Looking forward to
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# ? Aug 12, 2015 21:13 |
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# ? May 28, 2024 00:16 |
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Oh I love this thread and all the various reactions it brings
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# ? Aug 12, 2015 21:14 |
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Someone just rolled triple boxcars!?
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# ? Aug 12, 2015 21:17 |
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Gwaihir posted:Someone just rolled triple boxcars!? I'm hoping for an extraordinarily unlikely headcap which pretty much puts the entire mission in the bag for one team or the other. I'll even be polite and say "for the players."
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# ? Aug 12, 2015 21:29 |
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Someone fires a wayward shot that wrecks the HPG halfway through transmission.
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# ? Aug 12, 2015 21:43 |
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goatface posted:Someone Fixed it for maximum Battletech.
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# ? Aug 12, 2015 21:50 |
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One of the lasers hits the HPG beam and it refracts down the beam path and destroys the HPG dish where's that lasers.gif PTN posted a while ago which was just so completely wrong it boggled the mind? Like using two mirrors to just bounce a beam back and forth in defiance of all laws of physics?
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# ? Aug 12, 2015 21:54 |
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Psion posted:One of the lasers hits the HPG beam and it refracts down the beam path and destroys the HPG dish This one? http://i.imgur.com/PRE3rLz.webm There was also another funny one from some mecha show, where one of the robots pretty much just cut a laserbeam apart with a blade and the pieces just fell straight to the ground.
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# ? Aug 12, 2015 21:57 |
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Well maybe the entire enemy team goes down in one volley.
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# ? Aug 12, 2015 22:13 |
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Someone gets headcapped with an AC20, from behind.
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# ? Aug 12, 2015 22:17 |
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AtomikKrab posted:
This would be double plus impressive considering I don't think any of us even were able to shoot at the Jinggau
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# ? Aug 12, 2015 22:17 |
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yeah, that one. I want that to happen to the HPG.
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# ? Aug 12, 2015 22:52 |
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Behind Enemy Lines: Tactical Update 13 “Argh, my arm!” Ballista roared, sweeping his Large Pulse Laser across the Sha-yu’s legs. The little machine jerked as its ferro-titanium bones glowed white hot and shattered the next time the machine’s leg struck the pavement. It collapsed, striking sparks from the roadway. Ballista thought about kicking it when his external pickups detected a deafening hum from the HPG. Most of his secondary monitors tracking external conditions hissed with static as the HPG transmitted. It was off schedule. And a dead giveaway. “Recover the Gauss Rifle if you can,” Hellhound started, but even he was silenced when the Jinggau’s Gauss Rifle tipped skyward. Ballista’s computer painted a silver streak on his primary display as the Jinggau’s shot caught the edge of the HPG’s heavily-armored transmitter. Although the dish itself was nearly eighteen tons of Battlemech-grade ceramet, the transmitter’s focusing mechanisms, targeting matrix, and power feeds were all exposed. The Gauss Rifle’s heavy nickel-iron shell skipped along the inside of the dish, striking sparks—or worse, eight meter arcs of raw electricity—from exposed and operating components. The HPG’s transmission ended in a flare of static as the transmitters overloaded and fused solid. Bad howled, “Oh, those son’s of—the Capellans just took out one of the ComGuard!” “We’ve got bigger problems,” Hellhound said, piping his main camera feed to the rest of the lance. The ovoid shape of a Union-ckass DropShip sporting a black-and-white paint scheme in a pattern that drove obsessive-compulsive types mad slipped from behind a nearby skyscraper from the general direction of the spaceport. The ship’s Captain was good, flying low enough that the massive plasma flare from the ship’s engines might’ve baked anyone unfortunate to be on an eighth-storey rooftop to death. The vessel’s Mechbay door was wide open, and the stark white form of a Shadow Hawk loomed in the entry ready to jump free. Its hands gripped the ship’s bulkheads as the `Mech practically leaned out for a better look. Something moved behind it, but with the poor quality of Hellhound’s feed Ballista couldn’t identify what it was. Movement Phase War Dog (Player) - Generating