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anakha posted:You've got enough ammo for 9 more rounds of firing. Given how big a threat the Hunchie is, I honestly doubt you're going to last longer than 9 rounds - might as well get the most out of that boomstick while you've got it. If the fight even *lasts* nine more rounds, you're doing it wrong. The only waste you should be worried about is wasting time, not ammo. Clearing the field between you and the Warhammer sounds like a priority, then maybe if you're feeling daring having most of you hold it off while someone does an end run around it to save the hostages as fast as possible might be a prime solution. I'm having trouble reading that map, so if the scout snipers or sapper or any of your infantry assets could race to the rescue first while the mechs take care of business, definitely do that - they've only got one infantry on the hostage square, if you could take it down you could force them to march more forces back to occupy them.
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# ? Feb 17, 2011 02:46 |
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# ? May 12, 2024 01:21 |
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Mukaikubo posted:You have to have a spotter.
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# ? Feb 17, 2011 02:49 |
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Hey Poptarts, can the scout sappers do anything to vehicles? Also: Holy poo poo, do you guys have some bullshit luck. Looks like the Caballeros have some big game hunting to do once the battle is over.
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# ? Feb 17, 2011 02:54 |
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WarLocke posted:Aren't there rules for indirect LRM fire, PTN? Requires a spotter, with a to-hit penalty (+3 for shooting and spotting for an indirect attack) to both for the attempt; and nobody offered to spot for the Catapult. The snipers can't snipe and spot, the sapper can't spot at all, the tech platoon ALSO has no line of sight, and the scout platoon wasn't on the board.
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# ? Feb 17, 2011 02:55 |
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PoptartsNinja posted:Hostage Situation: Tactical Update 6 Seeing the result of the Cataphract, this doesn't matter, but that is one magic PPC.
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# ? Feb 17, 2011 03:31 |
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Going by the map, scout platoon has several options here. 1. Move over to 1313 and let the Death Commando infantry platoon feel some hate from point-blank. Moderate risk due to V1 and it's machineguns, though you'll have forest cover from your hex and the intervening forest and be at medium range. (Alternatively, move to 1412 and engage the DC infantry from one hex away and out of LOS from the APC.) 2. Move to 1113 and try to blow up the legs of that Warhammer. High risk move. The attack will hit on a 4+, cause 4 damage on the kicking table and cause an automatical critical hit roll. Alternatively, you could try swarming the fucker, which succeeds on a 6+ and could really gently caress him over, but it will need a miracle for your platoon to get out of that unharmed. 3. Go on the APC. Not my recommendation. 4. Move north through the woods towards the hostages. Will take several turns because going over open ground is a bad idea. Magni fucked around with this message at 03:48 on Feb 17, 2011 |
# ? Feb 17, 2011 03:39 |
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Teledahn posted:Seeing the result of the Cataphract, this doesn't matter, but that is one magic PPC. Just an editing error. His heat's right on the OpForce sheets you guys don't get to see (for the same reason my tags keep breaking, honestly) but for some reason I didn't translate that onto my combat log document. Whoops. Probably 'cause y'all blew his leg off.
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# ? Feb 17, 2011 04:08 |
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PoptartsNinja posted:They didn't even breach the Cataphract's armor. It still has more armor than than any two of the Caballero 'Mechs put together. Can someone explain how that works?
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# ? Feb 17, 2011 04:26 |
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Fuzzy Mammal posted:Can someone explain how that works? The rules basically allow for "critical hits" on mechs that can do thing such as blow limbs off or worse. Think of it as rolling a natural 20 in DnD or tripping and dying on a GFI in Blood Bowl. PTN also appears to be using the tacops floating crit rule which lets through armor hits on areas besides the torsos. VVV What's funny is that you can trip and die in BT as well. Longinus00 fucked around with this message at 04:44 on Feb 17, 2011 |
# ? Feb 17, 2011 04:35 |
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a LOT like tripping and dying on a go for it.
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# ? Feb 17, 2011 04:39 |
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Even with the Cat out, you guys take too many more PPC shots and this'll be a short campaign.
