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Out of pure curiousity, assuming my Mech gets blown away during this, I'll still be controlling the Angry Texican Mother, right?
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# ? Feb 3, 2011 20:28 |
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# ? May 11, 2024 09:32 |
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Yeah, you only stop playing if every unit you're controlling is killed; although if you are taken out and feel like you can't keep up with the thread, you can pass her off to someone.
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# ? Feb 3, 2011 20:31 |
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Tempest_56 posted:I disagree. Over range 15, they're packing a potential 49 damage, most of it in 10 point clusters. At the same range, we're packing 50 damage, most of it in 5 point clusters and 60% of it invested in LRMs that will usually hit for half as much. Additionally, they're better armored than we are - remember the Rifleman is less durable than most mediums and the Lancelot has an XL engine. Oh, and we're heavily limited by ammo, they're not. A range duel is a losing proposition for us. We get an advantage once we're inside 15 hexes, and get a HUGE advantage once we're within 9. We need to get close and maul them. The range difference isn't that great because the fight won't be a long range for long enough for the difference to be felt (we have to advance to save the hostages). The catapult, wolverine, and hunchback all match or better the warhammer in armor and the lancelot doesn't have any ammunition to worry about. The rifleman is down on armor but all its armor is biased towards the front so it can hold its own. Tempest_56 posted:You are sorely, sorely underestimating conventional armor. Vehicles are extremely random with how useful they are due to their crazy crit/immobile rates. If PTN's dice throwing keeps up then they won't last very long.
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# ? Feb 3, 2011 20:41 |
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PoptartsNinja posted:Yeah, you only stop playing if every unit you're controlling is killed; although if you are taken out and feel like you can't keep up with the thread, you can pass her off to someone. oh no you didn't! She ain't no pass around girl, oh no you don't go implying such. I'm calling your mother right now young man. Listen, all the speculating right now is useless without terrain for all we know it maybe a long range fight that our little close rangers have to rush to get into position or a bunch of buildings that mean it is a lot easier to get around in. I'm saving my crazy-rear end-half-informed-opinion to myself until i see a map with some hexs on it.
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# ? Feb 3, 2011 20:45 |
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Mukaikubo posted:You and me both, man. God help us if we're first in the "Clan Shooting Gallery" box. That makes three of us.
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# ? Feb 3, 2011 20:45 |
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PoptartsNinja posted:Y'all are so (justifiably) paranoid. Now we just need a photoshop of a Cardassian doing the Alfred Hitchcock silhouette for maximum suspense. I'm very much looking forward to all the twists and turns in this next episode.
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# ? Feb 3, 2011 20:57 |
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WarLocke posted:That makes three of us. And I might be too, if one of our email players no-shows. I actually REALLY hope I get to be part of our first Clan Engagement, either playing as a Clanner or against them, because I cannot wait to show them off to the rookies.
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# ? Feb 3, 2011 20:58 |
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Longinus00 posted:Vehicles are extremely random with how useful they are due to their crazy crit/immobile rates. If PTN's dice throwing keeps up then they won't last very long. That does have some truth - the dice luck so far has been pretty freaky. Still, there's a lot of vehicles out there that can be mighty threatening when used properly. Hovertanks may have been neutered, but I still remember what a hunter pack could do to a mech.
