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Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
So, the entire battle is just a cover to slip Carlos Marik through security for his phonecall?

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Leperflesh posted:

So the car they're escorting is the vehicle in 2104, right?

Maybe.



Voyager I posted:

So, the entire battle is just a cover to slip Carlos Marik through security for his phonecall?

Yeah, pretty much.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
:battletech:

SIGSEGV
Nov 4, 2010


Leperflesh posted:

So the car they're escorting is the vehicle in 2104, right? Are the other vehicles full of civilians?

Even they aren't supposed to know so that they don't slip up and point it out somehow to the Capellans.

Gwaihir
Dec 8, 2009
Hair Elf
Awww yiss, turn's up after 2 years on the wait list.

I'm thinking about marching the Maelstrom down the extreme left side of the map, since there's both some of the buildings and a ridge to use for cover. The Nightstar could probably come that way easily enough and use the ridge to snipe from at an angle that wouldn't leave the HPG behind the Cappellan 'Mechs near the checkpoint, while the other two dudes about take the extreme right side and do the same thing. Otherwise we'd probably have to give up too many shots due to the angles vs the HPG. Also (hopefully) force the enemy 'Mechs to show their backs to one of us at least. If we're split up about like that hopefully one of the enemies will plop itself between us and the checkpoint gate to make for a nice "accident," too.

The +1 to hit is sorta brutal for us since we're only average shots and the enemy mechs aside from the Wyvern can all rack up +3 move mods pretty easily, but it should at least help us survive. We might be able to use ECM to help even more if we can do ghost targeting shenanigans with it.

Viva Miriya
Jan 9, 2007

DivineCoffeeBinge, walk forward with me and lets deal with the bloodhound when he inevitably rounds the building to say hi. I believe that the Nightstar should set up an overwatch at 1204 or basically anywhere ahead of him that gives partial cover. Maelstorm needs to make his way to the checkpoint and buzz the secondary objective with some PPC fire at 0517 whenever he gets LoS. Bloodhound needs to die asap and wyvern is definitely a good target of opportunity if he jumps from behind that building and wants to eat gauss. I'm expecting bad shots until we can get to the checkpoint and actually have some room to maneuver.

Also orders in.

Viva Miriya fucked around with this message at 20:42 on Jun 17, 2015

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
I had my eye on 1204 myself, until the whole "don't let the HPG catch your Gauss misses" thing.

I don't think I can go down the left side with the Maelstrom, though, with all the slopes and the hills blocking LoS, I'd be out of the fight for A Long Time. I'm slow.

Viva Miriya
Jan 9, 2007

Yeah don't even bother moving anywhere except to get a good firing position. Let me, the cerb, and the maelstorm get in the town and handle things for now.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Current plan for the Cerberus: run to 2003. The hill at 2006 will mean no clear LOS to anything, but for the initial 'getting into position' phase of the fight I don't see any problems with advancing to cover, so to speak.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Nobody currently on-map has any jumpjets. This is the perfect time for a surprise Kanga tank squadron.

Gwaihir
Dec 8, 2009
Hair Elf

goatface posted:

Nobody currently on-map has any jumpjets. This is the perfect time for a surprise Kanga tank squadron.

Maybe that's why we have active probes!?!? That covered dome in 1017 is mighty suspicious, what with the mech standing right outside it's entrance, and the little barricade out front.

also yea that terrain is really rough on the left. I think I was still thinking about the Nightstar version with jumpjets, which would help a lot more.

Viva Miriya
Jan 9, 2007

Gwaihir posted:

Maybe that's why we have active probes!?!? That covered dome in 1017 is mighty suspicious, what with the mech standing right outside it's entrance, and the little barricade out front.

also yea that terrain is really rough on the left. I think I was still thinking about the Nightstar version with jumpjets, which would help a lot more.

Good call! Goon lance you wanna go ahead and level that building since we got no good targets anyway? It would probably help sell the raid aspect anyway.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Can the players safely shoot at targets between themselves and the HPG if the HPG is out of range of the weapons they use?

