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The map has two E3s and no E5. Not that it matters greatly at this point. Based on the arrangement of the other star, it's probably safe to assume E5 is in 2050.
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# ? Oct 1, 2012 06:07 |
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# ? May 29, 2024 19:51 |
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Leperflesh posted:The map has two E3s and no E5. Not that it matters greatly at this point. Based on the arrangement of the other star, it's probably safe to assume E5 is in 2050. Whoops. Yeah, that is the case.
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# ? Oct 1, 2012 06:10 |
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Holy poo poo I just caught up on the end of the last mission. From PTNs pre-update babble I was certain both sides had annihilated one another, leaving just the trucks and salamanders on the field. Jesus christ. DON'T. CHANGE. THOSE. DICE.
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# ? Oct 1, 2012 16:24 |
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Orders sent. I have to admit I'm not terribly used to being in something this light (I usually play in something that's 55+ tons), but I can manage. I've never used a Vindicator before, but a quick glance shows that it seems that it works best at exactly 6 hexes from the target. I do want to get rid of the ammo ASAP, so don't be surprised if I fire the LRM's on 10's or so; I consider it a liability in something this frail and I'd rather it all explode downrange rather than in the mech. Also I consider the LRM5 to be a worthless weapon, so any damage I deal with it I consider a bonus anyways. Anybody more used to the Vindicator that can give me a bit of advice?
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# ? Oct 1, 2012 22:20 |
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Rorac posted:Orders sent. Your jump jets are going to be really helpful in getting around on this map, since you're otherwise pretty pokey for a 45-tonner. Literally all enemy 'Mechs except the Rifleman are faster than you on flat ground, but you can bounce over rough terrain whereas not all of them have that advantage. Not the greatest of advantages, but something to keep in mind. Try to end your turns in woods behind partial cover if at all possible, another thing your jump jets should make easier. Also, unlike the Hussar, you will not be instantly destroyed by center torso hits with ER PPCs! (Fun fact: hit the Hussar in the right torso with a Gauss rifle or ER PPC and it takes a point of internal damage to the center torso. Run like the wind, little guy!)
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# ? Oct 1, 2012 23:08 |
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Orders sent! So my entire Battletech knowledge comprises of this thread and like three Megamek matches. How does one pilot a Banshee well?
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# ? Oct 1, 2012 23:18 |
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SageNytell posted:Orders sent! Listen to Fraction, Seriously Fraction is a wise and benevolent mechwarrior.
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# ? Oct 1, 2012 23:22 |
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SageNytell posted:Orders sent! Always fire ultra mode
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# ? Oct 1, 2012 23:36 |
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SageNytell posted:So my entire Battletech knowledge comprises of this thread and like three Megamek matches. How does one pilot a Banshee well? You have fists and no guns in your arms to interfere with you punching things. Now forget they exist and kick the enemy in the shins.
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# ? Oct 1, 2012 23:37 |
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PoptartsNinja posted:You have fists and no guns in your arms to interfere with you punching things. Now forget they exist and kick the enemy in the shins. Kicking in the shins is more accurate for some reason... and does the same damage as both punches connecting
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# ? Oct 1, 2012 23:40 |
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AtomikKrab posted:Kicking in the shins is more accurate for some reason... and does the same damage as both punches connecting However, punching has a much better chance of scoring a head hit, and with two punches, if both hit, it's something like a 1/3 chance of a head hit, whereas kicks only hit the legs. Something to keep in mind.
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# ? Oct 1, 2012 23:50 |
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I totally wanted to kick the Bowman so we could take him intact but he sorta exploded instead before I could sweep the leg.
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# ? Oct 1, 2012 23:53 |
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Orders in. I'm on the march.
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# ? Oct 2, 2012 00:02 |
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Shoeless posted:However, punching has a much better chance of scoring a head hit, and with two punches, if both hit, it's something like a 1/3 chance of a head hit, whereas kicks only hit the legs. Something to keep in mind. However, legs are really easy to hit in general and PTN considers them to be a mission kill. Even with punches, head hits are rare enough that you can't really count on getting a second one.
