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Nevets posted:Posting this in anticipation of victory: Bravo, good sir! Bravo!
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# ? Mar 11, 2011 05:57 |
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# ? May 11, 2024 16:16 |
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Octatonic posted:So, I can't parse this with any of the versions I know of "The Ballad of Casey Jones." Is it based on something else, or am I just a big stupid? It fits with a couple other folk songs I know though, so that could be the case? It's neat though, Midterms are about to be over and I could totally go for blowing of some steam recording silly geek music. I wouldn't mind knowing if this is supposed to be based on an actual folk tune myself, though I wouldn't be able to throw my own voice at it until Tuesday. And it would likely be a capella because while I own a guitar I'd need to practice to play the accompaniment as I'm rather crap at winging it. Otherwise just reading the lyrics themselves put a surprisingly fast-tempoed melody (for a ballad about a hero who done kicked it, anyway) upstairs. Brilliant job with the lyrics Nevets!
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# ? Mar 11, 2011 17:05 |
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It feels like it's based on Pancho and Lefty by Townes van Zandt, I'm probably wrong but even if I am that's an awesome song. http://www.youtube.com/watch?v=YtzgwNDZAs4
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# ? Mar 11, 2011 17:47 |
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Well, that's one way to clear a minefield. Waiting for a quick clarification from the Hunchback, since I typo'd and he's actually not under any movement penalties.
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# ? Mar 11, 2011 20:16 |
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While we are waiting for that clarification; here's the trailer for a new "mech" game. Not Battletech and eh, it looks kinda meh, so far.
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# ? Mar 11, 2011 20:22 |
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PoptartsNinja posted:Well, that's one way to clear a minefield. I've got the feeling this..... Is going to be dynamite.
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# ? Mar 11, 2011 20:35 |
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Octatonic posted:So, I can't parse this with any of the versions I know of "The Ballad of Casey Jones." Is it based on something else, or am I just a big stupid? It fits with a couple other folk songs I know though, so that could be the case? It's neat though, Midterms are about to be over and I could totally go for blowing of some steam recording silly geek music. Brandy Collins posted:I wouldn't mind knowing if this is supposed to be based on an actual folk tune myself, though I wouldn't be able to throw my own voice at it until Tuesday. And it would likely be a capella because while I own a guitar I'd need to practice to play the accompaniment as I'm rather crap at winging it. It's not based on anything in particular, or to be more accurate it's a mish-mash of a bunch of half-remembered melodies and I could totally be ripping something off without realizing it.
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# ? Mar 11, 2011 20:52 |
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Tarquinn posted:While we are waiting for that clarification; here's the trailer for a new "mech" game. It looks like a mix of art direction cribbed from battletech and generic anime "fly and skid more than actually walking" poo poo.
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# ? Mar 11, 2011 20:55 |
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Tarquinn posted:While we are waiting for that clarification; here's the trailer for a new "mech" game.
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# ? Mar 11, 2011 22:19 |
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So, I be at work til 9 pm EST. I wonder if we'll see the mine exploding underneath me before then.
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# ? Mar 12, 2011 00:50 |
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bunnyofdoom posted:So, I be at work til 9 pm EST. I wonder if we'll see the mine exploding underneath me before then. You can't use the Justice Foot if its blown clean off.
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# ? Mar 12, 2011 03:09 |
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It's nine o'clock on a Friday, the regular lance marches in. There's a old mech parked up next to me spinnin' up his autocannon. He says, lass can you crunch me a warhammer? I'm not really sure what to roll. But it's tall and it's mean and a tough drat machine, even after it fought Engine Joe. Kick us a mech, with the Justice Foot! Kick us a mech tonight! Well we're all in the mood for a stompy crit, and you've got the pilot roll right!
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# ? Mar 12, 2011 03:35 |
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Nevets posted:It's nine o'clock on a Friday, Billy loving Joel. I would be willing to buy this song.
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# ? Mar 12, 2011 07:41 |
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I was singing it halfway through the first verse. (badly)
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# ? Mar 12, 2011 10:07 |
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I may be singing that right now, and everytime I submit my moves. And I may try recording it tonight, in a high fake falsetto, if I get enough beer in me.
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# ? Mar 12, 2011 12:36 |
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Mental note: SRM carriers are a pain in the rear end.