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# ? Feb 3, 2011 21:04 |
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Well, here's my contribution to the artchal, ristar. Click here for the full 1600x1172 image. Bit pressed for time, what with homework and poo poo, but I managed to slap together a mech with my watercolours. Oh, and those aren't teeth - they're heatsinks! edit: Teethsinks, if you will
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# ? Feb 3, 2011 21:04 |
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I'll sign up for a Mechwarrior! Also is that MegaMek campaign still up and running? Ps you will laugh at me for saying this but i've read some Battletech stuff and the best I remember is fanfiction go go Soumi Warders
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# ? Feb 3, 2011 21:05 |
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Tempest_56 posted:That does have some truth - the dice luck so far has been pretty freaky. Personally I'm rooting for VTOLs. With our average gunnery skill and front biased armor on the rifleman and hunchback a few VTOLs could seriously be annoying. VVV Welp, they got a missile(SRM) carrier. That's one of the vehicle types I mentioned earlier as being actually painful. There's enough trees that a long range engagement can be pretty much avoided with some careful positioning so things are still looking pretty good. Longinus00 fucked around with this message at 21:26 on Feb 3, 2011 |
# ? Feb 3, 2011 21:12 |
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Hostage Situation: Tactical Update 1 “Vindicator ahead,” Clueless said coolly, all business now that things had gotten serious. Annie frowned, the Capellans were patrolling. That wasn’t good. “Let’s light ‘em up, bunny bear,” she whispered, giving her faded pink teddy a hug for good luck. “If they’ve hurt any of the kids, we’ll make them pay.” Engine Joe coughed into the mic. “Someone want to bait ‘em? Draw that loving potbellied Vindicator into a fuckin’ trap maybe? How ‘bout you, Bobby?” The Navajo Wolf growled into his microphone by way of response. Annie couldn’t tell if it was assent or if he was off to do something else. “Just keep ‘em clear of us, ese,” Cortez called over the radio. He’d rounded up about half the astechs, ‘Mechwarriors waiting for repairs, and really anyone standing around with a Caballero unit patch. Most of them he’d set to defend the repair bay—the Capellans would love to hit a bunch of broken down ‘Mechs, but the rest he’d organized into a makeshift infantry squad. For all his confidence that the astechs hated him, they were still La Familia. They’d follow him into hell for those kids. Enemy Forces D1 WHM-6L Warhammer D2 VND-1R Vindicator D3 CTF-1X Cataphract D4 BJ-1 Blackjack I1 Capellan Militia I2 Capellan Militia I3 Death Commando Infantry I4 Capellan Militia V1 Heavy Wheeled APC (MG Variant) V2 Zhukov Heavy Tank V3 Goblin Medium Tank V4 SRM Carrier Turn 1 OpForce Movement: D1 Remained Stationary D2 Walked D3 Remained Stationary D4 Walked I1 Remained Stationary I2 Remained Stationary I3 Boarded Vehicle I4 Remained Stationary V1 Remained Stationary V2 Cruised V3 Remained Stationary V4 Remained Stationary Mission Objectives Rescue the Hostages – Not All Hostages Die, All Capellan Infantry Surrenders or Destroyed! (Total Victory) Bury the Hostages – All Hostages Die but All Capellan Forces Destroyed (Partial Victory) Player Status SS “Lil’ Sure Shot” RFL-3N Rifleman Weight: 60 tons (Heavy) HD A(S): 6/6 (3/3) LT A(S): 15/15 (14/14) LT R A(S): 2/2 CT A(S): 22/22 (20/20) CT R A(S): 4/4 RT A(S): 15/15 (14/14) RT R A(S): 2/2 LA A(S): 15/15 (10/10) RA A(S): 15/15 (10/10) LL A(S): 12/12 (14/14) RL A(S): 12/12 (14/14) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Annie Sue Hurd Mechwarrior Player: Tempest_56 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) AC5 – RA (Heat: 0, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!) AC5 – LA (Heat: 0, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc. S2 Scout Snipers Platoon(4/4) Type: