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Pinhead The Bloody Clans
Joined: 25-Feb-2002 00:00 Posts: 1258 Location: United States
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Posted: 18-Feb-2004 20:57 Post subject: Darry's King of the Hill Mediums |
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This was my favorite mech, John Casey and I came in with identical mechs, loaded with 1 ton of Thunder rounds and 1 ton of normal LRM ammo. At the time we played this, if a mech moved out of a thunder hex, he had to roll to see if he set off the mines.. If you jumped over the mines, you also had to roll.
We explained to Darryl, that the rule was bogus, and told him to watch as we ripped the legs off every mech on the board, and then proceeded to do just that (except for someone who cut in front of me giving me his back)..
Type/Model: Pins50 PIN-50
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5.00
Engine: 250 6 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 10 Single 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 159 pts Standard 0 10.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 24
Center Torso (Rear): 6
L/R Side Torso: 12 20/20
L/R Side Torso (Rear): 4/4
L/R Arm: 8 14/14
L/R Leg: 12 22/22
Weapons and Equipment Loc Heat Ammo Crits Mass
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2 LRM 5s RA 4 48 4 6.00
(Ammo Locations: 2 RT)
2 LRM 5s LA 4 2 4.00
1 Medium Laser RT 3 1 1.00
2 Medium Lasers LT 6 2 2.00
1 Medium Laser CT 3 1 1.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
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TOTALS: 20 44 50.00
Crits & Tons Left: 34 .00
Calculated Factors:
Total Cost: 4,415,000 C-Bills
Battle Value: 1,022
Cost per BV: 4,319.96
Weapon Value: 626 / 626 (Ratio = .61 / .61)
Damage Factors: SRDmg = 11; MRDmg = 9; LRDmg = 5
BattleForce2: MP: 5J, Armor/Structure: 4/4
Damage PB/M/L: 2/2/1, Overheat: 2
Class: MM; Point Value: 10
Specials: if
_________________ "My Blood is not mine to give, it belongs to my Brothers"
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 19-Feb-2004 06:32 Post subject: RE: Darry's King of the Hill Mediums |
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Jumping over a Hex sets off mines????? Your joking.....
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8072 Location: United States
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Posted: 19-Feb-2004 07:52 Post subject: RE: Darry's King of the Hill Mediums |
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On 2004-02-19 06:32, Sir Henry wrote:
Jumping over a Hex sets off mines????? Your joking.....
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No, his memory is a little fuzzy. There was no check for jumping over mines...
_________________ www.210sportsblog.com
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 19-Feb-2004 12:48 Post subject: RE: Darry's King of the Hill Mediums |
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On 2004-02-19 07:52, chihawk wrote:
Quote:
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On 2004-02-19 06:32, Sir Henry wrote:
Jumping over a Hex sets off mines????? Your joking.....
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No, his memory is a little fuzzy. There was no check for jumping over mines...
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Perhaps he meant jumping into the hex? But if memory serves that is how its supposed to work anyways.
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 19-Feb-2004 13:20 Post subject: RE: Darry's King of the Hill Mediums |
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I thought you rolled if you start in a hex with mines and move out of it. But then again I have forgotten most of what I knew.
_________________ Festina Lente!
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ghostmech316 Clan Ghost Bear Warrior
Joined: 18-Feb-2004 00:00 Posts: 3
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Posted: 20-Feb-2004 12:14 Post subject: RE: Darry's King of the Hill Mediums |
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Actually Thunder 2's jump out of the ground to hit airborne mechs _________________ I've got a lovely bunch of coconuts
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8072 Location: United States
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Posted: 22-Feb-2004 18:51 Post subject: RE: Darry's King of the Hill Mediums |
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On 2004-02-19 13:20, Oafman wrote:
I thought you rolled if you start in a hex with mines and move out of it. But then again I have forgotten most of what I knew.
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Nope, just when entering a mined hex...7+ sets them off.
_________________ www.210sportsblog.com
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Pinhead The Bloody Clans
Joined: 25-Feb-2002 00:00 Posts: 1258 Location: United States
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Posted: 28-Feb-2004 22:25 Post subject: RE: Darry's King of the Hill Mediums |
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Actually, the original rule was any movement point expended in that hex. I am trying to find my old rulebook just to make sure, but that is what made them so attractive during that battle.
The rules have changed significantly since they were first introduced.
Pin
_________________ "My Blood is not mine to give, it belongs to my Brothers"
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8072 Location: United States
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Posted: 29-Feb-2004 09:03 Post subject: RE: Darry's King of the Hill Mediums |
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You could set of the mines by landing in a mined hex after jumping, but there was no roll for mechs that jumped over mined hexes.
_________________ www.210sportsblog.com
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