Ghost Targets on Penetrator (4 base + 2 ECM Tuning = 6): rolled 2, fails! Maelstrom (Player) - Generating Ghost Targets on Thunder (4 base + 2 ECM Tuning = 6): rolled 5, fails! Shooting Phase War Dog (Player) - Torso-twists to threaten hex 1516! - Fires Gauss Rifle at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk + 2 minimum range = 11): rolled 4, miss! - Fires Large Pulse Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 8, hit Left Arm (0/9 armor remaining)! - Fires Medium Pulse Laser at Sha Yu (4 4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 10, hit Left Leg (0/10 structure remaining)! Leg blown off! `Mech destroyed! - Fires Medium Pulse Laser at Sha Yu (4 base + 0 range + 1 movement + 3 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 12, hit Right Torso (7/13 armor remaining)! - Gains 21 heat, sinks 20! Nightstar (Player) - Fires Gauss Rifle at Penetrator (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 8, hit Left Torso (9/24 armor remaining)! - Fires Gauss Rifle at Penetrator (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 3, miss! - Fires ER PPC at Penetrator (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 11, hit Right Torso (14/24 armor remaining)! - Fires Medium Pulse Laser at Penetrator (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 4, miss! - Fires Medium Pulse Laser at Penetrator (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 8): rolled 7, miss! - Gains 27 heat, sinks 28! Maelstrom (Player) - Fires ER PPC at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 10, hit Right Leg (1/30 armor remaining)! - Fires ER Large Laser at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 7, miss! - Fires Medium Laser at Thunder (4 base + 2 range + 2 movement + 1 enemy movement + 1 dusk = 10): rolled 9, miss! - Gains 32 heat, sinks 34! Cerberus (Player) - Torso-twists to threaten hex 0716 - Fires Gauss Rifle at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 6, miss! - Fires Gauss Rifle at Thunder (4 base + 0 range + 2 movement + 1 enemy movement + 1 dusk = 8): rolled 5, miss! - Fires Medium Pulse Laser at Thunder (4 base + 4 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 10): rolled 8, miss! - Fires Medium Pulse Laser at Thunder (4 base + 4 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 10): rolled 10, hit Left Leg (24/30 armor remaining)! - Fires Medium Pulse Laser at Thunder (4 base + 4 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 10): rolled 3, miss! - Fires Medium Pulse Laser at Thunder (4 base + 4 range + 2 movement + 1 enemy movement + 1 dusk - 2 pulse laser = 10): rolled 2, miss! - Gains 20 heat, sinks 30! Sha-yu - Torso-twists to threaten hex 1618! - Fires ER Large Laser at War Dog (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 7, hit Left Leg (10/28 armor remaining)! - Fires ER Large Laser at War Dog (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 7, hit Right Arm (0/12 structure remaining)! Arm blown off! - - Damage transfers to Right Torso (22/23 armor remaining)! - Fires ER Medium Laser at War Dog (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 9, hit Left Leg (5/28 armor remaining)! - Fires ER Medium Laser at War Dog (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 10, hit Left Leg (0/28 armor remaining)! - Gains 36 heat, sinks 26! Penetrator - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 9, hit Left Torso (18/32 armor remaining)! - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 9, hit Left Torso (12/32 armor remaining)! - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 6, miss! - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 9, hit Left Arm (25/32 armor remaining)! - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 5, miss! - Fires Medium Pulse Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 9, hit Left Leg (34/40 armor remaining)! - Gains 26 heat, sinks 24! Thunder - Fires Medium Pulse Laser at Lightray (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 5): rolled 8, hit Right Arm (12/18 Armor remaining)! - Fires Medium Pulse Laser at Lightray (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 5): rolled 5, hit Right Torso (13/19 Armor remaining)! - Fires Medium Pulse Laser at Lightray (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk - 2 pulse laser = 5): rolled 9, hit Right Torso (7/19 Armor remaining)! - Fires Autocannon/20 at Lightray (4 base + 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 8, hit Head (0/9 Armor, 0/3 structure remaining)! `Mech destroyed! - Gains 21 heat, sinks 22! Jinggau - Fires Gauss Rifle at HPG (4 base+ 4 range + 3 movement - 4 enemy movement + 1 dusk = 8): rolled 10, hit! Focusing Mechanism damaged! Power systems damaged! - Gains 26 heat, sinks 26! End Phase Penetrator - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds! War Dog (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds! Nightstar (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, 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 (succeeded!) Vengeance Counter: 5 Message Counter: Transmission Complete? 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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# ? Aug 13, 2015 01:30 |
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Holy poo poo.