Sniper Weapon: Sniper Rifle Player: Tempest_56 Movement MP: 1 Range: 6 hexes Notes: May snipe or double-tap at infantry or vehicles. Arrives in 4 turns via unspecified transport. St “Stubby” HBK-4G Hunchback Weight: 50 tons (Medium Class) HD A(S): 9/9 (3/3) LT A(S): 20/20 (12/12) LT R A(S): 4/4 CT A(S): 26/26 (16/16) CT R A(S): 5/5 RT A(S): 20/20 (12/12) RT R A(S): 4/4 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 20/20 (12/12) RL A(S): 20/20 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 5 Mechwarrior Name: Andre “Clueless” Norris Mechwarrior Player: Polaron Mechwarrior Status: OK! Armament: AC20 – RT (Heat: 7, Ammo: 10, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) La Dama Muerta Player: Polaron May either use a Distracting Tirade or Mock and Berate the Capellans once per turn. FY “Sir gently caress You” LNC25-01 Lancelot Weight: 60 tons (Heavy) HD A(S): 7/7 (3/3) LT A(S): 16/16 (14/14) LT R A(S): 10/10 CT A(S): 21/21 (20/20) CT R A(S): 16/16 RT A(S): 16/16 (14/14) RT R A(S): 10/10 LA A(S): 14/14 (10/10) RA A(S): 14/14 (10/10) LL A(S): 14/14 (14/14) RL A(S): 14/14 (14/14) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 (double capacity) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Rebecca “Divot” Moss Mechwarrior Player: Mahoshonen Mechwarrior Status: OK! Armament: PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc S1 Scout Sapper Player: Mahoshonen May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP. F “Firewalker” CPLT-C1 Catapult Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 19/19 (15/15) LT R A(S): 8/8 CT A(S): 24/24 (21/21) CT R A(S): 11/11 RT A(S): 19/19 (15/15) RT R A(S): 8/8 LA A(S): 13/13 (10/10) RA A(S): 13/13 (10/10) LL A(S): 18/18 (15/15) RL A(S): 18/18 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: “Engine Joe” Running Wild Mechwarrior Player: Red_Mage Mechwarrior Status: OK! Armament: LRM 15 – RA (Heat: 5, Ammo: 16, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc TA Tech Platoon APC Weight: 10 tons (Light) Front A(S): 10/10 (1/1) Left A(S): 8/8 (1/1) Right A(S): 8/8 (1/1) Turret A(S): 4/4 (1/1) Rear A(S): 10/10 (1/1) Movement: 6/9 Driver: Pilot 4, Gunnery 6 Player: Red_Mage Tank Status: Ok! Armament: Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Notes: Currently Carrying Tech Platoon TP Tech Platoon (30/30) Type: SRM Infantry Weapon: SRM Gunnery: 5 Anti-Mech: 3 Player: Red_Mage Movement MP: 2 Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4 Notes: 1 round of Inferno ammo, currently carried by TA APC Sw “Skinwalker” WVR-6M Wolverine 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): 25/25 (18/18) CT R A(S): 8/8 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 19/19 (13/13) RL A(S):19/19 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 14 Movement: 5/8/5 Mechwarrior: Pilot 2, Gunnery 3 Mechwarrior Name: “Navajo Wolf” Bobby Begay Mechwarrior Player: Bobbin Threadbare Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LT (Heat: 3, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) Special Ability: Eights to Aces (2/2) S3 Scout Company(30/30) Type: Caballeros Scouts Weapon: Submachine Guns and Grenades Gunnery: 3 Anti-Mech: 4 Player: Bobbin Threadbare Movement MP: 3 Range: To-hit modifier: 0: -2, 1: 0, 2: +3 Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1, Arrives in 5 turns T1 Unspecified Transport (Arrives in 3 turns) Enemy Status D1 WHM-6L Warhammer Moved: 0 Damage: None Status: Fine / Overheating (penalty) / Confused / Lost Target Armament: Unknown Notes: D2 VND-1R Vindicator Moved: 3 Damage: None Status: Fine / Overheating (penalty) / Confused / Lost Target Armament: Unknown Notes: D3 CTF-1X Cataphract Moved: 0 Damage: None Status: Fine / Overheating (penalty) / Confused / Lost Armament: Unknown Notes: D4 BJ-1 Blackjack Moved: 4 Damage: None Status: Fine / Overheating (penalty) / Confused / Lost Armament: Unknown Notes: I1 Capellan Militia (30/30) Moved: 0 Damage: None Status: Fine Armament: Ballistic Rifle Notes: I2 Capellan Militia (30/30) Moved: 0 Damage: None Status: Fine Armament: