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So we have a potentially incomplete set of mission objectives. Do we have any idea yet how they relate to mission victory conditions?
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# ? May 10, 2011 23:25 |
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# ? May 11, 2024 13:20 |
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Arquinsiel posted:They are, I would have spaced the fucker. Killing him might be a bit much. I think the reasonable reaction would have been for the Dragoons to say, "I think you leave Outreach at once, and it would be a very good idea if you made sure not to cross paths with the Dragoons ever again."
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# ? May 10, 2011 23:37 |
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Fuzzy Mammal posted:So we have a potentially incomplete set of mission objectives. Do we have any idea yet how they relate to mission victory conditions? We complete them and finish the mission, that's how they relate.
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# ? May 10, 2011 23:50 |
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Gothsheep posted:Killing him might be a bit much. I think the reasonable reaction would have been for the Dragoons to say, "I think you leave Outreach at once, and it would be a very good idea if you made sure not to cross paths with the Dragoons ever again." THEN kill him.
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# ? May 11, 2011 00:01 |
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You guys should really link up somewhere and concentrate fire. Otherwise the amount of buildings you damage will be the least of your worries. Those Home Guards are going to hurt.
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# ? May 11, 2011 01:16 |
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They can probably blow up the nightclub and buildings in the industrial area before the Home Guard are able to do much. And Let's face it, they were dead even before they decided to fall through a building apiece.
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# ? May 11, 2011 01:45 |
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Putin It In Mah rear end posted:They can probably blow up the nightclub and buildings in the industrial area before the Home Guard are able to do much. And The Home Guard is definetly going to gently caress them up, no question, and it will probably be a short, painful battle once it starts. Also, seeing how far this situation has gone down the tubes, I'd like to put my name forward as a mech warrior. My email is elite2012 at ymail dot com
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# ? May 11, 2011 02:02 |
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Barring crazy results, I should have the nightclub taken care of this turn. We could abandon the Commando and regroup to make a stand near those fuel tanks, if the rest of the team is up fir it. Of course, now that I've made the slightest effort to plan, I'll expect a headshot or TAC on this turn. Seriously, we're outnumbered, outweighed, outgunned and less skilled--plus our opponents aren't saddled with a stupid ROE.
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# ? May 11, 2011 02:03 |
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It's a good thing the Commando is reasonably tough for its weight.
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# ? May 11, 2011 02:19 |
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PoptartsNinja posted:It's a good thing the Commando is reasonably tough for its weight. Reasonably tough for a 25 ton mech. In other words, slightly above paper thin. Rest in pieces little Commando.
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# ? May 11, 2011 02:32 |
