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Friar John posted:OK, Manticores need some advice. I really thought I'd have better hit chances on the Anhur last turn - only hitting with one weapon was disappointing. Do I stick with that as my target, maybe move around to try and get a rear shot on it? Or do I stay where I am and blast the Epona? Or something else entirely? The Epona is an Ace this turn, so any orders to fire against it will have to be contingency based on where it moves and if you have LOS etc. Taking out the Anhur before it unloads more infantry onto us and makes our tanks sadder would be great but really depends on the attack mods you have against it. It's moved 12 squares so that's a +4 to hit. So you're on 8+ before you take in your move mods or range penalties. It might be worth backing up a little to be behind the trees to prevent the long range tracked tank on the other side of the water from plinking at you. My hunter could move at flank to 2407, then do a 180 and put all it's fire into Hephaestus 1 hitting on 9 for ERLL and 10 for missiles. It will eat shots from the battlearmor if they jumps into the woods, but the battlearmor isn't ace after that and the shots will be hitting the undamaged right side and front. Plus then it has some light woods for cover against other things.
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# ? Mar 3, 2015 08:01 |
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# ? May 25, 2024 14:48 |
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hooman posted:Partisan 2: Just so you know AC5s have a 3-hex minimum range, so you'll be hitting on 10's if you stay still.
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# ? Mar 3, 2015 11:47 |
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Scintilla posted:Just so you know AC5s have a 3-hex minimum range, so you'll be hitting on 10's if you stay still. Thank you so much for pointing this out. I totally missed that. So here's the revised orders I've submitted. Movement: Hunter Flank Speed Advance to 2407 Turn to 2508 --------- Tokugawa Reverse to 3407 Turn to 3408 --------- Partisan Reverse to 3507 //////////////// Shooting Hunter Fire everything at Hephaestus 1 in 2909 --------- Tokugawa Fire everything at Hephaestus 2 in 3409 --------- Partisan Fire everything at Hephaestus 2 in 3409
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# ? Mar 3, 2015 12:24 |
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I don't remember the arcs exactly, but your Tokugawa might just want to turn in place instead of also backing up. If you hit the side or rear of the Hephaestus I think you get additional chances to crit and cause motive system damage. If you turn and back up it might put you in to hitting the front instead. I'd ask PTN about what arcs are considered where. I know there's been a picture posted somewhere in this thread about it before, but I'll be damned if I can find it.
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# ? Mar 3, 2015 16:40 |
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Ok, I just submitted these orders:quote:
I feel like I should use this turn, where the Anhur is so close, to get as many good shots in as possible, while still preparing to move east in future turns, so unless anyone sees a major flaw in this, this is what I'll be doing.
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# ? Mar 4, 2015 00:25 |
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Looks great. The low movement works at the moment with little to threaten you.
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# ? Mar 4, 2015 00:49 |
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One of the players asked for an extension, so the next turn will be delayed. Thanks again for getting that to me in a timely fashion, I really appreciate the advanced notice!
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# ? Mar 4, 2015 05:21 |
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The orders I'm sending out now:quote:Challenger movement: I am really confused about the Ace rules, but I hope I got that right. Moved the challenger out of the Sylph range, staying behind the hill for now until we have dealt with the sylph and the Heaphastus. I expect the Sylphs to jump on the building and I'm not too afraid of their lovely lasers, so that buys me another turn in the hopes someone can kill them. I'm trying to kick the other one for the gently caress of it. Any thoughts? Losanda fucked around with this message at 23:18 on Mar 4, 2015 |
# ? Mar 4, 2015 23:05 |
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Losanda posted:The orders I'm sending out now: Back up the challenger to 3006 so the hephastus can't get to the long tom, always work on the assumption that the enemy will live, protecting the long tom is worth more than moderately better shots. AtomikKrab fucked around with this message at 23:35 on Mar 4, 2015 |
# ? Mar 4, 2015 23:32 |
Losanda posted:The orders I'm sending out now: I'm fairly sure you can't shoot something in the same hex, so if you move into 3409 to kick the Hephestus you can't also shoot it.
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# ? Mar 4, 2015 23:59 |
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Btw, make sure to ask ptn if the orders you are giving out are legal, vees have some movement limitations compared to mechs. This is for everyone.
