I think one of the later TRs mentioned that the Savannah Master was put being produced again once the Inner Sphere relearned how to make fusion engines. But they're still not being made in the kind of numbers necessary to swarm an enemy, nor were they ever intended to do that.
Swarming can be done good enough with the Hover APC or a Harasser, sure not as small as a SaMa or Gabriel but with turret and range (LRM variants) and decent speed. You also get the positive side effect that you don't need to turn so you can use the full speed without danger of skidding - especially in close terrain (BT standard map is such a map)
I think one of the later TRs mentioned that the Savannah Master was put being produced again once the Inner Sphere relearned how to make fusion engines. But they're still not being made in the kind of numbers necessary to swarm an enemy, nor were they ever intended to do that.
Jihad era it starts back up.
Lewis the guy that designed it only had 2,000 engines and they weren't made anymore.
Lewis the guy that designed it only had 2,000 engines and they weren't made anymore.
That was because the original 2000 engines were a lostech find. The Inner Sphere could still MAKE new fusion engines at the time, but couldn't design new ones during the original SM's production run.
That changed by the Jihad era which was basically an era of "Throw **** at the wall and see what works". I mean hell, if you're going to pull out mechs so outdated that the Great Houses during the depths of the Succession Wars didn't want to use them despite having them, it's not so surprising that someone would start making engines for Savannah Masters again.
That was because the original 2000 engines were a lostech find. The Inner Sphere could still MAKE new fusion engines at the time, but couldn't design new ones during the original SM's production run.
That changed by the Jihad era which was basically an era of "Throw **** at the wall and see what works". I mean hell, if you're going to pull out mechs so outdated that the Great Houses during the depths of the Succession Wars didn't want to use them despite having them, it's not so surprising that someone would start making engines for Savannah Masters again.
I know. The Omni factory that produced them pretty much had something happen to it and an engine of that specific size efficiency wasn't happening. Any other Omni engine of the same power was, in terms of fluff, less efficient and somewhat larger. About the only thing they could do at the time was make a bigger craft like the Gabriel (sort of defeating the purpose of Lewis's vision) or change out to something heavier, which meant overall the entire thing would have to increase in weight creating diminishing returns.
The Fox Armored Car is one such thing, they were able to keep its small size but its weight significantly increased. They put some of that weight to good use, of course, but the expense, the power output of the engine necessary to make it run, the fuel economy of the XL 195 engine, the fragility...and of course it was prior to the fedcom civil war it was developed and not until the jihad that it was ever built en masse.
Course, the original 2000 is what was made because that's all he had with his share. There were more Omni-25 engines out there but most people sold theirs to retire early. Getting a replacement engine wasn't impossible, just really unlikely as chances were they were put into something else. Its also possible Lewis would have built more if someone brought him a supply of engines. Most likely that's when the SL variant comes into place in 3033, upping its damage potential butt the lack of range crippled it so that was a short production run.
But between the two fluff elements, it doesn't go into any kind of real mass production until... apparently sometime during the Clan invasion (going by availability in the MUL). 3077, when the named variation "Interdictor" comes out, is well into mass production.
I'm not sure where the best place to put this is, but all the usual suspects are reading this as much as the other active threads, so..
So while not directly related, I thought this was interesting.
Afterall, Battletech is filled with fluff about competing companies creating things...and sometimes those things have flaws.
Whether its the Fox Armored Car, the Savannah Master against the Gabriel, the Kali-Yama Crucis Type V Hunchback 4 and 5 series "classic" remake versus the original Komiyaba/Nissan Komiyaba type VII Hunchback 4 series... Some things get gained and loss in the process.
In the case of the Hunchback, being able to refit them with the common refit kits went out the window, but in return those slightly larger Crucis Type V were much easier to incorporate things such as CASE, XL engines, double heatsinks... After all it had enough room to fit one ton of ammunition inside without the drum, where the Komiyaba could not physically fit the ammunition inside the mech and so it had a drum to carry 2 tons attached to the back left shoulder. The 4SP used a smaller drum attached to the center torso. Crucis's model slaps a 1 ton drum on the back left shoulder for the 5N, and the "classic" puts the two tons into a drum leaving the room necessary for upgrades such as DHS, engine, etc.
But, sometimes the difference is fatal, and here's a real life example of this.
One of the things I really like about Battletech, is that its fluff between variants and such isn't always "this is simply better than the last thing," during FASA's time it likes to point out that not every new iteration is a perfect improvement. Somethings are flat out worse, some are marginally better, and sometimes a move is just a competitive edge without conveying the full story.
These were the first two good maps I considered for the Savannah Master battle, thinking it would have been more mobile than the battle actually was.