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# ? Feb 17, 2011 05:09 |
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WarLocke posted:Stuff like this is why I don't bother with anything after 3058 (and that's pushing it). IJJs are actually quite balanced, because they're heavy and huge (double crit space, double tonnage compared to standard JJs). The problem is that they run into the fact that mech weight classes were never really balanced. IJJs turn a medium into an overweight and more expensive light in broken terrain, and you can turn an assault into an overweight medium, but you don't get the straight-line speed that you can in a lighter design. They do let you do some really awesome creative things, like the Seraph (an 85-tonner which jumps as well as the Phoenix Hawk) but it isn't exactly like they don't sacrifice for it. (The Seraph has relatively slow groundspeed, only 3/5, despite its Light Engine and uses Endosteel + TSM, which make it well-suited for IJJ + Melee shenanigans but mean it's often undergunned and it's quite slow on the ground). Light 'mechs were on the decline the moment the DHS and gauss rifle came into play. What IJJs let you do is take the role of the light mech as agile harasser back, whereas you could only fill that role with VTOLs and fast wheeled vees in pre-3068 play. Total Warfare options actually tend to fill out or reopen niches rather than overwhelm them. It is true that light mechs tend to get the short end of the stick-but they weren't really viable post-3050 anyways. Kenlon posted:C3. BAP and other electronics gear. Stealth Armor. All useful in creating viable 20 tonners. But they aren't really combat machines anymore, true. (But were they ever, really?) Well yes, but the other issue it runs into is that your new light mechs rapidly become hilariously expensive (or extremely lethal to their pilots), since you load them up with high-expense stuff like TAG + Stealth Armor + XLFEs (because they need the speed at all costs) + Endosteel (because you aren't going to run out of crit space on a fast 20 tonner) and then when someone gets that lucky BB and your contraption implodes... My current preferred C3(i) spotters are 35-45 tonners, which can still make breakneck speed while having enough payload space for a credible defense and enough armor to absorb those golden BBs. In a pinch or in broken terrain, I have found that the Seraph is an amazing C3i spotter because its 5 jump means they're suffering +3s to hit an assault mech with near-max armor. That's pretty impressive.
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# ? Feb 17, 2011 05:14 |
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bunnyofdoom posted:I got a basic plan for what we could do Abandoning the superior cover of heavy woods without accumulating a movement modifier to be hit is not advisable. Putting Bobbin in a hole as deep as his Mech is pretty funny, though.
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# ? Feb 17, 2011 05:19 |
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The Merry Marauder posted:Abandoning the superior cover of heavy woods without accumulating a movement modifier to be hit is not advisable. So funny I couldn't fire out of it. I figure at my speed I could still manage a walk to 0919 and unload from there, so that's what I'll do. Music of the Round: You didn't think I'd forget this one, did you? And may I add how that was an excellent use of the Eights to Aces skill. Bobbin Threadbare fucked around with this message at 07:51 on Feb 17, 2011 |
# ? Feb 17, 2011 07:46 |
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Bobbin Threadbare posted:So funny I couldn't fire out of it. I figure at my speed I could still manage a walk to 0919 and unload from there, so that's what I'll do. You actually can fire out of it but it's not a particularly advantageous position. You might consider taking advantage of your mobility by getting to the nearby tree cover NW or NE of your current position.
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# ? Feb 17, 2011 08:32 |
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MJ12 posted:Total Warfare options actually tend to fill out or reopen niches rather than overwhelm them. It is true that light mechs tend to get the short end of the stick-but they weren't really viable post-3050 anyways. Well, there are post-3050 lights that are worthwhile. They fall into three broad categories: c3/c3i spotters, backstabbers, and assorted jank. Offhand, there's an Ostscout variant with c3i, as well as a c3i Hussar, both of which are very good and annoying as gently caress to fight, and there are a few decent c3 spotters as well (HER-4K, HM-2, the JR7-C2 and -C3 mainly). Plenty of people seem to use them for c3/c3i-oriented forces. Then there's assorted flavors of annoying as hell backstabbers: the MON-76, HER-4S, the various Spider/Venom/Tarantula variants, the JVN-11D, the Spector, Arctic Fox 1A, Osiris 4D, and the ridiculous LCT-5M. The general pattern here is either insane mobility and usually, but not always, pulse weapons. The Mongoose, Hermes and Spector double as ECM shields too. Then there's the jank category, which includes underweight but quick fire support (namely the Talon and Night Hawk), crazy poo poo like the Fireball and Dart that is mostly used for charging things, and then the "it doesn't fall anywhere else" category of the HMR-3C and -3P, which used en masse are about three times more effective than they have a right to be. (Speaking from experience here: a company of Hammers is in the 9000 BV range, which will pretty often have you facing a mixed heavy/assault force, and you'd think it would be an auto-loss, but usually only one or two Hammers will take significant damage before getting into knife-fighting range, at which point most potential opposing forces just melt away. An all-Hammer force is basically one of the few times where the BV force size modifiers actually might be necessary to ensure balance.) I mean, sure, all these designs are specialized, but they seem to work pretty well at what they do. Finesse is required, and it's probably a bad idea to use only one light unless you're only taking it to spot/counter a specific threat (such as taking a Spector against a c3 network), but there's a decent number of viable canon designs.
