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I'm somewhat interested that the pilot of the Sha Yu just shifted to "Calm." Furious and worried are two mental states I could easily see upon a sudden enemy attack by foes significantly outmassing you and/or having a squadmate suddenly die, but calm is not. Shifting to calm under those circumstances is actually a bit concerning for several reasons.
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# ? Jun 22, 2015 01:26 |
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# ? May 13, 2024 01:33 |
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Viva Miriya posted:No, I'm gonna koolaid man through that poo poo and bust it. Speaking of which, running onto the bridge and firing on the 0517 mechbay with a gauss and LPL to expose it and complete the secondary objective of damaging it. DivineCoffeeBinge: The pilot of the bloodhound is furious, moved for +3 and has partial cover for a total of +4 to hit. I wouldn't even expose myself to him, I'd probably just keep advancing and let him close with us so we can all drop him. Nightstar should be in position by turn 3 to just stand and deliver so he's dead meat. I intend to move to 2005, facing SW. That leaves him no shot at me and also means that if he plans to rush he'll have to either get a lot closer to me than he wants to next turn or come around south of the hill I'm behind, opening his back to me even if the rest of you ignore him and/or are busy. EDIT: Lord Koth posted:I'm somewhat interested that the pilot of the Sha Yu just shifted to "Calm." Furious and worried are two mental states I could easily see upon a sudden enemy attack by foes significantly outmassing you and/or having a squadmate suddenly die, but calm is not. Shifting to calm under those circumstances is actually a bit concerning for several reasons. All of a sudden there is shooting happening. That's cool, the Sha Yu pilot thinks. I've trained for shooting. It's this standing around trying to look intimidating in my paper-thin stealth 'Mech that's harrowing.
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# ? Jun 22, 2015 01:34 |
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Tank Boy Ken posted:In War Thunder you'd get the following crit message: "Pilot unconscious". You've got a hole in your left leg!
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# ? Jun 22, 2015 02:26 |
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I forget, what happens if due to blundering around, the mech goes over the car they're supposed to protect?
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# ? Jun 22, 2015 02:38 |
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DivineCoffeeBinge posted:I intend to move to 2005, facing SW. That leaves him no shot at me and also means that if he plans to rush he'll have to either get a lot closer to me than he wants to next turn or come around south of the hill I'm behind, opening his back to me even if the rest of you ignore him and/or are busy. Derp I was about to go "Oh nooo if you move to 2005 facing 1906 he can run right behind you to 2015!!" But then I remembered how turn order works and he's already moved for this turn. Carry on! SynthOrange posted:I forget, what happens if due to blundering around, the mech goes over the car they're supposed to protect? I think mechs and vehicles can share the same hex np.
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# ? Jun 22, 2015 02:47 |
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SynthOrange posted:I forget, what happens if due to blundering around, the mech goes over the car they're supposed to protect? Executions.
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# ? Jun 22, 2015 02:54 |
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SynthOrange posted:I forget, what happens if due to blundering around, the mech goes over the car they're supposed to protect? Since we don't know which car Carlos is in, I'm pretty sure PTN wouldn't build a scenario where he could say "Welp you went through the wrong hex, you ALL LOSE IMMEDIATELY."
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# ? Jun 22, 2015 02:59 |
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The default interaction for a mech sharing a hex with a vehicle is that nothing happens other than them not being able to shoot at each other, even between hostile units. They can attack them in the physical phase, but that's a conscious action and not a side-effect of hex sharing. Throw in the fact that the PCs would presumably be deliberately avoiding any vehicular collateral on the road they know their commander is going to be riding down in an unmarked car and the fact that PTN isn't some rear end in a top hat DM just waiting for an excuse to
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# ? Jun 22, 2015 03:04 |
Mood: Surprised I just can't stop laughing at that.
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# ? Jun 22, 2015 03:22 |
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That said, if you were to fall in a hex with a vehicle, well... One mech down is a good start even if it is a Flea, means the minimum amount of shooting was wasted to get rid of it and attention can be focused on the other three. This is probably the best possible time to knock out those side-objectives like cracking the mechbay and blowing up the checkpoint, since the mech opposition is even lighter than it was but likely only to get heavier from here. It's kind of a pity nobody has missiles, I think it would've been easier to pass off another lancemate firing missiles at the dead flea and "accidentally" hitting the checkpoint instead as being them not realizing the flea is already dead before they fired. Shooting at it with a laser or gauss and "missing" so bad you hit the checkpoint is less plausible. With both the other mechs booking it to the edge of the map, however, you might not get a better chance to shoot at a target right next to it, so maybe if someone hasn't got line of sight to any other living mech they could pass off shooting toward the flea again as vengeance-fuelled overkill? Or denying the enemy a mostly-salvageable mech? If you really want to be sure, maybe risk splitting your fire and target half your weapons on the damaged flea and the other half on the checkpoint, so if a few of each hit it'll be more clear what you were "trying" to do. Dolash fucked around with this message at 07:40 on Jun 22, 2015 |
# ? Jun 22, 2015 07:38 |
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You just know that guy is going to be insufferably smug for about a week until he finally gets bored of the "just a Flea, dude, shut the gently caress up".
