Mordel's Bar & Grill
Darry's King of the Hill Mediums
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Pinhead
The Bloody Clans




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PostPosted: 18-Feb-2004 20:57    Post subject: Darry's King of the Hill Mediums Reply to topic Reply with quote

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
--------------------------------------------------------
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)
--------------------------------------------------------
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


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Sir Henry
Team Bansai
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PostPosted: 19-Feb-2004 06:32    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

Jumping over a Hex sets off mines????? Your joking.....


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chihawk
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PostPosted: 19-Feb-2004 07:52    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

Quote:

On 2004-02-19 06:32, Sir Henry wrote:
Jumping over a Hex sets off mines????? Your joking.....




No, his memory is a little fuzzy. There was no check for jumping over mines...

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ralgith
Blighted Sun Battalion
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PostPosted: 19-Feb-2004 12:48    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

Quote:

On 2004-02-19 07:52, chihawk wrote:
Quote:

On 2004-02-19 06:32, Sir Henry wrote:
Jumping over a Hex sets off mines????? Your joking.....




No, his memory is a little fuzzy. There was no check for jumping over mines...



Perhaps he meant jumping into the hex? But if memory serves that is how its supposed to work anyways.

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Oafman
Draconis Combine
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PostPosted: 19-Feb-2004 13:20    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

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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ghostmech316
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PostPosted: 20-Feb-2004 12:14    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

Actually Thunder 2's jump out of the ground to hit airborne mechs
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chihawk
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PostPosted: 22-Feb-2004 18:51    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

Quote:

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.



Nope, just when entering a mined hex...7+ sets them off.

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Pinhead
The Bloody Clans




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PostPosted: 28-Feb-2004 22:25    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

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.

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chihawk
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PostPosted: 29-Feb-2004 09:03    Post subject: RE: Darry's King of the Hill Mediums Reply to topic Reply with quote

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.

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