Tempest_56 posted:At minimum the Gunsmith really should bail this turn, and the PXH and Champion should strongly consider doing so as well. sebmojo posted:I think the main thing is to fill up the out tray this turn so we make space for the next turn and stop them camping on the exit. So ideally, the following Mechs will move to extraction this turn: Atlas Stag Champion Phoenix Hawk Gunsmith
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# ? Jun 17, 2016 01:15 |
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# ? May 27, 2024 16:54 |
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Ardlen posted:When going to 2733, I just wanted to confirm that you are going over the hill in 2534 instead of trying to turn on concrete and skidding out. This is correct, going via 2534 with a huge thanks to you (or whoever it was) for posting that in the Gdoc. I'd hate to do the work of PTN's dice for them.
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# ? Jun 17, 2016 02:11 |
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If I can run through an ally that is being swarmed, the champion can make it to the furthest back hex at 2732. Otherwise I'd be moving to 2734 or 2834. Can I move through an ally being swarmed if he's trying to get 'em off? I assume yes, but I want to be sure
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# ? Jun 17, 2016 02:18 |
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DON'T RISK IT Actually do, then they'll jump your rear end instead of mine.
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# ? Jun 17, 2016 02:22 |
Corponation posted:If I can run through an ally that is being swarmed, the champion can make it to the furthest back hex at 2732. Otherwise I'd be moving to 2734 or 2834.
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# ? Jun 17, 2016 02:35 |
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Annihilate the enemy lights as they encroach on you, create a wall of death, and boomdoggies!
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# ? Jun 17, 2016 02:42 |
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Ah, it seems the further back ones change elevation too, so I wouldn't be able to make it there anyway. Retreat Hex 2834 it is
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# ? Jun 17, 2016 02:43 |
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Still one hex that absolutely needs filling just to prevent enemy movement into them. Of note, if you have a good shot from 2735 and don't need to withdraw, you don't have to. You can bodyblock that hex for enemy movement sake without leaving the battle just yet. (You have to declare intent to withdraw, after all.) I don't think anyone has a compelling reason to stand and deliver from there, mind. Not this turn at least, and we still haven't seen where Pladdicus is going to move that Gunsmith either.
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# ? Jun 17, 2016 02:52 |
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Great Beer posted:It's almost like this was the real mission from the start and they weren't told because no one in their right mind would go on such an obvious suicide mission. The real real mission is to get them to follow us into the tunnels then collapse it in on them
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# ? Jun 17, 2016 03:09 |
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Chronojam posted:The real real mission is to get them to follow us into the tunnels then collapse it in on them Turns out the whole thing was to test their new remote dynamite detonator.
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# ? Jun 17, 2016 03:17 |
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To be fair in response to the 'we should have pulled back turns ago' crowd, up until this turn, the tunnel was blocked by the hilarious swarm of Revenants pouring out of the hole. It's only been this turn with the last three popping out and getting stuck in that the way has been cleared for Gooncompany to beat it. That said, it really is time to go. We've done our job, a poo poo ton of Clanners are out for our blood, and there's nothing more to be gained by sticking around that would justify possibly being obliterated.
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# ? Jun 17, 2016 03:20 |
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Great Beer posted:Turns out the whole thing was to test their new remote dynamite detonator. Which is just a bunny leaning on an old box detonator.
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# ? Jun 17, 2016 03:29 |
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Chronojam posted:The real real mission is to get them to follow us into the tunnels then collapse it in on them Only when it was too late did they realise the truth. Dadlas wasn't trapped in there with them. They were trapped in there with Dadlas
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# ? Jun 17, 2016 05:10 |
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Paingod556 posted:Only when it was too late did they realise the truth. Dadlas wasn't trapped in there with them. I want some poor clanner to follow the Hawks into the tunnel only to be blown back out of the entrance cartoon-style by the HGR also I think the NRWR is going to start mass-producing the Kalma-spec Atlas IIs now, because that's a hell of a field test Pattonesque fucked around with this message at 05:30 on Jun 17, 2016 |
# ? Jun 17, 2016 05:22 |
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Pattonesque posted:I want some poor clanner to follow the Hawks into the tunnel only to be blown back out of the entrance cartoon-style by the HGR They might wanna make sure they have sufficient Kalma-spec pilots beforehand, or they just might be subject to highlights of Atlases doing Nestea plunges because the pilots couldn't handle running HGR shots.
