|
PoptartsNinja posted:You hope. Hey, I still don't see the * next to my name in the list, so just want to make it clear that I don't have pm's. Just don't want you to hit my name in the list before realizing it. edit: Nevermind my name was just on the list twice.
|
# ? Jan 25, 2011 07:46 |
|
|
# ? May 13, 2024 09:07 |
|
Kell Hounds: Cylene Tactical Update 4 Combat Results: A Griffin Fires PPC at K6 (3 base + 1 walked + 4 enemy movement + 0 short range = 8): Rolled 9, hit left Side (9/19 armor remains) (Snake Eyes Critical)! Generates 10 heat, sinks 12. Now at 1 residual heat. B Blackjack Fires large laser at K6 (4 base + 1 walked + 4 target movement + 0 short range = 9): Rolled 8, miss! Fires large laser at K6 (4 base + 1 walked + 4 target movement + 0 short range = 9): Rolled 9, hit front (22/30 armor remains) (chance for motive system damage)! Generates 17 heat, sinks 17. Now at 3 residual heat. C Vulcan Fires medium laser at K6 (4 base + 2 ran + 4 target movement + 0 short range = 10): Rolled 10, hit turret (19/24 armor remains) (boxcars critical)! Fires medium laser at K6 (4 base + 2 ran + 4 target movement + 0 short range = 10): Rolled 7, miss! Fires medium laser at K6 (4 base + 2 ran + 4 target movement + 0 short range = 10): Rolled 6, miss! Fires medium laser at K6 (4 base + 2 ran + 4 target movement + 0 short range = 10): Rolled 8, miss! Fires machine gun at K6 (4 base + 2 ran + 4 target movement + 4 long range = 14): automatic miss! Generates 14 heat, sinks 12. Now at 3 residual heat. D Jenner Generates 5 heat, sinks 10. Now at 2 residual heat. Movement penalty ends. K2 Spider Fires medium laser at D Jenner (5 base + 3 jumped + 2 target movement and jump + 4 long range): automatic miss! Generates 9 heat, sinks 10. K4 Dragon Fires LRM 10 at A Griffin (4 base + 2 ran + 1 target movement + 2 medium range = 9): Rolled 9, hit with 6 missiles (13/20 armor remains in center torso, 13/14 armor remains in right arm) Fires Autocannon 5 at A Griffin (4 base + 2 ran + 1 target movement + 2 medium range = 9): Rolled 8, miss! Generates 7 heat, sinks 10. K6 J. Edgar Hover Tank Fires medium laser at B Blackjack (5 base + 2 flank speed + 1 target movement +2 medium range = 10): 7, miss! Fires SRM2 at B Blackjack (5 base + 2 flank speed + 1 target movement +2 medium range = 10): 8, miss! Fires SRM2 at B Blackjack (5 base + 2 flank speed + 1 target movement +2 medium range = 10): 9, miss! Suffers motive system hit, minor damage; +1 modifier to all Driving Skill rolls. Side armor critical hit! Cargo/troops hit! No cargo/troops, nothing happens. Turret critical hit! Ammunition hit! 192 internal structure damage due to SRM Ammo Explosion done to turret. 0/3 internal structure remaining in turret. Tank Destroyed! Desmond was pretty sure he’d hit the J. Edgar. Still, when they reported in, he wasn’t going to try to claim partial credit for the kill. “Nice shot, Sandra!” he called over the comms. Lieutenant Barnes called for comm. discipline. A loud squelch of static cut him off before he could finish, and a booming Japanese voice filled Desmond’s helmet for a few moments, before fading to silence. “… What the hell was that?” Barnes grumped into his headset, all pretenses of comm. discipline forgotten. “Yoshita, you’re pretty much a snake, what the hell did he just say?” “Pardon, Rieutenant,” Yoshita replied in comically broken English. “Mechuwarriah Yoshita not transration dictionary.” “I said,” the voice boomed again after a moment, “I am Tai-i Jin Robinson of the 9th Dieron Regulars. To the pilot of the Griffin, I challenge you to an honorable one-on-one duel, that I may have the opportunity to avenge the deaths of the vehicle crews under my command.” “Scrambling comm. frequencies!” St. Croix announced in a sing-song voice, and then Desmond’s headset was filled with static. “—t’s better,” she was saying as his ‘Mech’s