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# ? Aug 13, 2015 01:34 |
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goatface posted:Someone gets headcapped with an AC20, from behind. Ok, so it was a side shot. edit - Also, someone explain the drop ship for those of us who don't know the colour schemes off by heart. tia goatface fucked around with this message at 01:41 on Aug 13, 2015 |
# ? Aug 13, 2015 01:37 |
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It's got a Liao insignia on the side. That's not good! e: Also holy gently caress what the hell is going on here. Gwaihir fucked around with this message at 01:45 on Aug 13, 2015 |
# ? Aug 13, 2015 01:42 |
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goatface posted:edit - Also, someone explain the drop ship for those of us who don't know the colour schemes off by heart. tia It's not sporting a known unit's paintjob.
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# ? Aug 13, 2015 01:49 |
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OK, guys, I'll hold 'em down, you shoot 'em! Guys? What are you looking at?goatface posted:edit - Also, someone explain the drop ship for those of us who don't know the colour schemes off by heart. tia Suffer in ignorance (of known units) no longer!
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# ? Aug 13, 2015 01:56 |
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Soooo what do we even do here? Obviously the incoming dropship isn't the same unit as the three hostiles we have left to deal with, but it still has a house Liao emblem plastered on the side and the coordinated "gently caress COMSTAR" shots proooobably means we've been set up. I guess we just try to keep killing?! If it opens fire on us and or drops 'Mechs we're probably just dead though. We can't run away fast enough, but hopefully Carlos can hop in his car and nope the hell out at least?
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# ? Aug 13, 2015 02:00 |
Gwaihir posted:e: Also holy gently caress what the hell is going on here. The Merry Marauder posted:OK, guys, I'll hold 'em down, you shoot 'em! Guys? What are you looking at?
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# ? Aug 13, 2015 02:01 |
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Oh boy.
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# ? Aug 13, 2015 02:04 |
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Situation is the same: the only good capellan is a dead one. Maelstrom and cerb on thunder. Wardog and nightstar on penetrator. I'm down to a LPL and a MPL for effective weapons so I'm going to focus on getting into and staying within physical range of a capellan mech till they are legless. If they stay around the nightstar I should be doing it by next turn at the latest. Viva Miriya fucked around with this message at 02:21 on Aug 13, 2015 |
# ? Aug 13, 2015 02:18 |
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I really hope that Grand Titan decides to Kool-Aid man outta there and his color scheme is all-white.
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# ? Aug 13, 2015 02:22 |
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Yea I'm really curious what's going to happen with Chekhov's Grand Titan.
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# ? Aug 13, 2015 02:25 |
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Ok... they shot the hpg, and executed a member of the comguard in cold blood. Comstar has absolutely no choice but to respond violently, I hope they hid some assault mechs.
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# ? Aug 13, 2015 02:26 |
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Oh my. Right then, from the top: Liao forces just opened fire on a HPG. This is huge. ComStar runs the traffic of those who respect their neutrality: This could result in the entire Capellan Confederation being placed under interdiction, unable to use the HPG network at all. An enemy dropship is in the battle space. This could get very nasty: Those things pack some serious firepower and can quite happily strafe away, or land (potentially near or even on a hostile mech, even proximity is dangerous) and set up as a lethal fire base. The unit colours are unknown but it has the sword arm in a triangle insignia of the Capellans. It is deploying its carried complement of battlemechs. ComStar is now on our side, or at least enemy of our enemy. Bad news is their most dangerous mech got one-shotted and the other one is running scared. The War dog lost its gauss and is now a close-in brawler only. The Nightstar is boxed in and has no good moves, so might as well stand and deliver. Needs help.
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# ? Aug 13, 2015 02:28 |
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I would really move the Nightstar, it's standing 1 hex below one 'mech, and as we all remember from a couple years ago, that gets you kicked in the head.