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# ? Jun 22, 2015 14:29 |
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goatface posted:You just know that guy is going to be insufferably smug for about a week until he finally gets bored of the "just a Flea, dude, shut the gently caress up". "No, you shut up!" Thus the umpteenth FWL civil war began.
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# ? Jun 22, 2015 15:00 |
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I told you about those headcappers, bro.
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# ? Jun 22, 2015 17:31 |
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I'm thinking to just run froward to 1007 and face south. Nothing I can shoot in the way of enemy targets yet, so I'll just bloop our Mechbay objective with my energy weapons. I asked PTN if I can scan the buildings with my probe to see if there's enemy forces hiding in them (Before blowing them up). Hopefully I can be a good 75 ton max armored "scout"
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# ? Jun 22, 2015 20:08 |
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If there's any BattleMechs hidden in the buildings your active probe will let you know.
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# ? Jun 22, 2015 20:21 |
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Gwaihir posted:I'll just bloop our Mechbay objective with my energy weapons. Note that the War Dog is already shooting at it, so let's be sure to damage, not destroy. e: though doing so partly with an LPL that is way out of range Do we want to risk over-CFing the bridge? Going around might be wise. The Merry Marauder fucked around with this message at 20:50 on Jun 22, 2015 |
# ? Jun 22, 2015 20:35 |
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We were talking on #megamek earlier, I think he's swapping targets to the Wyvern since he's the only one that can hit it while you and I can both get LoS to the Mechbay without being seen by anything else. It's only a single gauss shot on a roll of 11, but hey, lightning might strike twice?! Gwaihir fucked around with this message at 21:01 on Jun 22, 2015 |
# ? Jun 22, 2015 20:59 |
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The Merry Marauder posted:Note that the War Dog is already shooting at it, so let's be sure to damage, not destroy. I'm swapping to the wyvern I'll send updated orders. Edit: new orders in. Walking to 1507 and taking a gauss potshot at the wyvern. Gonna rush across the bridge next turn and get to busting the checkpoint by seeing how far I can punt the guard shack across the street. Unless the Bloodhound wants to get close and cerb/nightstar can't deal with it. Viva Miriya fucked around with this message at 23:26 on Jun 22, 2015 |
# ? Jun 22, 2015 21:50 |
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Gonna earmark that Flea for OpFor Honorable Mention.PoptartsNinja posted:If there's any BattleMechs hidden in the buildings your active probe will let you know. Sounds interesting! Go on then, guys. Have at it.
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# ? Jun 23, 2015 05:11 |
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Orders in, going to 1007, facing south, and shooting 0616. We probably don't want to take out more than what, two hexes of the building? I'm not sure how many hexes destroyed (Or is it just the center Hex?) would make it collapse, but we don't want to accidentally bury our supposed raiding target.
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# ? Jun 23, 2015 14:08 |
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You want to take out a wall and then get someone with hands over there to start dragging things around. I assume that's how you're going to steal it anyway. Maybe you have a team with a flatbed-crane who are going to come racing in?
