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landcollector posted:I think that signals the Rommel's destruction in the very near future. On the plus side, it might mean the Rommel somehow survived that turn. Always a plus!
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# ? Apr 8, 2011 00:45 |
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# ? May 12, 2024 06:39 |
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If it survived the turn but took a beating, the roleplayer's dilemma - get in one last shot with that rocking AC20, or order to the crew to bail out and save their lives? I don't know if the Steiners have the heart to lose three brothers in arms just to miss another 7.
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# ? Apr 8, 2011 00:51 |
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They are the Unwearied Second for a reason. Go down if you must, but do it swinging.
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# ? Apr 8, 2011 00:53 |
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The crew could always get out and moon the clanners if they survived but the tank is rendered useless. If I remember my Braveheart correctly, the tank crew should be able to moon the clanners until they can take no more and surrender.
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# ? Apr 8, 2011 01:00 |
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Vipers of Somerset: Tactical Update 8 Movement Phase Random Ace Beta: B4 Unknown Heavy 2! Random Ace Gamma: G2 Unknown Assault 2! L2 Zeus must make a piloting test to stand (5 base + 0 hexes moved = 5): rolled 10, succeeds! L4 Wolfhound attempts to stand on one leg, must make a piloting test to avoid a fall (3 base + 0 hexes moved + 5 Leg Previously Destroyed - 2 Careful Stand (unit uses all MP) = 6): rolled 7, succeeds (and yes, I know this isn’t supported by the rules, it’s still awesome so gently caress you)! B2 Thunderchild jumped to 1120! Combat Phase: L* Cyclops holds fire! L* Cyclops gains 2 heat, sinks 12! Now at Overheat 0! L2 Zeus holds fire! L2 Zeus gains 2 heat, sinks 17! Now at Overheat 0! L4 Wolfhound fires Large Laser at B4 Unknown Heavy 2 (2 base + 1 movement + 1 enemy movement + 0 range = 4): rolled 3, miss! L4 Wolfhound fires Medium Laser at B4 Unknown Heavy 2 (2 base + 1 movement + 1 enemy movement + 0 range = 4): rolled 7, hit left arm (13/18 armor remains)! L4 Wolfhound fires Medium Laser at B4 Unknown Heavy 2 (2 base + 1 movement + 1 enemy movement + 0 range = 4): rolled 9, hit right leg (21/26 armor remains)! L4 Wolfhound fires Medium Laser at B4 Unknown Heavy 2 (2 base + 1 movement + 1 enemy movement + 0 range = 4): rolled 8, hit left leg (21/26 armor remains)! L4 Wolfhound gains 18 heat, sinks 10! Now at Overheat 8! Movement reduced! Overheat penalty to hit! T1 Rommel Tank fires Autocannon/20 at B5 Lucerne (4 base + 0 movement + 0 enemy movement + 0 range = 4): rolled 5, hit center torso (11/31 armor remains)! T1 Rommel Tank fires LRM 5 at B5 Lucerne (4 base + 0 movement + 0 enemy movement + 0 range + 3 minimum range = 7): rolled 8, 2 missiles hit right arm (8/20 armor remains)! T1 Rommel Tank fires Small Laser at B5 Lucerne (4 base + 0 movement + 0 enemy movement + 4 range = 8): rolled 9, hit right torso (19/22 armor remains)! B2 Thunderchild holds fire! B2 Thunderchild gains 3 heat, sinks 34! Now at overheat 0! B4 Unknown Heavy 2 fires LRM 20 w/ Artemis IV at L4 Wolfhound (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 6, 12 missiles hit center torso (11/16 armor remains), left arm (7/12 armor remains), right torso (9/11 armor remains)! B4 Unknown Heavy 2 fires LRM 20 w/ Artemis IV at L4 Wolfhound (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 10, 20 missiles hit right arm (7/12 armor remains), left leg, leg blown off, damage transfers to left torso (6/11 armor remains), right arm (2/12 armor remains), left torso (1/11 armor remains)! B4 Unknown Heavy 2 fires ER Small Laser at L4 Wolfhound (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 10, hit center torso (6/16 armor remains)! B4 Unknown Heavy 2 fires ER Small