communication system linked with the rest of the lance. “That channel had far too many snakes on it for our well-being. Someone could’ve gotten bit!” Turn 4 OpForce Movement: K1 HSR-300-D Hussar walks to 1316 K2 SDR-5K Spider runs to 1214 K3 JR7-D Jenner walks to 1713 K4 DRG-1G Grand Dragon remains in 2414 K6 J. Edgar exploded Enemy Forces K1 HSR-300-D Hussar K2 SDR-5K Spider K3 JR7-D Jenner K4 DRG-1N Dragon This was a typo, it is not a grand dragon. I have said repeatedly that the 'Mech in question is NOT A GRAND DRAGON. The typo was fixed, but apparently didn't save in my master document. It has now been fixed. Victory Condition: Disable or Destroy both J. Edgar hovertanks (complete!) Optional Secondary Condition: Disable or Destroy all House Kurita ‘mech forces (0/4) Kell Hounds ’Mech Status A GRF-1N Griffin (KnoxZone) Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (13/13) LT R A(S): 6/6 CT A(S): 13/20 (18/18) CT R A(S): 7/7 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 14/14 (9/9) RA A(S): 13/14 (9/9) LL A(S): 18/18 (13/13) RL A(S): 18/18 (13/13) Heat: 1/30 Overheat Penalty: None Heat Sinks: 12 Movement: 5/8/5 Mechwarrior: Pilot 6, Gunnery 3 Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!) LRM 10 – RT (Heat: 4, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if PPC is fired) B BJ-1DB Blackjack (Axe-man) Weight: 45 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/14 (11/11) LT R A(S): 5/5 CT A(S): 16/16 (14/14) CT R A(S): 7/7 RT A(S): 14/14 (11/11) RT R A(S): 5/5 LA A(S): 11/11 (7/7) RA A(S): 11/11 (7/7) LL A(S): 14/14 (11/11) RL A(S): 14/14 (11/11) Heat: 3/30 Overheat Penalty: None Heat Sinks: 17 Movement: 4/6/4 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Ammo: 0, Range: (L:15 M:10 S:5 Min:0), Status: OK!) Medium Laser – RA (Heat: 8, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Large Laser – LA (Heat: 3, Ammo: 0, Range: (L:15 M:10 S:5 Min:), Status: OK!) Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc) C VLT-5T Vulcan (Pladdicus) Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 12/12 (10/10) LT R A(S): 4/4 CT A(S): 14/15 (12/12) CT R A(S): 6/6 RT A(S): 7/12 (10/10) RT R A(S): 4/4 LA A(S): 11/11 (6/6) RA A(S): 11/11 (6/6) LL A(S): 14/14 (10/10) RL A(S): 14/14 (10/10) Heat: 1/30 Overheat Penalty: None Heat Sinks: 12 Movement: 6/9/6 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: OK! Armament: Medium Laser – LT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Flamer – RA (Heat: 3, Ammo: 0, Range: (L:3 M:2 S:1 Min:0), Status: OK!) Machine Gun – LA (Heat: 0, Ammo: 198, Range: (L:3 M:2 S:1 Min:0), Status: OK!) Notes: no hands—may punch with either arm at increased risk of self-damage D JR7-D Jenner (Cthulhu Dreams) Weight: 35 tons (Light) HD A(S): 7/7 (3/3) LT A(S): 8/8 (8/8) LT R A(S): 4/4 CT A(S): 10/10 (11/11) CT R A(S): 3/3 RT A(S): 8/8 (8/8) RT R A(S): 4/4 LA A(S): 4/4 (6/6) RA A(S): 4/4 (6/6) LL A(S): 6/6 (8/8) RL A(S): 6/6 (8/8) Heat: 2/30 Overheat Penalty: Heat Sinks: 10 Movement: 7/11/5 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Status: OK! Armament: Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) SRM 4 – CT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc) Enemy ‘Mech Status K1 HSR-300-D Hussar Walked: 4 Damage: None Status: Fine Armament: Large Laser K2 SDR-5K Spider walked: 4 Damage: None Status: Fine Armament: Medium Laser, 2 machine guns K3 JR7-D Jenner walked: 3 Damage: None Status: Fine Armament: 4 medium lasers, 1 SRM 4 K4 DRG-1N Dragon Stationary: Did Not Move Damage: None Status: Fine Armament: 1 Autocannon 5, 1 LRM 10, 2 medium lasers K5 J. Edgar light hover tank Status: Destroyed, counts as rough terrain K6 J. Edgar light hover tank Status: Destroyed, counts as rough terrain PoptartsNinja fucked around with this message at 05:14 on Jan 9, 2013 |
# ? Jan 25, 2011 07:59 |
|
Woohoo! I say we go for it!
