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jng2058 posted:I get that it's an abstraction and that the core rules are 30 years old now, but some of the stuff in this game.... It gets sillier. Minimum range is supposed to represent standing so close to the enemy machine that their weapon barrels stick out past you, so AC/2 barrels are 180 meters long.
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# ? Dec 16, 2014 01:31 |
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# ? May 11, 2024 12:03 |
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Sure, I can believe these are AC/2s ... sort of. Not really.
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# ? Dec 16, 2014 01:48 |
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jng2058 posted:Which makes the whole "you can't shoot something in the same hex" rule pretty odd. And how do physical attacks work? You run into the middle of the enemy's hex, hit him, then run back to yours? You both meet at the border of the hexes? I get that it's an abstraction and that the core rules are 30 years old now, but some of the stuff in this game.... It's like you've never played a JRPG!
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# ? Dec 16, 2014 01:58 |
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PoptartsNinja posted:Minimum range is supposed to represent standing so close to the enemy machine that their weapon barrels stick out past you what How was this ever a thing
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# ? Dec 16, 2014 02:28 |
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Anyway since it's important I keep the pressure on the Awesome, I think I'll take my chances. I cannot see a way to generate a move mod that won't put me in a terrible position. Here's the thing. Unless someone well and truly convinces me otherwise, gently caress it. I'm going to 0818, facing Sal, hitting that wreck with the ball and hitting Arroca with a laser to complete one objective and keep the other in play/possibly complete it depending on how lucky we get with MG crits. Sure, 0917 would let me kick from +1 height but then Voyager and I would eat another Arrow IV. this way, Tank Boy Ken and I eat another Arrow IV ... wait a minute Psion fucked around with this message at 02:56 on Dec 16, 2014 |
# ? Dec 16, 2014 02:52 |
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PoptartsNinja posted:I'd hold fire just to give me less dice to roll. I really should've designed a few more machines with big heavy-hitters. So are we playing a lance of Hollanders versus a lance of Urbies next, then?
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# ? Dec 16, 2014 04:30 |
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For the record, the last two turns have featured a bloodthirsty scatter die that has made the Arrow IV look like a laser-guided murder rocket. It's still a pain in the rear end, but under normal rolling it's not going to veer unerringly towards its targets turn after turn. The Marauder will also be rolling on 12s this turn because she decided to run forwards, though who's to say how long it will take the poptarts dice to be sated. But hey, look at it this way; now that she's moved forwards, you can't get out of her range anyways, so you might as well just let fate have its way.
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# ? Dec 16, 2014 06:11 |
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Psion posted:but then Voyager and I would eat another Arrow IV. Look on the bright side: At least you won't die alone!
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# ? Dec 16, 2014 07:39 |
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jng2058 posted:And how do physical attacks work? You run into the middle of the enemy's hex, hit him, then run back to yours? .... Yeah, like in a JRPG. Oh right, someone already make that joke of course. Readingaccount fucked around with this message at 11:21 on Dec 16, 2014 |
# ? Dec 16, 2014 11:16 |
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Tank Boy Ken posted:Look on the bright side: At least you won't die alone! that's the spirit! Submitting orders now. quote:Centurion orders - turn 15 I'm bad at one liners
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# ? Dec 16, 2014 19:29 |
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Catapult orders in. Running to 0826, taking Voyager I's advice and firing the good arm at the Awesome.
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# ? Dec 16, 2014 22:00 |
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Psion posted:that's the spirit! I guess you could say... You're gonna 'wreck' it.
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# ? Dec 16, 2014 22:11 |
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Psion posted:that's the spirit! Go balls out, son
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# ? Dec 17, 2014 00:07 |
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Psion posted:that's the spirit! You're in the Centurion, so you could say that Blind Sal... ...is about to get decimated.
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# ? Dec 17, 2014 00:09 |
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All three of you are wonderful people, who make wonderful posts.
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# ? Dec 17, 2014 00:20 |
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Eh, he's just about to take her out to get smashed. No big.
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# ? Dec 17, 2014 00:52 |
Wait a tic, is the building in 0818 still standing? I can't tell because of the last-turn ghost image.
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# ? Dec 17, 2014 04:42 |
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It has the wreckage layer applied to it. Uh, PTN, I can ... move into that hex right?
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# ? Dec 17, 2014 05:34 |
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PoptartsNinja posted:
thismission.txt
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# ? Dec 17, 2014 05:51 |
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Orders in! Bringin' up the rear with sniper fire (unless it's buildings. Can't seem to hit those)
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# ? Dec 17, 2014 08:32 |
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Hey, the OP's been updated. The new layout is much neater. Unfortunately it looks like a number of the earlier missions are missing their images.