Laser at L4 Wolfhound (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 2, miss! B4 Unknown Heavy 2 fires ER Small Laser at L4 Wolfhound (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 7, hit right leg (11/16 armor remains)! B4 Unknown Heavy 2 gains 20 heat, sinks 28! Now at overheat 0! B5 Lucerne fires PPC at T1 Rommel (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods - 1 targeting computer = 3): rolled 7, hit front (10/40 armor remains)! B5 Lucerne fires ER Medium Laser at T1 Rommel (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods - 1 targeting computer = 3): rolled 4, hit turret (28/40 armor remains)! B5 Lucerne fires ER Medium Laser at T1 Rommel (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods - 1 targeting computer = 3): rolled 3, hit front (3/40 armor remains)! B5 Lucerne fires Streak SRM 6 at T1 Rommel (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 4): rolled 10, Streak SRM 6 locks on! 6 missiles hit turret (26/40 armor remains), right side (37/39 armor remains (chance for motive system damage)), front (1/40 armor remains (chance for motive system damage)), left side (37/39 armor remains (chance for motive system damage)), turret (24/40 armor remains), front (0/40 armor, 6/7 structure remains)! Critical chance! B5 Lucerne gains 25 heat, sinks 26! Now at overheat 0! G2 Unknown Assault 2 fires Arrow IV missile at 2nd Donegal Recon Fighter (3 base + 0 movement + 3 enemy movement + 1 Aerospace Fighter at Altitude 1 = 7): rolled 6, miss! G2 Unknown Assault 2 fires Arrow IV missile at 2nd Donegal Recon Fighter (3 base + 0 movement + 3 enemy movement + 1 Aerospace Fighter at Altitude 1 = 7): rolled 10, hit! Fighter destroyed! G2 Unknown Assault 2 gains 20 heat, sinks 24! Now at overheat 0! End Phase L4 must make a piloting check or fall (3 base + 0 hexes moved + 1 massive damage + 5 Leg Previously Destroyed = 9): rolled 7, fails! L4 Wolfhound takes damage to right arm (0/12 armor, 5/6 structure remains), critical chance! L4 Wolfhound must make a piloting test to avoid pilot damage (3 base + 0 hexes moved + 1 massive damage + 5 leg previously destroyed + 1 trying to avoid pilot damage = 10): rolled 11, succeeds! L4 Wolfhound critical chance in right arm, upper arm actuator destroyed! T1 Rommel suffers minor motive system damage: +1 to all driving rolls! T1 Rommel suffers minor motive system damage: +1 to all driving rolls! T1 Rommel suffers heavy motive system damage: +3 to all driving rolls, cruising MP halved! T1 Rommel suffers critical chance in front, vehicle commander hit! Crew stunned next turn, +1 to all driving rolls, +1 to all to-hit rolls! Physical Combat Phase: Death From Above! B2 Thunderchild attacks T1 Rommel (4 base + 3 movement + 0 enemy movement + (4 - (5 + 7 = 12)) - 8 relative piloting skill = -1): rolled 10, automatic hit! B2 Thunderchild deals damage to T1 Rommel, hits front (1/7 structure remains), left side (32/39 armor remains (chance for motive system damage)), right side (32/39 armor remains (chance for motive system damage))! Critical hit! End Phase: T1 Rommel suffers no motive system damage! T1 Rommel suffers heavy motive system damage: +3 to all driving rolls, cruising MP halved! T1 Rommel suffers critical chance in front, sensors hit: +1 penalty to hit! Wind shifts, now blowing northwest! Fire needs 9+ to spread to 1609 (downwind), rolled 4, fire fails to spread! Fire needs 9+ to spread to 1510 (downwind), rolled 11, fire spreads! Fire needs 11+ to spread to 1709 (60 degrees from downwind), rolled 7, fire fails to spread! “Enemy is locking missiles!” Sweep-1, the unarmed reconnaissance plane feeding Sam most of her telemetry called, “I can’t stay with you, Leutnant!” “Understood, Sweep-1,” Samantha replied, a bit disappointed. Sweep-1 was her major hub for the regimental tac-comms. Without it—she blinked as a pair of massive rockets rose skyward, then cursed as they homed in on the tiny fighter. It was an atmospheric, not really designed to take any sort of punishment. Worse, it was a prop—not fast enough to outrun an LRM much less… whatever the Clanners just fired at