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# ? Feb 17, 2011 09:00 |
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PoptartsNinja posted:D4 Blackjack fires AC 2 at St Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods + 1 partial cover = 5): rolled 6, hit center torso (24/26 armor remains)! You missed the secondary target penalty on the Blackjack. D: You could just rearrange the AC2 to the bottom and apply the penalty, would still hit. Otherwise one laser missed. Though with the luck the players have been having it's almost time for the Capellans to break the Ares convention and nuke the Mexcians, or at least bombard them from orbit.
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# ? Feb 17, 2011 09:22 |
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Pinguliten posted:You missed the secondary target penalty on the Blackjack. D: No I didn't, all his shots hit the Hunchback. I just typo'd. Don't count the Death Commandos out yet, though. Most of the Caballeros have very little armor left; and the Warhammer is in range now. PoptartsNinja fucked around with this message at 09:40 on Feb 17, 2011 |
# ? Feb 17, 2011 09:31 |
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Polaron posted:We really need to take down that Zhukov so that I feel safe engaging the Warhammer. I really don't want to burn AC/20 ammo on it, though. You were firing the AC20 off with an 11+ needed to hit. On 2 d6. I don't think "wasting" ammo on a heavy tank is really the case. Also, goddamn you guys luck with your through armor crits. Stop raping the Death Commandos with crazy luck. All they are trying to do is kill your women and children. That's a perfectly natural reaction to having space mexicans blaring mariachi music in their base next door at 3am.
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# ? Feb 17, 2011 09:46 |
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Fraction Jackson posted:Well, there are post-3050 lights that are worthwhile. They fall into three broad categories: c3/c3i spotters, backstabbers, and assorted jank. Offhand, there's an Ostscout variant with c3i, as well as a c3i Hussar, both of which are very good and annoying as gently caress to fight, and there are a few decent c3 spotters as well (HER-4K, HM-2, the JR7-C2 and -C3 mainly). Plenty of people seem to use them for c3/c3i-oriented forces. Also, with the proliferation of C3-spotter lights, the light hunter designs like the Wolfhound and Panther have their own little niche, though it's mostly predicated on you facing a DC/WoB/C* force.
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# ? Feb 17, 2011 10:10 |
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Zaodai posted:You were firing the AC20 off with an 11+ needed to hit. On 2 d6. I don't think "wasting" ammo on a heavy tank is really the case. I hit, didn't I?
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# ? Feb 17, 2011 14:43 |
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PoptartsNinja posted:SS Rifleman fires large laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 6): Rolled 8, hit left leg (14/22 armor remains)! Floating through-armor critical chance! Okay guys. This is gonna be the make or break turn, I think. Either we just shifted the tide of battle or we're about to get hosed. I'm holding where I am and gonna lay down some AC fire to cool off this turn - the woods I'm in are gonna be as good of cover as I can really hope for. Moving out of them isn't a benefit for me. I've got a bad feeling that after that Cataphract kill though? My poor Rifleman's about to get torn apart three different ways. My tactical opinion: Sir gently caress You needs to get mobile. You're the fastest unit we've got, no point in using you as a pillbox. You can probably move to 0315, facing NE. That'll give you medium range on the Hammer or short on the Vindie and you can kick the Vindicator's legs off while you're there. It sets up a good flank-shot and starts to get them out of that partial cover they're behind. The Catapult could run forward to 1716 - short range with the LRMs on that Warhammer and in tree cover. The crossfire should do a number on it and weaken it for us to put the hurt on next turn. The Hunchie can actually avoid trouble from those nasty AC10s by moving into the Zhukov's hex - mechs can occupy the same hex as a tank without harm, and neither can shoot each other. So stomp into 1116, put an AC20 into that Warhammer and then kick the Zhukov after you're done. All told, you three should be able to do 40-60 damage to that mech this turn, with semi-reasonable dice luck. Suggesting that the Wolverine and I both fire on the Zhukov - we can both hit it's weakened right side and have a reasonable chance of getting a killshot on it or at least setting it up for such next turn.
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# ? Feb 17, 2011 14:51 |
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Polaron posted:I hit, didn't I? I really hope PTN has something up his sleeve to fix you meddling kids good. On a slightly less anti-Space Mexican note, if you guys lose this now you're all terrible pilots and your women and children deserved to die. =P
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# ? Feb 17, 2011 14:55 |
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Zaodai posted:Also, goddamn you guys luck with your through armor crits. Stop raping the Death Commandos with crazy luck. All they are trying to do is kill your women and children. That's a perfectly natural reaction to having space mexicans blaring mariachi music in their base next door at 3am.
