Citizen, please remain seated in your room and don't panic when Maskirovka kick down your door
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kaliyamaLeft to find less-moderated foraRegistered Userregular
I'll have it done by tomorrow.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
edited November 2012
Nobody is forgotten and i'm still slowly plugging away, but I have been working for the past 36 hours except for a modest sleep break. Things will be calmer on wednesday and I should tie everything off by then. Worst case, turkey day, but worst case won't happen.
kaliyamaLeft to find less-moderated foraRegistered Userregular
edited November 2012
Yep. I have worked 60 hours from Sunday through yesterday. I have forces in .MUL, which lets you load and play them with megamek, but I can't find a way to a user-friendly text file and it looks like I can't attach them as a file here. Can everyone PM me their e-mail addresses and I'll share? I'll then ask you to manually transcribe the units and their skills and send them to me in e-mail/PM, where I will add them to the main post. Battle Value isn't perfectly balanced and I gave combined arms forces a bit more BV, but I think it's good enough for what we're doing.
Preliminary match-up info:
Kana against Da Moon Rulz
Wiet against PhantZon (Phant, I gave you a mixed force, because I couldn't balance an all-tank force well and it would have overwhelmed you with units)
Waffle Maus against Riemann
Elldren against TiamatZ
kaliyama on
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kaliyamaLeft to find less-moderated foraRegistered Userregular
Thanks. All I need back is the mech model and experience. if you want to include pilot names (and change them), feel free
Ok, I think I'm all set. I'm free tomorrow after 3ish, though I have a wife so times subject to change
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kaliyamaLeft to find less-moderated foraRegistered Userregular
For the first match, as a warm up, pick out 4000 BV of units in any configuration you like. The APC for battle armor and infantry don't count. If you have those units, you may want to start a few practice games against the bot to get used to them and how to embark/disembark. I think we will eventually use the double blind rules but want people to get used to how line of sight works first.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
edited November 2012
Lets use the most recent stable version. For maps, just use two standard maps back to back. Because I want some practice for newbies we will hand wave and say anything destroyed is repaired/replaced.
For the second round I will give instructions on how to save unit info. Winner of this round determines who attacks and who defends next time.
Be sure to turn on simultaneous targeting and firing and all, as it'll speed your games up immensely. You can find those options under View > Game Options > Initiative Rules
Also if anyone would like feedback on force composition, I'd be glad to help! With 4 v 4 there's usually not a lot of options, but it's the thought that counts.
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
what should we use for piloting / gunnery skills? We have a general xp level assigned for the unit (green / veteran etc...) but in the Total War book you then have to roll on a table for each unit to determine its actual skills.
what should we use for piloting / gunnery skills? We have a general xp level assigned for the unit (green / veteran etc...) but in the Total War book you then have to roll on a table for each unit to determine its actual skills.
I rolled and balanced BV with skills - they're in the .mul.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
Yep. I have worked 60 hours from Sunday through yesterday. I have forces in .MUL, which lets you load and play them with megamek, but I can't find a way to a user-friendly text file and it looks like I can't attach them as a file here. Can everyone PM me their e-mail addresses and I'll share? I'll then ask you to manually transcribe the units and their skills and send them to me in e-mail/PM, where I will add them to the main post. Battle Value isn't perfectly balanced and I gave combined arms forces a bit more BV, but I think it's good enough for what we're doing.
Preliminary match-up info:
Kana against Da Moon Rulz
Wiet against PhantZon (Phant, I gave you a mixed force, because I couldn't balance an all-tank force well and it would have overwhelmed you with units)
Waffle Maus against Riemann
Elldren against TiamatZ
Der Waffle Maus and I are setting up for our game. It's in a Light Urban setting using mapsheet City / Hills on the west and City / Residential on the west. I'm starting on the east edge and Waffle Maus on the west.
edit:
I'm fielding my less experienced pilots (hard to fit heavy mechs in 4000 bv) in the following:
Enforcer ENF-4R: A jump capable 50 tonner packing an AC10 and Large Laser
Warhammer WHM-7S: A modern refit of the classic with double heat sinks, ER PPCs and streak SRM2s
Archer ARC-5s: Another refit of an oldy. It is an LRM artillery mech with some nice close range backups in the form of medium pulse lasers and streak SRM2s.
RiemannLives on
Attacked by tweeeeeeees!
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
Hammer HMR-3M (4th Tau Cet) must make a piloting skill check while moving from hex 2110 to hex 2111 (moving through Light Building #41000).
