|
E:snip snipquote:Mechwarrior: Pilot 5, Gunnery 4 You didn't update the mech spreadsheet with me being the pilot now. Slaan fucked around with this message at 14:35 on Apr 19, 2012 |
# ? Apr 19, 2012 05:46 |
|
|
# ? May 27, 2024 11:50 |
|
If the soil gives false positives, so you had to turn the magnetic scan off, there could literally be hidden units in every hex. Be careful. Also, very excited to see my "Suicide Sled" Hollander in action. If it headcaps anyone I am buying them a red text avatar.
|
# ? Apr 19, 2012 06:20 |
|
Recommending you all punch north and take out the snipers then head back, they have invited defeat in detail.
|
# ? Apr 19, 2012 07:01 |
|
I am curiously fond of my dinky little missile boat, but this is a slightly unnerving mission - waiting to see what goes horribly wrong.
|
# ? Apr 19, 2012 10:03 |
|
AtomikKrab posted:Recommending you all punch north and take out the snipers then head back, they have invited defeat in detail. I agree with this. There is certainly a trap waiting here for you. Do not split your forces under any circumstances. Pick a direction (I suggest away from the Ace), crush that half of the enemy then turn to face the others as they pursue.
|
# ? Apr 19, 2012 14:34 |
|
I suggest away from but not exposing your rear armor to the ace. Divide and conquer: Two fights of eight on three should go your way.
|
# ? Apr 19, 2012 14:38 |
|
Time to go over your opfor! 17th Arcturan Guards Let's start with the... A1) Wolfhound WLF-1 pre:WLF-1 35 tons Movement: 6/9 Heat Sinks: 10 Internal: 58 Armor: 119/119 Weapons Loc Heat Large Laser RA 8 Medium Laser LT 3 Medium Laser RT 3 Medium Laser CT(R) 3 Medium Laser CT 3 Ok. So, this is a Wolfhound. It's a fairly recent design, exclusive to the Lyran Commonwealth. It was designed to kill Panthers. Don't get cocky because you aren't a Panther, it will kill you too. Let's go over its assets. The most obvious are its weapons. 3 medium lasers is a pretty hefty armament for a light, and the large laser gives it some serious punch at range. The rear facing laser is more of an afterthought; you're more likely to get shot at with the large laser if you're in its rear. Less obvious but almost as important is the armor. It's got great armor for a light, and plenty enough to take a hit or two from anything you're packing. It's also survivable. There's no ammo to explode, no XL engine to destroy by taking out the side torsos. To get rid of this one, you're going to have to get rid of a leg, the CT, or the head. The WLF is also relatively fast, a bit speedier than the average here. The WLF-1 is a great mech, but it does have some weaknesses. First are the heat sinks. This guy cannot alpha strike. It will slowly build up heat firing 3 medium lasers and running, but not really enough for you guys to exploit. It also doesn't have jump jets, so it can't really chase your jumpers around. In summary, the WLF-1 is going to be a tough one to take down, and it's going to hurt you until it is. A2) COM-2D Commando pre:COM-2D 25 tons Movement: 6/9 Heat Sinks: 10 Internal: 43 Armor: 64/89 Weapons Loc Heat Medium Laser LA 3 SRM 4 RA 3 SRM 6 CT 4 Ammo Loc Shots SRM 6 Ammo LT 15 SRM 4 Ammo RT 25 A3) CLNT-2-3T Clint pre:CLNT-2-3T 40 tons Movement: 6/9/6 Heat Sinks: 10 Internal: 67 Armor: 72/137 Weapons Loc Heat Autocannon/5 RA 1 Medium Laser LT 3 Medium Laser CT 3 Ammo Loc Shots AC/5 Ammo RT 20 A4) BZK-F2 Hollander pre:BZK-F2 35 tons Movement: 4/6 Heat Sinks: 10 (Probably, but if it has a Gauss Rifle, this doesn't matter) Internal: 58 Armor: ???/119 Weapons Gauss Rifle. Probably. Edit: Knox has informed me that the BZK-F2 is the one Defiance Industries Designed. About as I expected. Gauss Rifles are scary. A5) B0C-13T Bobcat pre:B0C-13T 45 tons Movement: 6/9/6 Heat Sinks: ??? Internal: 75 Armor: ???/153 Weapons: ??? A6) GRF-1S Griffin pre:GRF-1S 55 tons Movement: 5/8/5 Heat Sinks: 16 Internal: 91 Armor: 152/185 Weapons Loc Heat Large Laser RA 8 Medium Laser RA 3 Medium Laser RA 3 LRM 5 LT 2 Ammo Loc Shots LRM 5 Ammo RT 24 Summary The opfor are all solid, front line mechs. Unless there's some surprises, this match is probably yours to lose. You've got the edge, but a few mistakes or a run off bad luck could cost you dearly and put you on the back foot. Especially watch out for the Hollander at the start. Even one Gauss Rifle hit could kill or cripple your lighter mechs. I doubt there's infantry, given the near-toxic terrain, but you never know, and there could be other surprises. Be careful out there MechWarriors. Felime fucked around with this message at 16:00 on Apr 19, 2012 |
# ? Apr 19, 2012 15:47 |
|
In other words, the match boils down to 'for the love of god, don't get tagged by the Hollander. And if you do, liquidate the Commando before it can critseek you'. I believe that's about right without more info on the Bobcat, isn't it?