|
# ? Jan 25, 2011 08:07 |
|
Pladdicus posted:Woohoo! I say we go for it! I hope you mean the secondary objective, and not the one on one duel. That was a very nice shot, though.
|
# ? Jan 25, 2011 08:23 |
|
Artificer posted:I hope you mean the secondary objective, and not the one on one duel. That was a very nice shot, though. Both of course, though certainly we don't honor the duel, just use it to lure the Dragon while we clean up the rest of the mechs on the field.
|
# ? Jan 25, 2011 08:26 |
|
"All right people, we got our primary done, who feels like going for a bonus? Lt. You going to square off with that monster or are we going to high tail it?" Alright! We annihilated those tanks! I personally think we should do two things, 1.) regroup a bit 2.) take down the light lance completely. A griffin has the speed and mobility to keep the dragon busy, and since kurita is very big on honor and personal challenges that allows us to do just that. While that fight is going on, we focus fire on each light mech one by one. The hussar has come into view but all of these light mechs suffer from light armor, we just need a few more choice shots on them and they will pop or be disabled. With this in mind here is my projected sand map of my idea: Click here for the full 1139x1317 image. D draws back toward us Now C can either go run along the edge and stop just before the tree line and wait till they start coming toward us more, or can do a jump/run to the hill looking over the jenner and get a shot on him. the griffin goes hull down and trys to use up movement points to get the best minuses to the dragon. poptarts, would we have an angle on the jenner if we were standing on level 1 hills? i believe so cause then that would make it only 1 heavy trees in the way.
|
# ? Jan 25, 2011 08:28 |
|
See what happens when you roll with the Kell Hounds? The Laws of Probability set up situations for maximum amount of Tell that pretentious Snake that the only one on one combat you engage in is with his mother. Torch the Jenner. It's the most immediate threat. Then I'd keep moving east and gangbang the Dragon. If you guys start getting thin armor run away, you already accomplished the mission objectives.
|
# ? Jan 25, 2011 09:13 |
|
Though it may look tempting to gun for the bonus objective, this is way too close to a fair fight. Get the hell out before something goes wrong.
|
# ? Jan 25, 2011 09:23 |
|
Kenlon posted:Though it may look tempting to gun for the bonus objective, this is way too close to a fair fight. Get the hell out before something goes wrong. The Kell Hounds have the advantage in terms of tonnage, firepower, and pilot skill (BV is something like 4K to 3K). The only issue is that their mechs are in a weird position to capitalize on their strenghts.
|
# ? Jan 25, 2011 09:32 |
|
Kenlon posted:Though it may look tempting to gun for the bonus objective, this is way too close to a fair fight. Get the hell out before something goes wrong. Soldiers complete objectives. Heroes complete side objectives
|
# ? Jan 25, 2011 09:32 |
|
Pladdicus posted:Heroes complete side objectives Mercs get paid and go home. Heroes die.
|
# ? Jan 25, 2011 09:35 |
|
I'd gun for it. You got off very lucky with the vehicles, there's a more than fair chance of bagging the whole lance on top of that. There's even a decent chance of fairly winning the duel!
|
# ? Jan 25, 2011 09:40 |
|
Axe-man posted:
My only concern about this positioning (and I could be missing something obvious, but bear with me) is that the lance is getting very clustered up while the Snakes are spreading themselves out enough to facilitate a very nasty flank in the near future. Maybe moving the Griffin in the opposite direction to join up with the Jenner while the Blackjack and Vulcan concentrate their fire on the Kurita Jenner while trying to stay in at least partial cover from the Dragon?
|
# ? Jan 25, 2011 09:41 |
|
Yeah, I'm in favour of withdrawing - it's the 'right move' However, if we're not going to do that, we should ignore the challenge and focus fire everything on the Jenner. We've already taken damage this turn, and that thing has a lot of guns. so we need to knock it out ASAP, and not using the griffins gun gives it more time to fire. I can jump jet towards you and fire on the spider, but I don't think I can get the Jenner this turn.
|
# ? Jan 25, 2011 09:56 |
|
Running leaves us open for them to A)Follow us back and B)Shoot us in the rear end until we explode. Even if we decide to run, we'll still have to take out their lights so they don't persue.
