
  • msg #305

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 302):

I'm counting up for total munitions used.  I should be tracking them for each launcher, but i'm just counting one number at this point in time, since i doubt you'll run out.  It might make difference for later scenarios.  Not right now.
Cprl. Cade Murphy
player, 215 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 2 Oct 2012
at 18:11
  • msg #306

Re: OCC - Part 4

In reply to Kitten (msg # 305):

Okay, then my post should be correct with the 15/16 note.
Cprl. Thanos Starguard
player, 246 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 3 Oct 2012
at 00:15
  • msg #307

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 306):

Did BLueblood actually move yet?
Kitten
GM, 3059 posts
Wed 3 Oct 2012
at 00:17
  • msg #308

Re: OCC - Part 4

In reply to Cprl. Thanos Starguard (msg # 307):

His move was 'stand there'.

Waiting for him to shoot and roll intiative.  If he doesnt Adam will roll his weapon fire and move him if need be during intiative.  He's been on, just... not turning in turns or posting anywhere i can see.

I'm presuming real life is keeping him too busy to participate at this time, unless someone tells me different.  I dont see anything in the doctors note area, so i'm presuming its a short term distraction or something really serious beyond the scope of a game, requiring his attention.
This message was last edited by the GM at 00:19, Wed 03 Oct 2012.
Kitten
GM, 3060 posts
Wed 3 Oct 2012
at 13:36
  • msg #309

Re: OCC - Part 4

o.O

Waiting on Johan still.

Not sure what the deal is.

If were all tired with the campaign, I'm good with packing it in and calling it a day.  we had a good run, alot of fun (i think), and if it's time to close up the shot, i'm good with that.
Cprl. Cade Murphy
player, 216 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 3 Oct 2012
at 13:43
  • msg #310

Re: OCC - Part 4

In reply to Kitten (msg # 309):

Life happens.  Im still in.
1st LT Adam Carlyle
player, 788 posts
Callsign: Cowboy
Wed 3 Oct 2012
at 14:08
  • msg #311

Re: OCC - Part 4

I'll be taking shots for Johan and Alice and rolling their init in a few minutes so we can keep a going.

I'm still in.
Kitten
GM, 3061 posts
Wed 3 Oct 2012
at 14:14
  • msg #312

Re: OCC - Part 4

*hugs cade*

you're new, so i'm sure it's still fresh and new to you.  So i feel bad for you the most, you deserve better.

The game however has been running for well over a year now, and the truth is, its not alot of fun for me to gamemaster any more.  The game is at a crossroad where i have to put alot of time and energy into updating bookkeeping, and i have to admit i dont have the motivation to do so.

I had an Epithany this morning that the campaign is starting to feel like work, and work i no longer want to do.  I suspect it would be a bad idea to hand the campaign over to someone over to run, but i'm willing to do that.

I suspect... if someone really has the time, energy, and interest, they might be better off starting a new campaign.  I would offer and suggest using my roleplaying rules for such a campaign since they are much simplier than the Mechwarrior rules, and have more depth than the simplified battletech advancement rules.

Part of the reason i'm doing this, is because there are other campaigns i need to invest time in, or would like to start up and run, that have been idling for over a year now for lack of time to start them.  Honestly these pet projects look like a more worthwhile investment of my time.

Johan and Devlin are both BMs and have the technical know how to run a campaign if they wanted to.  Thantos has made the effort a while ago using Mechwarrior, which while not working out shows a desire and effort to run a campaign.

The more i think about it, the more i conclude this is the correct decision for me.
This message was last edited by the GM at 14:15, Wed 03 Oct 2012.
1st LT Adam Carlyle
player, 789 posts
Callsign: Cowboy
Wed 3 Oct 2012
at 14:22
  • msg #313

Re: OCC - Part 4

I've been with ya in games for some time now so I know you gotta do what you feel right about Kitten.  I'll miss Cowboy and the entire group we have here (minus the ones of course that have shown up in your Pathfinder and I know about of course *chuckles*) and setting but totally understand your reasoning. :)

It also saves me the time of hunting down all the specs on Johan and Alice and their mechs this morning and focus on Humanity's Twilight this morning. ;)
Kitten
GM, 3062 posts
Wed 3 Oct 2012
at 14:32
  • msg #314

Re: OCC - Part 4

1st LT Adam Carlyle:
It also saves me the time...(to) focus on Humanity's Twilight this morning. ;)


This is my sentiment as well.
Cprl. Cade Murphy
player, 217 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 3 Oct 2012
at 14:32
  • msg #315

Re: OCC - Part 4

In reply to Kitten (msg # 312):

Being a gm myself, I completely understand.  Good luck with your next projects.  It is possible that we may cross paths again.
Kitten
GM, 3063 posts
Wed 3 Oct 2012
at 14:39
  • msg #316

Re: OCC - Part 4

I have a long standing Pathfinder campaign that i've been neglecting, that should get back on track with a little more time and attention on my part.

