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Slavvy
Dec 11, 2012

Soon as those mechs power up the remaining silver phantoms will have to do some quick arithmetic on whether their leader is worth getting potentially killed over vs just bugging out and letting goonlance take the brunt of the risk and costs.

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glwgameplayer
Nov 16, 2022
Considering the situation we're in, we might want to bug out as soon as the last of the criminals are in tow

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I'd guess it's a Vindicator, an Enforcer, and a Guillotine.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

We're painfully close to the last arrest reward, but the question is: how damaged do we want to bet those mechs are? It's possible they might be MP damaged and/or not have ammo loaded for any weapons that need it, but that's still a lot of pirate tonnage that's about to spawn next to Mason and Etienne. I'm kinda leaning towards quitting while we're ahead, personally. Thoughts, team?

In terms of short-term moves, I'm currently thinking of jumping to 0912. Lets me keep pressuring the Assassin towards the other half of the team, and if those new mechs kool-aid man out aggressively enough next turn I could threaten a backshot.

TheParadigm
Dec 10, 2009

if the badly damaged zombie mechs wakeup and aren't ammo loaded, how dangerous is it if its a melee only slug/surprise?
In the event their guns aren't loaded, doesn't the griffin just have the option to jump away?

Gwaihir
Dec 8, 2009
Hair Elf
I'm probably going back to 1911 to try and hit the Assassin whichever side of the walls it decides to move to. With the degree of mobility we have I don't think there's any reason for everyone to run right now.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
PTN's tactical analysis corner:

It's not safe to assume the 'Mechs have had their ammo weapons disarmed. While they definitely would be if any work needed to be done on their bin locations, if that work is already complete or if those sections suffered no damage their ammo may have been left untouched or they may already have been restocked.

That said: it is pretty likely their ammo will have been stripped. Most technicians don't like welding right next to high-yield explosives, and if they've been sitting in the field for a while any ammo they had has probably gone bad. Maybe. This is BattleTech after all, but explosives should still get unstable and need to be stripped and detonated if left to sit in a broken 'Mech long enough. It's also possible their ammo may have been scavenged prior to their recovery by people looking to make a quick buck. Ammo's not that valuable, but big shells still sell.


Now, assuming I'm right about the 'Mechs? They're a huge threat, but there's some good news:
- The Vindicator is surprisingly capable without any of its ammo, the loss of an LRM-5 only cuts its firepower by about 19%.
- The Enforcer is very ammunition reliant, The loss of its AC/10 cuts its damage potential by more than half at ranges longer than 3 hexes.
- The Guillotine barely even notices the loss of an SRM-4, and has the firepower to seriously threaten anything lighter than itself. It's not the "final boss" of 'Mechs, but it's one of the only Heavy trooper designs and it is designed and purpose-built to bully medium-weight trooper 'Mechs. There's a reason it was an SLDF mainstay, it's very good at its job.

Fortunately, all of these 'Mechs are slow 4/6s, which means they can be outrun; but outmaneuvering them would be tricky considering they all mount jump jets. Worse: They all have enough long range firepower that they can't really be kited to death, if you engage them it's probably going to be a brawl--and the Guillotine excels at winning brawls.

It's still very winnable though, depending on how far along their repair is. The hangar looks like its hardened so it's probably not collapsable, but if it's possible to pry the doors open (and you can do so without eating too much fire) it might be worth checking with your GM to see if you can try. Taking called shots against powered down 'Mech cockpits isn't that difficult.

If that's not an option, if you focus on your targets and try to maximize the firepower you can keep on any one target they'll still go down quickly enough. Don't be afraid of overkill, if you drop a 'Mech in a turn any damage you do isn't wasted.

PoptartsNinja fucked around with this message at 14:11 on Apr 29, 2024

DTurtle
Apr 10, 2011


Scintilla posted:

Frozen Assets: Turn 11

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (88/100) (150,000 C-Bill Reward)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)
Maybe this is a dumb question, but are all of these rewards independent of each other? So currently 150k additional reward and 300k after getting the last 12 auctiongoers? And then a cool 500k if also destroying/driving off all enemy combatants?

Gwaihir
Dec 8, 2009
Hair Elf
Oh that's a good idea, we do have plenty of mechs with hands and not a lot of movement needing to happen inside the compound right now.
The assassin can't really realistically get in to mess with everyone because so much of our firepower is inside the walls.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Regardless of that, I think we should tell the APC that it's Go Time whether they've finished arresting everyone or not.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

DTurtle posted:

Maybe this is a dumb question, but are all of these rewards independent of each other? So currently 150k additional reward and 300k after getting the last 12 auctiongoers? And then a cool 500k if also destroying/driving off all enemy combatants?

