The Let's Play Archive

Battletech

by PoptartsNinja

Part 359: Hastilude - Turn 5

Hastilude: Tactical Update 5

“A nice try, Freeborn,” Star Colonel Malchor Harper’s praise was genuine—the audacity of an enemy brave enough to jump in close enough to touch his rear armor and yet honorable enough to not shoot him in the back was astounding. It hadn’t stopped him from punishing that pilot with a shot from his borrowed machine’s underpowered and short-range Large Pulse Laser but it was still an action he could respect. Being pushed from the hill would’ve been humiliating for him, in the short term but he’d have walked away from such a fall and kept fighting. Fortunately he’d seen the enemy pilot’s clever ploy in time and had leapt away within moments, sparing his dignity an ignoble fall.

He couldn’t resist waving as he jumped clear and, in spite of his burgeoning respect for the enemy pilot, he just couldn’t resist grinding his boot in. He was a Clan warrior, after all.

“But they put weapons on `Mechs for a reason.”







Movement Phase
Orion
- Attempts to enter hex 2023, but has insufficient MP! Movement ends in hex 2025!



Combat Phase
Knights Albatross
- Fires ER Large Laser at Clan Anvil (3 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 6, miss!
- Fires Large Pulse Laser at Clan Anvil (3 base + 4 range + 2 movement + 1 enemy movement + 1 light woods - 2 Pulse Laser = 9): rolled 11, hit Right Torso (12/21 armor remains)!
- Fires LRM-15 at Clan Anvil (3 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 9): rolled 9, 9 missiles hit Right Torso (7/21 armor remains), Left Torso (17/21 armor remains)!
- Fires LB-10X AC (Cluster) at Clan Anvil (3 base + 2 range + 2 movement + 1 enemy movement + 1 light woods - 1 Cluster = 8): rolled 6, miss!
- Gains 31 heat, sinks 28! 3 heat carries into the next turn!

Knights Wraith
- Holds fire
- Gains 6 heat, sinks 20! No heat carries into the next turn!

Knights Anvil
- Fires Large Pulse Laser at Clan Wraith (4 base + 2 range + 0 movement + 4 enemy movement - 2 Pulse Laser = 8): rolled 5, miss!
- Fires Large Pulse Laser at Clan Wraith (4 base + 2 range + 0 movement + 4 enemy movement - 2 Pulse Laser = 8): rolled 10, hit Right Leg (11/20 armor remains)!
- Fires Medium Laser at Clan Wraith (4 base + 2 range + 0 movement + 4 enemy movement = 10): rolled 5, miss!
- Fires Medium Laser at Clan Wraith (4 base + 2 range + 0 movement + 4 enemy movement = 10): rolled 6, miss!
- Gains 26 heat, sinks 24! 2 heat carries into the next turn!

Knights Orion
- Fires Medium Laser at Clan Wraith (4 base + 4 range + 2 movement + 4 enemy movement = 14): automatic miss!
- Fires Medium Laser at Clan Wraith (4 base + 4 range + 2 movement + 4 enemy movement = 14): automatic miss!
- Gains 8 heat, sinks 22! No heat carries into the next turn!

Knights Mountain Lion
- Fires Plasma Rifle at Clan Anvil (2 base + 2 range + 2 movement + 1 enemy movement + 1 light woods + 1 partial cover = 9): rolled 11, hit Left Torso (7/21 armor remains) and the Anvil gains 6 Heat!
- Fires Plasma Rifle at Clan Anvil (2 base + 2 range + 2 movement + 1 enemy movement + 1 light woods + 1 partial cover = 9): rolled 5, miss!
- Fires ER Medium Laser at Clan Anvil (2 base + 4 range + 2 movement + 1 enemy movement + 1 light woods + 1 partial cover = 11): rolled 8, miss!
- Fires Streak SRM-6 at Clan Anvil (2 base + 4 range + 2 movement + 1 enemy movement + 1 light woods + 1 partial cover = 11): rolled 8, Streak SRM-6 fails to lock on!
- Gains 27 heat, sinks 26! 1 heat carries into the next turn!

Clan Albatross
- Holds fire!
- Gains 2 heat, sinks 28! No heat carries into the next turn!

Clan Wraith
- Torso-twists to threaten hex 1318!
- Fires Large Pulse Laser at Knights Wraith (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods - 2 Pulse Laser = 8): rolled 8, hit Left Torso (9/18 armor remains)!
- Fires Medium Laser at Knights Anvil (3 base + 2 range + 3 movement + 0 enemy movement + 1 secondary target = 9): rolled 3, miss!
- Fires Medium Laser at Knights Anvil (3 base + 2 range + 3 movement + 0 enemy movement + 1 secondary target = 9): rolled 10, hit Center Torso (25/30 armor remains)!
- Gains 23 heat, sinks 20! 3 heat carries into the next turn!

Clan Anvil
- Torso-twists to threaten hex 1018!
- Fires Large Pulse Laser at Knights Albatross (3 base + 4 range + 2 movement + 0 enemy movement - 2 Pulse Laser = 7): rolled 7, hit Left Arm (12/21 armor remains)!
- Fires Large Pulse Laser at Knights Albatross (3 base + 4 range + 2 movement + 0 enemy movement - 2 Pulse Laser = 7): rolled 4, miss!
- Gains 26 heat, sinks 24! 2 heat carries into the next turn!

Clan Orion
- Torso-twists to threaten hex 0916!
- Fires LB-10X AC (Slug) at Knights Wraith (1 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 7): rolled 9, hit Center Torso (13/23 armor remains)!
- Fires NARC Launcher at Knights Wraith (1 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 4, miss!
- Fires Medium Laser at Knights Wraith (1 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 7, miss!
- Fires Medium Laser at Knights Wraith (1 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 4, miss!
- Fires LRM-20 at Knights Wraith (1 base + 0 range + 2 movement + 3 enemy movement + 1 light woods + 1 minimum range = 8): rolled 3, miss!
- Fires SRM-4 at Knights Wraith (1 base + 2 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 8, miss!
- Gains 18 heat, sinks 22! No heat carries into the next turn!

Clan Grizzly
- Torso-twists to threaten hex 0308!
- Fires Large Pulse Laser at Knights Wraith (3 base + 4 range + 2 movement + 3 enemy movement + 1 light woods - 2 Pulse Laser = 11): rolled 7, miss!
- Gains 12 heat, sinks 22! No heat carries into the next turn!



End Phase:
Clan Anvil
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, succeeds!

Clan Wraith
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, succeeds!



Physical Combat Phase:
Knights Wraith
- Pushes Clan Wraith (3 base + 3 movement + 4 enemy movement - 1 push = 9): rolled 8, fails!



Unit Status:


Knights of the Inner Sphere Mission Objectives:
- Win (incomplete)

Hastilude Enemy Movement Mods:
- Albatross – Ran +1
- Anvil – Ran +1
- Wraith – Jumped +4
- Orion – Ran +1
- Grizzly – Ran +1



Next Orders Due: Saturday Night!



Edit: Also, how's that? It's subtle, but I wanted to make sure I wasn't blocking any trees.