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Those are some teched-out Shadow Hawks Shouldn't the Thunder have taken another leg crit from the fall damage?
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# ? Aug 16, 2015 23:50 |
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# ? May 25, 2024 14:37 |
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Oh poo poo! It's the power rangers!
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# ? Aug 16, 2015 23:54 |
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Defiance Industries posted:Where'd the Capellans get all that poo poo from? Dunno, why not do a breakdown since these are new?
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# ? Aug 16, 2015 23:54 |
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Seriously? The Capellan Power Rangers? e:^gently caress
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# ? Aug 16, 2015 23:56 |
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goatface posted:Oh poo poo! It's the power rangers! No, it's the Five Heavenly Beasts of Chinese (and therefore Capellan) mythology. Usually there are only 4 though... The color correspondence is pretty on point too. I'm having an error loading the OpFor status, so I can't see how teched up these Shadow Hawks are, but going off of their names, I'm pretty sure I'm safe in assuming that they're pretty much bullshit personified... Headshot on the Penetrator maybe be too little too late, but it was a good go this round...
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# ? Aug 16, 2015 23:58 |
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...did PTN figure out how to make Shadow Hawks not mediocre at best? And then make them all ACES? fakeedit: holy crap those are scary for shadow hawks.
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# ? Aug 17, 2015 00:06 |
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I don't think he's stayed within the original design brief.
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# ? Aug 17, 2015 00:07 |
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Yikes, I don't get the feeling Goonlance are up to finishing their fight with the last two regular Capellans then fending off those five. The main objective remains getting Carlos to safety rather than win the fight, which means drawing their attention and keeping them engaged, but if a secondary "get out alive" pops up when Carlos escapes it might be hard to complete. First thing's first I guess is getting rid of the angry man with the big gun right in range. I suppose if that Grand Titan really is a Comstar trump card then it busting out to fight the fab five might even the odds.
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# ? Aug 17, 2015 00:31 |
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Dolash posted:Yikes, I don't get the feeling Goonlance are up to finishing their fight with the last two regular Capellans then fending off those five. The main objective remains getting Carlos to safety rather than win the fight, which means drawing their attention and keeping them engaged, but if a secondary "get out alive" pops up when Carlos escapes it might be hard to complete. First thing's first I guess is getting rid of the angry man with the big gun right in range. Last ONE cappie regular, the thunder is out of the fight, its hipped.
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# ? Aug 17, 2015 00:54 |
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AtomikKrab posted:Last ONE cappie regular, the thunder is out of the fight, its hipped. Hipped but not legged. PTN's still showing it active. It even stood up this turn.
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# ? Aug 17, 2015 00:56 |
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So their ranks are test pilots, and most of them named after the heavenly beasts. Qing Long - 青龍, azure dragon Zhu Que - 朱雀, vermilion bird or red Phoenix Bai Hu - 白虎, white tiger Xuan Wu - 玄武, literally translates as mysterious warrior, though it is the name of the black tortoise. Tengshe is kind of the odd one out there, but refers to 騰蛇, literally soaring snake, or flying dragon.
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# ? Aug 17, 2015 01:07 |
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dis astranagant posted:Hipped but not legged. PTN's still showing it active. It even stood up this turn. poo poo you are right, Ok, protecting carlos is goal number 1, luckily they are not aware of his presence, so beginning your evac in the general due north, northwest direction would be a good idea and highly appropriate given there are an additional 5 mechs up in your grill. saving that comguard might be on the menu but the enemy are faster than then and mostly you, start moving north... if carlos gets the grand titan and you finish off the thunder this turn that will change the odds though.
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# ? Aug 17, 2015 01:08 |
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Okay. Remember how the fluff updates included things like "We are all trying to get out alive?" That is almost certainly not going to happen any longer. Just the sheer weight of bullshit that just hit the field means that one of the four of us is almost certain to fall once Battletech happens. Luckily the goal isn't to survive or to kill everyone; it's to get Carlos out alive. I am thinking, because PTN plays fluffily, that if we all do the 'hide and try not to get in a nasty fight while Carlos' car escapes' thing, that's going to be a pretty clear signal to the Capellan Power Ranger Shadow Hawk Force that we're on an escort mission; I would like to keep them in the dark in that area for as long as possible. Accordingly, at least one of us really should show a willingness to engage the Rainbow Coalition in order to prevent them from having the time to stop and think. And since I'm further south than anyone else, I think that nominates me. Blue Shadow Hawk is the monitor; it's therefore the one most likely to notice the car speeding away. Accordingly, I'mma go shoot it.
