|
Okay, my orders are in, I'm going for a hit on some helicopters. Let's start racking up the bounty - I like the idea of keeping close to our exit.
|
# ? Apr 26, 2016 08:27 |
|
|
# ? May 13, 2024 15:00 |
|
PBJ posted:There's also what looks like an Owens or a Jenner in between the two, but it's not distinct enough to make out clearly. It's a Kraken.
|
# ? Apr 26, 2016 08:40 |
|
Picard Day posted:
She's just thorough about her povidone-iodine use.
|
# ? Apr 26, 2016 09:19 |
|
Alright, planning to run to 2138 and join the blap fest on the Anhurs. There's a nasty cluster of troops around 1033, so we need some crime-ready robots up there, I guess?
|
# ? Apr 26, 2016 09:34 |
|
Defiance Industries posted:For the old-school thread readers Nice.
|
# ? Apr 26, 2016 09:51 |
|
sebmojo posted:Alright, planning to run to 2138 and join the blap fest on the Anhurs. There's a nasty cluster of troops around 1033, so we need some crime-ready robots up there, I guess? The green ones are speed bumps. They're effectively armed with a pair of ER Small Lasers (though this can be bumped up to a whole 3 of them if the dice go their way) at 4 range and barely count as mobile. The brown guys are loving nasty, though. They'll hit for around 24 damage at 9 hexes and they can jump 3. Our would-be war criminals should prioritize the brown guys, especially the bigger ones since they can jump and generally make themselves obnoxious. If the big brown guys manage to swarm someone, they'll take pretty close to the equivalent to a TSM kick from the Atlas... with a 50/50 chance of hitting either rear armor or the head. So yeah, they're super toads that need special equipment to kill. dis astranagant fucked around with this message at 10:15 on Apr 26, 2016 |
# ? Apr 26, 2016 10:00 |
|
What's with the dark souls helmet
|
# ? Apr 26, 2016 14:04 |
|
Defiance Industries posted:For the old-school thread readers This was good for a nice chuckle in the morning. It also makes me feel a bit old when I realize just how long this LP has been running for.
|
# ? Apr 26, 2016 14:21 |
|
Back Hack posted:How...how do you sit in this thing? The handle bars goes directly into the pelvis area. Might be adjustable handle bars, I can kinda see something like a pivot just behind the horns.
|
# ? Apr 26, 2016 14:54 |
|
Orders in.
|
# ? Apr 26, 2016 15:25 |
|
I am going to do a quick sweep so they don't hit us in the rear and then work my way over to the brown guys.
|
# ? Apr 26, 2016 16:02 |
|
Axe-man posted:I am going to do a quick sweep so they don't hit us in the rear and then work my way over to the brown guys. First thing that came to mind was "Also could be used to describe US foreign policy."
|
# ? Apr 26, 2016 16:57 |
|
Saint Celestine posted:First thing that came to mind was "Also could be used to describe US foreign policy." The US would be the ones with the airstrikes though.
|
# ? Apr 26, 2016 16:59 |
|
ZenVulgarity posted:
Space Feudalism Man-at-Arms.
|
# ? Apr 26, 2016 17:11 |
|
Artificer posted:The US would be the ones with the airstrikes though. Counterpoint: We're the ones with the drones. Thanks, Space Obama.
|
# ? Apr 26, 2016 18:39 |
|
Orders for the Mad Dog are in. Moving to 2039 and shooting the Anhur in 1035, conditional orders to instead shoot the Visigoth in 941. Tear me apart thread.
|
# ? Apr 26, 2016 19:04 |
|
ZenVulgarity posted:
Chosen Undead is stepping up their game.
|
# ? Apr 26, 2016 19:23 |
|
PoptartsNinja posted:It's a Kraken. I could have done so much better in the Kraken...
|
# ? Apr 26, 2016 19:59 |
|
The blue tinted versus white, is that current versus max? What does it mean on heat sinks? Regarding the mech info pages: Also, am I correct in assuming that the Gunsmith would be good for counter infantry due to its weapons/speed? And that the Ostscout is suited to countering ECM/painting target for missiles dudes? If so, is there any target in particular that it should be focusing on? Looking to try to figure out an overall gameplan to submit my turn.