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# ? Jun 17, 2016 05:31 |
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anakha posted:They might wanna make sure they have sufficient Kalma-spec pilots beforehand, or they just might be subject to highlights of Atlases doing Nestea plunges because the pilots couldn't handle running HGR shots. "I don't want a good pilot, I just need a lucky one."
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# ? Jun 17, 2016 06:49 |
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PoptartsNinja posted:Steel Will: Tactical Update 14 There we go. So another two points for jumping, another point for the rain, minus five points for no environmental hazard means a 4+? If the Lancelot goes for the drops that's two chances at 5+, total of 35/36 chance of success, and the Komodo and all the short range weaponry of nearby mechs company have nearly as good/similar odds for annihilating them once they drop off. Rules seem a bit borked that infantry can take up the hex of battlemechs, but not vice versa. RA Rx fucked around with this message at 11:42 on Jun 17, 2016 |
# ? Jun 17, 2016 08:22 |
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So should I jump to 2732 so I can open up easier spots for other extractions? I was tempted to land at 3337 and fire over the top of the building with my LPL before extracting next turn at a jump 6 TMM, but if we're thinking losing the LPL this turn is better (wherever I land in the back area, I won't be able to shoot at hostiles, right?) so that we can save the mech for the next game, then that's good too. Two kills (or at least final blows) to Noretti is good enough for me. Plus I got a justice foot on a goshawk cockpit.
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# ? Jun 17, 2016 08:31 |
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It's probably a good spot for the PH, since 3 damage to its foot could open up a spot for the Grendel, and an open hex in the periphery stops the entire shebang from withdrawing. Plus it gives cover for your foot. Pity about the only shot being TH 10 for the Black Python. The only other mech in critical danger of being legged can't make it to the back rows anyway. Edit: Friendly units do not block LoS. Things are risky this round, very much so for the two southwesternmost hexes of the withdrawal zone, Ath and the Hellstar can easily combo 94 points into the southernmost one in particular at THs of 3-5. Really recommend withdrawing six mechs if possible. Next round should be much worse. Hopefully the Black Python just sticks with Zell. RA Rx fucked around with this message at 12:09 on Jun 17, 2016 |
# ? Jun 17, 2016 09:21 |
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I don't think I can shoot anything from 2732. All the hexes around me are height 2 or 3, and the hexes in front of me would be blocked by allied mechs, so no LOS to the guy in 2741.
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# ? Jun 17, 2016 10:51 |
Allied units don't block LOS.
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# ? Jun 17, 2016 11:22 |
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Who will be the last 2-6 to leave on the (hopefully) third turn? Loxbourne says he's going last. Other than that the by far tankiest jumper remaining is the Grasshopper w/ 4 jump. Komodo and Ostscout are both in good shape too (as much as a light can be), with potential +3 and +4 for that last round. Probably 2 is best, since the two hexes in the back offer significant protection from enemy fire. Might necessitate 6 to leave both rounds. RA Rx fucked around with this message at 11:56 on Jun 17, 2016 |
# ? Jun 17, 2016 11:41 |
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Olothreutes posted:Allied units don't block LOS. Okay then i'll land in 2732, facing 2832 to protect that leg anyway, and torso twist to face 2733, and fire my LPL at the mech in 2741? Maybe I'll get a lucky shot off before I leave.
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# ? Jun 17, 2016 11:55 |
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Olothreutes posted:Allied units don't block LOS. Enemy units don't either.
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# ? Jun 17, 2016 13:15 |
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Okay, orders in now. I'm going for the rearward hex so that we have more spaces for less speedy robots to use. I'll take a potshot at the guy in 2741 and peace out. Hope I get a headshot - a hat trick for Noretti would be nice.
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# ? Jun 17, 2016 13:28 |
mcjomar posted:Okay, orders in now. RA Rx posted:Probably 2 is best, since the two hexes in the back offer significant protection from enemy fire. Ardlen fucked around with this message at 15:50 on Jun 17, 2016 |
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# ? Jun 17, 2016 15:43 |
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If the rules aren't modified when there are less than six mechs remaining, then five mechs is still a death sentence if even a single jumper survives. So the withdrawal zone will probably be shrinked. RA Rx fucked around with this message at 23:13 on Jun 17, 2016 |
# ? Jun 17, 2016 16:50 |
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So retreat 2 this turn, then move dudes into their spots, then retreat the 6 the turn after that, and move another 6 mechs in, then retreat them. Done.