|
# ? Apr 19, 2012 17:51 |
|
Transient People posted:In other words, the match boils down to 'for the love of god, don't get tagged by the Hollander. And if you do, liquidate the Commando before it can critseek you'. I believe that's about right without more info on the Bobcat, isn't it? It basically boils down to 'kill the loving Hollander, then the Commando, then the Clint, then whoever' in terms of targeting priority (biggest threat -> glass cannon -> weakest overall armor -> everyone else). As for the Bobcat, my theory is that related in design terms to the Lynx. We know it's a 6/9/6 45t machine, so we've basically got two scenarios. First, it's running a standard engine. That means it has between 7 and 12 tons worth of equipment, probably closer to the 8-9 range. My bet at this stage would be 9 tons with a LL and either paired MLs or an SRM2. Second scenario (and the more likely) is an XL engine - which means it's got between 14 and 19 tons of equipment, likely in the 15-16 range. At that point y'all are in deep crap because that thing can be a 6/9/6 PPC with sufficient sinks to run ice cold and have tonnage left over. Either way I would expect an energy-based loadout with at least one heavy hitting long range weapon.
|
# ? Apr 19, 2012 18:39 |
|
Yeah, considering what most of the players are fielding, a Gauss Rifle hit will at the very least cause a crit and could immediately result in the loss of a section. To break it down: Shadow Hawk: All spots can take a hit if they're fresh. Once damaged it's likely going to pen. Hermes II: Fresh CT only. Everywhere else will be penned. Hammers: CT only can take it if fresh. Arms are a one-shot removal Cicada: Hope he doesn't target you. Hermes: See Cicada Valkyrie: Maybe he'll miss. Spider: Your armor is the /8 part of your movement
|
# ? Apr 19, 2012 18:39 |
|
Transient People posted:In other words, the match boils down to 'for the love of god, don't get tagged by the Hollander. And if you do, liquidate the Commando before it can critseek you'. I believe that's about right without more info on the Bobcat, isn't it? There're a lot of `Mechs who can really dish out punishment in the OpForce. Pretty much everything but the Clint, but even it's nothing to sneeze at in a game of Lights (since it's the Hermes II, but better armed and with worse armor).
|
# ? Apr 19, 2012 18:40 |
|
LeschNyhan posted:Other Mechwarriors in this thread: you should have a PM with a link to a google-doc for us to chat about planning. Hopefully it works, and I hope you're not put off by my presumptuousness. PMs didn't work for Sair and Slaan, though, so if there's some way for me to pass on the link, that'd be cool. Don't forget to make it viewable by all and share the link out this time. Then us upcoming (one day ) pilots can see what you guys are thinking.
|
# ? Apr 19, 2012 18:40 |
|
Fuzzy Mammal posted:Don't forget to make it viewable by all and share the link out this time. Then us upcoming (one day ) pilots can see what you guys are thinking. Military IDs only, citizen. Now pick up that can.
|
# ? Apr 19, 2012 18:45 |
|
For someone who's only played the computer games, why is the Wolfhound so good at taking out Panthers?
|
# ? Apr 19, 2012 19:06 |
|
Saint Celestine posted:For someone who's only played the computer games, why is the Wolfhound so good at taking out Panthers? Faster, better armored, and it has more damage output. It's pretty much designed to exploit everything the Panther's bad at; and the Panther's 4 jumping MP isn't enough to cope. In other words: It's designed to get right up in the Panther's face where the PPC's less useful and chew it apart with its superior close-range firepower, has the speed to do just that, and even if it loses initiative it can maintain a high enough bonus that it'll still have an easier time shooting the Panther than the Panther has shooting it.
|
# ? Apr 19, 2012 19:07 |
|
Saint Celestine posted:For someone who's only played the computer games, why is the Wolfhound so good at taking out Panthers? Even in the computer game, though, the Wolfhound is a fantastic mech if you can handle heat well.