Trouble with this one, is among being double blind, the AI flat out crashed... and I kinda thought to myself while it was easy to find again, the fact is the three further times I tried it, the AI crashed on the first move. Its a huge map, the Aggressive AI was given free rain to spawn on any edge (with deep deployment)... and it just couldn't decide what to do because it was double blind in order to make the encounter seem more natural, with one or two first encountering me and then the swarm coming in as my location is communicated to the rest of them and they rush to me. Yeah, AI and double blind on huge maps doesn't work.
Yellow line was my spawn zone for "South". I spawned on the road. The one time I was able to get a move in before the AI crash, I slipped on my ***.
So change of plans!
This one seemed much smaller, more manageable and still pretty ideal.
But as we know, something happened because this isn't where I wound up playing. The Aggressive AI flat out quit in the first round. I'm not kidding, as soon as I made my first move, the AggressiveBot flat out "Left the match!" I couldn't find the map again. To be fair though, it had to wait two turns to get a first unit on the ground. Kinda...kinda decided against that.
Then I settled on this one and kept note as to where it was and paranoid-saved before launching which helped out a lot until I worked out the "rage quit" bot issue. Finally learned the easiest way to handle it was to have a Megamek app open for each bot, and to "connect as bot", this enhances the memory the bot can use, and when the bot crashes it tells me and I can put in a couple of commands to "recreate" the bot back at the helm of its units.
This time, I spawned in the North with the goal to head south.
Now from here, the fight!
Spoiler
First up; the first crash. Round 1. Only noticed this because of a wreckage I later see, went back and discovered this on the AI side (as for me it just shows as ??? did ??? with ??? rolled ??? ??? ??? ????? etc..)
Quote
Savannah Master Hovercraft (Standard) #11 (AggressiveBot) must make a piloting skill check while moving from hex 2021 to hex 1922 (flanking and turning).
Roll #3207 - range: [1,6], result: 2, rolls: 1, 1, deal #19 of shuffle #3
Needs 3 [3 (Base piloting skill) + 0 (flanking and turning)], rolls 2 : fails.
Savannah Master Hovercraft (Standard) #11 (AggressiveBot) sideslips 1 hexes
Crashed into prohibited terrain in hex 1921.
Roll #3229 - range: [1,6], result: 9, rolls: 4, 5, deal #20 of shuffle #3
Savannah Master Hovercraft (Standard) #11 (AggressiveBot) takes 1 damage to LS.
5 Armor remaining.
Skid ends.
Flanking just means going insanely fast. Flank speed is the top speed you see in MWO prior to speed tweak, such as 64.8 kph. So top speed plus trying to turn. Crash. Pilot is still alive and ejects and begins a painfully slow trek to encounter me.
Here's the point of first contact. I made it this far down in 40 seconds...which kinda tells us that this map is smaller than I thought it was.
Fun fact: The crash happened just off screen, but its beyond my sight.
Also fun: Apparently the pilot didn't eject until the fourth turn despite crashing on the first.
Thankfully the opening volley was a single shot.
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Round 4
Savannah Master Hovercraft (Standard) #11 (AggressiveBot) is abandoned by its crew.
*** Savannah Master Hovercraft (Standard) #11 (AggressiveBot) DESTROYED by ejection! ***
Savannah Master Hovercraft (Standard) #6 (TacticalBot) must make a piloting skill check while moving in hex 0929 (did not satisfy turn mode).
Roll #3224 - range: [1,6], result: 9, rolls: 3, 6, deal #11 of shuffle #6
Needs 6 [6 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 9 : succeeds.
Savannah Master Hovercraft (Standard) #6 (TacticalBot) must make a piloting skill check while moving in hex 0928 (did not satisfy turn mode).
Roll #3212 - range: [1,6], result: 7, rolls: 1, 6, deal #12 of shuffle #6
Needs 6 [6 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 7 : succeeds.
Savannah Master Hovercraft (Standard) #9 (TacticalBot) must make a piloting skill check while moving from hex 1529 to hex 1629 (controlled sideslip).
Roll #3241 - range: [1,6], result: 11, rolls: 6, 5, deal #13 of shuffle #6
Needs 6 [6 (Base piloting skill) + 0 (controlled sideslip)], rolls 11 : succeeds.
Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 5, rolls 7 : hits LL
Centurion CN9-A (My Campaign) takes 5 damage to LL.
11 Armor remaining.
And so positioning occurs -- from this, its apparently really, really hard to pilot Hovercraft.
Quote
Round 5
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 1222 (did not satisfy turn mode).
Roll #3211 - range: [1,6], result: 6, rolls: 1, 5, deal #26 of shuffle #7
Needs 5 [4 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 6 : succeeds.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 0921 (did not satisfy turn mode).
Roll #3214 - range: [1,6], result: 4, rolls: 2, 2, deal #27 of shuffle #7
Needs 5 [4 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 4 : fails.