All of the rewards are cumulative, so goons will receive 500,000 C-Bills for completing all secondary objectives.

DTurtle
Apr 10, 2011


Scintilla posted:

All of the rewards are cumulative, so goons will receive 500,000 C-Bills for completing all secondary objectives.
Cool.

Barring extremely bad luck, all auction goers should be arrested next turn. After that, it's up to the players to decide if an extra 200k is worth the risk of facing 6 mechs.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator:

Alright, orders are in, jumping to 0912.

Holybat
Dec 22, 2006

I made this while you were asleep.
Orders sent in, Jumping to 1911.

Gwaihir
Dec 8, 2009
Hair Elf

Holybat posted:

Orders sent in, Jumping to 1911.

Ah, I also moved to 1911. Maybe walk to 1209 or 1008 and shoot the hangar door in 0807 if you can't hit the assassin? I'm also shooting that hangar door if I can't hit the assassin, although my damage output is completely pathetic.

Gwaihir fucked around with this message at 15:25 on Apr 30, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.

Gwaihir posted:

Ah, I also moved to 1911. Maybe walk to 1209 or 1008 and shoot the hangar door in 0807 if you can't hit the assassin? I'm also shooting that hangar door if I can't hit the assassin, although my damage output is completely pathetic.

Oh sorry I missed you posted that earlier

Scintilla, I'll be sending corrected orders shortly!

anakha
Sep 16, 2009


Orders in:

anakha posted:

Planning to run to 0620 next turn. Should be 10s to hit the Whitworth from there but I'm planning to set the hex it's in on fire as well.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 12

“Ranger? How many mechs did my g…” Etienne caught himself just in time, “did the Marquis say were up for sale?”

“Three. Why?”

Etienne’s heart sank. “Well, I’m picking up three heat signatures inside the hangar. And, uh, they’re getting hotter.”

“Fusion engines being brought up from idle,” Alexander muttered darkly. “poo poo. Hey, Brenner. Your boss’s merchandise looks like it’s about to go walkabout. Don’t suppose it’s some of your lot coming to help?”

Brenner laughed sourly. “Ha! Of course not. Old man Montagne wouldn’t even let us look at the things. He was paranoid that we’d steal them. Fantastic joke right now.”

Etienne chewed his lower lip nervously. He swung his Griffin to face the hangar, but he had already fired at the Assassin and his weapons were still cycling back up. His thermals added to the grim picture as the heat signatures inside the building steadily brightened, shifting from dull red to fiery orange with cores of pure white. His heart did a flip as the southernmost blob, which was also the largest, slowly began to move.

Blue light flashed as Yukiko blasted the hangar door with her PPC. A blizzard of sparks erupted as the azure lance bit into the plated steel. Etienne held his breath, but when the smoke cleared the door was barely even singed.

“Don’t bother,” Brenner said. “That hangar is built to withstand polar storms. Maybe if you all focused on one point… ah poo poo, it’s too late now.”

As he spoke the door shuddered and began to open. Clumps of snow fell from the hangar’s roof as a cluster of heavy winches slowly rolled the articulated steel plates into their cylindrical storage bay. As soon as the door cleared the ground the shadows inside bubbled as about a dozen security guards suddenly fled out onto the snowy pavement. They made it about ten paces before the flickering light of a Small Laser swept through them, instantly vaporising all but one.

“Good afternoon, ladies and gentlemen,” a haughty male voice announced. “I was going to say something witty, y’know, some pithy one-liner about the fantastic show you were all putting on, but then my dear sister evaporated those poor bastards just now and it was so drat funny I lost my train of thought. So I guess I’ll just say that we’re going to murder you all and leave it at that.”







Weapons fire for Gladiator GLD-4R (Player):
-Holds fire!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Heavy Hangar (Hex 0807); needs 3, rolls 8: Hits! Heavy Hangar (Hex 0807) absorbs 10 damage, 80/90 CF remaining.
-Fires LRM-5 at Heavy Hangar (Hex 0807); needs 3, rolls 5: 1 Missiles Hits! Heavy Hangar (Hex 0807) absorbs 1 damage, 79/90 CF remaining.

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 11, rolls 7: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 11, rolls 4: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 11, rolls 9: Misses!
-Fires SRM-6 (Inferno) at Hex 0725 (Ignite); needs 5, rolls 3: Misses!
-Fires SRM-6 (Inferno) at Hex 0725 (Ignite); needs 5, rolls 10: 4 Missiles Hit! Hex 0725 automatically ignites due to Inferno attack!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 8: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 2: Misses!
-Fires LRM-10 at Assassin ASN (Creed) (ACE) (Pirates); needs 8, rolls 8: 6 Missiles Hit! Assassin ASN (Creed) (ACE) (Pirates) takes 5 damage to Centre Torso (2/12 Armour remaining) and 1 damage to Right Leg (3/12 Armour remaining).

