Game 3 Rules

This is where the Battletech-only games will live now that there is a Mechwarrior game running
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Bitom
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Game 3 Rules

Post by Bitom » Wed Nov 20, 2013 2:16 am

Initiative: Team initiative, with adjustments:

The number of "Passes" will be equal to the number of mechs that the smallest team on the board is fielding (4). On each pass, you will move a number of mechs equal to your force size divided by the number of passes. Remainder mechs will be front-loaded to the beginning of the round. therefore Pyg, with his 5 mechs, moves 2 mechs in Pass 1. Once one of his mechs is destroyed, he'll move one at a time like the rest of us.

The number of passes is fixed at 4. One of the major facets of Battletech initiative that we have thus-far not had during this game is that as you lose mechs, you get more and more init-screwed because the opponent starts to move more and more mechs after you, no matter what your init. So later on, when I'm down to 2 mechs and Pyg still has 5, we will not adjust. He'll still move 2 mechs in the first pass, and I'll move one in Pass 1 and 2.


Rounds:
This Game will have 15 rounds, forcing people to focus on the objectives. If we get near the end, and think it hasn't been enough, we can always extend it. That's about 5 months of game if my guesses hold true.

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Bitom
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The Map

Post by Bitom » Wed Nov 20, 2013 2:19 am

  • If you are in one of the hexes that is present on more than one map (The ramp, the edge of the mesa, the tunnel into the mesa, the waterfall, the sky bridge between the pylons) Then you may be visible and in LOS to mechs on either map. (You will be placed on both maps.) If you are not on one of these hexes, you are NOT VISIBLE to the map you are not on. The double-map hexes are:
    • Spiral Staircase building: J10, J9, K9, L10, L11, K11 and J10
    • The Highway to Heaven: L17, M18, N19, O20, P21, Q21, R21, S21, T21, U21, V21, W21
    • The Stairway to Heaven: V15, W15, X15, Y15
    • The Mesa's Edge: Z15, Z16, Y16, X16, W16, V16, U16, U17, U18, V19, V20, X22, Y23, Z24
    • The Stairway to Hell: Z24, Z23, Z22, Y21, Y20, X19, X18, Y18
    • The Quick Way down: E3
  • The tops of the pylon buildings are too tall or some other hand-wavy excuse for why you can't shoot down off of them. This is for game balance: so you can never shoot at one goal from another. There is no such restriction on the sky bridge (The level 10 hex in between the two)
  • The pylon buildings will never fall down or collapse under the weight of the mechs on them, no matter how much damage you do to them. This does not mean you can't walk through them (Taking the damage you would take from any other hardened, CF120 building)
  • The Ramp up from the City to the Skyway (on the bottom right of both maps) counts as a road, therefore you pay only 1 MP when moving along it, and do not have to pay for elevation changes. The elevations are listed there for line-of-sight purposes. You can't destroy this, either. You may pass under this ramp, so long as it's Level 4 or more high at the point of passage.
  • Also notice that there's some ramp carved into the mesa. If you decide to head directly up or down from the lvl9 ramp to the mesa without travelling along the road, you DO need to pay the movement cost. Anyone asking me if you can make the mesa collapse gets one of their mechs sniped for 12 points of damage to the head (Chosen at random)
  • The unlabeled, square buildings are level 3, light buildings (CF15). The Hexagonal ones are Level 4 Medium buildings (CF 40). The Statues are level 2 Hardened buildings (CF90)
  • The walls on the "Spiral Staircase" are impervious to fire and mechs trying to walk through them. It is made for hundred-tonners to climb. It ain't going nowhere. The level 6 Center is the roof, and you can shoot in all directions from there to both the City Proper and the Skyway.

    Further Clarification:
    • The "Spiral staircase" building has exterior walls around the outer hexes (J10, J9, K9, L10, L11, K11) You can't jump into or out of those hexes, nor can you fire into or out of them (Except to adjacent hexes on the list, or through the ground-floor opening on J10's #5 hexside)
    • K10, however, is the roof. It's open air. So it has unrestricted access.
    • You can't land on the roof of one of the other hexes because the roof is too steeply sloped or other hand-wavyness because I don't want 2 mechs in the same hex and map but on different levels (Couldn't avoid it in Z24, but trying to keep it to a minimum)
  • All of that pavement really is pavement... you can skid on it if you try to make a turn too fast.
  • All of the caves are 3 levels tall. You can't use jump jets there. Any attempt to do so will deal 12 points of damage to the head of the jumping mech.
  • No, you cannot use indirect LRM fire to fire into the caves from the city, or vice-versa.
  • Dead men tell no tales. Dead mechs earn no points. I don't care if you're pilot is still alive. If your mech got killed on the goal, then that spot is difficult terrain, and that's all that happens.

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