it. Sweep-1 didn’t make it a kilometer before a pair of massive explosions tore it apart. Samantha growled helplessly, another casualty for the records. She checked her secondary monitor—between the two-and-a-half remaining ‘Mechs, and the little Rommel tank, they’d probably lost more armor then they had left. The Rommel, in particular, looked like it was about to lose on its own private little grudge-match with the Lucerne. “To the bad Warhammer-knockoff who killed my lancemate in the Banshee, I’m Leutnant Samantha Clover,” Samantha began proudly, mimicking the way the Clanners announced themselves. “I challenge you under the ancient Steiner rules, murderer—” Rossi cut into her channel, “Samantha, what are you—” She cut him out of the circuit, and continued, “to a duel of piloting, not of superior weaponry. I will not allow you the honor of dueling my Colonel until you have defeated me without weapons. I shall await you among the burning trees to the North, near the grounded Dropship, Euphrates. If you decline my challenge,” Samantha paused dramatically, “then you are a coward worthy only of derision by your peers.” There was a pause, then a reply. “I am Mechwarrior Drang. Am I to believe you are challenging me to physical combat, Leutnant Samantha Clover?” “Steiner rules,” Samantha replied, “No guns, no missiles—just you and me, clubbing each other senseless in the middle of a forest fire.” “That… does not make any sense.” “Star Colonel Dusk, I believe your Mechwarrior may be a simpering coward. Perhaps Mechwarrior Knox—” “I accept your terms,” Drang interrupted, his tone dark. “There is little honor in—” “The bravery of these Second Donegal Guards should not be in question,” another Clanner—Sam thought it was Azael—said in tones that were verging on respectful. “Even outmatched and without a leg, this little ‘Mech keeps trying to fight. If the rest of House Steiner fights half as well, we shall be in for a glorious fight.” Enemy Forces: B2 Unknown Medium 2: Remains Stationary! B4 Unknown Heavy 2: Waiting to Move! B5 Unknown Heavy 3: Walks to hex! G1 Unknown Assault 1: Remains Stationary! G2 Unknown Assault 2: Remains Stationary! G3 Unknown Assault 3: Remains Stationary! G4 Unknown Assault 4: Remains Stationary! G5 Unknown Assault 5: Waiting to Move! Mission Objectives Defeat Beta Star! (Partial Victory) Survive! (7/20 Turns) (Total Victory) Ace Note: Previous turn's movement will be in black, current turn's movement will be in green! Map Note: A height 1 tunnel extends from hex 0912 to 1213. It is large enough to accommodate the Rommel, but not large enough for a Battlemech. Due to heat concerns, the Rommel may not fire its weapons while within the tunnel. Special Guest Note: Tank front arc is the triangle. CP-10-Z Cyclops Weight: 90 tons (Assault) HD A(S): 7/9 (3/3) LT A(S): 9/20 (19/19) LT R A(S): 8/8 CT A(S): 13/30 (29/29) CT R A(S): 11/11 RT A(S): 2/20 (19/19) RT R A(S): 8/8 LA A(S): 0/10 (11/15) RA A(S): 6/10 (15/15) LL A(S): 9/17 (19/19) RL A(S): 9/17 (19/19) Heat: 1/30 Overheat Penalty: None Heat Sinks: 12 Movement: 4/6/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Colonel Aldo Rossi Mechwarrior Player: WarLocke Mechwarrior Status: Shrapnel wound (consciousness 3+)! Armament: Autocannon 20 – RT (Heat: 8, Ammo: 17, Range: (L:9 M:6 S:3), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: DESTROYED!) SRM 4 – CT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Medium Laser destroyed! Notes: 2 hands ZEU-6S Zeus Weight: 80 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 18/18 (17/17) LT R A(S): 6/6 CT A(S): 26/26 (25/25) CT R A(S): 9/9 RT A(S): 13/18 (17/17) RT R A(S): 6/6 LA A(S): 7/22 (13/13) RA A(S): 19/22 (13/13) LL A(S): 24/24 (17/17) RL A(S): 24/24 (17/17) Heat: 0/30 Overheat Penalty: None Heat Sinks: 17 Movement: 4/6/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Leutnant Samantha Clover Mechwarrior Player: Mukaikubo Mechwarrior Status: Sprained back (consciousness 3+)! Armament: Large Laser – LT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) LRM 15 – RA (Heat: 5, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser (REAR) – LT(R) (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!) Autocannon/5 – LA (Heat: 1, Ammo: 19, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Critical Damage: None! Notes: No hands BNC-3S Banshee Notes: Destroyed WLF-1 Wolfhound Weight: 35 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 1/11 (8/8) LT R A(S): 5/5 CT A(S): 6/16 (11/11) CT R A(S): 6/6 RT A(S): 9/11 (8/8) RT R A(S): 5/5 LA A(S): 7/12 (6/6) RA A(S): 0/12 (5/6) LL A(S): 0/16 (0/8) RL A(S): 11/16 (8/8) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 6/9/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Corporal Richard Hunter Mechwarrior Player: Spencerb Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (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 – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser (REAR) – CT(R) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Left Leg blown off, right upper arm actuator destroyed! Notes: 1 hand Rommel Tank: Weight: 65 tons (Heavy) Front A(S): 0/40 (1/7) Left A(S): 32/39 (7/7) Right A(S): 32/39 (7/7) Turret A(S): 24/40 (7/7) Rear A(S): 26/26 (7/7) Movement: 1/2 Tracked Crew: Driving 5, Gunnery 4 Tank Crew Twelve: Sergeant Bonnie Hammer (heavy shrapnel wounds), Private Sarah Montesquieu, PFC John Blucher Player: Raverrn Motive System Damage: MP -1, MP halved, cumulative +6 penalty to driving rolls! Critical Damage: Commander hit (+1 penalty to driving rolls, +1 penalty to hit), sensors hit (+1 penalty to hit)! Armament: Autocannon/20 – Turret (Ammo: 17, Range: (L:9 M:6 S:3), Status: OK!) LRM 5 – Turret (Ammo: 20, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – Front (Range: (L:3 M:2 S:1), Status: OK!) Notes: penalty total: +10 penalty to all driving rolls, +2 penalty to hit! Crew Stunned, may move no faster than cruising speed and may not fire weapons next turn! Enemy Status Beta Krait B1 Battle Cobra Critical Damage: Destroyed! Notes: Counts as rough terrain! B2 Thunderchild Tonnage: 50 Target: None Critical Damage: Right Arm Destroyed! Pilot Name: Mechwarrior Knox (severe concussion [3+ consciousness]) Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: Equipped with ECM, using ECM to generate Ghost Targets! B3 Copperhead Critical Damage: None! Notes: Forced off-map! B4 Unknown Heavy 2 Tonnage: 65 Target: WLF-1 Wolfhound Critical Damage: None! Pilot Name: Mechwarrior Azael Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: B5 Unknown Heavy 3 Tonnage: 65 Target: ZEU-6S Zeus Critical Damage: None! Pilot Name: Mechwarrior Drang Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: Equipped with ECM, using ECM to generate Ghost Targets! Gamma Boa G1 Unknown Assault Tonnage: 80 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G2 Unknown Assault Tonnage: 80 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G3 Unknown Assault Tonnage: 85 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G4 Unknown Assault Tonnage: 90 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G5 Unknown Assault Tonnage: 95 Target: None Possible! Critical Damage: None! Pilot Name: Star Colonel Dusk Pilot: Piloting 2, Gunnery 1 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: PoptartsNinja fucked around with this message at 02:22 on Apr 8, 2011 |
# ? Apr 8, 2011 02:15 |
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Glorious DFA
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# ? Apr 8, 2011 02:20 |
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gently caress and yes. Let's grind this poo poo out. MORE PUNCHES Also: YAAAAAAAAAAY DEATH FROM ABOVE!!!!
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# ? Apr 8, 2011 02:21 |
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Fistfight! Props to the Wolfhound, too, for somehow taking that LRM beating and still being alive. E: at the Nova Goombastomp anakha fucked around with this message at 02:26 on Apr 8, 2011 |
# ? Apr 8, 2011 02:22 |
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anakha posted:Props to the Wolfhound, too, for somehow taking that LRM beating and still being alive. That pounding would've killed a Jaegermech.
