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AJ_Impy posted:Pffhahaha. Looks stock. It's just there to lull us into a false sense of security.
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# ? Apr 24, 2016 22:28 |
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# ? May 26, 2024 12:22 |
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So, all the Mechs seen a few weeks earlier a missing; that's a bad sign. So, what's the plan going to be? Have some mechs take the nearby hill to get an advantage while a handful of (presumably fast) mechs head south to trash the planes and shred the infantry? Ignore the planes and go all out against the mechs? Hunt all the infantry down before reinforcements show up and all the space being denied by the infantry really starts to hurt? Or something more complicated? Should be interesting to see, at the very least.
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# ? Apr 24, 2016 22:32 |
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LegendairyBovine posted:The players first wave of mechs in Ultimatum was super light and gradually escalated to stuff like the geriatric badass in the Atlas. I am sure we will see the scary stuff after we start wiping some of the initial star off the field of play. I think Rage Grandpa was in the Kraken. Poor Rage Grandpa. Maybe he'll show up again and finally get the glorious death he's always wanted.
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# ? Apr 24, 2016 22:35 |
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Looks like you have a couple of turns before any major threats make it to you, so it's time to go nuts on those planes.
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# ? Apr 24, 2016 22:44 |
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I can't even tell you how much I'm looking forward to seeing the players fail the "don't get captured" objective when a retreating 'Mech gets hit by lightning and falls over.
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# ? Apr 24, 2016 22:44 |
Given how Noretti feels about the presence of the Stag and it's origins, I'm surprised the clan force is willing to admit to driving a Wolverine IIC, isn't that the Conjurer/Hellhound? I guess that's just what the players are reporting it as?
Olothreutes fucked around with this message at 22:58 on Apr 24, 2016 |
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# ? Apr 24, 2016 22:55 |
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Olothreutes posted:isn't that the Conjurer/Hellhound? It is, but IS reporting names being what they are, this is kinda the first time it's shown up. So it's Wolverines all around.
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# ? Apr 24, 2016 22:59 |
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So many infantry, be a real shame if some warcrimes happened to them.
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# ? Apr 24, 2016 23:02 |
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AtomikKrab posted:So many infantry, be a real shame if some warcrimes happened to them. Plasma rifle gets a chance to show why it's a good weapon in this mission! A single shot will generally toast a whole platoon!
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# ? Apr 24, 2016 23:13 |
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I strongly suggest the players follow strict withdrawal protocols here. As soon as your center torso, head or legs get breached, start retreating. This mission is about inflicting a psychological victory against the clans more than dealing tons of damage.
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# ? Apr 24, 2016 23:14 |
PoptartsNinja posted:It is, but IS reporting names being what they are, this is kinda the first time it's shown up. So it's Wolverines all around. This mission is just full (ok two, so far) of incidental wolverine references. It'll be neat to see how Noretti/Bethany respond.
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# ? Apr 24, 2016 23:25 |
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Alright, lets get this started. Champion here, I was thinking of moving straight north to hex 2933 or 2932, using the hill and tunnel as cover, and just throwing out Gauss/PPC at anything to the west and the south. Should we be going for the aerospace first, or try to clear out some infantry?
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# ? Apr 24, 2016 23:52 |
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Ardlen posted:It does mean that no matter how well the players do, they won't be able to win the field. Goons have gotten so bad at playing to the scenario that Poptarts has had to resort to a literal 'rocks fall, from orbit' threat.
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# ? Apr 24, 2016 23:53 |
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Would it be possible to blast open the exposed tunnel along the ridge to act as a secondary escape route? Seems like that hill could be a great asset if there was a fast way to escape from it.
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# ? Apr 25, 2016 00:01 |
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Corponation posted:Alright, lets get this started. Champion here, I was thinking of moving straight north to hex 2933 or 2932, using the hill and tunnel as cover, and just throwing out Gauss/PPC at anything to the west and the south. Should we be going for the aerospace first, or try to clear out some infantry? Your primary job is to remain alive and those Bearhunters are an active threat that those parked aerospace targets of opportunity aren't.
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# ? Apr 25, 2016 00:02 |
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Corponation posted:Alright, lets get this started. Champion here, I was thinking of moving straight north to hex 2933 or 2932, using the hill and tunnel as cover, and just throwing out Gauss/PPC at anything to the west and the south. Should we be going for the aerospace first, or try to clear out some infantry? The champion should not bother with Infantry - it can only take out like 2 guys a turn at best. Infantry should be a really high priority though . These guys all have Mauser IIC and Bearhunters which means a lot of reach and very high damage. The Salamander, Lancelot and Komodo should try and put as many platoons out of action ASAP or these guys are gonna start dropping Mech's fast. Like these dudes have 3/6/9 brackets and almost as much firepower as a low end medium mech. The longer they have to find cover and good positions the hairier this mission will be. This is referring the the brown Snow Raven Points. The green Sea Fox points aren't as threatening and can only reach out 4 hexes. These dudes are more appealing targets for the Komodo as you can hit at medium ranges where they can't hit back. Picard Day fucked around with this message at 00:07 on Apr 25, 2016 |
# ? Apr 25, 2016 00:03 |
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JT Jag posted:I strongly suggest the players follow strict withdrawal protocols here. As soon as your center torso, head or legs get breached, start retreating. This mission is about inflicting a psychological victory against the clans more than dealing tons of damage. I think this is a good idea too. I'm sorry, Rage Grandpa and Vapor Eagle pilot, I feel like I failed you both.