|
# ? Jan 25, 2011 10:26 |
|
Pladdicus has the right idea. Their lights can easily keep up with ours. Even if you spare the Dragon, the Kurita lights need to be taken out while you have the chance, since they can and likely WILL give chase, and in a light-versus-light running battle, the chasers have the edge since you'll be showing them your backs. Take them out now, then if you're still all green once that's done, go for the Dragon; if banged up, that's when you pull out.
|
# ? Jan 25, 2011 10:37 |
|
Then we should gang bang the jenner as hard as we can, so we can fight a 4 v 3
|
# ? Jan 25, 2011 10:42 |
|
Kenlon posted:Mercs get paid and go home. In the first FM:Mercs, there is a really great picture of some scary assassin guy holding a woman at gunpoint while two mercs walk away laughing, holding a bag visibly bulging with cash.
|
# ? Jan 25, 2011 10:43 |
|
You're close enough to the edges to scatter and exit the map in a turn or two, and with those hills as cover, you should be able to get out with your metal hides intact. If you're going to go for it, though... Either the Vulcan or the Blackjack (probably the Vulcan) should take the Dragon up on his offer of a one-on-one, and honor it. Get into a knife-fight range and you can use your jets to consistantly get behind him - remember, Poptarts Always Looses Initiative. You'll have the advantage of position, so you will always be able to jump behind him, take the stab in the back with your lasers, and give him a good kick. It's a fight you can win, if you can close fast enough to prevent him from using his LRMs. One of his arms has a hand, so I don't know if he can flip the other - even if he can, all you're facing is an AC/5 and a rear-facing medium laser. And every kick you land forces him to make a piloting roll - sooner or later he'll fail one (assuming you don't miss a kick and fail a piloting roll) and fall down, and that is when you can destroy him. Meanwhile, of course, the others should doing their very best to destroy the Kuritan lights. If you're going to go for it. If not, turn and leg it.
|
# ? Jan 25, 2011 11:04 |
|
That Dragon is in a pretty fantastic sniping position, hasn't moved this turn, and has fairly long-range weapons. I bet the dice are going to make him gently caress your poo poo up.
|
# ? Jan 25, 2011 13:40 |
|
Mukaikubo, yesterday posted:My wager is that the damned thing's a Hussar 300-D. Long ranged pure-recon Mech, paper thin armor. Almost as abominably fast as the J. Edgars. Call it a hunch. "PTN, today posted:K1 HSR-300-D Hussar ... So is this where I appoint myself Director of Intelligence for the thread? I figure I can't possibly do worse than some canon spies. I say Group fire on the lights, withdraw if anyone starts to get seriously hurt. Two of the light mechs have exceptionally thin armor, and could go down quicker than you think, while only our Jenner is strongly vulnerable to a Surprise like that. I say go for it. The only problem is that you all are pretty terribly positioned at the moment, and if you let it that Dragon is going to pick you apart. Therefore, my suggestion would be that you feign withdrawl, and turn and maul the light mechs at close range if they pursue. Get into long range of that Dragon's weaponry, and force him to either abandon his awesome sniping perch or accept the long odds on his weapons hitting. The plains northwest of the 0708-0907 ridgeline would be a good place; and you'd be able to withdraw quickly if things go sour. Big benefits, lower risk. Mukaikubo fucked around with this message at 13:48 on Jan 25, 2011 |
# ? Jan 25, 2011 13:43 |
|
^^^^ This is pretty good. A fighting withdrawal conducted by jumping from cover to cover where possible will give you a good chance of damaging the enemy lights or disengaging without *too* much damage. In a long-range pissing match the Dragon and Griffin are relatively well matched. The Griffin is slightly better at dishing it out, and the Dragon is slightly better at taking it. I'd go with the above and consider fleeing or ganging up on it if and only if you manage to down everything else with no damage. Mukaikubo posted:Apropos of absolutely nothing, I reread my favorite Battletech novel today; the final novel of the Warrior trilogy, the first thing Stackpole wrote. Not very good, but god drat it is fun. Also, what makes that even more badass is that some 40+ year old dude did it all in his pyjamas.