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# ? Aug 13, 2015 02:38 |
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...You know, that color scheme seems awfully similar to Wobbies, if not quite exact. And we do have a Precentor who seemed only too glad to immediately take the message at no cost and transmit it immediately. It's possible we have an insider(s) working with CapCon, though obviously the ComGuard weren't in on it. And it strikes me that with the HPG now down, and thus there being no way to easily send messages offworld, it's not quite out of the question that the Capellans massacre most of the staff and blame it on a rogue Marik unit - especially if they have a ComStar survivor(s) who agrees their story. Alternatively the Capellans were just twitchy and the Precentor was an idiot for so blatantly breaking procedure and tipping their hand. edit: Actually, you really might want to see about picking up that Gauss Rifle the War Dog just lost. Since, you know, it was a Gauss shot that just took out the transmitter. Lord Koth fucked around with this message at 02:44 on Aug 13, 2015 |
# ? Aug 13, 2015 02:40 |
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If nothing else, the Maelstrom and Cerberus can tag-team the Thunder, and the War Dog can at least try to help the NSR. The NSR is seriously in a bad way and there really isn't such a thing as "good" or "bad" moves for it at this juncture, at least in comparative terms. I think the more important considerations might be RP-wise, to wit: - Someone's gotta get on the horn to the ComGuard/that Grim Reaper. If it can activate to help you guys clean up that's a huge help. If you can't carry the field word might not get out about what the Cappies did to the HPG and the ComGuard so there's incentive. - That Grand Titan - whether and in what circumstances it activates could be huge. - The Dropship. Are they actually Cappies? If they are, then are they the unit that's supposed to be on-world or something else? There's a lot of scenario variables that go beyond just the game state itself.
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# ? Aug 13, 2015 02:42 |
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PoptartsNinja: If I were to take the wardog to the hanger with the grand titan, could I swap mechs?
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# ? Aug 13, 2015 02:47 |
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This is amazing, PTN you are amazing.
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# ? Aug 13, 2015 02:49 |
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Viva Miriya posted:PoptartsNinja: If I were to take the wardog to the hanger with the grand titan, could I swap mechs? No. You got the Vengeance Counter high enough.
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# ? Aug 13, 2015 02:50 |
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Viva Miriya posted:PoptartsNinja: If I were to take the wardog to the hanger with the grand titan, could I swap mechs? Awww yeaaa The Cerb and I can line up to both get right side shots on the Thunder, and ideally put that leg with 1 armor out of commission. We realllllllly need it dead fast. Bad part is even though I have 7s to hit again, I still have lovely weapons. But erll/erppc/ML are all sufficient to crit his leg and get lucky. If the ERLL and ERPPC even both get insanely lucky I can blow it off. The Cerb's shots are worse unless he goes in to AC20 BAD TOUCH zone.
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# ? Aug 13, 2015 02:51 |
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PoptartsNinja posted:No. https://www.youtube.com/watch?v=8iwOQKnQUy0
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# ? Aug 13, 2015 02:54 |
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Keru posted:I would really move the Nightstar, it's standing 1 hex below one 'mech, and as we all remember from a couple years ago, that gets you kicked in the head. Correct, Should be able to clear melee range and manuever so the nightstars back isn't presented to any target, then simply suck it up for a turn while the team focus fires on the thunder and penetrator... and then probably want to run run run away.
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# ? Aug 13, 2015 03:03 |
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If the Nightstar backs to 1110 facing 1109 then the Jinggau and Penetrator are both in front arc, and the Thunder is left (not rear) arc. And you're out of head kick zone. I think that's the best you got for this turn.
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# ? Aug 13, 2015 03:04 |
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Gwaihir posted:If the Nightstar backs to 1110 facing 1109 then the Jinggau and Penetrator are both in front arc, and the Thunder is left (not rear) arc. And you're out of head kick zone. I think that's the best you got for this turn. facing to 1210 is also an option that should I think clear it from anyone hitting on the back, 1109 facing is potentially boxable but on the other hand the enemy will have to give up movement bonuses to do it.
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# ? Aug 13, 2015 03:06 |
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Shut up.
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# ? Aug 13, 2015 03:06 |
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Be nice.
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# ? Aug 13, 2015 03:08 |
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# ? May 28, 2024 00:16 |
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AtomikKrab posted:facing to 1210 is also an option that should I think clear it from anyone hitting on the back, 1109 facing is potentially boxable but on the other hand the enemy will have to give up movement bonuses to do it. Yea. I can also bum rush up to 713 to be in position to kick a cappie in the back if they try that.
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# ? Aug 13, 2015 03:13 |