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Operation Himinbjörg: Tactical Update 10 Movement Phase H1 Valkyrie attempts to stand (4 base + 0 movement - 2 careful stand = 2): rolled 6, succeeds! H3 Assassin attempts to stand (4 base + 0 movement = 4): rolled 7, succeeds! H4 Javelin jumps into Rubble Hex 1608, must succeed at a piloting test or fall (4 base + 0 movement + 0 entered rubble hex = 4): rolled 6, succeeds! Combat Phase: H1 Valkyrie holds fire! H1 Valkyrie gains 1 heat, sinks 11! 0 heat builds up! H2 Commando holds fire! H2 Commando gains 0 heat, sinks 10! 0 heat builds up! H3 Assassin holds fire! H3 Assassin gains 1 heat, sinks 10! 0 heat builds up! H4 Javelin fires SRM 6 at building hex 1708 (4 base + 3 movement + 0 enemy movement + 0 range + 2 full moon night - 4 immobile target = 5): rolled 7, 5 missiles hit (0/9 structure remains)! Building hex 1708 collapses! 600,000 c-bills in damage sustained! H4 Javelin fires SRM 6 at building hex 1709 (4 base + 3 movement + 0 enemy movement + 0 range + 2 full moon night - 4 immobile target = 5): rolled 9, 2 missiles hit (5/9 structure remains)! 100,000 c-bills in damage sustained! H4 Javelin gains 13 heat, sinks 11! 2 heat builds up! S1 Stinger holds fire! S1 Stinger gains 5 heat, sinks 10! 0 heat builds up! S2 Stinger torso twists right! S2 Stinger fires medium laser at H4 Javelin (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog = 13): automatic miss! S2 Stinger gains 9 heat, sinks 10! 0 heat builds up! S3 Scorpion Light Tank holds fire! S4 Galleon Light Tank holds fire! P1 Locust fires Medium Laser at H2 Commando (4 base + 2 movement + 0 enemy movement + 0 range + 1 fog = 7): rolled 12, hit center torso (0/8 armor, 4/8 structure remains)! Critical chance! P1 Locust fires Medium Laser at H2 Commando (4 base + 2 movement + 0 enemy movement + 0 range + 1 fog = 7): rolled 6, miss! P1 Locust fires Small Laser at H2 Commando (4 base + 2 movement + 0 enemy movement + 0 range + 1 fog = 7): rolled 4, miss! P1 Locust fires Small Laser at H2 Commando (4 base + 2 movement + 0 enemy movement + 0 range + 1 fog = 7): rolled 9, hit center torso (1/8 structure remains)! Critical chance! P1 Locust gains 10 heat, sinks 10! 0 heat builds up! P2 Locust fires Medium Laser at H2 Commando (4 base + 1 movement + 0 enemy movement + 2 range + 1 fog = 8): rolled 5, miss! P2 Locust fires SRM 2 at H2 Commando (4 base + 1 movement + 0 enemy movement + 2 range + = 7): rolled 3, miss! P2 Locust fires SRM 2 at H2 Commando (4 base + 1 movement + 0 enemy movement + 2 range + = 7): rolled 7, 1 missile hits left leg (6/8 armor remains)! P2 Locust gains 8 heat, sinks 10! 0 heat builds up! P3 Warrior holds fires SRM 4 at H2 Commando (4 base + 1 movement + 0 enemy movement + 0 range = 5): rolled 8, 3table missiles hit left leg (4/8 armor remains), rear right torso (4/6 armor remains)! G1 Home Guard Jagermech holds fire! G2 Home Guard Griffin holds fire! G3 Home Guard Von Luckner holds fire! End Phase H2 Commando suffers a critical chance in the center torso! No critical hits sustained! H2 Commando suffers a critical chance in the center torso! 2 critical hits sustained! Gyro hit! Engine hit! H2 Commando must make a piloting test or fall (4 base + 0 movement + 3 gyro hit = 7): rolled 10, succeeds! Heavy Snow Nightclub collapses due to damage! 2,000,000 c-bills in damage sustained! Physical Combat Phase: H2 Commando punches P1 Locust with right arm (4 base + 0 movement + 1 enemy movement + 2 full moon night = 7): rolled 9, hit right torso (5/8 armor remains)! H2 Commando punches P1 Locust with left arm (4 base + 0 movement + 1 enemy movement + 2 full moon night = 7): rolled 10, hit head (5/8 armor remains)! Pilot hit! H3 Assassin kicks building hex 1820 (7/15 structure remains)! 318,000 c-bills in damage sustained! P1 Locust kicks H2 Commando (3 base + 2 movement + 0 enemy movement = 7): rolled 10, hit left leg (2/8 armor remains)! End Phase: H2 Commando must make a piloting test or fall (4 base + 0 movement + 3 gyro hit + 0 kicked = 7): rolled 5, fails! H2 Commando suffers suffers 2 damage to center torso (0/8 structure remains)! H2 Commando destroyed! H2 Commando explodes! P1 Locust suffers damage to center torso (5/10 armor remains), right torso (0/8 armor remains), left torso (3/8 armor remains), right torso (0/5 structure remains)! Right side destroyed! Right arm blown off! P1 Locust must make a piloting roll or fall (3 base + 1 massive damage + 1 hexes moved = 5): rolled 12, succeeds! P1 Locust must make a 3+ consciousness test! Rolled 10, succeeds! Building Hex 1819 suffers damage in the explosion (0/15 structure remains)! 380,000 c-bills in damage sustained! Building Hexes 1819, 1820, 1821 collapse due to damage! 