|
# ? Jan 25, 2011 14:04 |
|
Mukaikubo posted:... This. Drop the Jenner as quickly as possible. It's the only light with the firepower that matters. Then you can withdraw at your discretion. If you drop one of their light mechs that can pursue, they'd be stupid to commit the other to a chase. If you withdraw and the lone light pursues, you'll separate it from the rest of the lance and can turn and engage it on your own terms. PS: Please sign me up as a pilot
|
# ? Jan 25, 2011 14:09 |
|
Arquinsiel posted:^^^^ If they can take out the lights, even if they lose a 'mech in the process, that Dragon is doomed. Get in close to it- it doesn't have jump jets and we do- and it is just utterly screwed. But the lights have to die first so they don't get to interfere, and I'd rather withdraw with all mechs on both sides intact than lose 2 to kill 4- this isn't a pivotal, important battle, guys. At least not yet. Discretion is the better part of valor when you're part of a mercenary company. quote:I recently found an unseen Battlemaster in the blister pack on ebay. You bet your rear end it's going to be Hanse once I get a marauder arm to put in the hand. I thoroughly approve of this modeling endeavour. And yeah, the fact that Hanse Davion rolled out of bed, figured out what was up with one call to the jackasses in the control tower, and then sprinted to his pristine personal mech in slippers and pajamas and began dishing out unholy amounts of ultramurder is what makes it such a fun scene. Mukaikubo fucked around with this message at 14:14 on Jan 25, 2011 |
# ? Jan 25, 2011 14:11 |
|
Mukaikubo posted:... I wouldn't be surprised if PTN deliberately hadn't decided what the unknown was in order to let the thread come up with the answer for him: see what we're worried it might be, and make it so.
|
# ? Jan 25, 2011 14:26 |
|
Holy fuckin crap I can't believe I missed out on this. Please sign me up for a mechwarrior, PMs should work fine.
|
# ? Jan 25, 2011 15:57 |
|
Mukaikubo posted:I say go for it. The only problem is that you all are pretty terribly positioned at the moment, and if you let it that Dragon is going to pick you apart. Therefore, my suggestion would be that you feign withdrawl, and turn and maul the light mechs at close range if they pursue. Get into long range of that Dragon's weaponry, and force him to either abandon his awesome sniping perch or accept the long odds on his weapons hitting. The plains northwest of the 0708-0907 ridgeline would be a good place; and you'd be able to withdraw quickly if things go sour. Big benefits, lower risk. I agree with this. That short ridgeline is at a good spot and is about as far from the Dragon as you can get. The enemy is either forced to lose position and follow you or let you go without engaging. If that Spider gets up on that peak at 1011, then you can mass fire from your elements transitioning toward the ridgeline. Now, let's get a similar strategy sessions started on that clanner date. I say use your grandmothers fine crystal test tube, but only if you think he/she is truly the right genetic match.
|
# ? Jan 25, 2011 16:04 |
|
that short ridge line is great for doing that, but I really want to take out that jenner, unforuntately i need to be at least level 1 to even shoot it at the moment. Depends on some dice rolls though and getting it out of commission quickly. I really do think the LT should challenge the dragon, it would draw fire from us, and allow us to take down the other mechs without worrying about a sniper. Also the griffin is the only mech out there that suffers from range issues, the rest of us being able to play at short range, that would mean it would be more effective against the dragon.
|
# ? Jan 25, 2011 16:09 |
|
Axe-man posted:that short ridge line is great for doing that, but I really want to take out that jenner, unforuntately i need to be at least level 1 to even shoot it at the moment. Depends on some dice rolls though and getting it out of commission quickly. Your LT isn't a very good shot--I think it's from all the drinking. Now, if the Dragon is a middling shot (4) then he can trade fire at range and buy you guys some time to knife-fight, but if that guy is a good shot (5) or a great shot (6) then you're talking about the possibility of the LT trading long-range fire with a guy where one needs a 10 and the other needs an 8 or 7, which based on a 2d6 system is a massive, massive difference. So if your drunken, bespectacled lieutenant is going to engage with that Dragon, then I'd kindly suggest he do so up close and personal.
|
# ? Jan 25, 2011 16:20 |
|
TildeATH posted:Don't forget what LTs are for: drawing fire. Actually he is a better shot then me. he has a gunnery 3, so he is actually good for a IS guy.