|
# ? Apr 19, 2012 19:13 |
|
Saint Celestine posted:For someone who's only played the computer games, why is the Wolfhound so good at taking out Panthers?
|
# ? Apr 19, 2012 19:55 |
|
LeschNyhan posted:Other Mechwarriors in this thread: you should have a PM with a link to a google-doc for us to chat about planning. Hopefully it works, and I hope you're not put off by my presumptuousness. PMs didn't work for Sair and Slaan, though, so if there's some way for me to pass on the link, that'd be cool. Hit me up: blammo! Thanks Sair fucked around with this message at 23:33 on Apr 19, 2012 |
# ? Apr 19, 2012 22:31 |
|
Orders are in! Let's do this
|
# ? Apr 20, 2012 01:00 |
|
I'm feeling strangely generous for this fight so I'm going to offer a little contest. The prize is $10 of SA gift services for the winner. The contest is: When will the first Player Unit die? And in which manner? If only one person gets the right turn, they will win automatically. If two or more people choose the same turn then the one most accurate with the 'how' answer will be the winner.
|
# ? Apr 20, 2012 01:05 |
|
I'm going to say I get taken out first turn by a gauss round to the head. Now either way I'll be happy. My orders are in as well.
|
# ? Apr 20, 2012 01:07 |
|
Me, turn 4. LRM ammo explosion.
|
# ? Apr 20, 2012 01:09 |
|
I suppose that picking the exact unit can be a further tiebreaker.
|
# ? Apr 20, 2012 01:10 |
|
Turn 4. Gauss Rifle. The Valkyrie.
|
# ? Apr 20, 2012 01:19 |
|
Taerkar posted:I'm feeling strangely generous for this fight so I'm going to offer a little contest. Gonna go with Hammer 2 (M8) on Turn 3, LRM ammo explosion. edit: Slaan posted:Me, turn 4. LRM ammo explosion. Terrifying Effigies fucked around with this message at 01:24 on Apr 20, 2012 |
# ? Apr 20, 2012 01:22 |
|
Turn 5, short-range weaponry (range 9 or less) hitting a armor-stripped location causing fatal damage. Let's go with Spider as the first corpse.
|
# ? Apr 20, 2012 01:25 |
|
Turn 4, Cicada eats a gauss and disintegrates.
|
# ? Apr 20, 2012 01:31 |
|
I'll go for the longest shot and say while some might lose some limbs, every mech will survive. I'm an optimist.
|
# ? Apr 20, 2012 01:32 |
|
Valkyrie, turn 3, Wolfhound gets it from behind. I'm putting my money on large laser to the leg.
|
# ? Apr 20, 2012 01:33 |
|
Turn 3, Valkyrie, Gauss headcap.
|
# ? Apr 20, 2012 01:45 |
|
Turn 6, Hammer gets legged.
|
# ? Apr 20, 2012 01:54 |
|
Turn 4 Gauss headcap on the Spider.
|
# ? Apr 20, 2012 02:09 |
|
Turn 3, Cicada gets headcapped
|
# ? Apr 20, 2012 02:19 |
|
Turn 3, Spider is gonna get cored from falling damage.
|
# ? Apr 20, 2012 02:28 |
|
Sair posted:Turn 4, Cicada eats a gauss and disintegrates. ZeeToo posted:Turn 3, Cicada gets headcapped Boy are you two going to be disappointed! I'm probably going out on Turn 2.
|
# ? Apr 20, 2012 02:39 |
|
Rhobot Mk. II posted:Boy are you two going to be disappointed! Sadly, glass cannons tend to be targets.
|
# ? Apr 20, 2012 02:47 |
|
Turn five, Hammer #1, medium laser will register the kill (going to say the Wolfhound.)
|
# ? Apr 20, 2012 02:51 |
|
Trast posted:Turn five, Hammer #1, medium laser will register the kill (going to say the Wolfhound.) Turn 1, Hammer 1, backshot by the Bobcat
|
# ? Apr 20, 2012 02:55 |
|
To keep it fair, once the first turn is posted any further predictions must be at least 4 turns after that point so bets can't be placed on 'about to die' units.
|
# ? Apr 20, 2012 03:54 |
|
|
# ? May 27, 2024 11:50 |
|
Turn 4: the Shadow Hawk takes a (probably through-armor) critical to an ammo bin and turns into a patriotic fireworks display. It's not a game of Battletech without at least one ammo explosion, and the SHD has a bin in every torso for the best odds of going up like a Christmas tree.
|
# ? Apr 20, 2012 04:24 |