|
# ? Apr 26, 2016 20:50 |
|
Pladdicus posted:The blue tinted versus white, is that current versus max? What does it mean on heat sinks? Blue is the number of heat sinks you have, white is how much heat they can sink. And yes, on everything else, it's current vs max.
|
# ? Apr 26, 2016 20:55 |
|
Artificer posted:I could have done so much better in the Kraken... Mechwarrior Ath was a badass; don't beat yourself up about it.
|
# ? Apr 26, 2016 21:02 |
|
You'd figure hurricane rain and wind would increase cooling efficiency, but I guess not.
|
# ? Apr 26, 2016 21:06 |
|
LegendairyBovine posted:Mechwarrior Ath was a badass; don't beat yourself up about it. And still alive. His rage at not dying keeps him alive, I think.
|
# ? Apr 26, 2016 21:07 |
|
raverrn posted:You'd figure hurricane rain and wind would increase cooling efficiency, but I guess not. As an aside of this, if you think about it, something that gets as hot as a mech would probably create a poo poo load of steam in a heavy rainstorm during a firefight. I bet it'd actually look pretty cool with steam blowing all over the place.
|
# ? Apr 26, 2016 21:12 |
|
Pladdicus posted:The blue tinted versus white, is that current versus max? What does it mean on heat sinks? So a few notes about your dudes- The Ostscout's Micro-pulse laser can potentially kill more infantry in one turn than all four of those medium X-Pulses. It's definitely got more killing power. The downside is it has to get in range of them to do it, since the micro-pulse max range is 3, while the XPulses can safely whittle away 8 ish troopers per turn from outside their effective fire range. (The jump troopers have 9 hex range, but they're not getting -2 pulse laser bonuses). TAG doesn't do much for your team unfortunately, since none of your mates are packing stuff like Arrow IV homing missiles. But there might be some super edge case that would let you effectively spot for indirect fire from the Salamander. The huge thing with your mechs is that they're super fast backstabbers, and only take half damage from energy weapons. But really really really do not get in to melee range, or risk falling because as PTN has noted a lot, you take double damage from all physicals.
|
# ? Apr 26, 2016 21:14 |
|
berryjon posted:And still alive. His rage at not dying keeps him alive, I think. I have faith that Rage Grandpa is still out there, still unfathomably angry at everything in the universe. I pity the poor fools who had to get him out of the Kraken's cockpit after the battle was over.
|
# ? Apr 26, 2016 21:20 |
|
Pladdicus posted:Also, am I correct in assuming that the Gunsmith would be good for counter infantry due to its weapons/speed? The Gunsmith doesn't want to be anywhere near infantry. Medium Lasers kill 1-2 soldiers per turn, each. Meanwhile most of the actually dangerous infantry will demolish both of your `Mechs if they score a reasonable number of hits. raverrn posted:You'd figure hurricane rain and wind would increase cooling efficiency, but I guess not. Depends on how warm it is, and the overall humidity. Amaris is a bastard and forced the Clans to land in the Gwaihir posted:TAG doesn't do much for your team unfortunately, since none of your mates are packing stuff like Arrow IV homing missiles. But there might be some super edge case that would let you effectively spot for indirect fire from the Salamander. Salamander's got semi-guided LRM ammo which does benefit from TAG. If the Crusader had been chosen, it also would've been packing semi-guided ammo. PoptartsNinja fucked around with this message at 22:04 on Apr 26, 2016 |
# ? Apr 26, 2016 21:59 |
|
Artificer posted:I could have done so much better in the Kraken... You were cornered alone and at close range by a faster 'Mech which always won initiative. The Kraken's a beast, but that's a worst-case scenario for basically any assault.
|
# ? Apr 26, 2016 22:11 |
|
Dolash posted:Counterpoint: We're the ones with the drones. Now ah, let me be clear, Clan incursion into Republic space will, ah, not be tolerated.
|
# ? Apr 26, 2016 22:12 |
|
Alright, caught up. Sally checking in - I'm headed due north to 2832. Plan is to head for the high ground to get an angle on those mechs to the north. Probably gonna use the smoke rounds to lay down some cover next turn and give us an extra turn's worth of unharrassed fire on the landed aircraft and exposed infantry. After that, it's raining death on targets of opportunity from around the vicinity of 2527. No fire this round, since I've got poo poo to-hits and don't want to waste the useful ammo.