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# ? Aug 17, 2015 01:10 |
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PoptartsNinja posted:Penetrator Do Medium Pulse Lasers really do 16 damage per shot? Because that second hit seems to have taken the Nightstar's LT from 16 to 0 armor.
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# ? Aug 17, 2015 01:22 |
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It started the turn at 12 remaining.
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# ? Aug 17, 2015 01:23 |
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Welp, it was nice knowing you guys.
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# ? Aug 17, 2015 01:28 |
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Finish off the Thunder and his mate and start to get the hell out of dodge. The Grim Reaper might be able to keep him distracted for a turn or two. If you can start spitting Gauss shots at the rainbow pals someone might be a lucky hit.
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# ? Aug 17, 2015 01:51 |
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I don't think you're saving the ComGuard dude with 6 movement standing in the middle of the Cappower Rangers. Sorry bros.
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# ? Aug 17, 2015 01:54 |
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PoptartsNinja posted:Dunno, why not do a breakdown since these are new? Oh lawdy, lots of really advanced stuff popping in. X-Pulse lasers: An IS attempt to match Clan pulses, they take the normal range brackets for IS lasers (15/10/5, 9/6/4, 3/2/1) and makes them extra pulse-y! for that sweet -2 to hit. As a consequence they also produce a shitload of heat. Angel ECM: Like normal ECM, times 2. It functions like our ECM units do, but it can either do one thing twice as strong, or it can do two things at the same time (ECM + ECCM, etc). Bloodhound active probe: I'm not actually sure what this one has over the normal Beagle- I know it has some new feature or a thing that only it can detect, I just don't remember what it is. Plasma Rifles: Previously seen in the hands of our NRWR friends, a really solid gun that does 10 damage and also adds 1d6 heat to whatever it hits. Uses ammo, but the ammo isn't explody. Light PPCs: Half a normal PPC! 5 damage, 5 heat, almost ERLL range. Heavy PPCS: Clan ERPPCs for the IS! Just with shorter range (And a minimum range) vs the clan version. Heavy hitting long range headcapper, bad news. Rules/movement question time- I can get to 0610, and torso twist to face 710- Am I able to make a push attack against the Thunder, assuming I don't fire my arm weapons? I really want to push it off the hill considering it's leg is already hosed. Barring that I'd consider just going to 0611 and kicking it to finish it off for good, I may catch an AC20 to the face for doing that though.
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# ? Aug 17, 2015 01:58 |
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Gwaihir posted:Bloodhound active probe: I'm not actually sure what this one has over the normal Beagle- I know it has some new feature or a thing that only it can detect, I just don't remember what it is. Bloodhound straight-up beats standard ECM. It's only countered by Angel ECM.
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# ? Aug 17, 2015 02:00 |
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Bloodhound probe just has double range, 8 instead of 4. Oh, and it ignores stealth armor, null sig, void sig, and ECM.
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# ? Aug 17, 2015 02:01 |
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Capellan Power Rangers. You are all probably going to die.
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# ? Aug 17, 2015 02:15 |
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Shoot, there goes any ECM utility then. (Not like it's had an effect out side of like.. one turn ) E: Also, yea, shoot, I really wish the Lightray hadn't gotten surprise pasted by that damned Thunder.
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# ? Aug 17, 2015 02:16 |
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PTN, do you know chinese? Your usage of chinese words and pinyin are rather accurate.
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# ? Aug 17, 2015 02:19 |
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We need Rita Repulselaser (loyal servant to Lord Hogarth) to throw down her magic rotary autocannon and activate the grand titan. MAGIC ROTARY AUTOCANNON MAKE MY GRAND TITAN GO!
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# ? Aug 17, 2015 02:25 |
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Might as well wish for the precentor to take his personal ride out for revenge, a single Royal King Crab. They would stand no chance.
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# ? Aug 17, 2015 02:29 |
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Gwaihir posted:Rules/movement question time- I can get to 0610, and torso twist to face 710- Am I able to make a push attack against the Thunder, assuming I don't fire my arm weapons? I really want to push it off the hill considering it's leg is already hosed. Barring that I'd consider just going to 0611 and kicking it to finish it off for good, I may catch an AC20 to the face for doing that though. I'm reading you have to be directly facing the Thunder in order to push. 610 and fire all lasers?