Viva Miriya
Jan 9, 2007

Unless we are brawling near the HPG i think we will be ok.

SIGSEGV
Nov 4, 2010


Wafflecopper posted:

Can the players safely shoot at targets between themselves and the HPG if the HPG is out of range of the weapons they use?

I'm not sure it's fluff-safe given that the max ranges for ballistics are supposed to be because they become ineffective through tumbling or lose enough kinetic energy to stop reacting as they should on impact.

There'll still be something to chip the paint and blast through the windows, annoying further the fanatics there. Getting a building in the way looks like a safer bet.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

SIGSEGV posted:

I'm not sure it's fluff-safe given that the max ranges for ballistics are supposed to be because they become ineffective through tumbling or lose enough kinetic energy to stop reacting as they should on impact.

There'll still be something to chip the paint and blast through the windows, annoying further the fanatics there. Getting a building in the way looks like a safer bet.

Yeah, I don't think we oughta risk it, honestly. Remember, we're trying not to piss off the ComGuard - that means it's not enough to not damage the HPG. We also have to make sure that the ComGuard doesn't think we'd even think of damaging the HPG.

e: Yes, I fully expect the Capellans to cotton to this and start positioning themselves with the HPG at their back. A bridge to be crossed once we reach it.

SIGSEGV
Nov 4, 2010


Well, since the objective is less to tangle with the Capellans and more to keep them busy, just being in the area after they start responding to the raid might be enough.

Of course if Comstar is on too friendly terms with the Capellans Re: loving up the FWL, we should expect the captain to get "held up" and infantry transports to move to the HPG fast to capture him quickly. But thankfully that should take a bit of time.

Viva Miriya
Jan 9, 2007

DivineCoffeeBinge posted:

Yeah, I don't think we oughta risk it, honestly. Remember, we're trying not to piss off the ComGuard - that means it's not enough to not damage the HPG. We also have to make sure that the ComGuard doesn't think we'd even think of damaging the HPG.

e: Yes, I fully expect the Capellans to cotton to this and start positioning themselves with the HPG at their back. A bridge to be crossed once we reach it.

Speaking of the bridge to be crossed, does it look like it can handle 95ton mech traffic before the capellans get the idea of slagging it? My war dog would be prime to just walk the bridge in a few turns in one go and "crash" through the checkpoint like purple kool aid man.

Fuzzy Mammal
Aug 15, 2001

Lipstick Apathy
Can someone explain again how active probes and tags and ecm and guardian ecm and angel ecm and all that work?

Viva Miriya
Jan 9, 2007

Fuzzy Mammal posted:

Can someone explain again how active probes and tags and ecm and guardian ecm and angel ecm and all that work?

Seconded cause while I'm not a battle tech newbie and I know what my ECM does in general, gently caress if I'm going to read total warfare at all if ever.

Gwaihir
Dec 8, 2009
Hair Elf

DivineCoffeeBinge posted:

Yeah, I don't think we oughta risk it, honestly. Remember, we're trying not to piss off the ComGuard - that means it's not enough to not damage the HPG. We also have to make sure that the ComGuard doesn't think we'd even think of damaging the HPG.

e: Yes, I fully expect the Capellans to cotton to this and start positioning themselves with the HPG at their back. A bridge to be crossed once we reach it.

Yea I'm going to go with caution being the better idea here. Those comstar mechs could be absolute evil fuckers with their better gunnery/pulse lasers/speed

Gwaihir
Dec 8, 2009
Hair Elf

Fuzzy Mammal posted:

Can someone explain again how active probes and tags and ecm and guardian ecm and angel ecm and all that work?

EWar stuff:
Active probes let you detect powered down or hidden units. They're countered by ECM, although the probe does let you know someone with ECM is in the area.

