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RA Rx posted:Oh, I thought it was 1 for 1... The Vandals certainly better shooting odds than the Peregrine. I'll probably wind up shooting it instead, thanks for the suggestion!
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# ? May 6, 2016 05:11 |
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# ? May 26, 2024 22:39 |
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On closer inspection of the rules it seems to say your cluster shot is actually -3, so that's a 5 to hit, but the LRMs aren't AA weapons apparently, so LRMs/SRMs both at 8 and ERMLs at 10.
RA Rx fucked around with this message at 09:29 on May 6, 2016 |
# ? May 6, 2016 05:29 |
sebmojo posted:Feels like I should MASC up, charge straight north and get amongst it, but I'm also well protected if I stand still and ping with my lpl. OTOH I should be taking some fire because that's how I'm built. One option is to jump to 1338 facing north. Next turn you would either be able to run straight north to 1332, or jump back towards the blob at 1736 if the push is delayed.
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# ? May 6, 2016 06:04 |
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Okay, my orders are in, I'm jumping to 1641, facing 1741 so I can run on the hill next turn, while shooting my cLPL at the urbanmech (if it isn't dead) or the nearby infantry (if they're not dead). Die, Clanner! mcjomar fucked around with this message at 09:13 on May 6, 2016 |
# ? May 6, 2016 08:52 |
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Ardlen posted:The push will probably happen the turn after this one, so any move that sets you up for that is a good one. Thanks! Do I need to turn before I jump, or can I just jump in any direction and rotate in the air? Because killing those jump infantry in 1836 seems important to me right now.
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# ? May 6, 2016 09:29 |
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sebmojo posted:Thanks! Do I need to turn before I jump, or can I just jump in any direction and rotate in the air? Because killing those jump infantry in 1836 seems important to me right now. You can turn in the air - you select the hex you're going to jump to, and declare the facing your robots' feet will have when it lands. So you can jump to any hex within a circular radius of your start point. E: but bear in mind that jumping adds a +3 to your "to hit" rolls. Walking adds +1, while running adds +2. On the other hand, always go for the movement that makes you hardest to hit to the enemy, while making it easiest for you to hit them. Jumping adds +1 to whatever your Movement Modifier is. So if you run 6 hexes, you add (I think) +2 to how difficult you are to be hit by enemies (this is good). If you jump those same 6 hexes, that becomes +3. So the further you can jump, the better, as the enemy will have to fight an even higher difficulty shot, while you will only be adding +3 to your own ability to hit them. On the flip side, you generate +1 heat for each hex you move while jumping (with a minimum of 3 heat generated, covering up to the first three hexes moved - if you jump 1 hex, 2 hexes, or 3 hexes, you generate 3 heat from jumping. If you move 4 hexes, it's now 4 heat. 5 is 5 heat, etc). Running only adds 2 heat (walking only adds 1) so if you can generate a high movement rate (such as running 9 hexes in a line, causing the enemy to add 3 or 4 to their hit ratio?) by other means, which generate less heat, and let you hit enemies easier, then do that. Okay, so that's a lot to go with, but it means that if you think several moves ahead, you can force the enemy to move where you want them to, while moving only as much as you need to to generate good defensive modifiers for yourself. Right now, however, we're the ones reacting, so to speak, so we need to change things up a little. mcjomar fucked around with this message at 09:48 on May 6, 2016 |
# ? May 6, 2016 09:40 |
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Sure is easy to get aerospace THs wrong. OK, I think I got it this time... The only good shots on the map at 10 or below are (using optimal positions): 5 from the Copperhead's LBX10 --- 10 Damage Potential 7 from the Phoenix Hawk's cLPL --- 10 Damage Potential 8 from the Grasshopper's X-PLL --- 9 Damage Potential 9 from the Dragoon's rER PPC --- 15 Damage Potential 9 from the Dragoon's MPLs (5) --- 30 Damage Potential 9 from the Komodo's Light PPC (if directly beneath counts as rear arc) --- 10 Damage Potential 10 from the Flashman's LPL --- 9 Damage Potential 10 from the Copperhead's LRM-20, SRM-6s (2) and ERMLs (3) --- 59 Damage Potential 10 from the Flashman's R-ELL (2) --- 18 Damage Potential 10 from the Screamer's rERPPC --- 15 Damage Potential Just a Battletech exercise. I was surprised to find that many possibilities, where I had initially expected it was mostly the ones close by. RA Rx fucked around with this message at 11:57 on May 6, 2016 |
# ? May 6, 2016 10:11 |
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Wait, I've got an cLPL, not a PPC. Doesn't that change my ability to shoot the flying things out of the air?