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# ? Aug 17, 2015 02:29 |
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Man this many aces is so :x Looking at moves for us- I can go attempt to end the Thunder, while the Nightstar can mosey on up to 1309 at a walk and blast the Jinggau with the War Dog. It's still in relatively good shape, but with the speed and jets we gotta get it dead. I like the Cerb's plan of lobbing Gauss slugs at the observer to distract it, the only problem is we don't know where it will be to shoot it. I'd almost say it's worth it for now to just charge up to 1413 and unload everything on the Jinggau along with the rest of the lance. You'll be at long AC20 range from the Thunder at least. It's going to be a nightmare to try and do anything with that Jinggau jumping behind us while the Shadowhawks advance from the south. We probably have one last turn to try and deal with it and the Thunder before we're really stuck. For myself, I don't really trust even an alpha strike in to the Thunder's back to finish the job if I can't also aim a kick at his bum leg. Yea, he only has 1 rear CT armor left, but shooting on 7s, ehhh, my dice luck is poor enough that I don't trust it. I can move three hexes for a +1 mod and get in to 0611 facing 0711 though, which means I can kick and hit his leg on a very good roll, like a 4? 5? maybe. Gwaihir fucked around with this message at 02:34 on Aug 17, 2015 |
# ? Aug 17, 2015 02:30 |
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Gwaihir posted:Man this many aces is so :x The fact that I even had to break them out is a testament to how well you're doing.
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# ? Aug 17, 2015 02:36 |
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Gwaihir posted:Man this many aces is so :x You only need to do 20 damage to him this turn to topple him again, with that damaged leg if he takes enough damage he's just gonna crumple and take another pilot hit, and then a nap.
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# ? Aug 17, 2015 02:37 |
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I am anxious as gently caress to discover what that Grand Titan is going to do. I keep hoping to see a battletech equivalent to the koolaid man pop out of that building.
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# ? Aug 17, 2015 02:37 |
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I hesitate to raise this, but given the tac discussion on the table, it seems important enough to indulge; by my understanding, you need more than 2 walking MP to execute a Careful Stand, which the Thunder lacks because of the leg crits.
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# ? Aug 17, 2015 02:39 |
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AtomikKrab posted:You only need to do 20 damage to him this turn to topple him again, with that damaged leg if he takes enough damage he's just gonna crumple and take another pilot hit, and then a nap. Have you seen how bad my shots have been this game?! :P (And he'd still face another PSR). I guess the smart play is getting all the way up on 610 and unloading on him though. He can barely get off the hill with the bum leg, so it's not the worst thing in the world if I take two turns to put him down.
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# ? Aug 17, 2015 02:40 |
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PoptartsNinja posted:The fact that I even had to break them out is a testament to how well you're doing. Oh I'm definitely not complaining, this is awesome.
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# ? Aug 17, 2015 02:44 |
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The Merry Marauder posted:I hesitate to raise this, but given the tac discussion on the table, it seems important enough to indulge; by my understanding, you need more than 2 walking MP to execute a Careful Stand, which the Thunder lacks because of the leg crits. If you have a mp and you can technically legally go somewhere then you can, even if you only have 1 mp left period you can still stand/go up a hill. And regardless the thunder is still a 2/3 since it started at 5/8 and has lost 3 mp from wounds.
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# ? Aug 17, 2015 02:53 |
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AtomikKrab posted:If you have a mp and you can technically legally go somewhere then you can, even if you only have 1 mp left period you can still stand/go up a hill. And regardless the thunder is still a 2/3 since it started at 5/8 and has lost 3 mp from wounds. "Walking MP" and minimum movement has nothing to do with it. Ah, gently caress it. It's fine, we'll kill it too.
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# ? Aug 17, 2015 02:54 |
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PoptartsNinja posted:The fact that I even had to break them out is a testament to how well you're doing. Good movement and some excellent rolling have really ruined the Capellan day. Almost 7 mechs down with no loses! Amazing stuff.
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# ? Aug 17, 2015 03:01 |
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My oath. We did this. This is the result of the disgraced Death Commando clantech raid. We are the architects of our own misfortune.
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# ? Aug 17, 2015 03:21 |
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Poor Wilberforce.
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# ? Aug 17, 2015 03:28 |
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# ? May 25, 2024 14:37 |
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AtomikKrab posted:If you have a mp and you can technically legally go somewhere then you can, even if you only have 1 mp left period you can still stand/go up a hill. And regardless the thunder is still a 2/3 since it started at 5/8 and has lost 3 mp from wounds. 'Stand' and 'Careful Stand' are two separate things, is I believe what TMM is getting at. A brief search using Google seems to indicate that a 'Mech must have three or more MP to use the Careful Stand. That being said, if the Thunder hadn't gotten the -2 to the PSR for the Careful Stand rule, it would have needed an 8 rather than a 6; its roll of 9 would still have been successful, so no harm, no foul. EDIT: PTN, is the Grim Reaper still an Ace? The note seems to be missing from its Pilot Status this time around. DivineCoffeeBinge fucked around with this message at 03:40 on Aug 17, 2015 |
# ? Aug 17, 2015 03:35 |