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berryjon posted:I got you covered! Ok so I recall having to pull a couple of tricks to get it to install. I think Windows has actually made that easier with integrated ISO mounting.
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# ? Aug 7, 2015 22:57 |
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# ? May 23, 2024 20:21 |
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Behind Enemy Lines: Tactical Update 11 The vultures were circling. Mechwarrior Lowe’s eyes flashed front and back as the Jinggau circled and the Penetrator advanced. Only the Thunder was in no position to threaten her machine, that Capellan pilot was at least fully absorbed in the task of demanding the Cerberus’s full attention. Harried so closely, Hellhound would be in no position to offer a tactical analysis or craft effective orders. The Capellans had managed to identify the lance’s lead machine in spite of the heavy encryption and lack of use of rank. They hadn’t been careful enough, probably the Capellans had just marked it as the machine receiving the bulk of the lance’s transmissions. Electronic Warfare wasn’t exactly Bergit’s forte. “They’re targeting me,” she broadcast. “I’m already slow, they probably want to cripple me. I’m going to need a little help because I rather like living and I don’t intend to be taken alive.” Movement Phase War Dog (Player) - Generating Ghost Targets on War Dog (4 base + 2 ECM Tuning = 6): rolled 8, succeeds! Shooting Phase War Dog (Player) - Torso-twists to threaten hex 1519! - Fires Gauss Rifle at Sha Yu (4 base + 2 range + 1 movement + 3 enemy movement + 1 dusk = 11): rolled 7, miss! - Fires Large Pulse Laser at Sha Yu (4 base + 4 range + 1 movement + 3 enemy movement + 1 dusk - 2 pulse laser = 11): rolled 12, hit Left Torso (4/13 armor remaining)! - Fires One Shot Streak SRM-2 at Sha Yu (4 base + 4 range + 1 movement + 3 enemy movement + 1 dusk = 13): fails to lock-on! - Fires One Shot Streak SRM-2 at Sha Yu (4 base + 4 range + 1 movement + 3 enemy movement + 1 dusk = 13): fails to lock-on! - Gains 21 heat, sinks 20! Nightstar (Player) - Fires Gauss Rifle at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk = 10): rolled 6, miss! - Fires Gauss Rifle at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk = 10): rolled 8, miss! - Fires ER PPC at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk = 10): rolled 10, hits Right Leg (21/30 armor remaining)! 1 damage absorbed by light building! - Gains 17 heat, sinks 28! Maelstrom (Player) - Fires ER PPC at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 5, miss! - Fires ER Large Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 5, miss! - Fires Medium Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 4, miss! - Fires Small Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 10, hit Right Arm (6/9 armor remaining)! - Fires Small Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 6, miss! - Fires Small Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk = 9): rolled 7, miss! - Gains 35 heat, sinks 34! Cerberus (Player) - Fires Gauss Rifle at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 5, miss! - Fires Gauss Rifle at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 6, miss! - Fires Medium Pulse Laser at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 7, miss! - Fires Medium Pulse Laser at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 9, hit Left Arm (17/22 armor remaining)! 1 damage absorbed by light building! - Fires Medium Pulse Laser at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 9, hit Right Leg (16/30 armor remaining)! 1 damage absorbed by light building! - Fires Medium Pulse Laser at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 8, hit Right Leg (11/30 armor remaining)! 1 damage absorbed by light building! - Gains 20 heat, sinks 30! Sha-yu - Reverses arms! - Fires ER Large Laser at Maelstrom (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 5, miss! - Fires ER Large Laser at Maelstrom (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 3, miss! - Gains 26 heat, sinks 26! Penetrator - Torso-twists to threaten hex 1714! - Fires ER Large Laser at Nightstar (4 base + 2 range + 3 movement + 0 enemy movement + 1 dusk = 10): rolled 9, miss! - Gains 16 heat, sinks 24! Thunder - Fires Medium Pulse Laser at Cerberus (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk + 1 partial cover - 2 pulse laser = 8): rolled 4, miss! - Fires Medium Pulse Laser at Cerberus (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk + 1 partial cover - 2 pulse laser = 8): rolled 8, hit Right Torso (18/24 armor remaining)! - Fires Medium Pulse Laser at Cerberus (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk + 1 partial cover - 2 pulse laser = 8): rolled 4, miss! - Fires Autocannon/20 at Cerberus (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk + 1 partial cover = 10): rolled 7, miss! - Gains 21 heat, sinks 22! Jinggau - Fires Gauss Rifle at Nightstar: Whoops! - Fires ER Medium Laser at Nightstar: Whoops! - Fires ER Medium Laser at Nightstar: Whoops! - Fires ER Medium Laser at Nightstar: Whoops! - Fires ER Medium Laser at Nightstar: Whoops! - Gains 26 heat, sinks 26! End Phase Building Hex 0416 suffers 3 damage (6/15 structure remaining)! Physical Combat Phase: Maelstrom (Player) - Kicks Sha Yu (4 base + 1 movement + 3 enemy movement - 2 kick = 6): rolled 8, hit Left Leg (0/11 armor, 6/10 structure remaining)! Crit! End Phase: Sha Yu - Critical chance in Left Leg! No critical hits sustained. - Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 4, succeeds! Next Turn’s Movement Phase Thunder - Exits Building Hex 0416 (4 base - 1 light building = 3): rolled 5, succeeds! 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 (1/1) - Destroy the Capellan Checkpoint in hex 1418 (1/1) - - Make it look like an accident (1/1) - Avoid Antagonizing ComStar (0/1) Vengeance Counter: 4 Message 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 Tuesday! PoptartsNinja fucked around with this message at 01:36 on Aug 10, 2015 |
# ? Aug 9, 2015 23:17 |
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drat, how did the Jinggau have LoS on the Nightstar to that hex? I thought that height 2 hill in 1208 should have blocked it entirely.
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# ? Aug 9, 2015 23:30 |
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Well poo poo. That's not a +1 height hex at all, is it? Let me fix that.
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# ? Aug 9, 2015 23:36 |
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Also I think I should win the "Least shots landed/Most Inaccurate Player" award because drat I am loving awful at hitting anything haha. e: While you're spreadsheeting it looks like the Sha Yu's damage reading is missing the leg kick.
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# ? Aug 9, 2015 23:42 |
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Can Wardog back up to 1716? Or does the technically not dead enemy mech block pathing?
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# ? Aug 10, 2015 00:07 |
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I think dead 'Mechs count as rough terrain, but I don't remember what kind of movement penalties that imposes. It's either like a PSR or a +1 MP needed to move through the hex?
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# ? Aug 10, 2015 00:13 |
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Ok this is looking pretty bad now. Leave the sha yu to me. Thunder needs to die and we need to back the nightstar and cerb up hardcore. Gonna probably turn to face 1718 and back up 1 into the Flea's hex to kick the Sha Yu's left leg off as well as in general shooting the poo poo out of that side.
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# ? Aug 10, 2015 00:51 |
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How does shooting through a space with a neutral in it work?
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# ? Aug 10, 2015 00:57 |
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goatface posted:How does shooting through a space with a neutral in it work? They don't matter at all.
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# ? Aug 10, 2015 01:14 |
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Mechanically, no, but in this scenario.... Anyway, uh, help!
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# ? Aug 10, 2015 01:17 |
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We finally have some options for good shots this turn, so it's slugging time! I can walk to 0319 and shoot at the Thunder on 7s with my ERLL and ERPPC, hopefully putting his damaged right leg in real DANGER ZONE level. The Cerb can run to 815 and twist to shoot at the thunder as well, on 8s/10s, vs 11s for the thunder's return fire. A good deal! The Nightstar can break the Jinggau's los again fine this turn by walking in to 1209 and gets to torso twist and alpha strike the Penetrator on 7s, but we're going to have to mop up really fast and turn back north to help him out. Luckily on that front the Wardog can maneuver to get a 6 to kick the Sha Yu's damaged leg right off, which will really help us not worry about our backfield any longer. Ideally the War Dog makes that kick, and can then immediately turn north to help out the Nightstar. Hopefully the Cerb and I will have scored a lucky leg crit or something on the Thunder as well, anything to help us get more space. Gwaihir fucked around with this message at 01:20 on Aug 10, 2015 |
# ? Aug 10, 2015 01:17 |
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I'd really rather not move into the canyon, because it restricts my future moves pretty badly, and will make it hard to disengage once Wave 3 shows up.