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# ? Oct 2, 2012 00:07 |
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It certainly would be nice if the dice allow for at least 1 of the Clan tech LPLs to be salvageable.
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# ? Oct 2, 2012 00:10 |
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Orders sent. No drama this turn in terms of decisions, really.
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# ? Oct 2, 2012 00:50 |
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I sent my orders too!
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# ? Oct 2, 2012 00:53 |
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landcollector posted:It certainly would be nice if the dice allow for at least 1 of the Clan tech LPLs to be salvageable. Did I mention how glad I am that we chose to fight in a hilly, forested area? Because I am.
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# ? Oct 2, 2012 01:00 |
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landcollector posted:It certainly would be nice if the dice allow for at least 1 of the Clan tech LPLs to be salvageable. There are so many cLPLs on the field that, assuming there's any chance for salvage*, you should have plenty. *There isn't. You're all dead. And not in the metaphorical, dishonored sense, but in a very pragmatic, bits and pieces against a giant clan windshield sense.
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# ? Oct 2, 2012 01:02 |
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With the whole "likely to split up" thing and all the trees everywhere, there's a decent chance we'll be able to gang up on clanners and tear them apart without a lot of intervention from the rest of them. It'll be tricky to pull off but we outnumber and outweigh them and some good old fashioned kick circles will greatly equalize this fight.
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# ? Oct 2, 2012 01:11 |
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Orders also sent.
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# ? Oct 2, 2012 01:21 |
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My orders are in
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# ? Oct 2, 2012 01:26 |
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TildeATH posted:*There isn't. You're all dead. And not in the metaphorical, dishonored sense, but in a very pragmatic, bits and pieces against a giant clan windshield sense. Hell with that. If we stick to the trees, stick together, and use cover effectively we'll be fine. cLPLs are powerful, but not overwhelming.
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# ? Oct 2, 2012 02:19 |
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dis astranagant posted:With the whole "likely to split up" thing and all the trees everywhere, there's a decent chance we'll be able to gang up on clanners and tear them apart without a lot of intervention from the rest of them. It'll be tricky to pull off but we outnumber and outweigh them and some good old fashioned kick circles will greatly equalize this fight. This is what we have to hope for. If that doesn't work then Operation: Hussar GTFO may very likely succeed, though.
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# ? Oct 2, 2012 02:38 |
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Zeroisanumber posted:Hell with that. If we stick to the trees, stick together, and use cover effectively we'll be fine. cLPLs are powerful, but not overwhelming. The RiflemanIIC literally fires 4 IS PPCs with +1 to hit, no minimum range, and a larger range bracket at will (except when it's hot, when it fires 3 for one round).
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# ? Oct 2, 2012 03:18 |
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wiegieman posted:The RiflemanIIC literally fires 4 IS PPCs with +1 to hit, no minimum range, and a larger range bracket at will (except when it's hot, when it fires 3 for one round). I'm not particularly worried. This will be a difficult scenario, but not unbeatable.
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# ? Oct 2, 2012 03:37 |
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wiegieman posted:The RiflemanIIC literally fires 4 IS PPCs with +1 to hit, no minimum range, and a larger range bracket at will (except when it's hot, when it fires 3 for one round). Sure. On the other hand, the map makes it so if the RFL is shooting at us, a lot of other things aren't. If it's the RFL and 1-2 other units versus a 14-mech blob it will go differently. That's the point.
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# ? Oct 2, 2012 03:42 |
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Fraction Jackson posted:Sure. On the other hand, the map makes it so if the RFL is shooting at us, a lot of other things aren't. If it's the RFL and 1-2 other units versus a 14-mech blob it will go differently. That's the point. Pay attention to this man, he probably has the most tabletop experience of anyone in this thread.