1,200,000 c-bills in damage sustained! Snow brought his assassin to its hands and knees, shaking his head quietly and for once grateful for his ‘Mech’s tiny cockpit. The tight fit had kept him from rattling around like a pinball when the roof of the building he’d picked as a safe landing zone had simply given way. He frowned, his Assassin kicking aside the only thing still standing—weren’t banks supposed to be tough? Yet only the vault door had remained upright—the rest had collapsed into a pile of ferrocrete and sheetrock. Grunting in anger, Snow took out his frustrations on the far wall, his right foot staving in the divider between the bank and the shoe store next door. Then the whole world went to hell. The fog around him flared bright orange as the bombs carried by one of his lancemates detonated. He’d lost track of them completely in the fog, and found himself idly hoping that the explosion had at least crippled or killed one of the enemy. The building before him crumpled in the shockwave, and simply collapsed into rubble. Snow caught a brief glimpse of a Locust—its arm missing, its right side flowing like a volcanic eruption—stagger backwards—either due to the shockwave, or the pilot’s shock at his target’s violent detonation. Smiling in grim satisfaction, Snow stared at the staggered Locust. “That’s right, you bastards,” he mumbled under his breath, “We’re full of surprises.” Enemy Forces: S1 STG-3G Stinger: jumps 4 to 1605! Floodlight active! S2 STG-3G Stinger: jumps 4 to 1207! Floodlight active! S3 Scorpion Light Tank: holds position! S4 GAL-100 Galleon Light Tank: cruises 1 to hex 0517! P1 LCT-1E Locust: holds position! P2LCT-1S Locust: holds position! Floodlight active! P3 Warrior H-7 Attack Helicopter descends to Height 4! P3 Warrior descends into the fog! Cruises to hex 2016! Currently at height 4! Floodlight active! G1 Home Guard Griffin jumps 5 to hex 1112! G2 Home Guard Jaegermech holds position! G3 Home Guard Von Luckner Heavy Tank cruises to hex 0326! Mission Objectives Destroy the Statue of Duke Lestrade (hex 1214) to draw LOKI away from the Heavy Snow Nightclub! (Complete!) Destroy the Heavy Snow Nightclub (orange) Building! (Complete!) Avoid damaging residential (blue) buildings! (0/20,000,000 c-bills in damage sustained) Cause Property Damage to Commercial and Industrial (red) buildings or enemy units! (13,382,000/30,000,000 c-bills in damage caused)Await Further Objectives! H1 VLK-QA Valkyrie Weight: 30 tons (Light) HD A(S): 8/8 (3/3) LT A(S): 0/12 (7/7) LT R A(S): 2/2 CT A(S): 14/14 (10/10) CT R A(S): 4/4 RT A(S): 7/12 (7/7) RT R A(S): 2/2 LA A(S): 7/9 (5/5) RA A(S): 9/9 (5/5) LL A(S): 7/12 (7/7) RL A(S): 12/12 (7/7) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11 Movement: 5/8/5 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Rain Mechwarrior Player: Dominus Caedis Mechwarrior Status: OK! Armament: LRM 10 – LT (Heat: 4, Ammo: 10, 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!) Critical Damage: None! Notes: 1 hand (Left) H2 COM-2D Commando Weight: 25 tons (Light) HD A(S): 6/6 (3/3) LT A(S): 0/6 (6/6) LT R A(S): 3/3 CT R A(S): 4/4 RT A(S): 4/6 (4/6) RT R A(S): 3/3 LA A(S): 4/6 (4/4) RA A(S): 6/6 (4/4) LL A(S): 2/8 (6/6) RL A(S): 6/8 (6/6) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: “Sleet” Mechwarrior Player: Terror Storm Mechwarrior Status: Vaporized in an explosion Armament: SRM 6 – CT (Heat: 4, Ammo: 13, Range: (L:9 M:6 S:3), Status: OK!) SRM 4 – RA (Heat: 3, Ammo: 21, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: Vaporized in an explosion H3 ASN-21 Assassin Weight: tons (Class) HD A(S): 8/8 (3/3) LT A(S): 10/10 (10/10) LT R A(S): 2/2 CT A(S): 10/12 (12/12) CT R A(S): 4/4 RT A(S): 10/10 (10/10) RT R A(S): 2/2 LA A(S): 4/6 (6/6) RA A(S): 6/6 (6/6) LL A(S): 1/6 (10/10) RL A(S): 1/6 (10/10) Heat: 2/30 Overheat Penalty: None Heat Sinks: 10 Movement: 7/11/7 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Snow Mechwarrior Player: Capskye Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) LRM 5 – RT (Heat: 2, Ammo: 22, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM 2 – LT (Heat: 2, Ammo: 46, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 1 hand (Left) H4 JVN-10N Javelin Weight: 30 tons (Light) HD A(S): 4/6 (3/3) LT A(S): 8/8 (7/7) LT R A(S): 2/2 CT A(S): 8/8 (10/10) CT R A(S): 2/2 RT A(S): 8/8 (7/7) RT R A(S): 2/2 LA A(S): 1/6 (5/5) RA A(S): 1/6 (5/5) LL A(S): 8/8 (7/7) RL A(S): 8/8 (7/7) Heat: 2/30 Overheat Penalty: Heat Sinks: 10 Movement: 6/9/6 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Hail Mechwarrior Player: TildeATH Mechwarrior Status: Shrapnel Wound (3+ consciousness)! Armament: SRM 6 – RT (Heat: 4, Ammo: 19, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands Enemy Status S1 STG-3G Stinger Tonnage: 20 tons Critical Damage: None! Pilot: Piloting 3, Gunnery 4 Heat: 0/30 Overheat Penalty: None! Armament: 2 Medium Lasers Notes: S2 STG-3G Stinger Tonnage: 20 tons Critical Damage: None! Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: 2 Medium Lasers Notes: S3 Scorpion Light Tank Tonnage: 25 tons Critical Damage: None! Pilot: Driving 5, Gunnery 4 Armament: Autocannon/5, Machine Gun Motive System Damage: None! Notes: S4 GAL-100 Galleon Light Tank Tonnage: 30 tons Critical Damage: None! Pilot: Driving 3, Gunnery 4 Armament: Medium Laser, 2 Small Lasers Motive System Damage: +1 penalty on all driving skill rolls! Notes: P1 LCT-1E Locust Tonnage: 20 tons Critical Damage: None! Pilot: Piloting 3, Gunnery 4 Heat: 0/30 Overheat Penalty: None! Armament: 1 Medium Lasers, 1 Small Lasers Notes: P2LCT-1S Locust Tonnage: 20 tons Critical Damage: None! Pilot: Piloting 3, Gunnery 4 Heat: 0/30 Overheat Penalty: None! Armament: Medium Laser, 2 SRM 2s Notes: P3 Warrior H-7 Attack Helicopter Tonnage: 21 tons Critical Damage: None! Pilot: Driving 5, Gunnery 4 Armament: Motive System Damage: None! Notes: Movement reduced to 8/12! G1GRF-1N Griffin Tonnage: 55 tons Critical Damage: None! Pilot: Piloting 2, Gunnery 1 Heat: 0/30 Overheat Penalty: None! Armament: PPC, LRM 10 Notes: G2 JM6-S Jagermech Tonnage: 65 tons Critical Damage: None! Pilot: Piloting 2, Gunnery 1 Heat: 0/30 Overheat Penalty: None! Armament: 2 Autocannon/2s, 2 Autocannon/5s, 2 Medium Lasers Notes: G3 VNL-K65N Von Luckner Heavy Tank Tonnage: 75 tons Critical Damage: None! Pilot: Driving 2, Gunnery 1 Armament: Autocannon/20, 2 SRM 6s, SRM 4, LRM 10, Machine Gun, Flamer Motive System Damage: None! Notes: PoptartsNinja fucked around with this message at 21:18 on Sep 28, 2013 |
# ? May 11, 2011 03:27 |
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Well, the Commando fought well. Then fell on his face and exploded. But he did that well, too.
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# ? May 11, 2011 03:31 |
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The Home Guard is starting to get into good firing positions. Going to get much more dangerous from this point on. That poor Commando had no shot without jets to move around on.
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# ? May 11, 2011 03:34 |
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KnoxZone posted:The Home Guard is starting to get into good firing positions. Going to get much more dangerous from this point on. Almost halfway to the damage requirement though. Just a bit there. Hopefully the next set of instructions won't be that hard.....or take that long, because time is running out, after all.
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# ? May 11, 2011 03:37 |
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Capskye should try and DFA G1 this turn, assuming that's possible.
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# ? May 11, 2011 03:39 |
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Bobbin Threadbare posted:Capskye should try and DFA G1 this turn, assuming that's possible. This thread is suffering from a distinct lack of DFAs. That needs to be changed. I wholeheartedly endorse this plan.
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# ? May 11, 2011 03:46 |
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Death From Above to amuse the thread after you accomplish the mission, especially by collapsing the 1426-1624 buildings. DFA is extremely unlikely to kill the Griffin (it probably won't even fall over if you hit it, given the super-elite pilot), and it is very likely to end with him stepping on your head. Or blowing it off with a PPC from a distance, depending on how quick on the uptake the driver is.