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# ? Aug 10, 2015 01:23 |
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PoptartsNinja posted:Thunder I think you've got a copy/paste error here, PTN.
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# ? Aug 10, 2015 01:26 |
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You're assuming there's a wave three?? I thought these guys were pretty much the only forces on the planet, or there was like one more lance at most.
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# ? Aug 10, 2015 01:28 |
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It came up in an update (because Bergit is a smart cookie!) that there was one lance at the block, one on Ready 5 (ish), and one more in reserve here. As I recall, can't look at the moment.
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# ? Aug 10, 2015 01:31 |
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Hm, we're all in a lot of trouble if a wave three shows up right now. I don't think you have a lot of other options at the moment though as far as moves go. You're going to take fire, we all of us have a great opportunity to return fire on good shots and maybe close out this mission. Also the message counter hits 0 next turn.
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# ? Aug 10, 2015 01:53 |
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PTN, can we move through a hex containing a neutral 'Mech?
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# ? Aug 10, 2015 02:13 |
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TU6 posted:“They were buying time,” “Lumberjack” Lowe mused, her massive Nightstar hunkering down a little as she tracked the enemy retreat. “There’s probably a company of `Mechs protecting the capitol—the Protectorate Guard would’ve left a force strong enough to fend us off so I’d expect two heavy lances and the lighter lance we just pushed off. They’re probably keeping one lance active, one lance on standby, and have one lance standing down so I’d estimate a single enemy lance will arrive to reinforce. So the question is: are they withdrawing because we’ve broken them or because their reinforcements were closer than we estimated?” So there's a third lance in the local company, but it probably isn't available.
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# ? Aug 10, 2015 02:28 |
goatface posted:How does shooting through a space with a neutral in it work? Given the scenario, I'd anticipate the possibility of missed shots either hitting the ComStar guys, or getting close enough to fail "don't annoy ComStar". Take the shot only if you've got good to hits and there are no other options.
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# ? Aug 10, 2015 02:47 |
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goatface posted:How does shooting through a space with a neutral in it work? I don't ~think~ we have to do that.. this turn! (But yea it would probably not be too smart. I'm surprised the shots at the dome backdrop the Cerberus was in front of didn't provoke some kind of reaction)
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# ? Aug 10, 2015 02:55 |
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The Merry Marauder posted:Mechanically, no, but in this scenario.... You have many options and an assault mech and you are facing 2 smaller mechs with the init in your favor, simply break LOS with the jinggau there and feast on the penetrators tender insides.
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# ? Aug 10, 2015 03:44 |
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AtomikKrab posted:You have many options and an assault mech and you are facing 2 smaller mechs with the init in your favor, simply break LOS with the jinggau there and feast on the penetrators tender insides. Never listen to AtomikKrab about anything ever.
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# ? Aug 10, 2015 04:11 |
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Ok I actually read Krab's post. The only good thing he said is breaking LoS with the Jinggau and going 1209. That said you could have figured that out. You should be concerned that you are being boxed in. We're coming to back you up as soon as we can but its gonna take time.
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# ? Aug 10, 2015 04:15 |
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The Merry Marauder posted:So there's a third lance in the local company, but it probably isn't available. A bit of a gamble to assume that analysis is accurate. There's always room for surprise reinforcements - what about ground-pounders like tanks and infantry that might've been ignored, too? They might not win the fight but they could tilt the odds.
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# ? Aug 10, 2015 04:21 |
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DivineCoffeeBinge posted:PTN, can we move through a hex containing a neutral 'Mech? Yeah, sure.