Roll #3236 - range: [1,6], result: 11, rolls: 5, 6, deal #28 of shuffle #7
Maneuver fails. Roll is 11; (w/ +6 bonus), Starts to skid.
Skids into hex 0821.
Skid ends.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1321 (did not satisfy turn mode).
Roll #3228 - range: [1,6], result: 8, rolls: 4, 4, deal #29 of shuffle #7
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 8 : succeeds.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1321 (did not satisfy turn mode).
Roll #3225 - range: [1,6], result: 5, rolls: 4, 1, deal #30 of shuffle #7
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 5 : succeeds.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1022 (did not satisfy turn mode).
Roll #3232 - range: [1,6], result: 7, rolls: 5, 2, deal #31 of shuffle #7
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 7 : succeeds.
Savannah Master Hovercraft (Standard) #9 (TacticalBot) must make a piloting skill check while moving in hex 2425 (did not satisfy turn mode).
Roll #3218 - range: [1,6], result: 8, rolls: 2, 6, deal #32 of shuffle #7
Needs 8 [6 (Base piloting skill) - 1 (light vehicle) + 3 (did not satisfy turn mode)], rolls 8 : succeeds.
Savannah Master Hovercraft (Standard) #9 (TacticalBot) must make a piloting skill check while moving from hex 2417 to hex 2317 (flanking and turning).
Roll #3240 - range: [1,6], result: 10, rolls: 6, 4, deal #33 of shuffle #7
Needs 6 [6 (Base piloting skill) + 0 (flanking and turning)], rolls 10 : succeeds.
Savannah Master Hovercraft (Standard) #4 (AggressiveBot) must make a piloting skill check while moving in hex 3120 (gunning it).
Roll #3212 - range: [1,6], result: 7, rolls: 1, 6, deal #34 of shuffle #7
Needs 5 [5 (Base piloting skill) + 0 (gunning it)], rolls 7 : succeeds.
Savannah Master Hovercraft (Standard) #4 (AggressiveBot) must make a piloting skill check while moving from hex 2821 to hex 2721 (flanking and turning).
Roll #3219 - range: [1,6], result: 4, rolls: 3, 1, deal #35 of shuffle #7
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 4 : fails.
Savannah Master Hovercraft (Standard) #4 (AggressiveBot) sideslips 1 hexes
Crashed into prohibited terrain in hex 2722.
Roll #3231 - range: [1,6], result: 6, rolls: 5, 1, deal #36 of shuffle #7
Savannah Master Hovercraft (Standard) #4 (AggressiveBot) takes 1 damage to FR.
9 Armor remaining.
Skid ends.
Savannah Master Hovercraft (Standard) (AggressiveBot) must make a piloting skill check while moving in hex 2716 (did not satisfy turn mode).
Roll #3210 - range: [1,6], result: 5, rolls: 1, 4, deal #1 of shuffle #8
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 5 : succeeds.
Leading us to here
Quote
Round 5 combat
Weapons fire for Centurion CN9-A (My Campaign)
AC/10 at Savannah Master Hovercraft (Standard) #6 (TacticalBot); needs 4, rolls 7 : - Direct Blow - hits FR (critical)
Savannah Master Hovercraft (Standard) #6 (TacticalBot) takes 11 damage to FR (critical).
Armor destroyed. SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) #6 (TacticalBot) DESTROYED by damage! ***
Critical hit on FR. Roll is (7+1) = 8; Stabilizer destroyed!
Critical hit on FR. Roll is (6+1) = 7; Medium Laser malfunctions.
Medium Laser at Savannah Master Hovercraft (Standard) #6 (TacticalBot); needs 4, rolls 3 : misses
Medium Laser at Savannah Master Hovercraft (Standard) #3 (TacticalBot); needs 6, rolls 8 : hits (using Right Side table) FR
Savannah Master Hovercraft (Standard) #3 (TacticalBot) takes 5 damage to FR.
5 Armor remaining.
Chance for motive system damage. Roll is 10; (w/ +2 bonus)
Heavy damage, +3 to driving skill rolls, 1/2 MP.
Weapons fire for Savannah Master Hovercraft (Standard) #6 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 4, rolls 7 : - Direct Blow - hits CT
Centurion CN9-A (My Campaign) takes 6 damage to CT.
12 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 4, rolls 11 : - Direct Blow - hits RT
Centurion CN9-A (My Campaign) takes 7 damage to RT.
6 Armor remaining.
In my first volley of return fire, I was able to get one of them down. Front laser missed the target but that rear laser nailed the guy behind me.
They seem to be really hitting my right torso hard; that medium laser did 7 damage
I flanked forward to get some speed in.