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# ? May 11, 2011 03:56 |
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DFA the Griffin, eh? I don't see how that will help us succeed, but it would be hilarious(ly stupid). So, PTN can I (Rain) safely light up my jumpjets or will it set off the fuel reserves?
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# ? May 11, 2011 03:57 |
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If you fire off the jets, any number of things might happen, none of which actually have rules so I'm making poo poo up. 1) Diffuclt piloting test to avoid taking damage 20 damage. If you survive you still land where you want, but will take a piloting test to not fall over. 2) If piloting test #1 was successful, more difficult piloting test to avoid taking a hit equivalent to 6 inferno SRMs. You'll still land where you want, but you'll probably overheat and shut down. 3) if piloting test #2 was successful, hooray, you got off scott-free, you'll land where you want. Either way, the spilled fuel will explode and do serious damage to the refinery... Alternatively, you could walk through one of the light building hexes, which probably won't collapse but may cause you to fall over again and/or take some damage; but walking through light buildings is generally pretty safe. PoptartsNinja fucked around with this message at 04:16 on May 11, 2011 |
# ? May 11, 2011 04:05 |
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Just stay still and fire on that damaged mech. You have a decent shot of burning into his center torso and wrecking him, might as try and bring him down. Also, you can't be hit by anyone else this turn, so you're safe(ish)
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# ? May 11, 2011 04:09 |
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You need to get the home guard to give chase into the gas and then light them up with a missile salvo or something. Either that or start giving all the enemy mechs BIG HUGS.
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# ? May 11, 2011 04:17 |
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PoptartsNinja posted:If you fire off the jets, any number of things might happen, none of which actually have rules so I'm making poo poo up.
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# ? May 11, 2011 04:19 |
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I was responding to Dominus.
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# ? May 11, 2011 04:21 |
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I have a suspicion that the Refinery, together with probably one of the mechs or the other buildings, should be sufficient to bring us well over our goal. Whatever you do, LIGHT THAT SUCKER UP. Hell, even if you want to wade through the rest of the tank and then turn around and fire, we should see some decent fireworks.
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# ? May 11, 2011 04:24 |
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Welp, the Commando was definitely in a bad position, and he paid for it. What's funny is that the final blow came from falling after being kicked. At least his death did quite a bit towards you guys achieving your property damage goals and wrecked that one Locust... (speaking of which, I don't think you updated that Locust's incredibly damaged state on your rundown of Enemy status...) The nightclub is also toast, so that's another mission objective you guys have done. Still, the Javelin in in a pretty bad position, what with that Home Guard Jaegermech close by and those two Stingers there as well. But I guess destroying one more hex of the building in 1407-1507 will bring it down, adding to your property damage totals... Still, pretty dangerous there to risk it. Maybe jump back into the park and then drop some SRMs at the buildings there? As for the Valkyrie, PoptartsNinja posted:Litany of bad news Also, DFA'ing the Home Guard Griffin seems like a very quick way to get another one of you guys killed without very much gain... GhostStalker fucked around with this message at 04:35 on May 11, 2011 |
# ? May 11, 2011 04:31 |
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Contest with awesome prize! Right, so the Let's Read has convinced me that Something Must Be Done. With Poptarts permission, I am holding a contest. Whoever posts the most hilarious/ironic/appropriate video or pictures of the destruction of a copy of Main Event will receive the forums upgrade of their choice from myself. Copies of Main Event may be hard to find (thank Heaven for small mercies), so I will allow alternates. Poptarts also suggested the Black Fleet Crisis from the Star Wars EU as alternates that he has done a Let's Read of before, so I will allow them as well. PM me if you can think of another alternate. Disclaimer: For the love of God, don't do anything dangerous and/or illegal for an internet contest. I don't think anyone here would, but...you know, internet. paragon1 fucked around with this message at 05:27 on May 11, 2011 |
# ? May 11, 2011 04:34 |
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GhostStalker posted:Just walk south a bit and maybe light the refinery up with one of your weapons? Will any of them ignite the gas and cause a building destroying explosion? Pff, that's sissy talk. It's so much better to go out... with a bang. YEAAAAAAAAAH.
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# ? May 11, 2011 04:35 |
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Nobody ever said that DFAing the Griffin would be the *smart* course of action, but nobody can deny that it would be the most awesome move. How can anyone deny the of a mech strapped with explosives jumping out of a massive refinery explosion on a collision course with an enemy mech.