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# ? Apr 8, 2011 02:23 |
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Wow, guess this will get dragged out a bit longer... Muk challenging the Clanner to a Mech fistfight and the resulting fight itself will be hilarious. And it'll eat up some precious time, too! That Wolfhound takes a licking but keeps on ticking. Might actually do something against that Heavy Clan Mech before going down in a blaze of glory. The Rommel looks to be in a world of hurt, though. A shame, since the Clans think armor is beneath them and probably wouldn't respect the tank crew if they bailed out... GhostStalker fucked around with this message at 02:56 on Apr 8, 2011 |
# ? Apr 8, 2011 02:25 |
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anakha posted:Fistfight! We are doing this up STEINER style now, people. Getting into a punching match when my mech has no hands? GLORIOUS battle awaits me.
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# ? Apr 8, 2011 02:27 |
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Impressing the clan while being "freebirths?" Fighting the clan using their own rules? Challenging a clanner to physical mech on mech combat in the middle of a raging inferno? Fighting while only on one leg? gently caress. Yeah. Despite the dire straits the Guards are in, this has got to be one of the most turns I've seen thus far. They don't even have to get partial victory now for me to feel proud of them.
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# ? Apr 8, 2011 02:27 |
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We told them we were hard. Even with one leg, outgunned and outmassed? Well, if you push us in a corner we just get crazier.
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# ? Apr 8, 2011 02:28 |
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Hahahaha NICE. In a forest fire, no less. I guess we know G2 is probably a Naga then? I can't think of many Clan mechs known to sport Arrow IVs, much less at 80 tons.
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# ? Apr 8, 2011 02:31 |
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Mukaikubo posted:gently caress and yes. Let's grind this poo poo out. MORE PUNCHES That was a seriously, ridiculously awesome move. Did you think of it or was it all PTN fluff? B4 is engaged, B5 is engaged, I've got no target unless we want to break this Clan honor duel crap. Although I'm tempted to light the Thunderchild up for engaging our tank after supposedly withdrawing. Edit: to clarify, I'm leaning towards honoring the duel bullshit as long as possible to squeeze turns out, because it's obvious we don't have a loving chance if we piss them off and instigate a general melee.
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# ? Apr 8, 2011 02:31 |
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WarLocke posted:That was a seriously, ridiculously awesome move. Did you think of it or was it all PTN fluff? You could try, but I wouldnt risk it. Get in firing position for when the Wolfhound drops, and maybe we get a lucky shot with the AC/20 through the back.
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# ? Apr 8, 2011 02:33 |
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It's just a shame the Wolfhound looks to have lost the ability to move its other arm*. Is there any reason you couldn't have shot at them while prone? Also, I'm just going to assume the Rommel is now a glorified turret, with all those penalties. Is there any way to aim shots in this system? I'm thinking that headshots from the beginning would have been the way to go, but I imagine that (if possible) would have carried so much of a penalty that it was impractical anyway.
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# ? Apr 8, 2011 02:34 |
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WarLocke posted:That was a seriously, ridiculously awesome move. Did you think of it or was it all PTN fluff? If you can do it without breaking Clan Zellbrigen, and if you are within your rights to destroy the Thunderchild, then light that mech up like the 4th of July. Then take him as bondsman. Edit: Defiance Industries' idea is probably better, actually.
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# ? Apr 8, 2011 02:34 |
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WarLocke posted:That was a seriously, ridiculously awesome move. Did you think of it or was it all PTN fluff? You can always start a few more fires around the impending fistfight. Meleeing in a ring of fire?
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# ? Apr 8, 2011 02:35 |
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WarLocke posted:That was a seriously, ridiculously awesome move. Did you think of it or was it all PTN fluff? I demanded the one on one challenge, but PTN came up with making it a boxing match. I fully endorse this plan. Especially since two mechs brawling in the middle of a forest fire will be the kind of action scene that would make Michael Bay start weeping into his napkin at the beautiful glory of it all.
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# ? Apr 8, 2011 02:35 |
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If my math is right, the Rommel has a...+9 penalty on piloting rolls?! That's ridiculous! Interesting twist with the bare knuckle mech brawling challenge as well. Based on the actions this turn, I think it's safe to say that G2 is a Naga; using Arrow IV missiles on a support prop-driven fighter is a little overkill, isn't it? Also, think the players have succeeded in impressing at least one of the Clanners. Good job! I wonder what Star Colonel Dusk's thoughts are on the situation?