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# ? Mar 5, 2015 00:22 |
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Woot? I thought the melee attack was kind of a bonus for getting close enough? I remember shooting before fisting... kekeke
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# ? Mar 5, 2015 00:27 |
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Yeah, I'd have the wasp either stay where it is, or loop around to 3310 if you want to kick the Hephastus in it's rear armor. If you stand on it, you'll only be able to kick it and not get extra shots into the RR/TU.
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# ? Mar 5, 2015 00:38 |
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Losanda posted:Woot? I thought the melee attack was kind of a bonus for getting close enough? I remember shooting before fisting... kekeke You can shoot and physical attack something in an adjacent hex, but if you're in the same hex your only option is a physical attack unless you're infantry or battle armor.
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# ? Mar 5, 2015 00:41 |
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I have a feeling I mix up everything there is to mix up. New orders sent.
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# ? Mar 5, 2015 00:48 |
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I also wouldn't worry about hitting the rear of the tank. It's rear armor is nearly as thick (only 2 pts difference) to the front armor where I'm pouring all my fire. If you can, join me in shooting/kicking the front off this tank. Ideally I'll hit the front with my LBX-10 for 10pts and 2 of my AC5's for 10 more which means literally anything else will breach and stun the crew or destroy the tank. Probably, I'll miss everything and get my tracks blown off but but with battletech. I know you're still a bit confused about the ACE stuff. You only have to think about it for units on the map marked with the big fancy A. It means those particular units get to move after we do. Everything else is going to stay where it is (until PTN's next turn) but the ace units will move after we've completed our moves.
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# ? Mar 5, 2015 01:52 |
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I got a bad feeling Ninja's dice are going to do some real unkind things next round.
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# ? Mar 5, 2015 02:40 |
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Most of PTN's units are rocket-sleds armored with tinfoil and Honor!, so it doesn't take much to flatten them. Even if the players get tossed around a bit at first, they'll start popping targets. It's mostly just a matter of if they get lucky and do it early (in which case the mission might be pretty easy) or if it takes a turn or two.
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# ? Mar 5, 2015 15:20 |
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Well, the Sylphs are out for blood vengeance.
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# ? Mar 8, 2015 21:29 |
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PoptartsNinja posted:Well, the Sylphs are out for blood vengeance. I can't wait
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# ? Mar 8, 2015 21:58 |
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We really should have played the clanners so that we would lose and save the Inner Sphere.
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# ? Mar 8, 2015 22:17 |
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PoptartsNinja posted:Well, the Sylphs are out for blood vengeance. Considering how awful many vehicle crits are this really could mean any number of wonderful things.
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# ? Mar 8, 2015 22:49 |
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Sludge Factory: Tactical Update 6 “Secure that shell!” Lt. Madlyn Dalca shouted as she wrapped her arms around her knees to keep her feet off the floor. The Partisan’s auto-loader hadn’t malfunctioned, but the Partisan had never been intended to take so much direct enemy fire. Although a dozen armor plates glowed an angry orange none had been breached directly, but the impact of an enemy SRM had knocked one of the autocannon shells loose and sent it rolling along the floor. Although most Mechwarriors would’ve scoffed at the damage of one of the Partisan’s light autocannons, the shell was armed and active and had more than enough explosive power to kill the entire crew if it went off. “Where is it?” Her primary gunner called, twisting in his chair. He unbuckled, leaning across the driver’s lap to try to get a look—and jammed the corner of his emergency breathing mask directly into his own right eye. He jumped with a yelp and a string of invectives that might’ve burned off the Partisan’s paint if the Clanners hadn’t already done such a thorough job of doing just that. “It’s under my chair!” One of her machinegunners squirmed, his face white with fear. “I saw it roll under! I can hear it rattling around down there!” “Calm down,” Dalca’s voice was firm and cool, trying to bring her crew under control before they broke. “Simms, recover that shell. Fitzgerald, keep our maneuvers slow and smooth and try to shake that Clan gunner! Everyone else, no sudden movements! And for the love of God don’t do anything that’ll activate the auto-loaders! The last thing we want is for the hydraulics to set it off!” Indirect-Fire Artillery Targeting Phase Mobile Long Tom fires indirectly! Movement Phase Epona (ACE) - High-speed turn in hex 1619! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 8, succeeds! Indirect-Fire Artillery Phase - Mobile Long Tom fires a shell at hex 3115 (4 base + 7 indirect fire = 11): rolled 10, Margin of Failure 1! Shell scatters 1 hex! - - Shell lands in hex 3414! Combat Phase ACE Sylph Point - Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Side (47/50 armor remaining)! - Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Side (44/50 armor remaining (Crit!))! - Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Turret (54/57 armor remaining (Crit!))! - Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 4, miss! - Fires Micro-Pulse Laser at Challenger X (4 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 5): rolled 5, hit Rear (33/36 armor remaining (CfMSD))! ACE Epona - Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 8, hit Rear (10/16 armor remaining (CfMSD))! - Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 8, hit Right Side (12/18 armor remaining (Crit!))! - Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 7, hit Front (16/22 armor remaining (CfMSD))! - Fires Medium Pulse Laser at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 11, hit Turret (16/22 armor remaining)! - Fires Streak SRM-4 at Partisan 1 (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 9, 4 missiles hit Right Side (10/18 armor remaining (Crit!)), Rear (8/16 armor remaining (CfMSD)), Turret (14/22 armor remaining), Right Side (8/18 armor remaining)! Manticore - Fires LRM-10 at Anhur (4 base + 0 range + 1 movement + 4 enemy movement = 9): rolled 10, 10 missiles hit Right Side (4/14 armor remaining), Rotors (2/3 structure remaining (CfMSD, Crit))! Manticore (LBX) - Fires LB 10-X Autocannon (Cluster) at Anhur (4 base + 2 range + 1 movement + 4 enemy movement - 3 cluster = 8): rolled 7, miss! Challenger X - Fires LB 10-X Autocannon (Slug) at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss! - Fires Medium Pulse Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 10, hit Front (8/20 armor remaining)! - Fires Medium Pulse Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Right Side (8/20 armor remaining (CfMSD))! Wasp - Fires Medium Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 6, miss! - Fires Small Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss! - Fires Small Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss! - Gains 6 heat, sinks 10! Partisan 1 - Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 6, miss! - Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 3, miss! - Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 7, miss! - Fires Autocannon/5 at Anhur (4 base + 2 range + 1 movement + 4 enemy movement = 11): rolled 6, miss! Tokugawa 1 - Turret twists to threaten Rear Arc! - Fires LB 10-X Autocannon (Cluster) at Anhur (4 base + 2 range + 0 movement + 4 enemy movement - 3 cluster = 7): rolled 10, 6 submunitions hit Left Side (13/14 armor remaining (Crit!)), Front (4/15 armor remaining), Left Side (12/14 armor remaining), Rear (11/12 armor remaining), Left Side (11/14 armor remaining), Left Side (10/14 armor remaining)! - Fires Artemis SRM-6 at Anhur (4 base + 4 range + 0 movement + 4 enemy movement = 12): rolled , ! Hunter 1 - Fires ER Large Laser at Anhur (4 base + 0 range + 1 movement + 4 enemy movement + 1 light woods = 10): rolled 6, miss! - Fires Artemis LRM-15 at Anhur (4 base + 0 range + 1 movement + 4 enemy movement + 1 light woods = 10): rolled 6, miss! Hunter 2 - Fires ER Large Laser at Hephaestus 1 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss! - Fires Artemis LRM-15 at Hephaestus 1 (4 base + 0 range + 1 movement + 3 enemy movement + 2 minimum range = 10): rolled 6, miss! Tokugawa 2 - Fires LB 10-X Autocannon (Slug) at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss! - Fires Artemis SRM-6 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 3, miss! - Fires Medium Pulse Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 7, hit Front (14/20 armor remaining)! - Fires Medium Pulse Laser at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 6, hit Right Side (14/20 armor remaining (CfMSD))! Partisan 2 - Turret rotates to threaten right arc! - Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 4, miss! - Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 11, hit Front (9/20 armor remaining)! - Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 8, miss! - Fires Autocannon/5 at Hephaestus 2 (4 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 9): rolled 7, miss! - Fires Machine Gun at Hephaestus 2 (4 base + 4 range + 1 movement + 3 enemy movement + 1 minimum range = 13): automatic miss! - Fires Machine Gun at Hephaestus 2 (4 base + 4 range + 1 movement + 3 enemy movement + 1 minimum range = 