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Anonymous /tg/96046491#96048023
7/9/2025, 7:48:42 PM
Played my first game of battletech with my brother during my vacation, I was going to type up a battle report but it would honestly be kinda boring I think, so I'll just summarize briefly. My brother chose to play Kurita because he liked the Marauder a lot, and we each selected a lance out of what I had painted and ready.

Kurita
>Marauder, Wolverine, Firestarter and Commando
Davion
>Black Knight, Enforcer, Valkyrie and Javelin

My brother had a lot of bad rolls, he lost initiative on most rounds. He mostly focused on the black knight despite my explanation of what a zombie mech was. I pointed out that the enforcer had weak rear armor, which he neglected to exploit. This cost him the game in the end, I took out his firestarter and commando in turn 3 and it was downhill from there. Commando only took one bad hit the whole game, but it was the Enforcer's large laser and ac 10, both to the rear right torso, ammo boom. Same round, black knight hits the firestarter with small laser, 3 medium lasers and 1 large. Over 20 points of damage, bro fails his PSR and the fs9 falls to the left, off a cliff. Again, same round, the knight landed a kick on the firestarter. I'm not sure if we applied this correctly, we calculated the kick after everything else (including damage from the fall) because physical attacks are resolved after ranged.

Should the PSR from taking 20+ damage in a turn have taken place at the end of the turn, or during the ranged phase when the damage occurred? I'm not sure it would have even mattered, the firestarter was essentially crippled by this point.