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# ? May 6, 2016 10:20 |
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mcjomar posted:Wait, I've got an cLPL, not a PPC. You have slightly less range but -2 to hit.
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# ? May 6, 2016 10:25 |
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Ooops. All pulse lasers get a cumulative -2 bonus to AA on top of the regular -2 I think. Should put you at 5 TH. Edit: You're flexible, and Bethany/Copperhead could probably use the help. PTN said no more planes would take off, so that's probably it unless there are some crazy pilots on patrol out there, the Snow Ravens being an aerospace clan I'd assume they'd love the challenge except they're one of the more reasonable factions. That cPLL really transforms Jason's family heirloom, maybe he can get the Republic to upgrade the probe, ECM and sidearms as well, or rip out some of it for hardened armor to serve as a tough as nails scout sniper before the inevitable happens. RA Rx fucked around with this message at 10:59 on May 6, 2016 |
# ? May 6, 2016 10:29 |
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So in other words, I should also hunt any aeros that decide to turn up on the table?
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# ? May 6, 2016 10:36 |
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I am pretty sure pulse lasers do not count as flak weapons. The extra -2 to hit airborne targets that LBX autocannons get isn't an "AA weapon" bonus, it's a "flak bonus" and that's given to only a few weapons-LBX ACs, regular ACs firing Flak, and the Clan Hyper-Assault Gauss. So it's not -4, it's -2. If you have AA targeting, you get an additional to-hit bonus against aircraft, but I don't believe any of your current mechs have it.
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# ? May 6, 2016 11:12 |
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Oh right, I was making assumptions off of the Dragoon II firing its pulse lasers last mission. The only thing I noticed was it had an ECM suite. How do you know if a mech has AA targeting? Edit: Thanks. List fixed. RA Rx fucked around with this message at 11:24 on May 6, 2016 |
# ? May 6, 2016 11:20 |
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RA Rx posted:Oh right, I was making assumptions off if Auxilia. How do you know if a mech has AA targeting? It's a positive quirk which would be listed on their status display.
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# ? May 6, 2016 11:21 |
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RA Rx posted:and pulse lasers a cumulative -4 (please correct if I'm mistaken)): You're mistaken.
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# ? May 6, 2016 11:39 |
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RA Rx posted:
Well my orders are in and i'm jumping to 1641, facing 1741, while shooting the urbanmech with my LPL, so I can set up to move north east a bit more next turn. Hopefully that should help support killing off some of the more terrible light mechs
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# ? May 6, 2016 11:45 |
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So uhh, wrong game I suppose but... waaaagh? edit: What's the rules for movement on runways? What causes a piloting check? Also, blown up planes=difficult terrain? Pladdicus fucked around with this message at 15:58 on May 6, 2016 |
# ? May 6, 2016 15:55 |
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Pladdicus posted:So uhh, wrong game I suppose but... The concrete causes a piloting check if you run (Use running MP, so like anything over 8 or 10 for your speed demons), turn, and then move one or more hexes after turning. So long as you move in a straight line, you're fine. If you run 13 hexes, turn, and then move one more, you're basically asking to do a huge powerslide right off the map.
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# ? May 6, 2016 18:02 |
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Gwaihir posted:The concrete causes a piloting check if you run (Use running MP, so like anything over 8 or 10 for your speed demons), turn, and then move one or more hexes after turning. And as a reminder, leaving the map counts as being mission killed unless otherwise specified, so it wouldn't count as "escaping", and you can't walk back on board. Which of course makes sense in this mission, given that we're well behind enemy lines.