Another pilot ejects (can't recall the reasoning but they're not in my sight, am only able to see it as I'm copy/pasting from the bot's account [as the bot shares info with its teammate and can see me, so that gets a complete picture in double blind].
And someone fishtailed.
Spoiler
Round 6
Savannah Master Hovercraft (Standard) #2 (TacticalBot) must make a piloting skill check while moving in hex 2350 (did not satisfy turn mode).
Roll #3229 - range: [1,6], result: 9, rolls: 4, 5, deal #19 of shuffle #9
Needs 6 [5 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 9 : succeeds.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1018 (did not satisfy turn mode).
Roll #3216 - range: [1,6], result: 6, rolls: 2, 4, deal #20 of shuffle #9
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 6 : succeeds.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1018 (did not satisfy turn mode).
Roll #3238 - range: [1,6], result: 8, rolls: 6, 2, deal #21 of shuffle #9
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 8 : succeeds.
Savannah Master Hovercraft (Standard) #10 (TacticalBot) must make a piloting skill check while moving from hex 2624 to hex 2524 (controlled sideslip).
Roll #3233 - range: [1,6], result: 8, rolls: 5, 3, deal #22 of shuffle #9
Needs 5 [5 (Base piloting skill) + 0 (controlled sideslip)], rolls 8 : succeeds.
Savannah Master Hovercraft (Standard) #4 (AggressiveBot) is abandoned by its crew.
*** Savannah Master Hovercraft (Standard) #4 (AggressiveBot) DESTROYED by ejection! ***
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 0921 (did not satisfy turn mode).
Roll #3236 - range: [1,6], result: 11, rolls: 5, 6, deal #23 of shuffle #9
Needs 7 [4 (Base piloting skill) + 3 (Steering Damage) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 11 : succeeds.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 0921 (did not satisfy turn mode).
Roll #3215 - range: [1,6], result: 5, rolls: 2, 3, deal #24 of shuffle #9
Needs 7 [4 (Base piloting skill) + 3 (Steering Damage) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 5 : fails.
Roll #3209 - range: [1,6], result: 4, rolls: 1, 3, deal #25 of shuffle #9
Maneuver fails. Roll is 4; (w/ +7 bonus), Serious fishtail: turns too far and movement ends.
And they got in some free shots because I basically had less than 16% chances to hit anything.
Quote
Round 5 combat
Weapons fire for Savannah Master Hovercraft (Standard) (AggressiveBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 5 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #8 (AggressiveBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 7 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 9 : hits (using Rear table) RA
Centurion CN9-A (My Campaign) takes 5 damage to RA.
11 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 11, rolls 7 : misses
So then I slow down and opt to move left toward the swarm of enemies.
But in getting to this position.. I got faked, the simultaineous turns playing tricks on me.
But joke's on the Savannah Masters, unlike those turret-less things, I have a torso twist!
(fun to note, some lights do not... and many Clan mechs also lack it, such as the Linebacker, Kitfox and Adder.)
Round 7 weapon phase
Quote
Weapons fire for Centurion CN9-A (My Campaign)
AC/10 at Savannah Master Hovercraft (Standard) #10 (TacticalBot); needs 6, rolls 4 : misses
Medium Laser at Savannah Master Hovercraft (Standard) #8 (AggressiveBot); needs 9, rolls 9 : - Glancing Blow - hits (using Right Side table) RR
Savannah Master Hovercraft (Standard) #8 (AggressiveBot) takes 2 damage to RR.
0 Armor remaining.
Medium Laser at Savannah Master Hovercraft (Standard) #7 (TacticalBot); needs 9, rolls 7 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #12 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 11, rolls 9 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 5, rolls 4 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #10 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 7 : - Glancing Blow - hits (using Right Side table) RA
Centurion CN9-A (My Campaign) takes 2 damage to RA.
9 Armor remaining.
Sadly under these circumstances, I'm being very combat ineffective. The trouble is when piloting the focus on firing is lessened, afterall it isn't as simple as MW makes it out to be.
So at this point, just been going in circles. Enough movement to reduce their accuracy, but small enough to allow me to be accurate.
Shaved the movements of the Savannahs to just showcase the more interesting ones.
Quote
Savannah Master Hovercraft (Standard) #2 (TacticalBot) must make a piloting skill check while moving in hex 1037 (did not satisfy turn mode).
Roll #3210 - range: [1,6], result: 5, rolls: 1, 4, deal #22 of shuffle #12
Needs 6 [5 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 5 : fails.
Roll #3230 - range: [1,6], result: 10, rolls: 4, 6, deal #23 of shuffle #12
Maneuver fails. Roll is 10; (w/ +6 bonus), Starts to skid.
Roll #3218 - range: [1,6], result: 8, rolls: 2, 6, deal #24 of shuffle #12
Savannah Master Hovercraft (Standard) #5 (TacticalBot) needs 4 to avoid the skid (4 (Base piloting skill) + 0 (avoiding collision)), rolls 8.