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# ? Aug 10, 2015 04:26 |
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Viva Miriya posted:Ok I actually read Krab's post. The only good thing he said is breaking LoS with the Jinggau and going 1209. That said you could have figured that out. You should be concerned that you are being boxed in. We're coming to back you up as soon as we can but its gonna take time. Thinking about starting to back up the road, honestly. Digging myself into a literal hole seems unwise when extraction is in our future. Dolash posted:A bit of a gamble to assume that analysis is accurate. There's always room for surprise reinforcements - what about ground-pounders like tanks and infantry that might've been ignored, too? They might not win the fight but they could tilt the odds. You can always eighteenth-guess the presented information, but the Capellans don't usually use RCT-style combined arms in offensives, and this isn't a Liao world. The Merry Marauder fucked around with this message at 04:46 on Aug 10, 2015 |
# ? Aug 10, 2015 04:44 |
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DivineCoffeeBinge posted:PTN, can we move through a hex containing a neutral 'Mech? If you run to 0815 your back and leg are covered. Pound the thunder with the maelstrom. The Merry Marauder posted:Thinking about starting to back up the road, honestly. Digging myself into a literal hole seems unwise when extraction is in our future. I don't see us extracting with 5/8s in our backfield. You are stuck in anyway, might as well step to the side and drop the penetrator. I'll put ghost targets on the penetrator and if possible gwaihir should do the same.
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# ? Aug 10, 2015 04:50 |
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The Merry Marauder posted:Thinking about starting to back up the road, honestly. Digging myself into a literal hole seems unwise when extraction is in our future. You are in a touchy spot no matter what, with two jumpers that are faster than you up in your jibs. Blocking LOS to the Jinggau at least for a turn buys you a little time for everyone else to regroup to assist you, and lets you 1v1 the PTR. You'll take some damage but that's utterly unavoidable. The turn after this one will suck for you too, probably, but that's also probably unavoidable unless PTN's moves give you an out, which with init is more plausible than otherwise. It is still better than trying to fight both at once and trying to disengage to a point where you can't actually get away anyway because you're outpaced. So krab's not wrong with his suggested move. The rest of his analysis is sketchy as hell though. The PTR is about as close to a zombie mech as can be without actually being a zombie, and being at this range against it is less than stellar for you; and you're certainly not going to have an easy time dropping it or disengaging. The Jinggau is also saucy. Both are faster than you and trying to bracket you, and the NSR can't go very far even on flat ground anyway. "They're smaller" isn't even a point in the NSR's favor since there's two of them and you probably can't one-turn-kill either of them. It's still the right move to use that L2 hex to block LOS to the Jinggau, but IMO Krab's reasons for it are wrong. Fraction Jackson fucked around with this message at 05:11 on Aug 10, 2015 |
# ? Aug 10, 2015 05:09 |
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The Merry Marauder posted:You can always eighteenth-guess the presented information, but the Capellans don't usually use RCT-style combined arms in offensives, and this isn't a Liao world. Also, Capellan use of combined arms is usually integrated on the lance level so if you don't already see tanks there probably aren't some just hanging out.
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# ? Aug 10, 2015 05:15 |
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Viva Miriya posted:If you run to 0815 your back and leg are covered. Pound the thunder with the maelstrom. I won't have ecm range on the penetrator, I was planning on ghost targets on the Thunder to make its shots against the cerb or I tougher.
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# ? Aug 10, 2015 05:52 |
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Viva Miriya posted:If you run to 0815 your back and leg are covered. Pound the thunder with the maelstrom. What on earth covers me in 0815? That looks an awful lot like setting myself up to be in a crossfire between the Penetrator and the Thunder, at least one of whom would have an open shot at my back. I'm not saying you're wrong, I just don't see anything between the Thunder and I in that scenario. Was actually thinking about moving to 0510, which should break LOS from the Thunder and let me give the Nightstar some support; those hills should give me some maneuvering leeway from the Thunder giving chase in the next few rounds, I'm hoping.