|
# ? Jan 25, 2011 16:30 |
|
I would advise getting the hell out of dodge. the Dieron Regulars (if memory serves) are some of the better troops the Combine has to offer, being closest units to to Terra and fighting a lot of the FWL and Davion heavy troops. On top of that, while the Combine are honorable people, they don't always hold mercs in high regard. I'd say that even if you got lucky and were winning the duel against the Dragon (which according to the turn PTN just posted has actually been upgraded back to a Grand Dragon), you can bet any of his lancemates that were left are going to be in position to focus fire you before you get the kill. Mercs do not have honor to wager in a duel. Are our pilots allowed to be meta-gamey/use the fluff to help them and radio back to the dropship to see if they still have a lance on guard there? Outrunning the DC troops back to the drop point would be far worse (strategically) than fighting to the death where you stand if the drop location isn't prepared to defend. And once you start retreating, you'll have given up any small advantage you may have had against the DC lance. I'm kind of worried PTN is going to have ruled that your counter recon lance was hotdropped on the way down and that if you retreat there will be no additional assets deployed yet and we just all die. So yeah, summary: Don't accept the duel unless you plan to backstab them first, radio back to arrange a welcoming party for the Combine troops if they follow, and organize a fighting withdraw from the area. [Non-LP stuff] I've always been a fan of the Free Worlds League, and to some extent the Davions. They tend to employ overwhelming firepower to most of what they do, while at least holding the pretense of caring about the people. Compared to Katrina Steiner and Zaodai fucked around with this message at 16:39 on Jan 25, 2011 |
# ? Jan 25, 2011 16:36 |
|
TildeATH posted:Your LT isn't a very good shot--I think it's from all the drinking. Now, if the Dragon is a middling shot (4) then he can trade fire at range and buy you guys some time to knife-fight, but if that guy is a good shot (5) or a great shot (6) then you're talking about the possibility of the LT trading long-range fire with a guy where one needs a 10 and the other needs an 8 or 7, which based on a 2d6 system is a massive, massive difference. So if your drunken, bespectacled lieutenant is going to engage with that Dragon, then I'd kindly suggest he do so up close and personal. You seem to be under a basic misapprehension about the way skill works in Battletech. Your gunnery skill is the base number to hit at short range with no modifiers. Therefore, lower is better.
|
# ? Jan 25, 2011 16:42 |
|
Mukaikubo posted:If they can take out the lights, even if they lose a 'mech in the process, that Dragon is doomed. Get in close to it- it doesn't have jump jets and we do- and it is just utterly screwed. But the lights have to die first so they don't get to interfere, and I'd rather withdraw with all mechs on both sides intact than lose 2 to kill 4- this isn't a pivotal, important battle, guys. At least not yet. Discretion is the better part of valor when you're part of a mercenary company.
|
# ? Jan 25, 2011 16:47 |
|
Kenlon posted:You seem to be under a basic misapprehension about the way skill works in Battletech. Your gunnery skill is the base number to hit at short range with no modifiers. Therefore, lower is better. Yeah, I just realized that. Doh! The drunk is a really good shot, like Doc Holiday!
|
# ? Jan 25, 2011 16:48 |
|
This thread rules and reminds me of when I used to play MegaMek. I'm digging all the commentary, especially Mukaikubo's intel reports. ps hi muk
|
# ? Jan 25, 2011 16:49 |
|
Jenner Pilot options: If we go full aggressive, I could A) Jump jet to 1212, unload everything into the spider at short range B) Jump jet to 1212, unload everything into the Jenner at short range Or, if we retreat, I could jump jet to 0707
|
# ? Jan 25, 2011 16:50 |
|
Cthulhu Dreams posted:Jenner Pilot options: quote:D Jenner if you do go full on aggressive, watch your heat and leave out a medium laser or two I'm not sure, i'm actually torn between falling back to pressing our advantage, right now they are mostly split up and focusing fire on lights usually works as effective as it does for tanks.
|
# ? Jan 25, 2011 17:02 |
|
Cthulhu Dreams posted:Jenner Pilot options: If you go to 1212, you're gonna be out in the open in a spot to take fire from at least two of them. The Spider, Jenner, and Hussar are in cover from the other peeps and would be from you as well. Axe-man suggested you head for 10107 in his map and I agree. You can catch up with the others, and if they pull back a bit it'll hopefully draw the spider and jenner out of cover so you can concentrate fire better. Hopefully.
|
# ? Jan 25, 2011 17:04 |
|
Axe-man posted:if you do go full on aggressive, watch your heat and leave out a medium laser or two I think we should fall back, we don't have that much of an advantage unless we can convert it into a lose of material for them this turn.
|
# ? Jan 25, 2011 17:21 |
|
|
# ? May 13, 2024 09:07 |
|
Then again, there may very well be a reason for the secondary objective. Perhaps even relating to the next mission.
|
# ? Jan 25, 2011 17:23 |