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 10: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 8: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 3: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 5: Misses!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 6, rolls 8: Hits Left Arm! Assassin ASN (Creed) (ACE) (Pirates) takes 8 damage to Left Arm, 0/10 Armour, 3/6 Structure remaining. Critical Chance!
--Critical Chance in Left Arm! One Critical Hit sustained! Left Arm blown off!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!

Weapons fire for Hermes II HER-2S (Silver Phantoms):
-Fires AC/5 at Fire Javelin JVN-10F (Pirates); needs 9, rolls 2: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 8: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 4: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 10: Hits Centre Torso! Fire Javelin JVN-10F (Pirates) takes 5 damage to Centre Torso, 10/15 Armour remaining. Through Armour Critical!
--Critical Chance in Centre Torso! No Critical Hits sustained.
-Fires Machine Gun at Fire Javelin JVN-10F (Pirates); needs 10, rolls 5: Misses!
-Fires Machine Gun at Fire Javelin JVN-10F (Pirates); needs 10, rolls 7: Misses!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 7, rolls 10: Hits Rear Right Torso! Shadow Hawk SHD-2K (Player) takes 5 damage to Rear Right Torso, 1/6 Armour remaining.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 6: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 7: 2 Missiles Hit! Shadow Hawk SHD-2K (Player) takes 2 damage to Rear Centre Torso (6/8 Armour remaining) and Rear Centre Torso (4/8 Armour remaining).
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 5: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 5: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 5: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 8, rolls 2: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 8, rolls 7: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 8, rolls 6: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 8, rolls 6: Misses!

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 10, rolls 12: 6 Missiles Hit! Hermes II HER-2S (Silver Phantoms) takes 5 damage to Left Leg (4/14 Armour remaining) and 1 damage to Right Torso (13/14 Armour remaining).
-Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 10, rolls 7: Misses!



Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Kicks Fire Javelin JVN-10F (Pirates); needs 9, rolls 6: Misses!

--

Physical attacks for Assassin ASN (Creed) (ACE) (Pirates):
-Kicks Shadow Hawk SHD-2K (Player); needs 5, rolls 5: Hits Left Leg! Shadow Hawk SHD-2K (Player) takes 8 damage to Left Leg, 0/16 Armour remaining.

Physical attacks for Fire Javelin JVN-10F (Pirates):
-Punches Phoenix Hawk PXH-1 (Silver Phantoms) with right arm; needs 9, rolls 10: Hits Centre Torso! Phoenix Hawk PXH-1 (Silver Phantoms) takes 3 damage to Centre Torso, 20/23 Armour remaining.
-Punches Phoenix Hawk PXH-1 (Silver Phantoms) with left arm; needs 11, rolls 4: Misses!

--

Piloting checks for Shadow Hawk SHD-2K (Player):
-Was Kicked: needs 5, rolls 12: Succeeds!

Piloting checks for Phoenix Hawk PXH-1 (Silver Phantoms)
-Missed a Kick: Needs 5, rolls 4: Fails!
--Phoenix Hawk PXH-1 (Silver Phantoms) falls on its rear, suffering 5 damage to Right Arm, 5/10 Armour remaining.
---Mechwarrior Brian bin-Thaqib must roll 5+ to avoid damage. Rolls 8: Succeeds!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 3 heat, sinks 3 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 11 heat, sinks 11 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 14 heat, sinks 14 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 13 heat, sinks 12 heat and is now at 1 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 9 heat, sinks 9 heat and is now at 0 heat.

Hermes II HER-2S (Silver Phantoms) gains 10 heat, sinks 10 heat and is now at 3 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 15 heat, sinks 10 heat and is now at 5 heat. Overheating!

--

Assassin ASN (Creed) (ACE) (Pirates) gains 16 heat, sinks 12 heat and is now at 4 heat.

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 12 heat and is now at 6 heat. Overheating!

Whitworth WTH-1 (Pirates) gains 10 heat, sinks 10 heat and is now at 0 heat.



Guillotine GLT-4L (Pirates) powers up and enters the battlefield! (Weapons not fully online; may not fire Large Laser next turn!)
Enforcer ENF-4R (Pirates) powers up and enters the battlefield! (Weapons not fully online; may not fire AC/10 next turn!)
Vindicator VND-1R (Pirates) powers up and enters the battlefield! (Weapons not fully online; may not fire PPC next turn!)

Military Police (Panzyr II) Squad #1 arrests 2d8 criminal scum: 9 criminal scum detained!