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# ? Feb 17, 2011 15:06 |
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Goddamn lucky on that Cataphract. It might be a bit of overkill to have three mechs throw attacks into a single vehicle, even if it is a heavy tank, especially when that Whammer isn't looking particularly friendly...
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# ? Feb 17, 2011 17:15 |
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Tempest_56 posted:
I'm down for this, but I'm not quite sure how close combat works, and it would probably put me at heavy overheating, but I'd try it. Can I split fire?
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# ? Feb 17, 2011 17:22 |
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You smash your robot into his robot, get a good hold face to face, then climb out of your cockpit into his cockpit and punch him in the face a few times. You hit him until he's unconscious before setting his self destruct, climbing back out and running away.
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# ? Feb 17, 2011 17:28 |
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goatface posted:You smash your robot into his robot, get a good hold face to face, then climb out of your cockpit into his cockpit and punch him in the face a few times. You hit him until he's unconscious before setting his self destruct, climbing back out and running away. Can I cockslap him for good measure? Wait, my character is female. Can I vajayjayslap him?
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# ? Feb 17, 2011 17:32 |
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bunnyofdoom posted:Can I cockslap him for good measure? You know, I always thought the lack of teabagging was what was keeping me out of battletech. There's some lostech to rediscover, I think - mech nutz.
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# ? Feb 17, 2011 17:33 |
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Dolash posted:You know, I always thought the lack of teabagging was what was keeping me out of battletech. There's some lostech to rediscover, I think - mech nutz.
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# ? Feb 17, 2011 18:04 |
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Dolash posted:You know, I always thought the lack of teabagging was what was keeping me out of battletech. There's some lostech to rediscover, I think - mech nutz.
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# ? Feb 17, 2011 18:17 |
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Helter Skelter posted:Another Defiance Industires innovation! This is an image that I never needed to see.
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# ? Feb 17, 2011 18:47 |
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bunnyofdoom posted:I'm down for this, but I'm not quite sure how close combat works, and it would probably put me at heavy overheating, but I'd try it. Can I split fire? Yes, you can split fire but you're suffering a +1 to hitting the secondary target. It's usually not worth it. Melee combat generates no heat, so that isn't a problem. With the rest, if you blow your full load and run that will generate 31 heat, and you'll sink 26 of that. So +5 on the scale, total of 7 heat leftover with the 2 you have now. You suffer a -1MP to your movement, reducing to 5/8. That's it. You'll have 8s on the Warhammer (except the ML which will be a 10) and 7s on the Vindicator (except the PPC which will be a 9). If you're seriously worried about the heat, go PPC/LL/LL at the Warhammer and you'll end up at +4 heat, which is no penalty. For melee, you can hit any target which is adjacent and in-arc (forward, for kicking) as long as that limb has not fired a weapon this turn. You have nothing leg-mounted, so that's fine. 7 to hit on the kick. Hitting will do 12 damage (your tonnage divided by 5) and have a chance for knockdown. Miss, and you have to roll a pilot check to not fall over.
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# ? Feb 17, 2011 19:15 |
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Zeroisanumber posted:Goddamn lucky on that Cataphract. The Zhukov has more armor than the Warhammer. It's less stupid than you think, it can easily soak an AC20 hit. Also, and I don't think I mentioned this before: Infantry in the open take double damage, so those 3/6 people the snipers can kill becomes 6/12, and the 5 the sapper can kill becomes 10. If they're in the open.
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# ? Feb 17, 2011 19:15 |
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Volmarias posted:This is an image that I never needed to see. Well, that's one way to make sure your mech doesn't get damaged by an ammo explosion...
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# ? Feb 17, 2011 19:23 |
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Helter Skelter posted:Another Defiance Industires innovation! I thought these were standard issue on all mechs.
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# ? Feb 17, 2011 19:42 |
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Tempest, it would be great if you could get your invisible snipers to help me start mauling I2 and I4.
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# ? Feb 17, 2011 19:42 |
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Bobbin Threadbare posted:Tempest, it would be great if you could get your invisible snipers to help me start mauling I2 and I4. That was absolutely my plan. Concentrate fire on which one this turn?
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# ? Feb 17, 2011 19:57 |
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Helter Skelter posted:Another Defiance Industires innovation! Thanks for this. I didn't have enough damaging mental images floating around in my brain until now.
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# ? Feb 17, 2011 20:30 |
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# ? May 12, 2024 01:21 |
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Tempest_56 posted:That was absolutely my plan. Concentrate fire on which one this turn? I2, but I'm given to understand extra damage may splash to I4 as well.
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# ? Feb 17, 2011 20:48 |