Needs 4 [4 (Base piloting skill) + 0 (moving through Light Building #41000)], rolls 10 : succeeds.
Hammer HMR-3M (4th Tau Cet) falls 1 level(s) into hex 2111
Hammer HMR-3M (4th Tau Cet) falls on its left side, suffering 6 damage.
Hammer HMR-3M (4th Tau Cet) takes 5 damage to LL.
2 Internal Structure remaining
Critical hit on LL. Roll is 3; no effect.
Hammer HMR-3M (4th Tau Cet) takes 1 damage to LL.
1 Internal Structure remaining
Critical hit on LL. Roll is 6; no effect.
Pilot of Hammer HMR-3M (4th Tau Cet) "Leopold Christl" must roll 4 to avoid damage; rolls 7 : succeeds.
Locust LCT-3M (4th Tau Cet) must make a piloting skill check while moving in hex 2710 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.
Locust LCT-3M (4th Tau Cet) must make a piloting skill check while moving in hex 2411 (running & turning on pavement).
Needs 4 [4 (Base piloting skill) + 0 (running & turning on pavement)], rolls 6 : succeeds.
Building #32788 collapses due to heavy load.
Enforcer ENF-4R (RiemannLives) is hit by falling debris for 4 damage.
Enforcer ENF-4R (RiemannLives) takes 4 damage to RT.
13 Armor remaining.
Enforcer ENF-4R (RiemannLives) falls 2 level(s) into hex 1707
Enforcer ENF-4R (RiemannLives) falls on its front, suffering 15 damage.
Enforcer ENF-4R (RiemannLives) takes 5 damage to LA.
4 Armor remaining.
Enforcer ENF-4R (RiemannLives) takes 5 damage to HD.
4 Armor remaining.
Pilot of Enforcer ENF-4R (RiemannLives) "Hope S耀gard" takes 1 damage.
Pilot of Enforcer ENF-4R (RiemannLives) "Hope S耀gard" needs a 3 to stay conscious. Rolls 5 : successful!
Enforcer ENF-4R (RiemannLives) takes 5 damage to RA.
9 Armor remaining.
Pilot of Enforcer ENF-4R (RiemannLives) "Hope S耀gard" must roll 7 to avoid damage; rolls 6 : fails.
Pilot of Enforcer ENF-4R (RiemannLives) "Hope S耀gard" takes 1 damage.
Pilot of Enforcer ENF-4R (RiemannLives) "Hope S耀gard" needs a 5 to stay conscious. Rolls 6 : successful!
note we haven't put in pilot names of our own for this match
kaliyamaLeft to find less-moderated foraRegistered Userregular
edited November 2012
There should be an entitystatus.txt that contains damage info, but as noted above, damage is getting fixed for this game. The headache is in keeping track of a million entitystatuses that each feature a part of your forces. I am going to figure that out in the week we have to play our games out.
Posts
Looking forward to defending Gan Singh against the House Liao dogs! :P
It's not that they ARE dogs, they just EAT dog. Get it right.
Preliminary match-up info:
Kana against Da Moon Rulz
Wiet against PhantZon (Phant, I gave you a mixed force, because I couldn't balance an all-tank force well and it would have overwhelmed you with units)
Waffle Maus against Riemann
Elldren against TiamatZ
I'm unfamiliar with MegaMek so I'm also interested in what we do
Speaking of megamek, which version are we using?
For the second round I will give instructions on how to save unit info. Winner of this round determines who attacks and who defends next time.
I rolled and balanced BV with skills - they're in the .mul.
My name...
edit:
I'm fielding my less experienced pilots (hard to fit heavy mechs in 4000 bv) in the following:
Enforcer ENF-4R: A jump capable 50 tonner packing an AC10 and Large Laser
Warhammer WHM-7S: A modern refit of the classic with double heat sinks, ER PPCs and streak SRM2s
Archer ARC-5s: Another refit of an oldy. It is an LRM artillery mech with some nice close range backups in the form of medium pulse lasers and streak SRM2s.
all 15 missiles hit in the same location
Edit: sweet jesus it hates me today.
SURPRISE its a basement
now fall down and take ALL of the damage on the leg thats open.
note we haven't put in pilot names of our own for this match
I dub this mech Chumbawumba
I think handfull of LRM-5 flights and one PPC shot connected on my end.
Didn't even break through the armor. Meanwhile on my end I've got two mechs missing their RTs and a Hammer with a leg held on by duct tape.