Skids into hex 1036.
Skid ends.
Savannah Master Hovercraft (Standard) #5 (TacticalBot) must make a piloting skill check while moving in hex 0834 (did not satisfy turn mode).
Roll #3233 - range: [1,6], result: 8, rolls: 5, 3, deal #25 of shuffle #12
Needs 4 [4 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 8 : succeeds.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving from hex 0623 to hex 0723 (controlled sideslip).
Roll #3212 - range: [1,6], result: 7, rolls: 1, 6, deal #26 of shuffle #12
Needs 7 [4 (Base piloting skill) + 3 (Steering Damage) + 0 (controlled sideslip)], rolls 7 : succeeds.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 1326 (did not satisfy turn mode).
Roll #3237 - range: [1,6], result: 7, rolls: 6, 1, deal #27 of shuffle #12
Needs 8 [4 (Base piloting skill) + 3 (Steering Damage) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 7 : fails.
Roll #3213 - range: [1,6], result: 3, rolls: 2, 1, deal #28 of shuffle #12
Maneuver fails. Roll is 3; (w/ +6 bonus), Moderate fishtail: turns too far.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 1326 (using overdrive).
Roll #3217 - range: [1,6], result: 7, rolls: 2, 5, deal #29 of shuffle #12
Needs 9 [4 (Base piloting skill) + 3 (Steering Damage) + 2 (Sprinting) + 0 (using overdrive)], rolls 7 : fails.
Roll #3207 - range: [1,6], result: 2, rolls: 1, 1, deal #30 of shuffle #12
Maneuver fails. Roll is 2; (w/ +7 bonus)Roll #3266 - range: [1,6], result: 4
, Moderate fishtail: turns too far.
Now to kill the people on foot.
While taking a barrage from the Savannah Masters in the back
Quote
Round 8 combat
Weapons fire for Savannah Master Hovercraft (Standard) #12 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 7 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 5 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #5 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 10, rolls 4 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 6, rolls 5 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #10 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 9 : hits (using Right Side table) RL
Centurion CN9-A (My Campaign) takes 5 damage to RL.
11 Armor remaining.
Weapons fire for Centurion CN9-A (My Campaign) Medium Laser at Vehicle Crew Camille Dalope (AggressiveBot); needs 4, rolls 6 : hits MEN Direct fire weapon against infantry, damage changed from 5 to 1 Infantry platoon caught in the open!!! Damage doubled. Vehicle Crew Camille Dalope (AggressiveBot) takes 2 damage to MEN. PLATOON KILLED, *** Vehicle Crew Camille Dalope (AggressiveBot) DESTROYED by damage! ***
AC/10 at Vehicle Crew Annie Ahmarov (AggressiveBot); needs 10, rolls 10 : - Glancing Blow - hits MEN Direct fire weapon against infantry, damage changed from 10 to 1 Vehicle Crew Annie Ahmarov (AggressiveBot) suffers no damage.
(Edit: How the...!? "HITS" "No damage."
Medium Laser at Savannah Master Hovercraft (Standard) #7 (TacticalBot); needs 8, rolls 8 : - Glancing Blow - hits FR
Savannah Master Hovercraft (Standard) #7 (TacticalBot) takes 2 damage to FR.
8 Armor remaining.
Chance for motive system damage. Roll is 9; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
This is the above targeting of the infantry with the AC/10, suppose a glancing blow at this range...could be construed as a near-miss despite being a hit?
The swarm continues.
We're skipping the details of this one.
And this one.
Interesting movement
Quote
Savannah Master Hovercraft (Standard) #2 (TacticalBot) must make a piloting skill check while moving in hex 1133 (did not satisfy turn mode).
Roll #3208 - range: [1,6], result: 3, rolls: 1, 2, deal #12 of shuffle #14
Needs 6 [5 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 3 : fails.
Roll #3230 - range: [1,6], result: 10, rolls: 4, 6, deal #13 of shuffle #14
Maneuver fails. Roll is 10; (w/ +8 bonus), Starts to skid.
Skids into hex 1132.
Skids into hex 1131.
Skids into hex 1130.
Skid ends.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving from hex 1724 to hex 1723 (controlled sideslip).
Roll #3240 - range: [1,6], result: 10, rolls: 6, 4, deal #14 of shuffle #14
Needs 7 [4 (Base piloting skill) + 3 (Steering Damage) + 0 (controlled sideslip)], rolls 10 : succeeds.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 1723 (did not satisfy turn mode).
Roll #3213 - range: [1,6], result: 3, rolls: 2, 1, deal #15 of shuffle #14
Needs 8 [4 (Base piloting skill) + 3 (Steering Damage) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 3 : fails.