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# ? Dec 17, 2014 14:50 |
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drat, it's hard to believe my turn in a 'mech (Hard Landing) was in August 2012, over two years ago. And I had to wait ages for my turn! Which reminds me, is there a way to get back on the list? I assume everyone who hasn't gotten a turn yet gets to go first, but the list is starting to look almost manageable, like maybe I could get another shot in ~ a year.
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# ? Dec 17, 2014 19:01 |
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The list loops when I hit the end, but I automatically pass over anyone who signed up but never responded.
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# ? Dec 17, 2014 19:26 |
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Psion posted:It has the wreckage layer applied to it. Uh, PTN, I can ... move into that hex right? It got leveled by the Arrow IV the turn before last. You're fine (aside from being next to an Awesome with no move mod)
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# ? Dec 17, 2014 19:34 |
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Voyager I posted:It got leveled by the Arrow IV the turn before last. You're fine (aside from being next to an Awesome with no move mod) I wonder wether the Arrow IV will take down more mechs than buildings this turn...
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# ? Dec 17, 2014 23:15 |
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Voyager I posted:(aside from being next to an Awesome with no move mod) yeah I expect to get hit pretty hard this turn. I knew that going in, but there's a chance to complete both objectives at once. I'm not passing that up.
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# ? Dec 17, 2014 23:17 |
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King of the Pirates: Tactical Update 16 “We have an answer for you, Arroca,” Jag said with a contemptuous sneer. He twisted, turning his Centurion’s walk into the closest approximation of an arrogant swagger he could manage. The Awesome tracked him slowly, its autocannons momentarily silent. The Centurion’s missile ports remained closed, but the exposed radiator fins for Crimson machine’s heat sinks almost seemed to glow as red as the paint. Jag clutched the spiked wrecking ball that’d replaced his right-arm autocannon carefully with the machine’s left hand, the spikes were dull enough that they shouldn’t damage any of the small actuators unless he did something stupid like try to squeeze. “I just need to have a word with your old boss first,” Jag paused for a moment. “That word is: goodbye!” Without another word he spiked his wrecking ball straight into the Quickdraw’s intact cockpit like a football player in the end zone. The Centurion twisted again, facing the Assault `Mech fearlessly. “And now, I have an answer for you as well!” Jag dropped his machine to one knee, exposing the Awesome’s chest. The azure whip of one of Redjack Ryan’s ER PPCs burned an angry line down the Awesome’s right torso. Redjack’s men responded instantly, focusing their weapons on the Awesome before Arroca could even yell an incoherent denial and turn his autocannons on the Centurion. Indirect-Fire Artillery Targeting Phase Marauder - Fires Arrow IV missile at hex [firing unit not in Line of Sight]! Flight time is 0 turns (target within 17 hexes)! Movement Phase Charger - Exits building hex 0921 (4 base + 0 light building = 4): rolled 3, fails! - - Suffers 1 damage to Right Leg (34/52 armor remaining)! Clint - Activates Supercharger! Indirect-Fire Artillery Phase Marauder - Fires Arrow IV missile at hex 0721 (3 base + 1 movement + 7 indirect fire artillery = 11): rolled 8, missile lands in scatter radius 3! - - Rolled 1, missile scatters into hex 0720! - - Rolled 6, missile scatters into hex 0619! - - Rolled 1, missile scatters into hex 0618! - Hunchback suffers 10 damage to Right Arm (11/16 armor remaining), Center Torso (21/26 armor remaining)! Combat Phase Charger (Player) - Holds fire! - Gains 2 heat, sinks 10! Catapult (Player) - No Line of Sight to target! - Gains 2 heat, sinks 28! Hunchback (Player) - Torso-twists to threaten hex 0818! - Fires MRM-40 at Awesome (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 10, 32 missiles hit Left Arm (3/22 armor remaining), Left Arm (0/22 armor, 11/13 structure remaining (Crit!)), Center Torso (22/30 armor remaining), Right Leg (8/13 armor remaining), Head (4/9 armor remaining (Pilot Hit)), Left Arm (6/13 structure remaining (Crit!)), Right Arm (5/22 armor remaining)! - Fires Medium Laser at Row House 0819 (4 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks automatically hit (5/10 CF remaining)! - Fires Medium Laser at Row House 0819 (4 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks automatically hit (0/10 CF remaining)! Building destroyed! - Gains 20 heat, sinks 13! Overheating! Warhammer (Player) - Fires ER PPC at Awesome (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 3, miss! - Fires ER PPC at Awesome (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Right Torso (14/24 armor remaining)! - Fires Inferno SRM-6 at Awesome (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, 