|
# ? Apr 27, 2016 00:08 |
|
PoptartsNinja posted:The Gunsmith doesn't want to be anywhere near infantry. Medium Lasers kill 1-2 soldiers per turn, each. Meanwhile most of the actually dangerous infantry will demolish both of your `Mechs if they score a reasonable number of hits.
|
# ? Apr 27, 2016 01:10 |
|
Orders reminder, don't be that goon on the first turn!
|
# ? Apr 27, 2016 03:16 |
|
Tempest_56 posted:Alright, caught up. Sally checking in - I'm headed due north to 2832. Plan is to head for the high ground to get an angle on those mechs to the north. Probably gonna use the smoke rounds to lay down some cover next turn and give us an extra turn's worth of unharrassed fire on the landed aircraft and exposed infantry. After that, it's raining death on targets of opportunity from around the vicinity of 2527. No fire this round, since I've got poo poo to-hits and don't want to waste the useful ammo. You've got 24 rounds of HE for potshots, maybe two-three rounds for far off infantry while they're still in the open? Hmmm, 18 turns overall, yeah, it'll get tight even for regular ammo if things go well. But then again you or the team might have to withdraw before the 20 turns or so. --- So mechs can go through each others' spaces as long as they don't end up in the same, right? RA Rx fucked around with this message at 14:18 on Apr 27, 2016 |
# ? Apr 27, 2016 12:57 |
|
RA Rx posted:So mechs can go through each others' spaces as long as they don't end up in the same, right? Ally spaces, yes. Not enemy.
|
# ? Apr 27, 2016 13:26 |
|
RA Rx posted:You've got 24 rounds of HE for potshots, maybe two-three rounds for far off infantry while they're still in the open? The way I look at it is that I've got best-case BTH10s on things, and even then it's the fragile Anhurs that others are already shooting at. Why use ammo on shots that are likely to miss - and if they hit are likely to be overkill?
|
# ? Apr 27, 2016 15:18 |
|
Tempest_56 posted:The way I look at it is that I've got best-case BTH10s on things, and even then it's the fragile Anhurs that others are already shooting at. Why use ammo on shots that are likely to miss - and if they hit are likely to be overkill? You could just go south west, all the Visigoths and Vandals are in range and only need 6 to hit. (4 base + 2 move + 4 range - 4 immobile target)
|
# ? Apr 27, 2016 15:32 |
|
Mostly just that missiles are good against infantry. 1/6 to hit, but with 12 hits average with a divisor of 2, x2 for the open terrain, the avg volley of HE hitting would kill 12 dudes, which is fairly good compared to other weapons killing 1 or 2 guys. So it's likely a waste, but it'll save the Komodo a quarter round for each hit (plus the maneuver hassle), as it can only wipe out two squads a round. That seems pretty bad, but there's enough infantry going around and spread out, some near cover, that the Komodo will need some help. RA Rx fucked around with this message at 17:35 on Apr 27, 2016 |
# ? Apr 27, 2016 17:32 |
|
Keep in mind that just like with mechs, it's not really necessary to remove 100% of a unit of infantry to render it combat ineffective. Reduce it to like a third or quarter strength and if it stays on the field, it's not going to accomplish much and can be pretty safely ignored. This is especially true of the chaff infantry guys on the map, which is the majority of them right now.
|
# ? Apr 27, 2016 18:03 |
|
Orders were due last night. El Spamo, Tempest_56, Pladdicus, I know the three of you are around. Get them in ASAP. AmyL I don't think I've seen post in a long while, so we may be calling up an alternate. Edit: Y'all have no idea, as a long time BattleTech player, how much watching the Screamer move fills me with utter dread. Double Edit: And a good use of Turn 1 MASC from the Grasshopper to stay with the mechblob Triple Edit: They may not be wearing armor, but heavy jump troopers are still Elementals. Please remember to treat them with respect (by which I mean kill them before they murder you all). PoptartsNinja fucked around with this message at 19:11 on Apr 27, 2016 |
# ? Apr 27, 2016 18:08 |
|
|
# ? May 13, 2024 15:00 |
|
Is that (partly) why you made the Screamer inflict a pilot hit every time it jumps?
|
# ? Apr 27, 2016 19:12 |