Roll #3220 - range: [1,6], result: 5, rolls: 3, 2, deal #16 of shuffle #14
Maneuver fails. Roll is 5; (w/ +10 bonus), Starts to skid.
Crashed into the hill in hex 1722.
Roll #3219 - range: [1,6], result: 4, rolls: 3, 1, deal #17 of shuffle #14
Roll #3226 - range: [1,6], result: 6, rolls: 4, 2, deal #18 of shuffle #14
Savannah Master Hovercraft (Standard) #3 (TacticalBot) takes 1 damage to FR.
4 Armor remaining.
Chance for motive system damage. Roll is 8; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
Skid ends.
Savannah Master Hovercraft (Standard) #7 (TacticalBot) must make a piloting skill check while moving in hex 1728 (did not satisfy turn mode).
Roll #3216 - range: [1,6], result: 6, rolls: 2, 4, deal #21 of shuffle #14
Needs 7 [5 (Base piloting skill) + 2 (Steering Damage) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 6 : fails.
Roll #3231 - range: [1,6], result: 6, rolls: 5, 1, deal #22 of shuffle #14
Maneuver fails. Roll is 6; (w/ +6 bonus), Starts to skid.
Skids into hex 1727.
Skid ends.
Savannah Master Hovercraft (Standard) #9 (TacticalBot) must make a piloting skill check while moving in hex 1717 (did not satisfy turn mode).
Roll #3209 - range: [1,6], result: 4, rolls: 1, 3, deal #23 of shuffle #14
Needs 6 [6 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 4 : fails.
Roll #3207 - range: [1,6], result: 2, rolls: 1, 1, deal #24 of shuffle #14
Maneuver fails. Roll is 2; (w/ +7 bonus), Moderate fishtail: turns too far.
Savannah Master Hovercraft (Standard) #8 (AggressiveBot) must make a piloting skill check while moving in hex 0731 (did not satisfy turn mode).
Roll #3215 - range: [1,6], result: 5, rolls: 2, 3, deal #29 of shuffle #14
Needs 6 [5 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 5 : fails.
Roll #3242 - range: [1,6], result: 12, rolls: 6, 6, deal #30 of shuffle #14
Maneuver fails. Roll is 12; (w/ +6 bonus), Starts to skid.
Skids into hex 0732.
Skid ends.
(Edit: this person's on foot and is in a muddy area)
Vehicle Crew Annie Ahmarov (AggressiveBot) must make a piloting skill check while moving from hex 2724 to hex 2624 (avoid bogging down).
Roll #3238 - range: [1,6], result: 8, rolls: 6, 2, deal #31 of shuffle #14
Needs 4 [4 (entering boggy terrain) + 0 (avoid bogging down)], rolls 8 : succeeds.
At some point a random moment allowed me to kick one.
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Weapons fire for Savannah Master Hovercraft (Standard) #12 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 8 : hits (using Rear table) CTR
Centurion CN9-A (My Campaign) takes 5 damage to CTR.
2 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 6 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #10 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 5, rolls 5 : - Glancing Blow - hits RL
Centurion CN9-A (My Campaign) takes 2 damage to RL.
9 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) (AggressiveBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 5, rolls 9 : - Direct Blow - hits LA
Centurion CN9-A (My Campaign) takes 6 damage to LA.
10 Armor remaining.
Weapons fire for Centurion CN9-A (My Campaign)
LRM 10 at Savannah Master Hovercraft (Standard) #2 (TacticalBot); needs 8, rolls 8 : - Glancing Blow - 6 missile(s) hit (using Left Side table) (w/ -4 malus).
Savannah Master Hovercraft (Standard) #2 (TacticalBot) takes 5 damage to LS (critical).
1 Armor remaining.
Critical hit on LS. Roll is (8-2) = 6; Crew stunned for 1 turns.
Physical attacks for Centurion CN9-A (My Campaign)
Kick (Left leg) at Savannah Master Hovercraft (Standard) #5 (TacticalBot); needs 5, rolls 4 : misses.
Roll #3241 - range: [1,6], result: 11, rolls: 6, 5, deal #16 of shuffle #15
Centurion CN9-A (My Campaign) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 11 : succeeds.
Some interesting movement
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Savannah Master Hovercraft (Standard) #8 (AggressiveBot) must make a piloting skill check while moving in hex 1334 (did not satisfy turn mode).
Roll #3209 - range: [1,6], result: 4, rolls: 1, 3, deal #20 of shuffle #16
Needs 5 [5 (Base piloting skill) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 4 : fails.
Roll #3230 - range: [1,6], result: 10, rolls: 4, 6, deal #21 of shuffle #16
Maneuver fails. Roll is 10; (w/ +6 bonus), Starts to skid.