Military Police (Panzyr II) Squad #2 arrests 2d8 criminal scum: 6 criminal scum detained! All criminal scum detained!

Griffin GRF-1N (Allied) is planning on jumping to Hex 1512 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1311 next turn.



Phoenix Hawk PXH-1 (Silver Phantoms) attempts to stand up. Needs 5, rolls 7: Succeeds!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Saturday 4th 9:00PM GMT.

Scintilla fucked around with this message at 15:40 on May 1, 2024

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Congratulations to biosterous for recognising the Vindicator and PoptartsNinja for nailing all three.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
:stonklol:

Also, the card doesn't seem to be updated, at least for the assassin.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Volmarias posted:

:stonklol:

Also, the card doesn't seem to be updated, at least for the assassin.

Thanks for pointing that out, it should be fixed now.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Scintilla posted:

Congratulations to biosterous for recognising the Vindicator and PoptartsNinja for nailing all three.

Good work goons

anakha
Sep 16, 2009


Treb

Looks like it's fighting withdrawal time Goonlance. Either we choose to engage and occupy the pirates inside the base while the Griffin and Prowler skedaddle or we escort them to the exit while hopping backwards and hoping the to-hits are high enough to minimize damage to the lance until we can reach the southern border.

I'm currently planning to close in and engage the Whitworth from 0626. If the PHawk and I can take it out, that's the main opposition to our withdrawal south gone. But if you need me to swing around to 0416 to support you guys, let me know.

Holybat
Dec 22, 2006

I made this while you were asleep.
Yup agreed, fighting withdrawal time!

anakha
Sep 16, 2009


Scintilla, 0626 does have LOS to the Whitworth right?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Scintilla, 0626 does have LOS to the Whitworth right?

It does.

Amechwarrior
Jan 29, 2007

Yep, time to leave. This is what a four-way fight now? Or are the new pirates the same crew as the Assassin?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Amechwarrior posted:

Yep, time to leave. This is what a four-way fight now? Or are the new pirates the same crew as the Assassin?

They're the same crew.

Mangarrian
Mar 21, 2024
Ok, boys. Let´s try to go home all!

If the pirates don´t go out of the planet they can be dangerous with all of those mechs in the planet, with the possibility to take over the Silvers Ghost´s Rifleman.

biosterous
Feb 23, 2013




since Helen Cartwright was right next to the centre building when she ejected, i hope she got inside and is with the MPs (either as a pal, or temporarily among the criminal scum until things are sorted out)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Scintilla posted:

Congratulations to biosterous for recognising the Vindicator and PoptartsNinja for nailing all three.

The Guillotine's weirdly easy to recognize. There just aren't that many 'Mechs with a long gun in the left arm.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
We still have the numbers. Is there anything explosive behind that unarmored rear torso on the vindicator?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

biosterous posted:

since Helen Cartwright was right next to the centre building when she ejected, i hope she got inside and is with the MPs (either as a pal, or temporarily among the criminal scum until things are sorted out)

Yeah, to be clear, will we have to take any positive action to maintain this cease fire? Or can we just assume it's taken care of.

glwgameplayer
Nov 16, 2022
I just realized that our escape is going to be even more difficult than our approach, since the Prowler can only move 5 tiles (6 on roads) , and we have 2 wrecks on the road on the way. The Vindicator and Enforcer can each keep pace on the roads, though the Guillotine can't.

We may need to put some effort into delaying them.

anakha
Sep 16, 2009


AJ_Impy posted:

We still have the numbers. Is there anything explosive behind that unarmored rear torso on the vindicator?

The LRM ammo. :getin: Although getting into its rear arc isn't really doable this turn.

glwgameplayer posted:

I just realized that our escape is going to be even more difficult than our approach, since the Prowler can only move 5 tiles (6 on roads) , and we have 2 wrecks on the road on the way. The Vindicator and Enforcer can each keep pace on the roads, though the Guillotine can't.

We may need to put some effort into delaying them.

The Enforcer has Rifleman-level rear armor, so getting behind it could end things in a turn or 2. Scintilla, would 0708 be in the Enforcer's rear arc?

Cripple the Enforcer and Vindicator, and our VIPs should be home free as long as the Griffin sticks close to the Prowler. That should be the goal this turn and maybe next. After that, you guys should GTFO regardless of their status.

Adbot
ADBOT LOVES YOU

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Volmarias posted:

Yeah, to be clear, will we have to take any positive action to maintain this cease fire? Or can we just assume it's taken care of.

It's taken care of.


anakha posted:

Scintilla, would 0708 be in the Enforcer's rear arc?

It's not. Rear hit zones are pretty strict, especially up close.

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