If anyone is looking for one let me know.

I'll probably start a percy jackson game in the near future when i'm feeling lucky and i'd really like more time to reinvest in developing my Damsels and Deathtraps game.

So while this campaign still has life, it just doesnt have enough of my interest for me to personally invest time to keep chugging away at.
1st LT Adam Carlyle
player, 790 posts
Callsign: Cowboy
Wed 3 Oct 2012
at 14:43
  • msg #317

Re: OCC - Part 4

Well I'm totally going to download this campaign down into my books.  I may be a really reluctant GM at times but all the wonderful life and nuances that were breathed into it might stir me down the line to but sadly not now with my own RL roller coaster going on in the background.
Kitten
GM, 3064 posts
Wed 3 Oct 2012
at 14:48
  • msg #318

Re: OCC - Part 4

In reply to 1st LT Adam Carlyle (msg # 317):

Best do that soon if that's what you want.  Please consider this official notice, that this forum will be flagged and slatted for deletion by this time next week.

It has been a honor and fun playing with you, but when it's time to go, it's time to go, and i like to think that i have the good sense to get out before things hit rock bottom.
1st Lt Camille Sforza
player, 774 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Wed 3 Oct 2012
at 14:53
  • msg #319

Re: OCC - Part 4

this sucks, but I suppose we had it coming.

and rather this campaing than humanitys' twillight
Sgt. Devlin Masters
player, 365 posts
Callsign: Wolfman
P5 G4 M2 Enrg Wpns +1
Wed 3 Oct 2012
at 14:54
  • msg #320

Re: OCC - Part 4

If I were not in my Sophmore year of college at age 50 I would be willing ot continue this game.  But I just don't have the time right to put into runnign a BT game.  I have enjoyed your game very much Kitten, despite some of rants about different rules.  Good Luck in all you do.
1st LT Adam Carlyle
player, 791 posts
Callsign: Cowboy
Wed 3 Oct 2012
at 15:07
  • msg #321

Re: OCC - Part 4

I'll do it tonight then just to be sure.
Kitten
GM, 3065 posts
Wed 3 Oct 2012
at 15:59
  • msg #322

Re: OCC - Part 4

I do try and have a roleplaying element in the campaign, not an easy thing for a game that is as combat oriented as Battletech.  It's has been asked, where exactly the game was going and what my plans for the unit were on Omni.

With the campaign folding i guess i can reveal the plot i had planned on Omni.

Omni was my first step to introduce the clans into the game.

They're not the warrior caste, that later shows up that youre all familiar with that chew up the inner sphere.  I thought it might have been interesting to see how things might have developed from the other end.  A migration of a coalition from the Merchant, Technical/Science Caste that are acknowledge but never in detail in the novels.

This is why Omni is a thriving economic power house in the middle of the periphery and a beacon of technical wonders.  This is also why they're next to worthless in a fight, they're not genetically bred to fight but to make money and develop technology.  The theory being why conquer Terra, when you can slowly buy your way into influence on the world.

The reason why the Eridani show up is because the Tautauren Concord is chewing up and forcing periphery states into their alliance.  Omni would be a jewel in such a coalition.  They've raided the world in the past and are familiar with the Power Loaders and know enough about them to see the potential.  So the early contracts were to defend the planet, retake the planet, and so forth, similiar to Hoth.

Eventually at a crucial point, it would come out what Omni's intentions were, and the unit would have to pick between choices of evil.  An aggressive periphery state looking to swallow whole planets into their alliance or a threat from beyond the periphery that threatens to take over the Inner sphere from within by a Com Star ROM agent.  A little digging would reveal that comstar is no angel in this and wants Omni's tech as well.

Where the campaign went from there, depended on who the unit threw their lot in with and fought for.

Viola, with that, you know i'm really killing the campaign because i've just given you the whole plot for it.
Cprl. Caitlin Mallory
player, 437 posts
Callsign: Rabbit
Wed 3 Oct 2012
at 16:32
  • msg #323

Re: OCC - Part 4

This game has indeed been a lot of fun. I admit I had more fun as the crew of the pegasus than later as the mechwarrior, but it's been a fun ride and I don't regret a moment. I look forward to continuing the pathfinder game. Thank you for running this!
Cprl. Thanos Starguard
player, 247 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 3 Oct 2012
at 23:10
  • msg #324

Re: OCC - Part 4

Understood. Accepted. Ratified.