3 missiles hit! Awesome gains 6 heat! - Gains 34 heat, sinks 34! Centurion (Player) - Fires Medium Laser at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Center Torso (17/30 armor remaining)! - Gains 4 heat, sinks 12! Blackjack (Player) - Fires Medium Laser at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, hit Left Leg (16/27 armor remaining)! - Fires Medium Laser at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 12, hit Right Arm (0/22 armor remaining)! - Fires Medium Laser at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Head (0/9 armor, 2/3 structure remaining)! Pilot Hit! Crit! - Fires Medium Laser at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Left Arm (1/13 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Left Arm (0/13 structure remaining)! Arm Blown Off! - - Damage transfers to Rear Left Torso (3/10 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Rear Right Torso (4/10 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, hit Rear Center Torso (0/10 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 11, hit Right Leg (6/27 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 12, hit Right Arm (11/13 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, hit Right Arm (9/13 armor remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, hit Right Arm (7/13 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Rear Center Torso (23/25 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Right Arm (5/13 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, hit Left Leg (14/27 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, hit Left Leg (12/27 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Rear Center Torso (21/25 structure remaining)! Crit! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, hit Right Arm (3/13 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, hit Rear Right Torso (2/10 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Rear Left Torso (1/10 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, hit Right Arm (1/13 armor remaining)! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 2, miss! - Fires Machine Gun at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Rear Right Torso (0/10 armor remaining)! - Gains 14 heat, sinks 13! Assassin (Player) - Fires Large Laser at Awesome (3 base + 2 range + 3 movement + 0 enemy movement + 1 partial cover = 9): rolled 11, hit Right Arm (0/13 structure remaining)! Arm Blown Off! - - Damage transfers to Right Torso (7/24 armor remaining)! - Gains 15 heat, sinks 22! Battle Cobra (Player) - Fires Large Pulse Laser at Starcups 0711 (3 base + 4 range + 1 movement - 4 target movement - 2 pulse laser = 2): automatically hit (0/10 CF remaining)! Building destroyed! - Gains 12 heat, sinks 28! Clint (Player) - Fires ER PPC at Awesome (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, hit Left Leg (2/27 armor remaining)! - Gains 17 heat, sinks 14! King Crab - Fires Large Laser at High Roller Casino 0710 (3 base + 0 range + 2 movement - 4 target movement = 1): automatic hit (2/10 CF remaining)! - Fires Large Laser at High Roller Casino 0710 (3 base + 0 range + 2 movement - 4 target movement = 1): automatic hit (0/10 CF remaining)! Building destroyed! - Gains 18 heat, sinks 44! Marauder - Holds fire! - Gains 12 heat, sinks 17! Griffin - Fires PPC at Hunchback (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 10, hit Right Leg (10/20 armor remaining)! - Fires PPC at Hunchback (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 9, hit Left Arm (6/16 armor remaining)! TAC! - Gains 22 heat, sinks 22! Awesome - Fires Autocannon/10 at Centurion (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 11, hit Left Arm (6/16 armor remaining)! - Fires Autocannon/10 at Centurion (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, hit Left Torso (3/13 armor remaining)! - Fires Autocannon/10 at Centurion (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, hit Left Leg (6/16 armor remaining)! - Gains 21 heat, sinks 10! Overheating! End Phase: Awesome - Must pass a 3+ consciousness test: rolled 7, succeeds! - Critical chance in Head! 1 critical hit sustained! - - Life Support hit! - Must pass a 5+ consciousness test: rolled 7, succeeds! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Center Torso! No critical hits sustained! - Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 7, succeeds! Hunchback - Through-armor critical chance in Right Arm! - Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled 8, succeeds! Centurion - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 3, fails! Physical Combat Phase: Charger - Kicks Pawn, Gun, & Gun 1013: automatically hit (0/10 CF remaining)! Building destroyed! Centurion - Attacks Quickdraw with Wrecking Ball (3 base + 1 movement + 3 targeted shot + 1 wrecking ball = 8): rolled 11, hit Head (0/9 armor, 0/3 structure remaining)! Blackjack - Kicks Awesome (6 base + 1 movement + 0 enemy movement - 2 kick = 5): rolled 6, hit Rear Right Torso (8/17 structure remaining)! Crit! End Phase: Awesome - Critical chance in Right Torso! No critical hits sustained! - Must pass a piloting test or fall (6 base + 0 kicked = 6): rolled 7, succeeds! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (2/11) Orders Due: Saturday Night!
