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I would endorse that the CrabGuard keep the results of this round of shooting. The Flashman is bareheaded in the rain, but the Gaussback's head has just been lopped off entirely. You came out ahead, if only somewhat. The Flashman probably won't last much longer. Go down in a blaze of Hopefully you can take some ponies down with you. Friendship may be Magic, but Large Lasers are Divine.
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# ? Jul 11, 2011 06:42 |
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# ? May 10, 2024 09:42 |
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It's a pity the Flashman doesn't have hands, because otherwise when that leg comes flying off it could pick it up and use it as a club. And then hobble towards the Bane on one leg and proceed to beat it to death in a feat of
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# ? Jul 11, 2011 06:46 |
Going by the percentages, I'd say that if we can re-roll just the Clan shots we should do that, but if it's the whole turn, leave it as is. Frankly, the headless Hunchback is a dream shot that you can't count on getting again. It should be preserved at all costs, even the Flashman's hip. But if we can just get the Clan shots re-rolled alone? I'm willing to take our chances.
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# ? Jul 11, 2011 07:08 |
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Why can't just the rolls of the mech shooting the Flashman be reassigned and rerolled?
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# ? Jul 11, 2011 09:14 |
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Yeah, I'd say if the clan's shooting can be rerolled then that would be nice. People tried to use cover in a tactical way and it feels wrong to ignore it. If the Hunchback getting to roll new shots means that someone else gets headcapped, well then that is what really happened! Right now we just have a weird dream where the clanners shot though the ground!
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# ? Jul 11, 2011 09:35 |
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Tempest_56 posted:Great turn guys, and a drat lucky kill on that Gaussback. Okay, my tactical suggestions: Will I have 7s on it? It moved a LOT that turn. I was thinking of just moving up one hex, and firing EVERYTHING at the stationary (and thus easy prey) F2. This also has the advantage that I'm firing on the much heavier pony with the more dangerous weapons.
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# ? Jul 11, 2011 10:14 |
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As much as a do-over is fair I say leave it stand. Why? Because you need to specify poo poo like "I expect to be out of LoS here" in wargaming, so your opponant doesn't do what PTN just did. Courtesy people, courtesy. Also: did the Hunchback get hit in the face with a location roll of 10?
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# ? Jul 11, 2011 13:40 |
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Arquinsiel posted:Also: did the Hunchback get hit in the face with a location roll of 10? No, that was a copy/paste error.
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# ? Jul 11, 2011 14:04 |
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Just imagine what the dice gods think of do-overs. Now think of your mech's heads. What do you think will happen if you redo things?
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# ? Jul 11, 2011 14:09 |
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DatonKallandor posted:Will I have 7s on it? It moved a LOT that turn. I was thinking of just moving up one hex, and firing EVERYTHING at the stationary (and thus easy prey) F2. I could be wrong - math time! F5: range 7, jumped 6 To hit is: 2 (base) + 0 (range for most weapons) + 0 (shooter stationary) + 3 (moved 6) + 1 (jumped) + 2 (EM) = 8 F2: range 10, moves 0, in partial cover To hit is: 2 (base) + 2 (range for most weapons) + 0 (shooter stationary) + 0 (moved 0) + 2 (EM) = 6. F2 is the easier shot, you're right. But it's also in partial cover, so any shots that would normally hit the legs are going to get absorbed by the hill for no damage.
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# ? Jul 11, 2011 14:39 |
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PoptartsNinja posted:Right now, we've got two options. I can scrub the turn, and do it over--since it changes who the Clanners will target; or we can keep it, since I misjudged your position (it's the major downside to having to split a map into two parts, it's harder for me to make judgement calls like that). Why not split the difference and say that the Flashman had only partial cover, not complete cover? Cancel the Left Leg hit but keep the rest of the results. Or make the easy re-target and say that the King Crab IIC fired at the Black Knight instead. I hate to see players forced to choose between the benefits of good tactics and the benefits of a lucky shot...
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# ? Jul 11, 2011 15:13 |
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I'm happy to go along with everyone else and keep the current results.
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# ? Jul 11, 2011 16:37 |
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It already happened, I say keep it (and I am the Flashman pilot). There's a lot of game to go and that is time and energy on PTN's part best spent on next turn. I'm at distance 5 to their Bane I don't care about moving anymore~ ShadowDragon8685 posted:The Flashman probably won't last much longer. Go down in a blaze of Way ahead of you UberJew posted:This turn actually turned out amazingly for the crabguard! (and recall I'm the guy who was just drat near immobilized) fyi Everyone who suggests the Flashman move: at speed 2/3 moving at all gives the moving unit a worse penalty than anyone shooting at it. My best ratio is now achieved by standing still rather than moving unless I need to do so to close a range bracket. atelier morgan fucked around with this message at 16:43 on Jul 11, 2011 |
# ? Jul 11, 2011 16:39 |
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Tempest_56 posted:I could be wrong - math time! I'm afraid your math is off - TN for F5 is 7, as moving 6 is a +2, not +3. F5 should be your target, as shooting at a Quad in partial cover is a little desperate, and you stand a better chance of doing serious damage to the far lighter F5. I'd like to remind the relevant players that Quads can't torso twist, either, so getting out of their firing arcs when they lose init is pretty easy. (If you're not the King Crab or the Flashman, obviously) The Merry Marauder fucked around with this message at 16:59 on Jul 11, 2011 |
# ? Jul 11, 2011 16:57 |
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Is the hit location table for a quad mech the same as for a regular one? I couldn't find one online specifically for quad mechs, and I assumed having extra legs would mean a greater chance to hit them compared to another location. My math says you have a 25% chance of a leg from the left/right, and a 22% chance from straight on. F7: With a to-hit of 7 you've got a 58% base chance to hit. F2: With a to-hit of 6 you've got a 72% base chance to hit. -22%/-25% gets you down to an effective accuracy of 56.8%/54%. Accuracy wise it's basically a crapshoot.