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# ? Mar 12, 2011 18:34 |
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PoptartsNinja posted:Mental note: SRM carriers are a pain in the rear end. Oh poo poo. Probably means it's firing. This was not what you were supposed to let it do.
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# ? Mar 12, 2011 18:38 |
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LeschNyhan posted:Oh poo poo. Probably means it's firing. This was not what you were supposed to let it do. I also could me PTN is relieved that he won't have to roll all those missiles now that it has been crushed. Wishful thinking I know.
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# ? Mar 12, 2011 19:11 |
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Bunny of doom ran into a mine field and lies two hexes in front of the srm carrier, sans feet, imobile.....
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# ? Mar 12, 2011 19:18 |
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Trast posted:I also could me PTN is relieved that he won't have to roll all those missiles now that it has been crushed. Wishful thinking I know. Could also mean that someone shooting at it scored a critical that caused an ammo explosion? More wishful thinking, but it would be fun if it happened.
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# ? Mar 12, 2011 19:20 |
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PN's been rolling SRM criticals for hours and he's getting tired of it.
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# ? Mar 12, 2011 19:27 |
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Hostage Situation: Tactical Update 12 Movement Phase La Dama Muerta uses Distracting Tirade (needs 6, rolls 1) Hostage Killed 1107 Minefield attacks FY Lancelot, hits left leg (10/14 armor remains), right leg (11/14 structure remains), right leg (9/14 structure remains)! Critical chance! Critical chance! 1206 Minefield attacks FY Lancelot, hits left leg (8/14 armor remains), right leg (7/14 structure remains), left leg (6/14 armor remains)! Critical chance! Combat Phase: St Hunchback fires AC20 at D2 Vindicator (5 base + 2 movement + 0 enemy movement + 0 range = 7): rolled 8, hit left arm (0/14 armor, 0/7 structure remains)! 7 damage transfers to left torso (1/16 armor remains)! St Hunchback fires Medium Laser at D2 Vindicator (5 base + 2 movement + 0 enemy movement + 0 range = 7): rolled 11, hit right arm (2/14 armor remains)! St Hunchback fires Medium Laser at D2 Vindicator (5 base + 2 movement + 0 enemy movement + 0 range = 7): rolled 5, miss! St Gains 2 heat, sinks 13. Now at Overheat 0! Penalties end! TP Tech Platoon fire SRM at V4 SRM Carrier (5 base + 1 movement + 1 enemy movement + 2 range = 9): rolled 8, miss! SS Rifleman fires large laser at D2 Vindicator (4 base + 2 movement + 0 enemy movement + 2 range + 1 light woods = 9): Rolled 2, miss! SS Rifleman gains 9 heat, sinks 10! Now at Overheat 0! Sw Wolverine holds fire! Sw Wolverine gains 11 heat, sinks 14! Now at Overheat 9! S3 Scout Platoon holds fire FY Lancelot fires Large Laser at V4 SRM Carrier (4 base + 2 movement + 0 enemy movement + 0 range = 6): rolled 9, hit right side (4/12 armor remains)! Critical chance! FY Lancelot fires Large Laser at V4 SRM Carrier (4 base + 2 movement + 0 enemy movement + 0 range = 6): rolled 6, hit right side (0/12 armor, 5/6 structure remains)! Critical chance! FY Lancelot fires Medium Laser at V4 SRM Carrier (4 base + 2 movement + 0 enemy movement + 0 range = 6): rolled 2, miss! FY Lancelot gains 21 heat, sinks 26! Now at Overheat 0! D2 Vindicator fires PPC at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range + 0 light woods + 1 minimum range = 5): rolled 9, left torso (0/20 armor, 7/12 structure remains)! Critical chance! D2 Vindicator fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 4, hit right arm (11/16 armor remains)! D2 Vindicator gains 14 heat, sinks 16! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 3, miss! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 5, hit left leg (8/20 armor remains)! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range + 4 shoulder hit = 8): rolled 3, miss! D4 Blackjack gains 9 heat, sinks 11! V3 Goblin holds fire! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 6, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 5, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 3, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 8, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 7, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 9, 4 missiles hit right arm (9/16 armor remains), center torso (20/26 armor remains), center torso (18/26 armor remains), center torso (16/26 armor remains)! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 6, miss! V4 SRM Carrier fires SRM6 at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 5, miss! V4 SRM Carrier fires SRM6 (Inferno) at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 5, miss! V4 SRM Carrier fires SRM6 (Inferno) at St Hunchback (4 base + 2 movement + 1 enemy movement + 2 range = 9): rolled 6, miss! I1 militia platoon holds fire! End Phase Scout Snipers double tap I1 Militia, 6 troopers killed! FY Lancelot critical chance in right leg! 1 critical hit sustained! Lower leg actuator destroyed! FY Lancelot critical chance in right leg! No critical hits sustained! FY Lancelot critical chance in right leg! No critical hits sustained! V4 SRM Carrier critical chance in right side! No critical sustained! V4 SRM Carrier critical chance in right side! Crew stunned! St Hunchback critical chance in left torso! 1 critical hit sustained! AC20 Ammo hit! 100 damage sustained, 0/12 structure remains in right torso! 0/26 armor, 0/16 structure remains in center torso! ‘Mech destroyed! D2 Vindicator must make a piloting test or fall (4 base + 1 massive damage = 5): rolled 10, succeeds! Physical Combat Phase: FY Lancelot kicks V4 SRM Carrier (4 base + 2 movement + 1 enemy movement = 7): rolled 8, hit side (0/6 structure remains)! Vehicle destroyed! End Phase: D2 Blackjack finishes dumping AC2 ammo! “Critical hit!” the computer called in that irritatingly passive voice. Andre already knew something was wrong, the shaking, explosions, and pieces of flying ‘Mech skeleton throwing themselves out of the hole in his ‘Mech’s left side was a dead giveaway. He moved quickly, his hands closing over the one piece of ‘Mech equipment he’d hoped to never have to use: the ejection controls. He wrenched the handle, ancient and faded black and yellow paint flaked into his palm. The mechanism jammed, and for an instant Andre panicked until adrenaline loaned his arms some much-needed strength. Some idiot had painted over the mechanism and nearly locked it in place. “Ammunition hi—” The computer’s cool, matter-of-fact voice was cut off by the howl of air and the rocket-motors built into his ejection seat. Andre almost wept as his father’s hunchback toppled below him, vomiting larger and larger pieces of its own innards out of the hole punched in its left side. He took a breath as his parachute deployed, tried to take stock of the battlefield. The Vindicator’s head swiveled to watch him descend. The ruby-scarlet of the vindicator’s head mounted small laser stabbed out at him, caught his parachute. It caught fire. Andre landed hard in the forests behind his ‘Mech, uncomfortably close to his slowly-exploding Hunchback. He hoped the rear armor would direct most of the shrapnel towards that damned Vindicator, at least. Enemy Forces D2 VND-1R Vindicator D4 BJ-1 Blackjack I1 Capellan Militia V3 Goblin Medium Tank Turn 13 OpForce Movement: D2 Remained Stationary D4 Remained Stationary I1 Remained Stationary V3 Immobile Mission Objectives 12/20 hostages remain! Rescue the Hostages or Bury them SS “Lil’ Sure Shot” RFL-3N Rifleman Weight: 60 tons (Heavy) HD A(S): 6/6 (3/3) LT A(S): 12/15 (14/14) LT R A(S): 2/2 CT A(S): 10/22 (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: Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Annie Sue Hurd Mechwarrior Player: Tempest_56 Mechwarrior Status: 1 hit, light shrapnel wounds 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: 1, Ammo: 8, Range: (L:18 M:12 S:6 Min:3), Status: OK!) AC5 – LA (Heat: 1, Ammo: -, 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. St “Stubby” HBK-4G Hunchback Weight: 50 tons (Medium Class) HD A(S): 7/9 (3/3) LT A(S): 0/20 (0/12) LT R A(S): 4/4 CT A(S): 0/26 (0/16) CT R A(S): 5/5 RT A(S): 3/20 (12/12) RT R A(S): 4/4 LA A(S): 16/16 (8/8) RA A(S): 9/16 (8/8) LL A(S): 8/20 (12/12) RL A(S): 8/20 (12/12) Heat: 8/30 Overheat Penalty: Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 5 Mechwarrior Name: Andre “Clueless” Norris Mechwarrior Player: Polaron Mechwarrior Status: Ejected, landed in the woods with a broken arm! Armament: AC20 – RT (Heat: 7, Ammo: 5, 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: ‘Mech destroyed! 