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Messages - Ice

Pages: [1] 2 3 ... 205
1
Have `Mech, Will Travel: The Next Generation / Re: Questions
« on: November 07, 2024, 10:01:14 AM »
What are we considered in right now being it was a LA world but is now clan for markets

Also no I am not asking for clan penalties to be lifted if its clan space for those who might be thinking it lol

Also on another note

I have an inquiry regarding reinforcement jj eligibility.

There are mechs like the arctic cheetah, Jenner, shadowhawk, gunslinger that do not have matching jump to walk profiles.

Would it nullify the jump credit for those mechs toward reinforcement timer as they dont match?

I would argue that a mech like the gunslinger at even 2 jj would still be fair to apply credit. The tonnage cost was paid in an increment of more than a single jj. There was discussion prior as it states if all units are jump capable but then we had discussion that it couldn't just have 1. I can't remember if the minimum was 3 or not. Might not even need to worry about it.

2
How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.

Well both sides have an ption to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue

3
I will wait until after mission considering there is no reason currently to place a chit since I have no idea about the losses. Just because we have a market doesnt.mean we have to buy it all day 1. If you want something take it. If not then it probably wouldn't be a bad idea to wait and replace as needed since it's an assault against clans.

4
Holding until after mission

5
So to put this out there since we don't see this much. An ac2 can make a difference because of breach checks.. Yes its a 10+ but its per hit I believe. Stuff will be faster as well meaning that putting fire on stuff that has good numbers has to happen even if its fresh. The more guns we take out the better to prevent us from being breached to death. They are clan and have all the range but that doesn't mean terrain can't help isolate and allow to close the gap. Not sure who is in the mission but thats a co call.

Something around 14 of these don't jump if that helps as well but are fairly fast as is.

Max ranges

27
Night gyr

25
Timberwolf
Stormcrow
Kingfisher

24
Hellbringer

23
Warhammer iic
Black lanner
Adder prime

22
Summoner
Excalibur

21
Shadowhawk
Grendel
Crusader
Quickdraw

19
Hussar
Phawk
Crab

18
Lancelot

15
Nova
Flashman
Guillotine
Fire falcon
Viper

12
Adder
Jenner iic


6
There is a chance we have to hot drop m1. We will need to figure out how to address that

7
5/1/61

INEI
Rolled 1d6 : 2, total 2

BUTTERWORTH
Rolled 1d6 : 5, total 5

8
5/1/61
Xp rolls
Tn9
INEI 3/4 MULTI
Rolled 2d6 : 4, 6, total 10

RICH 3/4 ASSAULT
Rolled 2d6 : 1, 1, total 2

BUTTERWORTH 3/4 HEAVY/ASSAULT
Rolled 2d6 : 6, 6, total 12

OKUDA 2/2 MED
Rolled 2d6 : 2, 4, total 6

VELAZQUEZ 3/4 ASSAULT
Rolled 2d6 : 3, 1, total 4

NIKITA WIRTH 2/3 vet/clan ASSAULT
Rolled 2d6 : 1, 2, total 3


DR
STURM VET tn3
Rolled 1d6 : 2, total 2

9
4/7/61

Scrounge +3

21/21

C100t RA
Rolled 2d6+3 : 6, 2 + 3, total 11

10

And that one is 4/5/61
Guess work and this don't mesh when busy

4/6/61

Scrounge +3
Admin +1

20/21 used

Tn14

C100t RA
Rolled 2d6+3 : 6, 3 + 3, total 12

C100t LA
Rolled 2d6+3 : 3, 6 + 3, total 12

C100t RA
Rolled 2d6+3 : 2, 6 + 3, total 11

C100t LA
Rolled 2d6+3 : 1, 6 + 3, total 10

C100t LT
Rolled 2d6+3 : 5, 1 + 3, total 9

C100t LL
Rolled 2d6+3 : 2, 2 + 3, total 7

C100t LT
Rolled 2d6+3 : 1, 2 + 3, total 6

C100t LL
Rolled 2d6+3 : 6, 4 + 3, total 13



11
4/2/61

Each of those with 1 roll is 1 ammo...

Scrounge +3
Admin +1

12/21 used

Tn11
Gauss ammo 20k + 30% 6k
Rolled 2d6+7 : 2, 5 + 7, total 14


12
4/1/61
Convert gauss ammo to clan 4 normal 2 podded
Tn5
Harith podded
Rolled 2d6 : 6, 1, total 7

Ardal
Rolled 2d6 : 2, 5, total 7

Rolled 2d6 : 3, 1, total 4

Young podded
Rolled 2d6 : 6, 2, total 8

Domimar
Rolled 2d6 : 6, 4, total 10

 
Rolled 2d6 : 6, 6, total 12





13
4/4/61

Scrounge +3
Admin +1

11/21 used

Tn11
Gauss ammo x5 20k + 30% 6k
Rolled 2d6+7 : 1, 4 + 7, total 12


14
4/3/61

Scrounge +3
Admin +1

10/21 used

Tn11
Gauss ammo x5 20k + 30% 6k
Rolled 2d6+7 : 1, 2 + 7, total 10

15
4/2/61

Scrounge +3
Admin +1

9/21 used

Tn11
Gauss ammo x5 20k + 30% 6k
Rolled 2d6+7 : 1, 3 + 7, total 11

Rolled 2d6+7 : 5, 3 + 7, total 15

Rolled 2d6+7 : 3, 5 + 7, total 15

Rolled 2d6+7 : 4, 5 + 7, total 16

Rolled 2d6+7 : 1, 1 + 7, total 9

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