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# ? Apr 8, 2011 02:36 |
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Way to go, Gamma Star. Waiting until the recon plane was already flying away from the combat zone, having already completed it's "mission", to shoot it down with massive overkill. I'm a little surprised the Viper CO didn't chew out whoever wasted Arrow IV ammo on an unarmed, retreating, massively inferior recon plane. Especially when Gamma Star is just there to block off the Tigris, not to engage in unprovoked attacks on non-combatants. If he's that desperate to be shooting up targets that can't fight back, maybe he should be shipped home to hunt bandits and babysit new sibkos.
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# ? Apr 8, 2011 02:39 |
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Veyrall posted:It's just a shame the Wolfhound looks to have lost the ability to move its other arm*. Is there any reason you couldn't have shot at them while prone? Also, I'm just going to assume the Rommel is now a glorified turret, with all those penalties. Headshots are only possible on immobile targets- ones where the pilot is unconscious, not just ones that are knocked down. The TN is really high unless you are at point blank, too.
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# ? Apr 8, 2011 02:41 |
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Mukaikubo posted:I demanded the one on one challenge, but PTN came up with making it a boxing match. I fully endorse this plan. Especially since two mechs brawling in the middle of a forest fire will be the kind of action scene that would make Michael Bay start weeping into his napkin at the beautiful glory of it all. The best part is that a Zeus is nearly perfect for melee. Your right arms is basically a huge club with missile ports for crying out loud. I'm thinking I'll make best speed toward B4 (through the woods to avoid pavement rolls and provide cover?) to support our Wolfhound and/or challenge B4 if he manages to pop the other leg. Right now I'm thinking of holding fire, but getting on the horn to call out that Thunderchild in front of Star Commander Dusk. Thoughts?
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# ? Apr 8, 2011 02:43 |
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WarLocke posted:The best part is that a Zeus is nearly perfect for melee. Your right arms is basically a huge club with missile ports for crying out loud. Approved entirely. Mockery is a fine art. See if you can piss Mechwarrior Knox off enough to take a shot at you and break his own rules.
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# ? Apr 8, 2011 02:47 |
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I don't think there are enough for me to post. He's weak in the right arm and center torso, Mukaikubo. Make it count and smoke the bastard.
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# ? Apr 8, 2011 02:47 |
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Zaodai posted:I'm a little surprised the Viper CO didn't chew out whoever wasted Arrow IV ammo on an unarmed, retreating, massively inferior recon plane. Especially when Gamma Star is just there to block off the Tigris, not to engage in unprovoked attacks on non-combatants. The Naga is an inherently Dezegra unit, even among the Steel Vipers who love to overspecialize individual units (while still keeping stars that are generally effective in all situations). It's hard to punish a warrior when, with any luck, that will be the only kill he earns in the whole invasion. Edit: That is correct, he's not breaching his honor rules and he's even honoring his 'won't fire left arm weapons' stipulation, which he doesn't need to where the tank is concerned. By Clan custom, he's in the clear. VVVVV
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# ? Apr 8, 2011 02:47 |
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WarLocke posted:The best part is that a Zeus is nearly perfect for melee. Your right arms is basically a huge club with missile ports for crying out loud. Wouldn't the dezgra status of the tank make it not count for the purposes of breaking Zellbrigen? It may be possible that the Thunderchild pilot is allowed to vent his anger on some tank... Edit: Excellent. Then DO IT. Artificer fucked around with this message at 02:52 on Apr 8, 2011 |
# ? Apr 8, 2011 02:48 |
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Artificer posted:Wouldn't the dezgra status of the tank make it not count for the purposes of breaking Zellbrigen? It may be possible that the Thunderchild pilot is allowed to vent his anger on some tank... But we don't know that (I'm trying not only to 'win' but to make this an awesome LP by helping PTN by playing 'fluffily') and like Mukaikubo said, if I can piss Knox off enough to fire at me he becomes a valid target (in Clan eyes) again. Edit: At least we know one of Gamma Lance is a Naga. What do they carry, canonically, other than the Arrow IVs? Like 3 ER Small Lasers or something? WarLocke fucked around with this message at 02:53 on Apr 8, 2011 |
# ? Apr 8, 2011 02:50 |
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WarLocke posted:Right now I'm thinking of holding fire, but getting on the horn to call out that Thunderchild in front of Star Colonel Dusk. Fixed. In regards to calling out Mechwarrior Knox, I support that tactic. Worst case, the Clanners simply ignore and/or mock you (i.e. nothing changes).