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): 9/16 (14/14) LT R A(S): 10/10 CT A(S): 6/21 (20/20) CT R A(S): 16/16 RT A(S): 16/16 (14/14) RT R A(S): 10/10 LA A(S): 1/14 (10/10) RA A(S): 4/14 (10/10) LL A(S): 6/14 (14/14) RL A(S): 0/14 (7/14) 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: bunnyofdoom 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: bunnyofdoom May use either a booby traps on enemy infantry within 4 hexes, pyrotechnics on an enemy ‘Mech within 6, Earthshaker on any hex within 6, and automatically Marks all minefields within 1 hex of himself. Has 2 MP. May use any ability this turn! F “Firewalker” CPLT-C1 Catapult ’Mech Status: Destroyed TA Tech Platoon APC Tank Status: Destroyed! 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: 0 rounds of Inferno ammo, may Detonate enemy minefields SW “Skinwalker” WVR-6M Wolverine Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/20 (13/13) LT R A(S): 6/6 CT A(S): 0/25 (10/18) CT R A(S): 8/8 RT A(S): 0/20 (3/13) RT R A(S): 6/6 LA A(S): 16/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 12/19 (13/13) RL A(S):19/19 (13/13) Heat: 9/30 Overheat Penalty: Movement reduced to 4/6/3, +1 modifier to hit! Heat Sinks: 14 Movement: 5/8/3 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: 11, 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), Gyro Hit, 2 Engine Hits Special Ability: Eights to Aces (1/2) S3 Scout Company(30/30) Type: Caballeros Scouts Weapon: Submachine Guns and Grenades Gunnery: 3 Anti-Mech: 4 Player: Bobbin Threadbare Movement MP: 2 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 Enemy Status D1 WHM-6L Warhammer Status: Destroyed, counts as rough terrain D2 VND-1R Vindicator Damage: None Status: Armament: PPC, LRM 5, small laser Notes: D3 CTF-1X Cataphract Status: Disabled, counts as rough terrain D4 BJ-1 Blackjack Damage: Left Shoulder Destroyed Status: Pilot injured! Armament: medium laser, medium laser, medium laser Notes: I1 Capellan Militia (24/30) Damage: None Status: Armament: Ballistic Rifle Notes: V1 Heavy Wheeled APC (MG Variant) Status: Disabled, counts as rough terrain V2 Zhukov Heavy Tank Status: Disabled, counts as rough terrain V3 Goblin Medium Tank Damage: None Status: Immobilized Armament: Large Laser, Machine Gun Notes: V4 SRM Carrier Status: Destroyed, counts as rough terrain K1 Karnov UR VTOL Status: Crashed, counts as rough terrain K2 Karnov UR VTOL Status: Crashed, counts as rough terrain K3 Karnov UR VTOL Status: Crashed, counts as rough terrain
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# ? Mar 12, 2011 19:35 |
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Okay, so there's something I'm obviously not getting about how engine hits work. How did I gain 11 heat from backing up slowly?
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# ? Mar 12, 2011 19:48 |
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Somehow I think you guys came out ahead there even though you lost the hunchback. Now get those two last mechs!
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# ? Mar 12, 2011 19:49 |
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Awwww, poor Stubby. Worst possible critical. At least that SRM carrier got Justice Kicked.
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# ? Mar 12, 2011 19:49 |
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Man, this is getting tight. Rifleman is the only functional fighting unit the Caballeros have. Wolverine is nearly functionally destroyed, Lancelot has so little leg armor that it's risking destruction every time it gets shot at. One lucky shot here or there can tilt the balance quickly. And considering who's rolling the dice... Rule note: normally the destruction of a leg actuator triggers piloting skill rolls.
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# ? Mar 12, 2011 19:49 |
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Bobbin Threadbare posted:Okay, so there's something I'm obviously not getting about how engine hits work. How did I gain 11 heat from backing up slowly? You gain 5 heat per engine hit per turn and one from walking. 3 hits into engine destroy your mech.