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# ? Oct 2, 2012 03:55 |
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Still not entirely happy with the fact that Piet is driving a mech, doubly so since it happens to be the Banshee IIC. Oh well, the goon mind decided, so it is to be so. Thought we should've gone with a Death Commando pilot instead, like sticking with Ho He, but I guess having them rest up and be fresh for the final mission in this campaign makes sense as well. Looking at the enemy composition, given my admittedly small experience with Battletech, it looks like the Star Captain's machine is horribly undergunned. Is there something I'm missing here? On the other hand, the Rifleman IIC and the Dire Wolf look pretty dangerous here. I don't know which enemy mechs are sporting Pulse Lasers, but it stands to reason that quite a number of them are. 2 Stars versus an overstrength GoonCompany? I dunno about this one...
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# ? Oct 2, 2012 04:40 |
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GhostStalker posted:Still not entirely happy with the fact that Piet is driving a mech, doubly so since it happens to be the Banshee IIC. Oh well, the goon mind decided, so it is to be so. Thought we should've gone with a Death Commando pilot instead, like sticking with Ho He, but I guess having them rest up and be fresh for the final mission in this campaign makes sense as well. I think you're mistaken. I see no Varangians in the binary's mech roster. Were you thinking about the Wolf Spider?
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# ? Oct 2, 2012 05:10 |
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By the way, I just want to be on record as saying how hilarious it is that I finally get called up for a scenario and it's as a Capellan. drat good thing we're fighting the clans and I can justify it for the greater good. Of course I'm sure Andrevian is pleased as hell.
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# ? Oct 2, 2012 05:18 |
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Very much so. I'm so happy I've even gotten over my super duper hate against clantech in general. As a 6/9/6 with cMPLs, on this map I am indistinguishable from Satan himself.
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# ? Oct 2, 2012 05:25 |
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dis astranagant posted:Pay attention to this man, he probably has the most tabletop experience of anyone in this thread. That just means he's leveled up his Stockholm Syndrome.
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# ? Oct 2, 2012 05:27 |
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Also Ghoststalker, I've mocked what the Sohei might be carrying: 2 LPLs 1 ERSL MASC (meaning its movement is 5/8[10]/5) Targeting Computer 16 DHS 13 tons FF armor True, it's light on the guns, but this Sohei isn't a brawler. It's a hyper accurate sniper mech.
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# ? Oct 2, 2012 05:28 |
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Andrevian posted:Very much so. I'm so happy I've even gotten over my super duper hate against clantech in general. As a 6/9/6 with cMPLs, on this map I am indistinguishable from Satan himself. If 6/9/6 makes you Satan, what does 7/11/7 make you?
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# ? Oct 2, 2012 05:31 |
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7/11/7 and 8/12/8 are the purest manifestations of God's hate. Things that can jump for 10 are things that are beyond that. Things beyond hate. Beyond fear. They turn the mind, eyes and heart from the poor sinner foolish enough to gaze directly upon them. There are but two hopes when facing such manifestations of primordial malice. 1. That it isn't carrying pulse. 2. That it is not in a c3 network.
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# ? Oct 2, 2012 05:40 |
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Andrevian posted:7/11/7 and 8/12/8 are the purest manifestations of God's hate. So, uh, what would you say of a mech that moves 8/12/8 with 2 cMPLs, an SRM-6, an ERSL, TC, and C3(Slave)?
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# ? Oct 2, 2012 05:50 |
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Andrevian posted:7/11/7 and 8/12/8 are the purest manifestations of God's hate. Luckily the only canon 10 jumpers are armed with maybe a pair of IS mlas.
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# ? Oct 2, 2012 05:50 |
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Andrevian posted:7/11/7 and 8/12/8 are the purest manifestations of God's hate. Nope. That's what I'm driving.
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# ? Oct 2, 2012 05:52 |
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# ? May 29, 2024 19:51 |
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landcollector posted:So, uh, what would you say of a mech that moves 8/12/8 with 2 cMPLs, an SRM-6, an ERSL, TC, and C3(Slave)? I would say "it could be worse, you could have a Machina Domini flying that motherfucker." Because at this point that's all you can do. You have to cling to the knowledge that it could be even worse as that is the only comfort you will have.
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# ? Oct 2, 2012 06:13 |