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# ? Jun 23, 2015 14:15 |
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Behind Enemy Lines: Tactical Update 3 At a glance, the Wyvern didn’t seem like much of a technological marvel. It was slow and overgunned, carrying a mix of largely short-ranged weapons. A pocket-heavy without the range to guarantee its own safety, a medium too slow for combat outside cities or winding canyons. It was an ambusher, a nasty surprise for any other light or medium `Mech that blundered in range but ill-suited to engage anything larger than itself in anything resembling a fair fight. The Wyvern didn’t seem like much of a technological marvel, but a technological marvel it was. The most humanoid BattleMech ever created, it could replicate the full range of human motion with almost perfect accuracy. Its impossibly human movements made experienced and rookie pilots alike find the Wyvern almost instinctively easy to pilot. It was so easy a ride that the Wyvern had long ago developed the reputation as a machine that ruined Mechwarriors forever: Of the few warriors who willingly chose to pilot a Wyvern, virtually none was willing to pilot anything else ever again. It was perfectly suited to its most infamous role: riot duty. Where another BattleMech would often react too slowly to respond to human-sized threats as the pilot struggled to translate what he or she wanted into something his or her machine would be capable of, the Wyvern’s body simply moved to match its pilots whims. It was one of the most intimidating BattleMechs for an infantryman to face for this reason and one other: while stationary it was often overlooked, in motion the Wyvern slipped so deeply into the uncanny valley that it could make observers feel distinctly uncomfortable. From the way the machine’s head twisted and turned as the pilot looked about and the way the entire machine seemed to twist to track a target without the aid of a turret-like torso actuator to the machine’s uncanny ability to stoop, crouch, slouch, and even crawl if the pilot thought it necessary, a Wyvern was often simply too dangerous for even the best-trained infantry to engage. Its rarity, sluggishness, and reputation as a ‘crutch’ for talentless pilots made the Wyvern one of the most disdained machines in the Inner Sphere, so when Mechwarrior Trevisano’s Gauss Rifle swung in line with the little medium `Mech’s center mass he was taken completely by surprise when the Wyvern simply slouched forward then nearly dropped to one knee to duck under his crosshairs with a fluid grace he’d never seen before. His slug missed by more than a meter, vanishing somewhere into the dark city streets behind the far too human Capellan `Mech. A cold sweat broke out on his forehead as the Capellan machine recovered at a speed he couldn’t match and casually slipped behind the mirror-tinted transplex glass domes the Abadan natives favored. Its arm curled into an insulting hand-gesture—a motion that would’ve taken weeks of practice to make the War Dog do half as well—and vanished like a forty-five ton ballerina exiting stage left. Movement Phase Sha-yu - Activates Stealth Armor! Shooting Phase War Dog (Player) - Fires Gauss Rifle at Wyvern (4 base + 4 range + 1 movement + 1 enemy movement + 1 low light = 11): rolled 4, miss! - Gains 3 heat, sinks 20! Nightstar (Player) - Holds fire! - Gains 1 heat, sinks 28! Maelstrom (Player) - Torso-twists to threaten hex 1008! - Fires ER PPC at building hex 0616 (4 base + 2 range + 2 movement - 4 target movement + 1 low light = 5): rolled 10, hit (5/15 CF remaining)! - Fires ER Large Laser at building hex 0616 (4 base + 2 range + 2 movement - 4 target movement + 1 low light = 5): rolled 10, hit (0/15 CF remaining)! Hex collapses! - Gains 29 heat, sinks 34! Cerberus (Player) - Holds fire! - Gains 2 heat, sinks 30! Sha-yu - Gains 12 heat, sinks 26! Player Status: Opposing Force Status: Neutral Status Mission Objective: - Protect Carlos Marik (0/1) Secondary Objectives: - Damage but don’t destroy the Civillian `Mechbay in hex 0517 (0/1) - Destroy the Capellan Checkpoint in hex 1418 (0/1) - - Make it look like an accident (0/1) - Avoid Antagonizing ComStar (0/1) Vengeance Counter: 1 Special Rules: Dusk – This mission takes place at dusk, applying a +1 penalty to-hit. This penalty may worsen if the mission lasts long enough for night to fall. Escort Mission – This mission has a mobile objective that must be defended. Orders Due: Midnight Saturday!
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# ? Jun 24, 2015 22:25 |
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Is that Wyvern pilot someone special because uhhhhhhhhhhhhhhhhh??
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# ? Jun 24, 2015 22:44 |
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Artificer posted:Is that Wyvern pilot someone special because uhhhhhhhhhhhhhhhhh?? He's only the Chinese (and therefore Capellan) equivalent of a Private, so I would think not?
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# ? Jun 24, 2015 22:49 |
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Artificer posted:Is that Wyvern pilot someone special because uhhhhhhhhhhhhhhhhh?? anyone who can make their mech dodge a shot, give you the finger, and disappear behind a building all in one fell swoop is special no matter what.
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# ? Jun 24, 2015 22:51 |
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GhostStalker posted:He's only the Chinese (and therefore Capellan) equivalent of a Private, so I would think not? I guess he's just really good with the Wyvern then.
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# ? Jun 24, 2015 22:55 |
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The mech is actually sentient. There is no pilot.
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# ? Jun 24, 2015 23:03 |
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Guys, I just wrote three paragraphs about how even a lovely pilot can make the Wyvern do amazing things.
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# ? Jun 24, 2015 23:05 |
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Thinking of taking the Cerberus down to Hex 2008, facing 1909; that should, if my rough 'hold a ruler up to the screen and see your theoretical line of fire' technique holds up, get me a shot at the Bloodhound that keeps the HPG out of the sight picture. It should, I am hopeful, keep that Height 3 hill out of the way too. Alternately, I can fire at the 'Mech bay in 0517 if everyone else has better options for their weaponry. Thoughts?