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# ? Apr 25, 2016 00:05 |
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So just how badly will Frag ammo for the LRMs gently caress up Infantry platoons? Even as Aces, platoons 1, 2, and 3 cannot escape the Salamander's 3 LRM20s and that warcrimes level ammo. With only 6 shots you probably don't want to use more than one salvo per platoon though. The Lancelot is also able to get range on that Jump platoon with it's Plasma rifle, and that thing is viscious- Plasma rifles deal an extra 2d6 damage to any Battle armor or infantry, mechanized or no. Platoon 6 is also stuck away from any cover which makes it a great target for the Komodo's AP gausses (Bonus points because running straight south will also bring his Active Probe in to range of all the buildings down there), although 7 and 8 can duck in to buildings. Now seems like a great time for anyone with anti-infantry weapons to go ham on the exposed squads, before they have a chance to bunker up and be assholes. Meanwhile everyone else can unload on the fragile Anhurs that are sitting smack in front of you.
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# ? Apr 25, 2016 00:07 |
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My failures are immortalized in a smilie, no less.
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# ? Apr 25, 2016 00:08 |
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Gwaihir posted:So just how badly will Frag ammo for the LRMs gently caress up Infantry platoons? Even as Aces, platoons 1, 2, and 3 cannot escape the Salamander's 3 LRM20s and that warcrimes level ammo. With only 6 shots you probably don't want to use more than one salvo per platoon though. The Lancelot is also able to get range on that Jump platoon with it's Plasma rifle, and that thing is viscious- Plasma rifles deal an extra 2d6 damage to any Battle armor or infantry, mechanized or no. Frag LRMs deal full damage to infantry, which is doubled again if they're in the open. Note that Clan foot infantry have very good kit, though, so they take half damage from all attacks. A LRM-20 will kill 12 guys if they're in the open, 6 if they're not. Given that, my opinion is that you might as well dump all your frag into infantry when you get good shots, because an empty ammo bin makes you much less vulnerable to an ammo explosion.
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# ? Apr 25, 2016 00:14 |
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I was going to ask if the plasma rifle was useful against infantry. Since the rest of my armament is heavy hitting but singular (large lasers) I figured I'd be mech hunting or pasting aircraft. I was thinking of heading to 1939 and start shooting aircraft. Given the plasma rifle's effectiveness against infantry I can shoot that gun as the primary target against the best infantry in medium range and the large lasers/mpl into the Anhur parked in front of me. From there get up on to the tarmac and soccer kick my way down the row. Actually, I'll take the second Anhur down the row as that's at 5 (as I measure it) from 1939 which is short range for most of my guns. That'll give the other heavy hitters something easier to shoot at if that's a concern.
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# ? Apr 25, 2016 00:18 |
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SIGSEGV posted:Your primary job is to remain alive and those Bearhunters are an active threat that those parked aerospace targets of opportunity aren't. Goontrinary has plenty of anti-infantry warcrimes mechs along for the ride, Gauss rifles blow huge chunks at killing single mans, vs being able breach armor on those parked Anhurs with one shot. Like a single gauss shot only kills two troopers- A single AP Gauss Rifle on the Komodo kills 2d6 troopers. And the Komodo has 10 AP gausses. Non Small- or Micro-Pulse lasers are ok-ish, because they should get minimum 3 kills, but smalls and micro pulses are way better because they do 2d6 damage. Also I thought it was super cute that the clanners in the north look like they were mock dueling or something? El Spamo posted:I was going to ask if the plasma rifle was useful against infantry. Since the rest of my armament is heavy hitting but singular (large lasers) I figured I'd be mech hunting or pasting aircraft. Yea, primarying the Infantry with your plasma is great and the secondary target penalty won't hurt against the planes because they're not mobile.
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# ? Apr 25, 2016 00:29 |
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MJ12 posted:Frag LRMs deal full damage to infantry, which is doubled again if they're in the open. Note that Clan foot infantry have very good kit, though, so they take half damage from all attacks. A LRM-20 will kill 12 guys if they're in the open, 6 if they're not. Given that, my opinion is that you might as well dump all your frag into infantry when you get good shots, because an empty ammo bin makes you much less vulnerable to an ammo explosion. Frag LRMs do double damage to infantry, not just full. Once upon a time they did quad damage while still doing full damage to mechs.
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# ? Apr 25, 2016 00:31 |
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Hm, I guess the real takeaway is that the Komodo needs to do nothing but murder the gently caress out of Infantry since it is outrageously better at it in an orders of magnitude way than anything else Goons have on the field.