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# ? Jul 11, 2011 17:41 |
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Nevets posted:Is the hit location table for a quad mech the same as for a regular one? I couldn't find one online specifically for quad mechs, and I assumed having extra legs would mean a greater chance to hit them compared to another location. Quads take leg hits when other mechs take arm hits, FYI. I still think you should take out F5, it's a 40 tonner that only ran 6 right now, your TNs on it are good and even if it's a max armor 40 tonner it isn't that tough. Versus an assault-weight Quad with partial cover.
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# ? Jul 11, 2011 18:14 |
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Nevets posted:Is the hit location table for a quad mech the same as for a regular one? I couldn't find one online specifically for quad mechs, and I assumed having extra legs would mean a greater chance to hit them compared to another location. Quads, not having, yanno, arms just replace all instances of L/R Arm with L/R Front Leg. As such, on the Front table, rolls of 3-5 and 9-11 hit the legs (and would be ignored by a target in partial cover). Percentages aside, getting 7s to hit on a jumpy lightish Mech like F5 is rare enough in this environment that it just makes sense to take a chunk out of it now.
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# ? Jul 11, 2011 18:15 |
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Despite the damage sustained that turn, I feel like our valiant comguards improved from 90% hosed to about 60% hosed by taking out that gaussback. I suggest you keep the results regardless of the flawed interpretation of some terrain and continue pressing the assault.
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# ? Jul 11, 2011 18:19 |
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The Merry Marauder posted:I'm afraid your math is off - TN for F5 is 7, as moving 6 is a +2, not +3. F5 should be your target, as shooting at a Quad in partial cover is a little desperate, and you stand a better chance of doing serious damage to the far lighter F5. You know, I did that right on my first attempt and managed to botch it up in the second pass. Goes to show you! And yes, shooting a quad in partial is pretty futile. A hit location roll of 3-5 or 9-11 does nothing - 50% (49.98% to be exact) of your hits will be soaked by the hill for no damage. This is a terrible idea.
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# ? Jul 11, 2011 18:22 |
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Vox Nihili posted:Despite the damage sustained that turn, I feel like our valiant comguards improved from 90% hosed to about 60% hosed by taking out that gaussback. I suggest you keep the results regardless of the flawed interpretation of some terrain and continue pressing the assault. Qualitatively would that be a downgrade from "severely-" to "really-" or from "rear end-" to "seriously-"? Because I can go along with the latter, but I think the former presents far too pretty a picture of the CrabGuard's placed on the hosed Up Continuum. Fortunately, the KC has double-give-no-fucks sinks, so it's dissipating all that hosed-up-ness as quickly as PTN can dish it out.
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# ? Jul 11, 2011 18:39 |
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Random question: If the King Crab hypothetically expends all of its gauss rifle ammo, is it possible to power down the gauss rifles so they do not explode on a weapon hit?
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# ? Jul 11, 2011 18:56 |
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Rick_Hunter posted:Random question: If the King Crab hypothetically expends all of its gauss rifle ammo, is it possible to power down the gauss rifles so they do not explode on a weapon hit? rules exist for this, ptn may allow. King crab should stand still fire gauss at F5 and large pulse laser and streaks at V2. do not fire the gauss rifles at v2 it is inside your minimum range V2 moved 14, which is +4 and vtols have an extra +1 when moving, so base of 7 plus the em field is 9... oh and secondary target is +1 buuuut. pulse lasers put a -2 on it, so it returns to a 8, and there is NEVER any reason to not fire your streaks, EVER... except maybe heat issues. Black knight can stand still, since the dervish is apparently fighting in zell against the exterminator (and this was as planned.) and that vtol next to it has no front armor and is delicious when shot with 2 large pulse lasers and 4 medium lasers for neutral heat at point blank range on 6s and 8s respectively. the starslayer can get up and still run to 2017 and be unshootable to both quads and able to shoot, the lynx can jump to 1916 for the same and rear armor on f2. remember to tell poptarts you end it facing f2. King crab will be shot by both quads this turn but as an assault mech can tank the hits and give no fucks. oh and F2 needs to die, it has streak srm 6s which are nasty... oh and those choppers are running for backup... don't let them escape. but don't waste your gauss on the chopper either use it on the quad. AtomikKrab fucked around with this message at 19:28 on Jul 11, 2011 |
# ? Jul 11, 2011 19:00 |
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Too much loving around, W.T. Fits jump to behind and the left of the dervish on the same level, fire the small laser in your head, and shove the mech over, if you make it fall down you pretty much have it dead from a 3 level fall. and it can't jumpjet that turn.