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# ? May 11, 2011 04:39 |
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Zaodai posted:Pff, that's sissy talk. It's so much better to go out... with a bang. I will admit that jumpjetting out of the refinery to set it off is a lot more awesome, but why do something with a very high chance of killing you when it isn't absolutely necessary? The Valkyrie still has a lot of fight in it, why end it prematurely? KnoxZone posted:Nobody ever said that DFAing the Griffin would be the *smart* course of action, but nobody can deny that it would be the most awesome move. How can anyone deny the of a mech strapped with explosives jumping out of a massive refinery explosion on a collision course with an enemy mech. Same point w.r.t. the Assassin. The attack itself, if it even hits, will probably do inconsequential damage (I think, I'm not too familiar with these rules...) and the Assassin will likely get savaged in return. Sure he's got the explosives, but why throw away another Mech before you need to? Would the explosion even be enough to cripple the Griffin? GhostStalker fucked around with this message at 04:42 on May 11, 2011 |
# ? May 11, 2011 04:39 |
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/\ From the Assassin, 12 damage in 5,5,2 clusters on the Punch Location Table assuming he a) survives the weapon attack phase and b) hits. The Griffin would need a 4 to stay standing if hit, so while theoretically cool, this is likely to fail miserably as you fall down in front of it and explode. DFAs are things you do when your weapons have been blown off and you're all out of armor. It's dumb to say "gently caress it, I'm going out with a bang" before completing a mission important enough to you that you went into it knowing it was suicide.GhostStalker posted:The nightclub is also toast, so that's another mission objective you guys have done. Still, the Javelin in in a pretty bad position, what with that Home Guard Jaegermech close by and those two Stingers there as well. But I guess destroying one more hex of the building in 1407-1507 will bring it down, adding to your property damage totals... Still, pretty dangerous there to risk it. Maybe jump back into the park and then drop some SRMs at the buildings there? Yeah, the Javelin has two options, but each of them leaves it pretty safe. As you say, he could jump into the park at 1212. There, the JagerMech cannot see him (intervening woods), and S2 needs over a 12 on 2d6, I believe. He'd have a shot on 1407 at reasonable numbers (8s?). Presumably, he'd then hole up in the Heavy 13-height building and soak damage with it until it or he explodes. The other route would be to dance in a circle around the buildings in the NE, probably to 2106 this round, where I think the JagerMech's LOS is blocked, firing in turn at 2103 and 1407. The Merry Marauder fucked around with this message at 04:46 on May 11, 2011 |
# ? May 11, 2011 04:42 |
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GhostStalker posted:I will admit that jumpjetting out of the refinery to set it off is a lot more awesome, but why do something with a very high chance of killing you when it isn't absolutely necessary? The Valkyrie still has a lot of fight in it, why end it prematurely? He's going to die anyway, he might as well die in a memorable, badass way. Straight out of an action movie. Plus, I don't really have a rooting interest in this fight, so I'm just here for the explosions. =P
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# ? May 11, 2011 04:46 |
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I was going to post about how DFAing the Griffin would be pointless and stupid, but then I realized I whole heartedly support jump jetting out of the refinery because it would be awesome, so I don't have any moral high ground. Maybe try DFAing a slightly more squishy target? Edit: Just realized the griffin is the only mech in range. Maybe try for one of the buildings if you have to destroy something with your jump. cafel fucked around with this message at 04:49 on May 11, 2011 |
# ? May 11, 2011 04:46 |
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The Valkyrie should walk South, right through the refinery, and head down toward the train station. Hopefully the Griffin follows him as it loses sight of him, so that next turn the Valkyrie can turn around and set off the explosive refinery explosion. This keeps him safe, helps to blow up the refinery, makes an attempt at hurting the griffin, and leaves him near the train which as we've already been told is another expensive, easy to wreck target. I'd say, go to hex 0828 or thereabouts. This does mean you're adjacent to a civilian building, so you don't want to blow up right there, but the assumption is the griffin doesn't get a shot at you while you're there and you're going to move on right away next turn. e. I'd also suggest the Assasin head southwest; there's another building to explode there, and perhaps in a turn or two it'll be in position to focus-fire on that griffin threatening the Valkyrie. Move to 1624 and stand in that building this turn, if you can get there (I forget how much move you can do in this weather without seriously risking tripping and falling over but I think it's 7 move to get there by walking) e.e. no it's 8, that's probably too far to go (and you don't want to try jumping into another light building). Leperflesh fucked around with this message at 05:18 on May 11, 2011 |
# ? May 11, 2011 05:10 |
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The key is to jump out of the refinery, but be a hero. Don't look back.