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# ? Apr 25, 2016 00:45 |
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Alchenar posted:Goons have gotten so bad at playing to the scenario that Poptarts has had to resort to a literal 'rocks fall, from orbit' threat. That is not what the Lola III is about.
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# ? Apr 25, 2016 00:54 |
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Chameleon here, I figure I can either head southwest and begin messing up some aerospace or jump up onto the wooded hill to our northwest and do a bit of screening against the enemy star. Any thoughts?
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# ? Apr 25, 2016 01:02 |
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GhostofJohnMuir posted:Chameleon here, I figure I can either head southwest and begin messing up some aerospace or jump up onto the wooded hill to our northwest and do a bit of screening against the enemy star. Any thoughts? The enemy 'Mechs (that you know about...) are at least a 1 (The Vixen and Quad) to many (The Urbanmech lol) turns away from getting in to position to have good shots on you guys. Take advantage of it and rack up some bounty/do some damage/ piss off some Snow Ravens while you can! I think you can run all the way to 1739 and open up on the Visigoths or Vandals and kick the Anhur for good measure.
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# ? Apr 25, 2016 01:05 |
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If giant lasers raining down from the heavens in the middle of a hurricane isn't a desirable addition to your 'mechfight/war crimes you need to re-think what Battletech is all about. On that note, how many infantry do you guys bet are gonna get zapped by lightning in this fight? (Regular kind, not orbital)
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# ? Apr 25, 2016 01:05 |
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The Anhurs are very juicy targets. not only are they right up close and much easier to kill than then other planes, killing them will help limit their ability to move infantry around.
dis astranagant fucked around with this message at 01:13 on Apr 25, 2016 |
# ? Apr 25, 2016 01:09 |
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Picard Day posted:If giant lasers raining down from the heavens in the middle of a hurricane isn't a desirable addition to your 'mechfight/war crimes you need to re-think what Battletech is all about. Well, the field is 33x49, which is 1,619 hexes. Up to four lightning strikes happen each turn. So assuming I roll 6s every turn for 15 turns that means as many as 60 hexes will get struck by lightning. My money's on none.
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# ? Apr 25, 2016 01:12 |
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So I am in the Nu Tech Piranha the ecm and active beacon seem like a real treat. Though that dodgy right hip makes me paranoid
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# ? Apr 25, 2016 01:26 |
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A Repubic ER PPC will arc between different mech parts, but does it arc to different troops of infantry?
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# ? Apr 25, 2016 01:27 |
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Aw yeah! Another chance to blow poo poo up! Went well last time (first battle of this LOOOONG thread I think) any thoughts or advice at this time? I assume go full tilt to clear up deployment as I am a light. (Ostscout)
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# ? Apr 25, 2016 01:34 |
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Back Hack posted:A Repubic ER PPC will arc between different mech parts, but does it arc to different troops of infantry? It'd kill two of them either way.
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# ? Apr 25, 2016 01:34 |
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Alternate present and accounted for, I will be doing my best to keep track of intentions and following through if any of Goontrinary does lag out, assuming I am needed at all. I hope not to be for obvious reasons, but that remains the nature of the alternates. Warcrimes, ho~!
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# ? Apr 25, 2016 01:37 |
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SIGSEGV posted:Your primary job is to remain alive and those Bearhunters are an active threat that those parked aerospace targets of opportunity aren't. This is exactly the sort of shortcut thinking that will get the players triple dead. Each goon is not the only player in a singleplayer game, and trying to play like you are will waste your potential and leave you exposed. In this case, the champion is extremely good at killing mechs and parked aerospace, but can kill maximum 3 (maybe 4?) dudes per squad per turn in squads of 20 and 25. The 1/5 at best of a squad is not a useful contribution when that komodo is on the field. But that's not really the point. The point is that each pilot needs to ask "where am I most effective?" and then TALK about that with the other pilots, and move when there is agreement. This turn you just lose out on a bounty for an aerospace. but in the turns to come when your heuristic isn't the same as someone else's it'll mean you jumped into a square without probe scouting and now infantry have kneecaped you and death is 2 turns at most away. I don't mean this as mean or personal or anything other than an encouragement for the Goons to talk it out. Think in terms of [player] can contribute [goal] by [doing a thing], and you'll get a reasonable discussion about how to act like a unit with somewhat competent command.
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# ? Apr 25, 2016 02:43 |
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That's a lotta
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# ? Apr 25, 2016 03:24 |
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Pussy Cartel posted:That's a lotta If PTN didn't have so much to do with this scenario already I'd probably mail him orders for the Blackjack out of compulsion.
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# ? Apr 25, 2016 04:09 |
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What is the bracketed movement value? And do I for real have up to 20MP!?
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# ? Apr 25, 2016 04:53 |
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# ? May 26, 2024 12:22 |
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Pladdicus posted:What is the bracketed movement value? And do I for real have up to 20MP!? It's your movement when using MASC.
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# ? Apr 25, 2016 04:54 |