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ShadowDragon8685 posted:Range is easy enough, as I highly doubt the interference does anything to rangefinding lasers. The EM interference effects all weapons (even lasers). It's not random because it's an actual rule.
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# ? Jun 30, 2011 06:47 |
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# ? May 26, 2024 05:51 |
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PoptartsNinja posted:The EM interference effects all weapons (even lasers). It's not random because it's an actual rule. Yes, but that's targeting interference. I'm not talking about interfering with your targeting for your weapon lasers, which you only get to fire once in a while, but a little rangefinding laser installed as part of those "Sensor" crits in your cockpit. Like a laser-pointer, it sweeps across the landscape with your targeting reticule, and you can simply sweep it across a distant object or 'mech to get a range on them. Hell, this would probably be automatic, ala Mechwarrior 4 showing you the range on your HUD from your 'mech to whatever's under your reticule.
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# ? Jun 30, 2011 07:04 |
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Question to the assembled: I am thinking it might be good for us frontal elements to hold position (well, probably walk forward 1 in my case) for one turn to let the jump jetting left flank and our slowpokes catch up before we go over the top Is this a good or terrible plan
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# ? Jun 30, 2011 07:07 |
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Hey guys. I appreciate that your mechs are super fast and cool, but it might be a good idea to let us heavies roll in first and take the brunt of enemy fire.
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# ? Jun 30, 2011 08:57 |
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Gothsheep posted:Hey guys. I appreciate that your mechs are super fast and cool, but it might be a good idea to let us heavies roll in first and take the brunt of enemy fire. This is it, the sum total of player discussion and cooperation for this scenario. Prepare for a bloodbath.
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# ? Jun 30, 2011 09:06 |
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Vox Nihili posted:This is it, the sum total of player discussion and cooperation for this scenario. Prepare for a bloodbath. Good point. I'll let you guys know what I'm doing here: I sent in my orders to move to hex 1728 (five north of where I am now, and one to face that direction) and fire my ER PPC at F2, if the shot is possible.
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# ? Jun 30, 2011 09:11 |
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UberJew posted:Question to the assembled: I am thinking it might be good for us frontal elements to hold position (well, probably walk forward 1 in my case) for one turn to let the jump jetting left flank and our slowpokes catch up before we go over the top Tactically speaking, I would suggest the faster mechs move into position on the edge of the bluffs they are running over (one more turn of movement). Pinning the Clanners in the valley with lack of cover would make it a deathtrap. Once the bluffs are secured and the heavier mechs have caught up, CrabGuard can flank to either the left or right, using JumpJet mechs to jump the river and flank, or using the hill in the center of the valley as cover to come up to the HPG plateau.
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# ? Jun 30, 2011 09:28 |
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Too complicated. Just agree on a target to bum rush and the rest should sort itself out. Right?
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# ? Jun 30, 2011 09:48 |
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You seem to be mistaken in thinking we picked to play as Kurita.
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# ? Jun 30, 2011 10:43 |
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Wait, Combine forces know how to focus fire?
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# ? Jun 30, 2011 11:23 |
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Well, they do after 3050. That's when they invent C3 and then focus fire becomes the only thing they're any good at.
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# ? Jun 30, 2011 11:28 |
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Defiance Industries posted:Well, they do after 3050. That's when they invent C3 and then focus fire becomes the only thing they're any good at. In fairness, C3 is pretty awesome so it is worth it.. ..Till that annoying scout mech with ECM gets in the midst of your army and ruins you completely
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# ? Jun 30, 2011 14:31 |
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the pony has dared to approach, eat its head. Next turn the hunchback should be within range of glorious crab gauss rifles, and you should focus fire on that paper thin mech (one gauss hit will open a hole to its delicious internals) to get rid of its double ac/20s
AtomikKrab fucked around with this message at 15:05 on Jun 30, 2011 |
# ? Jun 30, 2011 15:02 |
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Rick_Hunter posted:Tactically speaking, I would suggest the faster mechs move into position on the edge of the bluffs they are running over (one more turn of movement). Pinning the Clanners in the valley with lack of cover would make it a deathtrap. Once the bluffs are secured and the heavier mechs have caught up, CrabGuard can flank to either the left or right, using JumpJet mechs to jump the river and flank, or using the hill in the center of the valley as cover to come up to the HPG plateau. Given that they're backing out of the valley rather than flanking across the river I'm just going to shuffle forward to 1429. That way next turn when I charge it'll be keeping pace with our black knight.
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# ? Jun 30, 2011 17:05 |
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Gothsheep posted:Good point. I'll let you guys know what I'm doing here: I sent in my orders to move to hex 1728 (five north of where I am now, and one to face that direction) and fire my ER PPC at F2, if the shot is possible. The problem is, we can't spend too much time flanking on the left side since the Hell's Horses have (presumably) a large range advantage. I know we have a few ERPPCs, but we'll never survive a long-range slugging match. The only mech of ours that could potentially hold it's own in that case is the King Crab. Do we know if the Hells horses are sticking to zellbrigen?