ECM: Can do a few things. Normal ECM mode cancels out active probes, disrupts C3 links (not relevant here), and removes the benefit from Artemis IV/V systems. It might do something else but I can't remember atm. It also has ECCM mode, which cancels out one ECM in normal mode. Last there's ghost target mode- You can target a unit, and if you make a piloting check at the start of the turn, if it's a friendly unit then attacks against it suffer a +1 penalty to hit. If you target an enemy unit, all attacks it makes (against any target) suffer +1 to hit. Angel ECM is just stronger ECM with a longer range that counts for two guardian ECM units for determining stuff like who has stronger ECM or ECCM.

TAG lets you do things like spot for Arrow IV homing missiles, or semi-guided LRMs (I think). But I don't think we have anything useful that benefits from TAG.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Angel ECM also messes with Streak systems so not every missile hits.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

SIGSEGV posted:

Well, since the objective is less to tangle with the Capellans and more to keep them busy, just being in the area after they start responding to the raid might be enough.

Of course if Comstar is on too friendly terms with the Capellans Re: loving up the FWL, we should expect the captain to get "held up" and infantry transports to move to the HPG fast to capture him quickly. But thankfully that should take a bit of time.

This bears emphasis. Destroying Capellans, while satisfying, is tangential both to your actual objective (distract the Capellans while Carlos gets into the HPG) and to your feigned objective (salvage raid). In both cases, hostile forces are obstacles to be avoided as much as they are targets of opportunity, and given the current situation on-planet keeping your own assets intact is much more important than scoring a few kills on the enemy. While you need to look like you're trying to do something other than dance around at maximum range putting on a light show, caution is compatible with both your real and fake mission profiles.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
That's all good advice, but remember:

The Vengeance Counter is there for a reason.

SIGSEGV
Nov 4, 2010


PoptartsNinja posted:

That's all good advice, but remember:

The Vengeance Counter is there for a reason.

I don't know what it means yet but I'm already afraid of it.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
You aren't really here to kill Capellans, but it would be really nice if some of them managed to die during your live-fire stage battle.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Good things could happen if the players get the number big enough.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
You're going "raiding" with an assault team, and have found an equal number of enemy with under half the tonnage. An enemy you hate. Why wouldn't you try and annihilate them? Gotta make this poo poo look realistic.

Gwaihir
Dec 8, 2009
Hair Elf
Yea I see no reason not to blow the poo poo out of the capellans, I'm just going to avoid also shooting up the random civilian buildings too in the process.

paragon1
Nov 22, 2010

FULL COMMUNISM NOW
I suggest taking out fast movers first, so you can maneuver more freely. Especially if they oblige you by remaining sitting ducks at the checkpoint to start with.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

You have the first move on the enemy and they have 0 move mods, try to get into los and do some nice sweet long range gauss fire, on that flee, maybe devote 1 gauss round to the checkpoint and if you nail it with a "missed" shot, hooray?


My check confirms all players can easily get the flea into los and range of some sweet sweet gauss,

Remember a mech CAN climb a two level height distance hex for 3 movement points. (a one height change is 2 movement points as we are experienced with.)

good luck and :getin: And murder that flea round 1, I want some bloodshed.

AtomikKrab fucked around with this message at 22:34 on Jun 18, 2015

Devorum
Jul 30, 2005

Plot Twist:

Through secret Clan Quantum Entanglement Technology pioneered by Kerensky himself, the Flea is actually hiding 2 Dire Wolves and a Blood Asp inside it.

Like a pinata.

A Clan Pinata.

Viva Miriya
Jan 9, 2007

paragon1 posted:

I suggest taking out fast movers first, so you can maneuver more freely. Especially if they oblige you by remaining sitting ducks at the checkpoint to start with.

Bloodhound in particular could be annoying. The pilot is the one guy who isn't slacking it. We have freedom to maneuver by virtue of carrying abundant pulse and heavy firepower. We move where we please and anything that goes for one of us fights all of us. I just don't want a bloodhound or even the flea behind us. Sha Yu can kite about as well and has a TAG which is very concerning.

Really the only thing I don't fear is the wyvern because the moment it shows up we're going to core it.