13): automatic miss! Regulator - Turret rotates to threaten Rear Arc! - Fires Gauss Rifle at Hunchback IIC (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 7, miss! Drillson - Holds fire! PNT 10K2 Panther - Fires ER PPC at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 3, miss! - Fires SRM-4 at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 7, miss! - Fires SRM-4 at Hephaestus 1 (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 6, miss! - - Gains 23 heat, sinks 24! Hunchback IIC - Fires ER Medium Laser at Tokugawa (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 7, miss! - Fires ER Medium Laser at Tokugawa (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 6, miss! - Gains 11 heat, sinks 24! Zorya 1 - Fires LB 5-X Autocannon (Cluster) at Manticore (4 base + 2 range + 0 movement + 0 enemy movement + 1 light woods - 1 cluster = 6): rolled 4, miss! Zorya 2 - Fires LB 5-X Autocannon (Cluster) at Hunter 2 (4 base + 2 range + 1 movement + 1 enemy movement + 2 light woods - 1 cluster = 9): rolled 5, miss! Hephaestus 1 - Fires Medium Pulse Laser at Panther (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Arm (4/10 armor remaining)! - Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 6): rolled 5, miss! - Fires TAG at Panther (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss! Hephaestus 2 - Turret twists to threaten Rear Arc! - Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 8, hit Right Arm (0/4 armor, 1/3 structure remaining)! Crit! - Fires Medium Pulse Laser at Wasp (4 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 4): rolled 10, hit Left Leg (0/5 armor, 3/4 structure remaining)! Crit! - Fires TAG at Wasp (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit! Mars Assault Vehicle - Holds fire! Anhur - Holds fire! Donar - Holds fire! End Phase Anhur - Movement reduced by rotor damage! - Critical chance in Rotors! Flight stabilizer hit (Flank movement impossible, +3 penalty to piloting, +1 ToHit)! - Chance for Motive System Damage! Moderate damage (-1 Cruise, +2 penalty to piloting) - Critical chance in Left Side! No critical hit sustained! Hephaestus 1 - Chance for Motive System Damage! Heavy damage sustained (Cruising MP halved, +3 penalty to driving)! Hephaestus 2 - Chance for Motive System Damage! No damage sustained! Challenger X - Critical chance in Right Side! Streak SRM-2 Malfunctions! - Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire)! - Chance for Motive System Damage! Heavy damage sustained (Cruising MP halved, +3 penalty to driving)! Partisan 1 - Chance for Motive System Damage! No damage sustained! - Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire)! - Chance for Motive System Damage! Minor damage (+1 penalty to driving)! - Critical chance in Right Side! Crew Stunned (Can maneuver at cruising speed, cannot fire) (2 turns)! - Chance for Motive System Damage! No damage sustained! Wasp - Critical chance in Right Arm! No critical hit sustained! - Critical chance in Left Leg! 1 critical hit sustained! - - Lower leg actuator hit! - Must pass a piloting test or fall (5 base + 1 actuator hit = 6): rolled 7, succeeds! Physical Combat Phase: Wasp - Unable to kick due to actuator damage! Next Turn’s Movement Phase Anhur - Ascends to Height 4 in hex 1707 (1 mp)! - Lands in hex 1405! - Deploys Solamha Infantry into hex 1405! - Deploys Solamha Infantry into hex 1405! - Unable to deploy Solamha Infantry into hex 1405, stacking limit reached! Hephaestus 1 - High-speed turn in hex 2907! - - Must pass a sideslip test (5 base - 1 distance traveled + 3 damage = 7): rolled 7, succeeds! Donar Assault Helicopter - High-speed turn in hex 3522! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 9, succeeds! Mars Assault Vehicle - Designates Sylph Battle Armor as Ace! Final Player Status: Opposing Force Status: Mission Objective: Capture the Coolant Factory (0/1) Secondary Objectives: Protect the Mobile Army Support Hospital from detection (0/1) Defend the Mobile Army Support Hospital (0/1) Locate the Clan Ammunition Dump (0/1) Destroy the Clan Ammunition Dump (0/1) Special Rules: Caustic, Tainted Atmosphere (TacOps p56) Vehicles suffer an automatic Crew Stunned if armor is breached, Mechwarriors take double damage from cockpit hits. Point Commanders As long as they are active combatants, the Mars Assault Vehicle and Epona Pursuit Tank may designate one unit each as an Ace for two turns. New Ace units may not be designated until Ace status expires. Units which opt to remain immobile for at least two turns gain Ace status on the first turn they move. BattleMechs and VTOLs may not be Aces. Orders Due: Midnight Tuesday! PoptartsNinja fucked around with this message at 03:33 on Mar 9, 2015 |
# ? Mar 9, 2015 00:28 |
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Hi PTN, great update. 2 quick questions both for Partisan 2. Also you gave my (long range) machine guns a -1 minimum range penalty. That said though they were shooting on 12s so I'm not too worried about that. hooman fucked around with this message at 02:12 on Mar 9, 2015 |
# ? Mar 9, 2015 00:50 |
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rip wasplimbs, too skinny for this world.