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# ? Jun 30, 2011 17:11 |
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Xmas Future posted:Do we know if the Hells horses are sticking to zellbrigen? I most certainly hope so to the extent where I might suggest not breaking it this turn shooting at the pony with multiple mechs. We could really use them failing to focus fire for even one or two turns of our charge across the valley
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# ? Jun 30, 2011 17:16 |
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Xmas Future posted:Do we know if the Hells horses are sticking to zellbrigen? Given the opening post's story, the Horses have been fighting ComStar for several days now. They're probably used to and expecting IS tactics.
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# ? Jun 30, 2011 17:19 |
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UberJew posted:We could really use them failing to focus fire for even one or two turns of our charge across the valley
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# ? Jun 30, 2011 17:20 |
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Just reminding Fits that if the Clanners are adhering to Zell, he probably has already declared his target by firing at the Dervish. Which should probably tell us if the Clanners are adhering to Zell if the Dervish follows him to stay in range.
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# ? Jun 30, 2011 17:44 |
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If this is the CrabGuard, then I definitely hope we see a pincer movement.
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# ? Jun 30, 2011 19:36 |
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Surprise Pizza posted:If this is the CrabGuard, then I definitely hope we see a pincer movement. Ideally you want to keep low, present a hard shell, and go for the toes. Don't let them crack your defense, or they will be able to get at your soft meat. And beware psychological warfare, the clanners might try to gain an edge by buttering you up.
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# ? Jun 30, 2011 22:43 |
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If we need reinforcements, we can try and lay our eggs in their pubes. I consider this a last ditch option, as Blake frowns upon that sort of thing.
Defiance Industries fucked around with this message at 23:05 on Jun 30, 2011 |
# ? Jun 30, 2011 23:01 |
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Defiance Industries posted:If we need reinforcements, we can try and lay our eggs in their pubes. I consider this a last ditch option, as Blake frowns upon that sort of thing. We don't need
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# ? Jun 30, 2011 23:30 |
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Bad Moon posted:We don't need We will defend the
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# ? Jun 30, 2011 23:32 |
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Above all, be careful not to expose your weakpoints. It'll let the Clanners hit you for massive damage.
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# ? Jul 1, 2011 01:40 |
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Guys, We all know the crab pilot's name should be Leonard J.
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# ? Jul 1, 2011 02:39 |
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bunnyofdoom posted:Guys, We all know the crab pilot's name should be Leonard J. No, he's the mercenary leader of Leonard J's Crabs, around which Stackpole is basing a new series.
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# ? Jul 1, 2011 03:06 |
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Tempest_56 posted:I am still sad there is no canonical Rocket Carrier tank. Mukaikubo posted:The long answer? Also no, because there's really not even a basis for either riding mechs or movement acting as a force multiplier on weapons damage in the rules. Besides, a Lance would be a much better idea.
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# ? Jul 1, 2011 15:00 |
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Arquinsiel posted:That's why he asked about charging, where distance moved does make a difference. Yes, but charging and weapon damage do not combine. If you are charging, you are not using your weapon, and vice versa.
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# ? Jul 1, 2011 15:29 |
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You've not looked at the rules for spikes have you?
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# ? Jul 1, 2011 15:39 |
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Arquinsiel posted:You've not looked at the rules for spikes have you? No. Ew. I mean. Ew. Okay, wow, that is, um. Ew. Okay, carry on.
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# ? Jul 1, 2011 16:34 |
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Please share with the class. What are the rules for spikes?
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# ? Jul 1, 2011 21:31 |
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Leperflesh posted:Please share with the class. What are the rules for spikes? Any limb that has a spike mounted on it will suffer 4 less damage from a physical attack, while also dealing 2 damage to the attacker. Any torso mounted spikes also increases damage dealt when charging a foe. Spikes are .5 tons (I think) and take one crit space. You can only put one max on each limb.
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# ? Jul 1, 2011 21:54 |
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KnoxZone posted:Any limb that has a spike mounted on it will suffer 4 less damage from a physical attack, while also dealing 2 damage to the attacker. Any torso mounted spikes also increases damage dealt when charging a foe. my god, its covered in spikes
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# ? Jul 1, 2011 22:11 |
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It says something about a game featuring giant robots with death lasers and super cannons that one of the deadliest attacks you can perform is still running at a guy real fast and poking him with something sharp.
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# ? Jul 1, 2011 22:43 |
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Yeah, and what it says is "maybe they should try making mech armor out of whatever those spikes are made out of, and then they might not get completely hosed up to poo poo just from falling over onto the dirt."
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# ? Jul 1, 2011 22:45 |
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There's actually a 1 in 4 chance that the spikes will be destroyed whenever the mech is hit in the location mounting them.
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# ? Jul 1, 2011 22:54 |
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Xmas Future posted:There's actually a 1 in 4 chance that the spikes will be destroyed whenever the mech is hit in the location mounting them. A small price to pay for mech sized brass knuckles
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# ? Jul 1, 2011 23:12 |
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AtomikKrab posted:A small price to pay for mech sized brass knuckles Or brass nipples.
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# ? Jul 2, 2011 02:22 |
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# ? May 26, 2024 05:51 |
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If you only get a single spike per body part, a CTor spike is clearly a brass codpiece. (The area where the legs connect is technically part of the center torso.)
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# ? Jul 2, 2011 02:28 |