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# ? Jun 24, 2015 23:06 |
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PoptartsNinja posted:Guys, I just wrote three paragraphs about how even a lovely pilot can make the Wyvern do amazing things. And now the thread is sitting around wondering if that 4/4 pilot isn't a closet 0/0
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# ? Jun 24, 2015 23:07 |
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e: Panache, style, attitude, whatever you want to call it - It's not on the official stat sheets. or I guess it is now, with the mood indicators, but whatever Psion fucked around with this message at 23:28 on Jun 24, 2015 |
# ? Jun 24, 2015 23:26 |
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I'm gonna move on in and shoot up the bloodhound and keep on him. Next turn I'm breaking the checkpoint open.
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# ? Jun 24, 2015 23:54 |
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You might want to shoot the checkpoint now - it's absolutely important that you destroy it, and the best opportunity to destroy it is when there's an enemy mech standing right next to it, because you can plausibly pretend that you were shooting at him and hit the checkpoint by accident. PTN was courteous enough to move a second mech in base-to-base contact with the checkpoint after you killed the flea, he might not do it again so take the chance to gobble up a major objective now and worry about kills afterward. That's what I'd suggest, anyway (I can't blame you for wanting to up the vengeance counter though! )
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# ? Jun 25, 2015 00:10 |
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Which one is stealth armour?
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# ? Jun 25, 2015 00:14 |
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DivineCoffeeBinge posted:Thinking of taking the Cerberus down to Hex 2008, facing 1909; that should, if my rough 'hold a ruler up to the screen and see your theoretical line of fire' technique holds up, get me a shot at the Bloodhound that keeps the HPG out of the sight picture. It should, I am hopeful, keep that Height 3 hill out of the way too. I can hit the mechbay again, since I don't have a way to get good shots on anything else. One more hex will probably achieve that objective. I'm pretty sure you have LoS from 2008, it's just a lovely shot, you'd need 12s to hit the bloodhound. You can't even shoot the checkpoint since it's not tall enough to be in LoS The War Dog can saunter on up to 1511 at a walk and shoot at the Bloodhound with 11s and juuuust miss having the shots backed by the HPG. Shooting the checkpoint (Or impossible shots at the Sha Yu) for him would backstop the HPG which is bad news. You should be pretty safe since the best shot against you looks like it's a 10 or so. I think the Nighstar is our best choice to blow the checkpoint atm. It has garbage options for shots against the mechs on 12s, but it can get good LoS on the checkpoint to blow it up without slinging a spare Gauss slug in to the HPG. It can even primary the checkpoint then secondary target the bloodhound with the ERPPC or something to make it look good! I think I'm going to trundle on down in to 0811 and shoot up hex 617 of the mechbay. Closing in and kicking these little guys to death seems like my best option, especially since I'm faster and heavier than the Wyvern, and a whole load of my weapons are much shorter ranged. Also, PTN, I think I should be facing 1008 and not just torso twisted to it, unless I mis-counted my MP for going over those hills. e: forgot to say I want to get south as well to get in range to scan that closed dome in 1017, too. Should be able to play ring around the building just fine if the bloodhound comes after me too. Gwaihir fucked around with this message at 00:29 on Jun 25, 2015 |
# ? Jun 25, 2015 00:26 |
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Love the fluff piece there. Makes one wonder what a talented pilot can make the Wyvern do.
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# ? Jun 25, 2015 01:59 |
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Would that Wyvern be one of the original ones, or are there new ones being made at this point in the timeline? BT wiki suggests that they're quite rare at this point.
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# ? Jun 25, 2015 02:38 |
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Gwaihir posted:I can hit the mechbay again, since I don't have a way to get good shots on anything else. One more hex will probably achieve that objective. Oh, it's a horrid shot. But gently caress it, it's not like any of us are short on Gauss ammo. (e: orders in.) DivineCoffeeBinge fucked around with this message at 03:40 on Jun 25, 2015 |
# ? Jun 25, 2015 03:34 |
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Man, you can't help feeling bad for whatever glorified toll-booth operator is about to discover that the enemy heavy/assault lance currently engaging the security detachment is actually there for him.
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# ? Jun 25, 2015 05:13 |
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# ? May 13, 2024 01:33 |
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goatface posted:Which one is stealth armour? All enemy mechs take a +1 to hit at medium range and +2 at long. Combined with the Dusk penalty it's going to make taking the Sha Yu out at long range very difficult.
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# ? Jun 25, 2015 05:43 |