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# ? Apr 8, 2011 02:52 |
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landcollector posted:If my math is right, the Rommel has a...+9 penalty on piloting rolls?! That's ridiculous!
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# ? Apr 8, 2011 02:55 |
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I love how the Wolfhound refuses to go down without a fight, and has even managed to gain a little bit of respect after the Clanners were looking down on him for skulking around the edge of the battlefield instead of getting stuck in. "I yield. I cannot defeat this Wolfhound. All I can do is destroy it. And that no longer holds my interest." Yeah, that'll never happen, but dammit, I can dream.
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# ? Apr 8, 2011 02:56 |
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W.T. Fits posted:I love how the Wolfhound refuses to go down without a fight, and has even managed to gain a little bit of respect after the Clanners were looking down on him for skulking around the edge of the battlefield instead of getting stuck in. I gotta admit, if that dude pops our Wolfhound before I can get there, I'm gonna go full-on apeshit. Charge, knock him down, stomp on his head... gently caress your bullshit no-minimum-range missiles, I'm going full Steiner.
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# ? Apr 8, 2011 02:59 |
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W.T. Fits posted:I love how the Wolfhound refuses to go down without a fight, and has even managed to gain a little bit of respect after the Clanners were looking down on him for skulking around the edge of the battlefield instead of getting stuck in. Pro DS9 reference. I like comparing the Clans to the Jem'hadar, too.
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# ? Apr 8, 2011 02:59 |
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W.T. Fits posted:I love how the Wolfhound refuses to go down without a fight, and has even managed to gain a little bit of respect after the Clanners were looking down on him for skulking around the edge of the battlefield instead of getting stuck in. Holy poo poo. Challenge him to a fistfight on your survival radio after.
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# ? Apr 8, 2011 03:00 |
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Helter Skelter posted:That's just from this turn, previous damage puts it at +10 total. There's also the +2 to-hit penalty on weapon rolls. And the halved movement MP. Most importantly, I can't fire this turn.
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# ? Apr 8, 2011 03:02 |
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raverrn posted:Most importantly, I can't fire this turn. And a child with a rock could take you out from the front.
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# ? Apr 8, 2011 03:04 |
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PoptartsNinja posted:The Naga is an inherently Dezegra unit, even among the Steel Vipers who love to overspecialize individual units (while still keeping stars that are generally effective in all situations). It's hard to punish a warrior when, with any luck, that will be the only kill he earns in the whole invasion. Then why did they even bother to bring along one honorless coward in a mech they don't like for a frontline invasion unit? It just seems counterintuitive to me that they'd so readily accept someone so firmly against the clan ideals for a true warrior into an otherwise prestige gaining attack.
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# ? Apr 8, 2011 03:06 |
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Defiance Industries posted:Holy poo poo. Challenge him to a fistfight on your survival radio after. I wholly approve of this move! It's too bad the players aren't piloting a Hatchetman in this scenario. It would provide a great deal of in the developing trend of engaging in physical combat, wouldn't it? Think we could get one of your ads for it Defiance? landcollector fucked around with this message at 03:12 on Apr 8, 2011 |
# ? Apr 8, 2011 03:09 |
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# ? May 12, 2024 06:39 |
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Zaodai posted:Then why did they even bother to bring along one honorless coward in a mech they don't like for a frontline invasion unit? It's a punishment unit. Plus (in spite of what Aidan Pryde and the Jade Falcons have shown us) Clanners cycle through 'Mechs pretty frequently. They don't get tied down to a single machine. The Steel Vipers are just fielding it, because A) They're hoping it'll get destroyed so they can replace it with something else, B) they have it and not fielding it would be wasteful, C) It's a good "starter assault" for someone who's used to driving, oh, Fire Moths; since it's not likely to draw a lot of fire from other Clanners.
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# ? Apr 8, 2011 03:09 |