Skids into hex 1433.
Skid ends.
Vehicle Crew Annie Ahmarov (AggressiveBot) must make a piloting skill check while moving from hex 2624 to hex 2625 (avoid bogging down).
Roll #3221 - range: [1,6], result: 6, rolls: 3, 3, deal #22 of shuffle #16
Needs 4 [4 (entering boggy terrain) + 0 (avoid bogging down)], rolls 6 : succeeds.
Savannah Master Hovercraft (Standard) #5 (TacticalBot) must make a piloting skill check while moving in hex 1129 (did not satisfy turn mode).
Roll #3213 - range: [1,6], result: 3, rolls: 2, 1, deal #30 of shuffle #16
Needs 5 [4 (Base piloting skill) - 1 (light vehicle) + 2 (did not satisfy turn mode)], rolls 3 : fails.
Roll #3207 - range: [1,6], result: 2, rolls: 1, 1, deal #31 of shuffle #16
Maneuver fails. Roll is 2; (w/ +7 bonus), Moderate fishtail: turns too far.
Savannah Master Hovercraft (Standard) #3 (TacticalBot) must make a piloting skill check while moving in hex 1723 (did not satisfy turn mode).
Roll #3219 - range: [1,6], result: 4, rolls: 3, 1, deal #32 of shuffle #16
Needs 9 [4 (Base piloting skill) + 5 (Steering Damage) - 1 (light vehicle) + 1 (did not satisfy turn mode)], rolls 4 : fails.
Roll #3225 - range: [1,6], result: 5, rolls: 4, 1, deal #33 of shuffle #16
Maneuver fails. Roll is 5; (w/ +10 bonus), Starts to skid.
Savannah Master Hovercraft (Standard) #9 (TacticalBot) must make a piloting skill check while moving in hex 1717 (did not satisfy turn mode).
Roll #3215 - range: [1,6], result: 5, rolls: 2, 3, deal #34 of shuffle #16
Needs 8 [6 (Base piloting skill) - 1 (light vehicle) + 3 (did not satisfy turn mode)], rolls 5 : fails.
Roll #3218 - range: [1,6], result: 8, rolls: 2, 6, deal #35 of shuffle #16
Maneuver fails. Roll is 8; (w/ +8 bonus), Starts to skid.
And some weapons fire
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Round 10 combat
Weapons fire for Centurion CN9-A (My Campaign)
LRM 10 at Savannah Master Hovercraft (Standard) #2 (TacticalBot); needs 5, rolls 7 : 6 missile(s) hit.
Savannah Master Hovercraft (Standard) #2 (TacticalBot) takes 5 damage to FR (critical).
5 Armor remaining.
Critical hit on FR. Roll is 9; Sensors Hit!
Savannah Master Hovercraft (Standard) #2 (TacticalBot) takes 1 damage to FR (critical).
4 Armor remaining.
Critical hit on FR. Roll is 7; Medium Laser malfunctions.
Medium Laser at Savannah Master Hovercraft (Standard) #5 (TacticalBot); needs 8, rolls 8 : - Glancing Blow - hits LS
Savannah Master Hovercraft (Standard) #5 (TacticalBot) takes 2 damage to LS.
4 Armor remaining.
Chance for motive system damage. Roll is 10; (w/ +2 bonus)
Heavy damage, +3 to driving skill rolls, 1/2 MP.
AC/10 at Savannah Master Hovercraft (Standard) #8 (AggressiveBot); needs 9, rolls 10 : hits (using Left Side table) LS
Savannah Master Hovercraft (Standard) #8 (AggressiveBot) takes 10 damage to LS.
Armor destroyed.
SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) #8 (AggressiveBot) DESTROYED by damage! ***
Critical hit on LS. Roll is 9; Engine destroyed. Immobile.
Medium Laser at Savannah Master Hovercraft (Standard) #3 (TacticalBot); needs 10, rolls 4 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #5 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 6, rolls 7 : hits CT
Centurion CN9-A (My Campaign) takes 5 damage to CT.
7 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 8, rolls 8 : - Glancing Blow - hits LL
Centurion CN9-A (My Campaign) takes 2 damage to LL.
9 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) (AggressiveBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 9, rolls 4 : misses
led us to here
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Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 6, rolls 4 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #5 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 5 : misses
Weapons fire for Savannah Master Hovercraft (Standard) #7 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 7 : - Glancing Blow - hits (using Left Side table) LA
Centurion CN9-A (My Campaign) takes 2 damage to LA.
8 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) (AggressiveBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 5 : misses
Weapons fire for Centurion CN9-A (My Campaign)
AC/10 at Savannah Master Hovercraft (Standard) (AggressiveBot); needs 6, rolls 9 : - Direct Blow - hits FR (critical)
Savannah Master Hovercraft (Standard) (AggressiveBot) takes 11 damage to FR (critical).