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# ? Dec 18, 2014 00:09 |
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I need to walk in front of an Awesome more often if it gets PTN to write that kinda fluff. Of course my left side just got wrecked and I'm apparently fallen down on my robotic rear end, but who cares: worth it.quote:Centurion Psion fucked around with this message at 04:20 on Dec 18, 2014 |
# ? Dec 18, 2014 00:17 |
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Ach, forgot to ask to fire after Tank Boy Ken. Hey-ho. Now, I'm pretty certain the truck at 0723 is a ghost, and the 07 column is now a very bad place to be. I'm probably going to jump to 1023, then run six hexes the turn after.
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# ? Dec 18, 2014 00:24 |
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^^^^ I killed the vehicle in 0723 last turn. Okay, it's just a flesh wound! Going to move into 0618 (it won't hit that hex again. right? RIGHT?!). And contribute 2x Medium Laser to taking down the Awesome. Going to cool off a bit this round. Going to send in orders tommorow, just to make sure I'm not doing anything too stupid. The Awesome is also a tough customer.
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# ? Dec 18, 2014 00:29 |
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I would like to see the Blackjack make a called shot with everything at the Awesome's head.
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# ? Dec 18, 2014 00:34 |
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PoptartsNinja posted:
So good.
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# ? Dec 18, 2014 00:40 |
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IF I was the awesome guy i'd eject because my canopy just got blown off and oh god that guy has a billion machine guns.
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# ? Dec 18, 2014 01:12 |
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So the Crab has a max range of 15. Which is to 0723. So the option of sitting back with 23 range weapons is something to consider for a few mechs. Also, want to buy crit rolls for Goonstar. Kial fucked around with this message at 03:27 on Dec 18, 2014 |
# ? Dec 18, 2014 03:15 |
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Couple questions, maybe I'm reading this wrong. It seems like there were a billion crits on the Awesome but only one (the kick) got rolled there at the end? Also, shouldn't I have one of two subobjectives complete? need to go find the page where people discussed how to stand up too. Does it take your entire movement phase? Psion fucked around with this message at 04:18 on Dec 18, 2014 |
# ? Dec 18, 2014 04:15 |
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Psion posted:Couple questions, maybe I'm reading this wrong. It seems like there were a billion crits on the Awesome but only one (the kick) got rolled there at the end? Also, shouldn't I have one of two subobjectives complete? Crits are done at the end of each phase. Did you scroll past the shooting phase's crits? The sub-objective is updated but didn't make it to the final upload. You're fine.
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# ? Dec 18, 2014 04:17 |
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PoptartsNinja posted:Crits are done at the end of each phase. Did you scroll past the shooting phase's crits? yes, apparently. I see them now. I also saw them before because I saw me whiffing a roll of 4 so I don't even know.
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# ? Dec 18, 2014 04:18 |
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Psion posted:Couple questions, maybe I'm reading this wrong. It seems like there were a billion crits on the Awesome but only one (the kick) got rolled there at the end? Also, shouldn't I have one of two subobjectives complete? Check it out again. There's the Awesome's crits from the shooting phase, and then a lone crit from the physical combat phase that came afterwards. e:fb
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# ? Dec 18, 2014 04:20 |
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Nice beatdown. The Awesome is down an AC10 and a sitting duck thanks to the infernos. I'll be deeply impressed if he lasts another turn. Still, you've got three pristine mechs with good gunnery skills left to take down: Marauder: Looks like it's going to hang back and throw missiles at you. Aside from its artillery it isn't particularly well armed, so if someone can get inside its minimum Arrow IV range they can smack it around without much trouble. Griffin: Also looks like it's going to hang back and snipe. It's pretty mobile so it might be hard to pin down, but since PPCs have a minimum range you'll have a big advantage if you can close with it. Value Crab: Those range brackets and its forward movement make me think it might be trying to close to brawling range. This mech is the most dangerous thanks to its huge array of weaponry and its excellent heat efficiency, but ironically it's also very fragile thanks to its XL Engine and having nearly all of its guns in its arms. Blow off an arm to castrate its attack power, blow off a side torso and you'll kill it outright. I recommend focusing on the Crab if at all possible. It's the glassiest of glass cannons and the biggest threat even if the Arrow IV looks scarier at first glance.
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# ? Dec 18, 2014 11:33 |
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# ? May 11, 2024 12:03 |
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Charger preparing for CRAB BATTLE Movement: Jump to 0612, facing 0611 Shooting: fire small lasers into the ground as last-second weapons check Physical: rotate wrists and pound fists together like Cherno Alpha RANDY SAVAGE vs KING CRAB
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# ? Dec 18, 2014 13:30 |