Ballistic Rifle Notes: I3 Death Commando Infantry (21/21) Moved:0 Damage: None Status: Fine Armament: SRM Notes: Being Transported By Goblin Medium Tank I4 Capellan Militia (30/30) Moved: 0 Damage: None Status: Fine Armament: Flamer Notes: V1 Heavy Wheeled APC (MG Variant) Moved: 0 Damage: None Status: Fine Armament: 6 Machine Guns Notes: V2 Zhukov Heavy Tank Moved: 2 Damage: None Status: Fine Armament: AC 10, AC 10, SRM 6 Notes: V3 Goblin Medium Tank Moved: 0 Damage: None Status: Fine Armament: Large Laser, Machine Gun Notes: Transporting I3 V4 SRM Carrier Moved: 0 Damage: None Status: Fine Armament: SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6 Notes: Mechwarriors, you will be getting a PM / E-Mail in a few minutes Alert! Bobbin Threadbare, I don't have an e-mail and you don't have PMs. I'ma need an E-Mail asap. PoptartsNinja fucked around with this message at 05:21 on Jan 9, 2013 |
# ? Feb 3, 2011 21:18 |
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For the vehicles: The SRM Carrier is loving scary if you let it fire. Take that thing out at range or eat upwards of 60 missiles. The Zhukov packs a pair of AC/10s. Can really hurt you at any range. It also packs an SRM-6 for close range. The Goblin has a single large laser. Annoying, but a comparably lesser threat. It also packs a machine gun for anti-infantry duty. The APC is no threat to your mechs, but keep wary if it nears your infantry. 6 Machine guns will decimate infantry. As was previously stated many times, vehicles tend to die really fast with the way they take crits. Just don't brush them off as a non-threat, as the SRM Carrier and the Zhukov can wreck your day if you let them. They are also all fairly slow, so no crazy Hovertank speeding across half the map in this one. On the plus side, the enemy mechs are really spread out. You should be able to isolate and overwhelm them, given their lack of speed. KnoxZone fucked around with this message at 21:39 on Feb 3, 2011 |
# ? Feb 3, 2011 21:28 |
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okay guys going to have to have the close in guys use the hills/valleys and trees to get up close and fast and stay out of LOS, the long range i would suggest camping near 0914 and shooting into them as much as possible... right around now i would do a map on what mean but i think everyone has a good idea what they want to do and it is just my 2 cents.
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# ? Feb 3, 2011 21:28 |
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Mighty nice big map. Sure will have fun watching the PPC rain y'all are going to wade upstream through. This should be a really interesting fight, though. Especially with all them vehicles.
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# ? Feb 3, 2011 21:33 |
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God drat it, a Zhukov. I hate those things - I've got terrible luck against them. Edit: PTN, would it be possible to get a copy of that map without the unit markers on them?
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# ? Feb 3, 2011 21:36 |
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Vehicle images! Also, remember that that APC has 6 machine guns, not 2. Should go up like the Fourth of July with all that ammo... Zhukov Heavy Tank Goblin Medium Tank SRM Carrier
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# ? Feb 3, 2011 21:38 |
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It should be noted: The Goblin's more dangerous as a troop carrier than a combat vehicle. Likewise for the Heavy APC.
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# ? Feb 3, 2011 21:42 |
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Okay, initial tactical analysis - we've actually got good cover right now. I'm going to head for about where D4 currently is to get a clear firing lane. Right now D4 is overextended and we might be able to take it out before anything else can come up to support. Also, I'm considering setting some trees on fire for smoke cover - opinions, team?