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# ? Mar 9, 2015 00:57 |
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That Long Tom isn't going to make it. Also, that's a clever way to fluff a "Crew Stunned" result, PTN.
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# ? Mar 9, 2015 01:03 |
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I was just informed that I've discovered the hidden objective in hex 3602. The map has been updated!
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# ? Mar 9, 2015 03:33 |
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Wait is that the field hospital? Ooohhh poo poo.
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# ? Mar 9, 2015 03:48 |
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The good news is that the Hunchback is also approaching a firing position.
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# ? Mar 9, 2015 04:33 |
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Good-bye, field hospital!
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# ? Mar 9, 2015 04:52 |
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This is suddenly starting to go South very very quickly. Do Battletech vets have any advice?
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# ? Mar 9, 2015 04:56 |
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Artificer posted:This is suddenly starting to go South very very quickly. Do Battletech vets have any advice? Aff. Surrender, freebirths.
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# ? Mar 9, 2015 04:59 |
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Artificer posted:This is suddenly starting to go South very very quickly. Do Battletech vets have any advice? One of the Manticores is pointing its rear at two UAC/20s in their short range band. Probably an obvious point, but on the off chance it gets overlooked, this isn't wise. Just watch the Donar when you reposition, no need to give it free back-shots. Also, don't lose heart! One of the enemy Hepaestus hovers is crippled and ripe for slaughter. You can't restore your broken machines, but you can certainly break some of PTN's.
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# ? Mar 9, 2015 05:42 |
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PoptartsNinja posted:Indirect-Fire Artillery Phase Sorry, how is 3115->3414 only one hex of scatter? Otherwise, very entertaining and interesting!
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# ? Mar 9, 2015 06:05 |
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Teledahn posted:Sorry, how is 3115->3414 only one hex of scatter? Judging by the map, it is a typo and he meant 3014. (at least I assume that by the crater there.)
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# ? Mar 9, 2015 06:18 |
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About the only good thing that happened that turn is that the Anhur turned out to be carrying just basic infantry.
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# ? Mar 9, 2015 07:19 |
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That was a pretty messy round, though on the plus side, one of those Hephies is now crippled with only half movement speed and shouldn't be hard to put down since it now lacks the speed to disengage at will or build up an absurdly high to-hit mod.
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# ? Mar 9, 2015 11:31 |
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So many crits! I'm happy you went for a tank fight PTN, this looks like it will be extremely fast and deadly for everyone involved.
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# ? Mar 9, 2015 11:55 |
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Rorahusky posted:That was a pretty messy round, though on the plus side, one of those Hephies is now crippled with only half movement speed and shouldn't be hard to put down since it now lacks the speed to disengage at will or build up an absurdly high to-hit mod. Then Anhur is also crippled and near guaranteed to wreck if it has to make a piloting roll. Don't gotta worry about it bussing infantry around, at least.
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# ? Mar 9, 2015 13:12 |
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# ? May 25, 2024 14:48 |
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So this is what I'm thinking. Tokugawa + Partisan: Backing up and shooting at the crippled Hephaestus to try and finish it off. Hunter: Moving into the cover to take some long range shots against the hunchback. Yellow outline shows the Sylph's movement range, I think the Challenger is in real trouble and will be getting swarmed by sylph's this turn
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# ? Mar 9, 2015 14:15 |