My other game died because I started working 11-13 hour days on my feet, 6 days a week and my little girl went from sitting to crawling. I could somewhat keep up with games, but certainly not GM. I am in no better a situation now, since I have 10-11 hour work days, trainings every other Saturday, about 8 hours of grading every week to fit in somewhere, and a walking 15 month old.
Kitten
GM, 3066 posts
Wed 3 Oct 2012
at 23:14
  • msg #325

Re: OCC - Part 4

No worries Thantos, will mothball the thread tommorow then.  It will give Adam a time to pull off what ever it is that he wants from the game, I've given him general access to all the game threads (though not the private messages)
1st LT Adam Carlyle
player, 792 posts
Callsign: Cowboy
Wed 3 Oct 2012
at 23:30
  • msg #326

Re: OCC - Part 4

Thanks much Kitten :)

Course sadly the two threads that went over 1000 posts (aka ooc's) I can't view all to sum it up and save it cleanly.  So our bantering about either random or on topic things will be lost to the ages...

Perhaps it's for the better ;)
1st Lt Camille Sforza
player, 775 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Thu 4 Oct 2012
at 04:33
  • msg #327

Re: OCC - Part 4

it probably is.

if anyone could run a small'ish campaign i'd love to take part, but, this has beena  good rn, with a few bumps here and there, but mostly good :)
Kitten
GM, 3067 posts
Thu 4 Oct 2012
at 11:20
  • msg #328

Re: OCC - Part 4

If someone does want to run a small campaign, let me know.

I have no problems playing in one, i'm just tired of the time and energy that has to go into upkeeping one.  It was a stop gap for idle hands till Mac came back was how i was viewing it.  After a year, i have to admit... Mac's not coming back.
Kitten
GM, 3068 posts
Thu 4 Oct 2012
at 11:28
  • msg #329

Re: OCC - Part 4

If someone does want to run a small campaign, let me know.

I have no problems playing in one, i'm just tired of the time and energy that has to go into upkeeping one.  It was a stop gap for idle hands till Mac came back was how i was viewing it.  After a year, i have to admit... Mac's not coming back.
Kitten
GM, 3069 posts
Sat 8 Jan 2022
at 14:56
  • msg #330

Re: OCC - Part 4

Finally done with distractions, was my last post okay, or does it need to be tweaked?
Cprl. Amos Trask
player, 338 posts
R4+,P5+,Tactics/Energy +1
Callsign Joker, PNT-9R
Sat 8 Jan 2022
at 15:03
  • msg #331

Re: OCC - Part 4

Wow. This was a blast from the past :)
Kitten
GM, 3070 posts
Sat 8 Jan 2022
at 15:19
  • msg #332

Re: OCC - Part 4

Oh.  Wow.

This was actually a miss-post.

I just finished up some personal business that i needed to tend to.  (I had someone in the familiy pass) and thought i was just posting something to let the campaign participants know things were finished.

I'm actually absolutely shocked that any players are still linked to the campaign to look in on it.

I suppose this is an okay time to make it known that I've pulled the trigger and to start the new year, after all that fussy personal business has come to an end to consider starting a new campaign in the battletech universe.

It won't be 'Battletech', as i've done it in the past, since I'll be using Alpha Strike Rules.  So i have no idea how well it'll be executed, but there is no harm in the effort and the try.

The campaign is SERIOUSLY in the set up phase, I just started typing stuff out for it yesterday, and I'm working out how campaign stuff for it will work out.  I am not prepared to actively conduct the campaign at this time, though if you're interested I am setting up 'here'...

link to another game

If you don't have the time or interest, that's okay too.  I'm happy to hear from you and wish you a healthy and safe New Year.

*hugs*  It was so nice to see a response so fast from an alumni player from a miss-post no less.
Sgt. Devlin Masters
player, 366 posts
Callsign: Wolfman
P5 G4 M2 Enrg Wpns +1
Sun 9 Jan 2022
at 02:16
  • msg #333

Re: OCC - Part 4

Absolute blast.  If this game restarts I am willing to play
Cprl. Amos Trask
player, 339 posts
R4+,P5+,Tactics/Energy +1
Callsign Joker, PNT-9R
Sun 9 Jan 2022
at 02:28
  • msg #334

Re: OCC - Part 4

We've gone to the other game. Come on over if you'd like to join.
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