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# ? Aug 10, 2015 12:51 |
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Well, 510 is a decent setup to go help the Nightstar, but it doesn't actually break LoS from the Thunder. You wouldn't even have the move mod from going to 815. 815 means the Thunder needs 11s to hit you if ghost targets fails, and the Penetrator is almost guaranteed to take much easier shots at the Nightstar anyhow (It needs 10s and 12s to hit you, vs 7s to hit the Nightstar pretty much anywhere it moves.) I'll also be moving in to help you with the Thunder, since there's no way you're really out-running it alone.
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# ? Aug 10, 2015 13:38 |
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DivineCoffeeBinge posted:What on earth covers me in 0815? That looks an awful lot like setting myself up to be in a crossfire between the Penetrator and the Thunder, at least one of whom would have an open shot at my back. I'm not saying you're wrong, I just don't see anything between the Thunder and I in that scenario. Partial Cover buddy+movement mods.
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# ? Aug 10, 2015 18:13 |
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Viva Miriya posted:Partial Cover buddy+movement mods. I don't see how I'm getting partial cover from the Thunder (which is standing on, not behind, a hill) in 0815. From the Penetrator, sure, but the Penetrator's the last dude I'm personally worried about right this second. Your post looked like it was saying I'd have cover from the Thunder, is my point. Also wondering if moving to 0414 and continuing to slug it out with this dude where I still have a prayer of hitting with the MPLs might not be a bad idea, honestly. Carlos is getting back in his car soon, and I'm leery of pulling too far north, what with him being the mission objective and all.
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# ? Aug 10, 2015 19:03 |
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DivineCoffeeBinge posted:I don't see how I'm getting partial cover from the Thunder (which is standing on, not behind, a hill) in 0815. From the Penetrator, sure, but the Penetrator's the last dude I'm personally worried about right this second. Your post looked like it was saying I'd have cover from the Thunder, is my point. I mean to say your opened leg is covered somewhat due to your rightside being towards the thunder. Its not 100% but if a leg gets hit, it's likely to be the good one not the bad. Also the Thunder is going to have a tough loving time hitting you any god drat way. Do it baby. Do it big. Kill that bitch.
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# ? Aug 10, 2015 19:12 |
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DivineCoffeeBinge posted:I don't see how I'm getting partial cover from the Thunder (which is standing on, not behind, a hill) in 0815. From the Penetrator, sure, but the Penetrator's the last dude I'm personally worried about right this second. Your post looked like it was saying I'd have cover from the Thunder, is my point. Well, in 0414 he'd have mm.. Probably 7 to hit with his AC20, and 5s on MPLs (4 base + 2 running + 1 dusk - 2 pulse laser) I think he has to be at range 3? for you not to get a penalty to hit with your Gauss, so they'd be shooting on 9s, too (4 base + 2 running + 1 dusk + 1 min range +1 enemy movement). I wouldn't risk it- You would do a lot more MPL damage, sure, but the Thunder has more armor than you atm, and if his AC20 hits either your left or right torso you'll eat a crit and be open. 815 gives you better gauss shots, 8s, while his shots get waaaay worse: 11s on everything but the LRM (4 base + 2 running + 2 enemy movement + 1 dusk +2 medium range).
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# ? Aug 10, 2015 20:43 |
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Gwaihir posted:I don't ~think~ we have to do that.. this turn! (But yea it would probably not be too smart. I'm surprised the shots at the dome backdrop the Cerberus was in front of didn't provoke some kind of reaction) I was actually thinking of it in terms of "Can the neutrals be used as a sort of cover?" while trying to work out how to avoid short range AC20ing.
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# ? Aug 10, 2015 21:38 |
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My orders are in so yeah. Here's to hoping for a legless Sha Yu.
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# ? Aug 11, 2015 00:45 |
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# ? May 23, 2024 20:21 |
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Viva Miriya posted:My orders are in so yeah. Here's to hoping for a legless Sha Yu. comrade kick. I was about to say orders in as well, but.. If I go to 0118 or 0217, are either of those in the Thunder's rear arc? It only has 1 armor on it's rear CT, a chance to hit there might be worth lowering my shots from 7s to 8s. Otherwise I'm talking to 0319 and shooting the Thunder.
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# ? Aug 11, 2015 01:25 |