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# ? May 6, 2016 18:32 |
sebmojo posted:Thanks! Do I need to turn before I jump, or can I just jump in any direction and rotate in the air? Because killing those jump infantry in 1836 seems important to me right now. Edit: I think I see - make sure to look at the Enemy Movement map for the turn when planning your movement:
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# ? May 6, 2016 19:12 |
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Oh yeah, might want to set fire to the southern woods, it should hurt regular infantry. Otherwise the space Marines can just ace in and out of it with +2 and +1 from the extra intervening wooded hex they can threaten with their melee attack. Edit: oh right. A smoke round could also neutralize their offensive power for a bit. But the hurricane strengthening and some extra distance should make them mostly harmless anyway. RA Rx fucked around with this message at 19:46 on May 6, 2016 |
# ? May 6, 2016 19:37 |
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Orders in. Going loud!
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# ? May 6, 2016 19:39 |
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You're in a hurricane, you're not going to be setting woods on fire.
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# ? May 6, 2016 19:39 |
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Fire-canes are totally the sort of thing that Battletech would have though.
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# ? May 6, 2016 19:46 |
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If we were playing as the Death Commandos we could set the hurricane on fire. Maybe you need to war crime harder?
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# ? May 6, 2016 20:17 |
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Fun fact, in the volcano mission, if the Death Commandos had blown up the geothermal release vents the(y wouldn't have captured the scientists now part of the Capellan Society) volcano would've erupted mid-battle.
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# ? May 6, 2016 20:24 |
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PoptartsNinja posted:Fun fact, in the volcano mission, if the Death Commandos had blown up the geothermal release vents the(y wouldn't have captured the scientists now part of the Capellan Society) volcano would've erupted mid-battle. That's the best thing about this LP, is the little stuff like that resulting in the super crazy Carlos Escapes Skynet-in-mech-form mission.
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# ? May 6, 2016 20:34 |
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Gwaihir posted:That's the best thing about this LP, is the little stuff like that resulting in the super crazy Carlos Escapes Skynet-in-mech-form mission. Wait his mech didn't have an AI did it?
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# ? May 6, 2016 21:28 |
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Artificer posted:Wait his mech didn't have an AI did it? The opposing force were all controlled by an AI in a drop shuttle. PTN, when the unthinkable happens and this thread eventually comes to a close, is there some kind of documentation you're keeping for the overarching story where we will be able to see some of those paths not traveled?
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# ? May 6, 2016 21:30 |
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PoptartsNinja posted:Fun fact, in the volcano mission, if the Death Commandos had blown up the geothermal release vents the(y wouldn't have captured the scientists now part of the Capellan Society) volcano would've erupted mid-battle. Totally worth not blowing up the volcano
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# ? May 6, 2016 21:47 |
We didn't need to. It was an option if we were losing, but it never came to that.
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# ? May 6, 2016 21:51 |
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jng2058 posted:We didn't need to. It was an option if we were losing, but it never came to that. I really wanted to do the po elbow drop on the annihilator as well so No regrets.
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# ? May 7, 2016 17:42 |
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AtomikKrab posted:I really wanted to do the po elbow drop on the annihilator as well so No regrets. I mean that was the greatest moment since Engine Joe's Justice Foot, so it was a great idea.
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# ? May 7, 2016 18:33 |
Orders due tonight - don't forget!
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# ? May 7, 2016 21:37 |
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Grasshopper jumped to 1338, and shot at the urbie and one of the infantry.
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# ? May 8, 2016 01:07 |
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Night10194 posted:I mean that was the greatest moment since Engine Joe's Justice Foot, so it was a great idea. You're misremembering. Engine Joe's claim to fame was that he died. The Lancelot had the Justice Foot.
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# ? May 8, 2016 16:48 |
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Casual reminder: 'Any' is not a valid target. Edit: Well, that was certainly a shot. PoptartsNinja fucked around with this message at 23:43 on May 8, 2016 |
# ? May 8, 2016 23:11 |
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PoptartsNinja posted:Edit: Well, that was certainly a shot. Are we talking Revolver Ocelot shot or Panicking XCOM Rookie shot?
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# ? May 9, 2016 00:00 |
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More the first than the second. The panicking starts after Turn 5's movement phase.
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# ? May 9, 2016 00:01 |
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# ? May 26, 2024 22:39 |
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This LP is never better than in those moments before an update where PTN looks down on all the freebirths and mercenaries in their accumulated filth and whispers, "TAC."
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# ? May 9, 2016 00:05 |