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# ? May 11, 2011 05:31 |
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Bozart posted:The key is to jump out of the refinery, but be a hero. Don't look back. God drat Will Farrell.
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# ? May 11, 2011 05:41 |
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paragon1 posted:Something Must Be Done. However paying 6.50 for shipping on a .50 book is somewhat disheartening. Also I didn't feel like waiting a week.
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# ? May 11, 2011 05:47 |
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I'm going to reiterate that you can do a lot of $ damage per turn (which is your currency ATM) by targeting the big tall buildings. B-tech wiki puts the Locust at 1,512,400 C-Bills. A good target of opportunity, but not worth sticking your neck out for. Now, what I'm looking at is the refinery. It has hexes (0824-1126) adjacent to the building there (0924-1125). To really max the damage that refinery will get you, be ready to finish that building off. If you must DFA out of there aim for 1123. Also, again again, nothing says terrorist attack like a fallen skyscraper. Also, according to CNN the man's last plans were to derail trains. Learn from the best, people.
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# ? May 11, 2011 05:48 |
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The Merry Marauder posted:Death From Above to amuse the thread after you accomplish the mission, especially by collapsing the 1426-1624 buildings. DFA is extremely unlikely to kill the Griffin (it probably won't even fall over if you hit it, given the super-elite pilot), and it is very likely to end with him stepping on your head. Or blowing it off with a PPC from a distance, depending on how quick on the uptake the driver is. And if he steps on your head you explode, blow off the Griffin's leg, cause him to fall over and die, thus causing large amounts of C-Bill damage. Win-win! Seriously, guys, don't look at this scenario as 'how can I survive to accomplish our objectives.' Look at it as 'how will my death accomplish our objectives.' Self-preservation is not your friend today. KnoxZone posted:Nobody ever said that DFAing the Griffin would be the *smart* course of action, but nobody can deny that it would be the most awesome move. How can anyone deny the of a mech strapped with explosives jumping out of a massive refinery explosion on a collision course with an enemy mech. I'm on board with this. Look, the worst-case scenario is that you die and the refinery probably goes kaboom; if you do any damage to the Griffin whatsoever I figure that's, you know, a nice bonus.
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# ? May 11, 2011 06:07 |
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the JJ posted:Now, what I'm looking at is the refinery. It has hexes (0824-1126) adjacent to the building there (0924-1125). To really max the damage that refinery will get you, be ready to finish that building off. If you must DFA out of there aim for 1123. Pretty sure the building you're referring to there is part of the refinery (has smokestack looking things at 1123 and 1024). It's not much of a skyscraper if you take into account that those hexes are just smokestacks or something similar, since the actual building itself is only height 5. From what I'm seeing, I'm guessing that the building will also go up in the explosion if the Valkyrie decides to jumpjet out of there, setting off the fuel. If that's the case, it's a pretty bad decision to land anywhere close to that building if you want to set off the refinery and survive. Even if what I'm calling the refinery building doesn't explode along with the tanks when he jumpjets out, landing at 1123 still seems like a bad idea, since the smokestack looking thing at that hex is only a light building at height 6. We've previously established that light buildings can't hold up the weight of a mech, even a light one like the Valkyrie. So if he does land there, the only thing that's gonna happen is a collapsed smokestack causing some property damage and the Valkyrie taking a accidental fall from height 6. The latter of which is a pretty bad thing. GhostStalker fucked around with this message at 22:15 on May 11, 2011 |
# ? May 11, 2011 06:27 |
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# ? May 11, 2024 13:20 |
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For god's sake, enough DFA. Those poor mechs. They're doing more damage to themselves than the enemy. They can last longer if they use guns to mow down a few buildings. They're still barely halfway to their targets. I'm not super awesome at RulesTech but you can shoot when running right? So it stands to reason you can pull a Scooby Doo and run through the alleys shooting the easy-to-hit buildings while the enemy has to pull a run if they want to keep up with you and then having a harder time hitting you from the movement penalty. And maybe PTN thinks they should have an additional roll to avoid hitting their side's buildings, hmm? Just run the clock on these guys and try to stand close to something expensive when you finally explode.
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# ? May 11, 2011 06:31 |