Armor destroyed.
SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) (AggressiveBot) DESTROYED by damage! ***
Critical hit on FR. Roll is (7+1) = 8; Stabilizer destroyed!
Critical hit on FR. Roll is (6+1) = 7; Medium Laser malfunctions.
Medium Laser at Savannah Master Hovercraft (Standard) (AggressiveBot); needs 9, rolls 9 : - Glancing Blow - hits FR
Savannah Master Hovercraft (Standard) (AggressiveBot) takes 2 damage to FR.
Chance for motive system damage. Roll is 9; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
---
Round 11 Melee ram attempt
Physical attacks for Centurion CN9-A (My Campaign)
Kick (Left leg) at Savannah Master Hovercraft (Standard) #2 (TacticalBot); needs 4, rolls 11 : - Direct Blow - Roll #3217 - range: [1,6], result: 7, rolls: 2, 5, deal #1 of shuffle #19
hits FR
Roll #3228 - range: [1,6], result: 8, rolls: 4, 4, deal #2 of shuffle #19
Savannah Master Hovercraft (Standard) #2 (TacticalBot) takes 12 damage to FR.
Armor destroyed.
SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) #2 (TacticalBot) DESTROYED by damage! ***
Critical hit on FR. Roll is (8+2) = 10; Commander injured!
Crew stunned for 1 turns.
Physical attacks for Savannah Master Hovercraft (Standard) #2 (TacticalBot)
Charging Centurion CN9-A (My Campaign); needs 5, rolls 4 :
Roll #3278 - range: [1,6], result: 4
misses.
Savannah Master Hovercraft (Standard) #2 (TacticalBot) is displaced into hex 1129.
The final 20 seconds.
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Round 12 combat
Weapons fire for Savannah Master Hovercraft (Standard) #12 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 5, rolls 8 : - Direct Blow - hits (using Right Side table) RA
Centurion CN9-A (My Campaign) takes 6 damage to RA.
3 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 6, rolls 9 : - Direct Blow - hits (using Right Side table) RT
Centurion CN9-A (My Campaign) takes 6 damage to RT.
0 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #5 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 4, rolls 6 : hits RL
Centurion CN9-A (My Campaign) takes 5 damage to RL.
4 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #9 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 11, rolls 6 : misses
Weapons fire for Centurion CN9-A (My Campaign)
AC/10 at Savannah Master Hovercraft (Standard) #5 (TacticalBot); needs 5, rolls 8 : - Direct Blow - hits FR
Savannah Master Hovercraft (Standard) #5 (TacticalBot) takes 11 damage to FR.
Armor destroyed.
SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) #5 (TacticalBot) DESTROYED by damage! ***
Critical hit on FR. Roll is (6+1) = 7; Medium Laser malfunctions.
Medium Laser at Savannah Master Hovercraft (Standard) #5 (TacticalBot); needs 5, rolls 10 : - Direct Blow - hits LS
Savannah Master Hovercraft (Standard) #5 (TacticalBot) takes 6 damage to LS.
Armor destroyed.
SECTION DESTROYED.
Critical hit on LS. Roll is (8+1) = 9; Engine destroyed. Immobile.
Weapons fire for Centurion CN9-A (My Campaign)
AC/10 at Savannah Master Hovercraft (Standard) #12 (TacticalBot); needs 5, rolls 6 : 2 shot(s) hit (using Right Side table).
Savannah Master Hovercraft (Standard) #12 (TacticalBot) takes 10 damage to RS.
Armor destroyed.
SECTION DESTROYED.
*** Savannah Master Hovercraft (Standard) #12 (TacticalBot) DESTROYED by damage! ***
Chance for motive system damage. Roll is 9; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
Weapons fire for Savannah Master Hovercraft (Standard) #3 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 7 : - Glancing Blow - hits LL
Centurion CN9-A (My Campaign) takes 2 damage to LL.
7 Armor remaining.
Weapons fire for Savannah Master Hovercraft (Standard) #9 (TacticalBot)
Medium Laser at Centurion CN9-A (My Campaign); needs 7, rolls 12 : - Direct Blow - hits (using Rear table) RL
Centurion CN9-A (My Campaign) takes 6 damage to RL.
Armor destroyed.
10 Internal Structure remaining.
Critical hit on RL. Roll is (8+2) = 10; 1 location.
CRITICAL HIT on Hip.
Roll #3224 - range: [1,6], result: 9, rolls: 3, 6, deal #22 of shuffle #22
Centurion CN9-A (My Campaign) must make 1 piloting skill roll(s) (hip actuator hit).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 2 (hip actuator hit)); needs 6, rolls 9 : succeeds.
And the Savannahs lost with two or three surviving units.