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# ? Feb 3, 2011 21:43 |
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The best way to take out vehicles is via cluster hits immobilizing them, so I'd suggest that the Catapult concentrate on slamming LRMs into the SRM carrier when it can get good shots off and it's somewhere far enough away that you can disable its movement and ignore it. The Wolverine also has a SRM-6 which is murder on vehicular motive systems, and side/rear attacks make it easier to cause vehicular motive damage. Missile carriers tend to have thin armor though, so a penetrating kill is probably possible. I would take it out before it can close to firing range if at all possible, because that thing will murder you if it gets off more than one or two salvoes.
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# ? Feb 3, 2011 21:45 |
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Tempest_56 posted:Okay, initial tactical analysis - we've actually got good cover right now. I'm going to head for about where D4 currently is to get a clear firing lane. Right now D4 is overextended and we might be able to take it out before anything else can come up to support. Also, I'm considering setting some trees on fire for smoke cover - opinions, team? I endorse BURNING IT ALL DOWN in any situation no matter how counterproductive, as people who play megamek with me can attest. The SRMs are your most effective kill for the vehicles. The LRM-5 should get heavy use in clearing out, say, the SRM carrier; I'd like the Catapult to reserve its limited ammo for harder targets.
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# ? Feb 3, 2011 21:46 |
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PoptartsNinja: Could you give us the types/elevations for the buildings on the map? Also, maybe I missed it but what's with the different colors for the capellan units? (Oh, probably means which ones are Death Commandos) Longinus00 fucked around with this message at 21:51 on Feb 3, 2011 |
# ? Feb 3, 2011 21:47 |
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Longinus00 posted:PoptartsNinja: I *think* the Green is Capellan Militia, while the black is Death Commandos. I could be very wrong though.
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# ? Feb 3, 2011 21:51 |
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^^^ Yup.Longinus00 posted:PoptartsNinja: Any building with no height specified is height 2, period. The big square one's heavy, the cluster of little ones are light, the two clusters of bigger ones are medium.
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# ? Feb 3, 2011 22:03 |
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Affi posted:I'll sign up for a Mechwarrior! Also is that MegaMek campaign still up and running? It is indeed, and still recruiting.
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# ? Feb 3, 2011 22:11 |
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ShadowDragon8685 posted:It is indeed, and still recruiting. oh jesus i missed this i better get in on it! edit: awww missed it i gather Axe-man fucked around with this message at 22:38 on Feb 3, 2011 |
# ? Feb 3, 2011 22:14 |
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That high point at 1506 is going to be a hell of a firing position for the Capellans, you're going to want to move the Sapper out of there asap so he doesn't get stomped on first turn. 0104 and 0303 aren't bad either, I'd guess the Warhammer and Cataphract will position themselves on either side to hold the flanks and cut you down if you go up the center.
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# ? Feb 3, 2011 22:14 |
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If you have the space for it, infernos will save your asses.
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# ? Feb 3, 2011 22:52 |
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Magni posted:That's an urban myth. For one, the Geneva Conventions only regulate proper treatment of prisoners of war. And NATO never had a ban of classic flamethrowers as much as that they became redundant on the modern battlefield. After all, nobody ever had problems with the continued use of napalm, white phosphorus and funny toys like the M202 Flash incendiary rocket launcher. Nowadys, it's getting evne more fun with thermobaric weapons. Going back to this, the UN actually passed a resolution to at the very least ban incendiary bombs and grenades. The US just told them to go piss up a rope. Which is fine, sometimes you have to kill it with fire. As for the battle itself: I think you guys should all move into the open and the shut down so they can't see you. If you hear PPC fire melting through your armor, it's probably just the wind. If the Death Commandos are smart, they'll have rigged the hostage buildings with explosives, and then "abandon" them as the space mexicans advance. Then drop the building on the hostages killing them all. It's what the real Death Commandos would do.