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# ? Mar 12, 2011 19:50 |
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Well, that was an unpleasant turn. The Hunchback's gone and the Wolverine is effectively out of direct combat due to the engine hits that occurred in the last few turns. That leaves down to two effective mechs (even though Sir gently caress You is missing a leg actuator) and they are getting thin on frontal armor. I'm getting worried about the Caballeros' chances here. At least that SRM Carrier is out of the picture. landcollector fucked around with this message at 20:09 on Mar 12, 2011 |
# ? Mar 12, 2011 19:57 |
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landcollector posted:Well, that was an unpleasant turn. The Hunchback's gone and the Wolverine is effectively out of direct combat due to the engine hits that occurred in the last few turns. That leaves down to two effective mechs (even though Sir gently caress You is missing a leg actuator) and they are getting thin on frontal armor. I'm getting worried about the Caballeros' chances here. At least that SRM Carrier is out of the picture. Please don't quote the whole thing. Now, apropos to my heat situation, the Music of the Round: Crawling from Hell If I'd have known about the heat problem, I'd have rushed them last round. And since I know now, I'm going to go out guns ablazin'. It's not like those two mechs have much left themselves.
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# ? Mar 12, 2011 20:08 |
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Sorry about the quote. It has been removed.
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# ? Mar 12, 2011 20:10 |
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Ugh, way to get a single hit before dying, SRM Carrier. At least it made it count. A shame those minefields turned out to be so ineffective. It made the SRM carrier sitting there as bait semi-pointless. drat shoddy Chinese explosives.
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# ? Mar 12, 2011 20:24 |
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Zaodai posted:Ugh, way to get a single hit before dying, SRM Carrier. At least it made it count. A shame those minefields turned out to be so ineffective. It made the SRM carrier sitting there as bait semi-pointless. To make it even better that hit didn't even amount to anything since it was that bloody PPC that ended the Hunchback.
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# ? Mar 12, 2011 20:33 |
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I couldn't help but laugh at the SRM carrier ineffectiveness. What was considered the most troublesome (if not fearsome) unit the DC had was taken out by a kick and only managed a single successful hit that, in the end, meant nothing. Also that Vindicator has to die and the pilot executed: shooting someone that ejected is such a no-no. Even more so that he failed to kill such an easy target. Edit: now that Polaron's character is on foot, is he out of the battle or should he make a Mechwarrior RPG character and participate in the ground offensive? radintorov fucked around with this message at 20:47 on Mar 12, 2011 |
# ? Mar 12, 2011 20:42 |
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ARES CONVENTIOOOOOOOOOONS!
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# ? Mar 12, 2011 20:43 |
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radintorov posted:
He's not going to be able to do much in a ground offensive with a broken arm.
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# ? Mar 12, 2011 20:49 |
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radintorov posted:Also that Vindicator has to die and the pilot executed: shooting someone that ejected is such a no-no. Even more so that he failed to kill such an easy target. only going to matter if there are any space mexicans left to tell the tale
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# ? Mar 12, 2011 20:51 |
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I'm thinking of moving the sapper to 1309 and making the vindi take a piloting roll. I'm thinking FY should move to 1306 and blast the poo poo outta the vindi with everything I got left. Also, JUSTICE FOOT KILL LIST Warhammer Minelayer SRM Carrier EDIT: Well, it seems like the update did come whilst I was at work. Just, the next day. bunnyofdoom fucked around with this message at 20:57 on Mar 12, 2011 |
# ? Mar 12, 2011 20:52 |
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bunnyofdoom posted:I'm thinking of moving the sapper to 1309 and making the vindi take a piloting roll. No. No, do NOT MOVE. You are standing in the middle of a minefield with 7 internal left in one leg. Moving is a TERRIBLE idea right now. You're no good if you're legged. I'm advancing to 1109 and will be going full alpha strike. The Vindicator is going to die. Concentrate fire and put it down.
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# ? Mar 12, 2011 21:06 |
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I knew I should have stayed in the forest!
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# ? Mar 12, 2011 21:08 |
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# ? May 11, 2024 16:16 |
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Tempest_56 posted:No. No, do NOT MOVE. You are standing in the middle of a minefield with 7 internal left in one leg. Moving is a TERRIBLE idea right now. You're no good if you're legged. Agreed. You (may) have half-cover from that building which is two high. Stand there and take potshots with your mad arsenal of cold-firing energy weapons. Your right leg is better off and it'd be the exposed leg anyway; anything that hits the left has to go through the building first.
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# ? Mar 12, 2011 21:08 |