AtomikKrab posted:

You have the first move on the enemy and they have 0 move mods, try to get into los and do some nice sweet long range gauss fire, on that flee, maybe devote 1 gauss round to the checkpoint and if you nail it with a "missed" shot, hooray?


My check confirms all players can easily get the flea into los and range of some sweet sweet gauss,

Remember a mech CAN climb a two level height distance hex for 3 movement points. (a one height change is 2 movement points as we are experienced with.)

good luck and :getin: And murder that flea round 1, I want some bloodshed.

Concur, kill the flea. I for sure will be within medium range just by walking 3 and DCB's cerb will be at long. Maybe he can elect to stay put this turn and shoot the poo poo out of the flea so we get a good chance of a kill or maiming turn 1. A gauss to the CT is goodbye. It makes sense for me to move in closer for the flea for shots on a 8 as opposed to a 9. 9s for standing the gently caress still and wasting the flea are pretty good odds imo.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
It's practically guaranteed that PTN didn't give you a lance with an average weight of 85 tons to beat up half your BV in Capellan scrubs and there's a big 'ol mystery box labeled enemy reinforcements in addition to a pair of 'neutral' assholes in ACE mechs who might decide they don't like you scuffing up their lawn or even be actively conspiring against you, so it's pretty much a given that there will be complications during the mission. Making the most of your hardware advantage now to pare down enemy numbers before the rest of the mission shows up is definitely an idea with merit and it might pay to be in a position to support Carlos directly in the event of shenanigans. Just be wary of over committing since it's entirely possible the mission will end in you running for your lives in the face of overwhelming reinforcements.


EDIT: also you waited two years to get in the saddle and PTN parked a Flea in LOS of a lance that's like 1/3 Gauss Rifles by weight.

Voyager I fucked around with this message at 23:21 on Jun 18, 2015

Lord Koth
Jan 8, 2012

The Sha Yu is going to be a complete headache for you guys, barring a lucky shot. It is fast enough that you are not likely to close with it despite always moving after it, carrying 2 ER LLs so it has no real reason to close itself, and Stealth Armor. Between the armor and the scenario condition(Dusk: +1 To-Hit modifier, MAY GET WORSE) you are looking at a +2-+3 penalty even before standard range and movement ones. And given all but one of your pulse weapons have a max range of 6 hexes, good luck getting within range to use them to counteract that. Though on the bright side, if you do get a lucky gauss hit, you will pen it in any location.

PBJ
Oct 10, 2012

Grimey Drawer
I hope the "enemy reinforcements" are all bugfuck insane ComStar mechs that hate fun and good dicerolls.

Voyager I posted:

also you waited two years to get in the saddle and PTN parked a Flea in LOS of a lance that's like 1/3 Gauss Rifles by weight.

Well, I have always wanted to see what happens when an AT-ST goes up against a Battlemech...

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Lord Koth posted:

The Sha Yu is going to be a complete headache for you guys, barring a lucky shot. It is fast enough that you are not likely to close with it despite always moving after it, carrying 2 ER LLs so it has no real reason to close itself, and Stealth Armor. Between the armor and the scenario condition(Dusk: +1 To-Hit modifier, MAY GET WORSE) you are looking at a +2-+3 penalty even before standard range and movement ones. And given all but one of your pulse weapons have a max range of 6 hexes, good luck getting within range to use them to counteract that. Though on the bright side, if you do get a lucky gauss hit, you will pen it in any location.

Stealth isn't the greatest thing in the world and the squad has 6 weapons that outrange those ERLLs and plenty of ammo (infinite in case of erppc) to use with them.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
All those mediums and lights are just plywood models. The real enemy are in the buildings. Fifty units of anti-mech infantry to shoot out of the windows, and a bunch of 14/whatevs helicopters on the roofs

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DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

PoptartsNinja posted:

Good things could happen if the players get the number big enough.

It is worth noting here that nothing says these "good things" will be good for the players.

I'm on to your tricks, PTN!

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