AtomikKrab fucked around with this message at 19:41 on Jul 11, 2011 |
# ? Jul 11, 2011 19:36 |
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Didn't one of our guys lose an SRM? Does he have another? If not, jettison that ammo.
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# ? Jul 11, 2011 19:45 |
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You guys have completely glossed over the most important part of this battle. There are two unknown mechs on the field. They need IS Designations. Who is man enough to come up with something superior to the Thunderchild?
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# ? Jul 11, 2011 19:53 |
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AtomikKrab posted:Daton if you already have it give it to me as a late birthday present Happy Birthday! Daton already has the game and he says you should receive it due to your advice being the impetus behind his lucky hot. Friend me on Steam and I'll gift it to you. http://steamcommunity.com/profiles/76561197973030436
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# ? Jul 11, 2011 19:57 |
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KnoxZone posted:You guys have completely glossed over the most important part of this battle. There are two unknown mechs on the field. They need IS Designations. Who is man enough to come up with something superior to the Thunderchild? How about Sleipnir for the 80 ton quad?
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# ? Jul 11, 2011 19:58 |
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landcollector posted:How about Sleipnir for the 80 ton quad? I knew I liked you. When everyone was making ponymech designs two months ago, my submission was named Sleipnir. I love giving Norse names to all my mechs.
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# ? Jul 11, 2011 20:04 |
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KnoxZone posted:You guys have completely glossed over the most important part of this battle. There are two unknown mechs on the field. They need IS Designations. Who is man enough to come up with something superior to the Thunderchild? How about Bucephalus for the 80-ton quad? I like to think that the Clanners would retain some sense of history over the course of their exile.
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# ? Jul 11, 2011 20:07 |
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I submit "Shadowfax" for one of the two. Just because the Fighting Urak-hai had to die for legal reasons doesn't mean LotR was never written.Zeroisanumber posted:How about Bucephalus for the 80-ton quad? I like to think that the Clanners would retain some sense of history over the course of their exile. We're not establishing what the Clanners' actual names for their machines are. Presumably they are still the Nova, Mad Dog, and so on. What we're doing is deciding on what the IS designations for these designs are, since we don't know what the given name of a chassis is.
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# ? Jul 11, 2011 20:07 |
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Defiance Industries posted:We're not establishing what the Clanners' actual names for their machines are. Presumably they are still the Nova, Mad Dog, and so on. What we're doing is deciding on what the IS designations for these designs are, since we don't know what the given name of a chassis is. Ah. Well, I'll still leave it out there for consideration.
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# ? Jul 11, 2011 20:12 |
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Defiance Industries posted:I submit "Shadowfax" for one of the two. Just because the Fighting Urak-hai had to die for legal reasons doesn't mean LotR was never written. This is the CrabGuard, they'll either name them "Pegasus" and "Nightmare" or they'll name them "Nilbog" and "Githyanki" depending on whether they have their Fiend Folio handy.
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# ? Jul 11, 2011 20:15 |
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Not saying it's a bad name and it being given by IS powers makes the explanation more likely, not less.
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# ? Jul 11, 2011 20:16 |
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One of them should be named the Wyld Stallyn. Yes, it should. If 80s hair can survive to the 31st century, so can 80s culture.
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# ? Jul 11, 2011 20:17 |
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Mukaikubo posted:One of them should be named the Wyld Stallyn. Battletech is the future of the 80's...
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# ? Jul 11, 2011 20:18 |
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Comguard should give the mechs designations intended to troll the gently caress out of the clanners. Let's call them Donkey and rear end.
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# ? Jul 11, 2011 20:39 |
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Leperflesh posted:Comguard should give the mechs designations intended to troll the gently caress out of the clanners. Let's call them Donkey and rear end. No, call the smaller one of them the rear end and call the larger one King rear end. E: Or call the larger one the Fat rear end
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# ? Jul 11, 2011 20:44 |
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Might I suggest Tachash for the assault quad? Wikipedia says it was a creature described by the Talmud as a one horned desert animal with multi-colored coat. Without any in game description of the 40 ton quad we should hold off on naming it.
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# ? Jul 11, 2011 21:06 |
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My vote would be for Pegasus (for the 40 tonner) and Sleipnir (for the 80 tonner). Both fit quite well, I think.
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# ? Jul 11, 2011 21:27 |
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# ? May 10, 2024 09:42 |
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Xmas Future posted:I'll let the rest of the current players decide, since the headshot on the Hunchback was a definite plus, and I'm not dead yet, but the flashman's also hurt. My usual rule in games is not to redo anything unless absolutely necessary, so I'd say we just roll with what we've got. It was your mech that got smacked though, so if you feel like redoing the turn I'm with you. EDIT: Also assuming the turn does stand, I'm going to laser the gently caress out of V1. Gothsheep fucked around with this message at 21:51 on Jul 11, 2011 |
# ? Jul 11, 2011 21:49 |