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# ? Feb 3, 2011 22:55 |
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Zaodai posted:If the Death Commandos are smart, they'll have rigged the hostage buildings with explosives, and then "abandon" them as the space mexicans advance. Then drop the building on the hostages killing them all. It's what the real Death Commandos would do. They just took the building like, three minutes ago. It takes a LOT of time to rig enough explosives to destroy a building.
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# ? Feb 3, 2011 23:02 |
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Okay, right off the bat I'm going to have Lady Death do the thing that makes a 50% chance of no hostages getting capped (you changed the rules on me so I don't remember which it is any more). As for my mech..I'm thinking I want to just keep moving forward to be able to take some potshots at that..What is D4, the Blackjack?...While staying in cover as much as I can. I'm going to take a pounding as I move forward, I can tell that right now. This is a very long map we're going to have to move up. I dunno, it's been a very long time since I did any of this, and I'm really rusty. Ideas, folks?
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# ? Feb 3, 2011 23:02 |
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ShadowDragon8685 posted:It is indeed, and still recruiting. Oh I mean the interactive map campaign thing that you could fight over planets and such with. But this is cool too. I would apply if I had time.
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# ? Feb 3, 2011 23:03 |
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I would say 1416 and 1417 and that bend is a good solid position to use during your advance, cover by trees and by hills. Sure it increases the likelyhood of headshots but... its a risk im willing to take.
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# ? Feb 3, 2011 23:05 |
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PoptartsNinja posted:They just took the building like, three minutes ago. It takes a LOT of time to rig enough explosives to destroy a building. It wouldn't take that long to rig explosives to kill all the hostages though, and wreck most of the lower levels of the building in case any opposing infantry had made it in. They could rig an anti-hostage bomb (which would preferably be around a structural area to start with so it would do double duty) in maybe 5-10 minutes. If you seriously play the Death Commandos as having no backup plan for killing all the hostages if the battle starts going south for them, I'll be very disappointed. Their entire deal is being heartless, predatory bastards to start with.
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# ? Feb 3, 2011 23:06 |
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They didn't bring explosives, it was in their other pants.
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# ? Feb 3, 2011 23:07 |
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Zaodai posted:It wouldn't take that long to rig explosives to kill all the hostages though, and wreck most of the lower levels of the building in case any opposing infantry had made it in. They could rig an anti-hostage bomb (which would preferably be around a structural area to start with so it would do double duty) in maybe 5-10 minutes. They're spoiler spoiler spoiler, I'm not going to have a conversation in black text so you'll just have to wait and see
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# ? Feb 3, 2011 23:08 |
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Okay, I don't see a lot of things I can do immediately. So - my plan is thus: SS advances to 0225. No fire this turn. Should things stay about the same, next turn I'll be moving up to 0220, then to 0618. That'll give me good position to start covering the central area while keeping the woods around 0610 as cover from the WHM/CTF/Zhukov. There's really no chance of me getting a reasonable bead on D4 this turn - best case I'm still long range and firing through woods.
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# ? Feb 3, 2011 23:11 |
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I didn't expect to be let in on the secret prior to it happening. I wouldn't want the surprised ruined from an LP perspective, even for myself. I'm just saying, if they say "Oh golly gee, you beat us good, Space Mexicans.", shake hands and walk away, I'm going to be pissed.
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# ? Feb 3, 2011 23:11 |
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PoptartsNinja posted:They're spoiler spoiler spoiler, I'm not going to have a conversation in black text so you'll just have to wait and see I wanted to be included in the secret black text conversation and also spoiler the fact that the Death Commandos prolly do have some very nasty surprises coming up for everyone... can you say... chemical warfare
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# ? Feb 3, 2011 23:12 |
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# ? May 11, 2024 09:32 |
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PoptartsNinja posted:They just took the building like, three minutes ago. It takes a LOT of time to rig enough explosives to destroy a building. Sure, that's just what you'd like us to belive. WE'RE ON TO YOU.
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# ? Feb 3, 2011 23:25 |