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# ? Jun 17, 2016 16:53 |
RA Rx posted:If the rules aren't modified when there are less than six mechs remaining, then five mechs is still a death sentence if even a single jumper in range survives.
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# ? Jun 17, 2016 17:20 |
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Or, y'all could trust me to not be an rear end in a top hat.
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# ? Jun 17, 2016 17:25 |
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When is the tornado move phase in the turn processing order again?
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# ? Jun 17, 2016 17:30 |
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PoptartsNinja posted:Or, y'all could trust me to not be an rear end in a top hat. At this point, people assuming you're a dick despite 1600 pages of evidence to the contrary is more ingrained than the bad clanner jokes.
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# ? Jun 17, 2016 18:58 |
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I would hope at this point that it is less assuming PTN to have a streak of mean in him and more just trying to be coordinating on a smart and ordered retreat plan. And sticking to it.
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# ? Jun 17, 2016 19:10 |
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PoptartsNinja posted:Or, y'all could trust me to not be an rear end in a top hat. It's not always easy to parse the difference between you presenting a very difficult challenge vs. you being an rear end in a top hat. At least, I think it's fair for the players to not make assumptions about you holding back vs. taking every possible advantage you can get with your forces.
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# ? Jun 17, 2016 19:19 |
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Nullkigan posted:At this point, people assuming you're a dick despite 1600 pages of evidence to the contrary is more ingrained than the bad clanner jokes. Why not mix the two? You know, I heard that clanner gm's are twice the bad for half the fun. No offense meant PTN, saw the shot for a joke and I took it. Keep on truckin!
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# ? Jun 17, 2016 19:20 |
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PoptartsNinja posted:Or, y'all could trust me to not be an rear end in a top hat. Says the guy who filled the escape hexes with infantry. ...I kid, I kid.
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# ? Jun 17, 2016 19:20 |
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No, that's really to the point. PTN usually at least appears to be using his forces in an intelligent way, although he does roleplay the clanners' tactics appropriately. Parking the infantry in the escape tunnel entrance to block the retreat is a perfect example. Why would the players assume he wouldn't also try to jam a jumpy Clan mech into that hole if the players give him the chance? As a player, trying to anticipate where exactly PTN draws the line is a very dangerous game. Assume too much, and you get hosed by your savvy opponent taking advantage of your mistake. It's best to assume PTN will use his forces to maximum effectiveness, and then be pleasantly surprised when they don't do that.
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# ? Jun 17, 2016 20:08 |
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Once the players get into the extraction zone and declare they're leaving, nothing the OpForce can do can prevent them from leaving. As long as the extraction zone is blue when they move into it (and even then, what's a 45 tonner going to do against even 2-3 other `Mechs that just decide to say "gently caress it" and just bull-rush it like they're a robot freight train? Not much).raverrn posted:Says the guy who filled the escape hexes with infantry. In my defense, that got people other than Dolash thinking about the extraction zone as something that needed to be paid attention to. That it coincided with the Komodo auto-pathing to the extraction zone to retreat was just a pleasant coincidence. I was absolutely, 100% prepared to turn the extraction zone 'orange' without telling anyone what that meant. Praise be the Active Probe, it is your friend and absolutely not a waste of 1 to 1.5 tons. The fact that the stock Komodo doesn't have an active probe in spite of its intended role is a crime PoptartsNinja fucked around with this message at 20:32 on Jun 17, 2016 |
# ? Jun 17, 2016 20:26 |
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To be honest, if PTN had the Clanners rushing to put one of their own on an extraction hex from now on, I wouldn't call that a dick move - blocking your enemy's escape route is very basic tactics, and protecting the 'run' part of a 'hit-and-run' attack is also fundamental. On the other hand, it's also not out-of-character for Clanners to ignore the sensible tactical decision in order to pursue personal glory, so if they spend their time chasing kills instead of blocking the escape route that's just classic Clan idiocy in action. I almost wonder why the Clanners have ranks, since from the sounds of it higher-up Clanners can't get their underlings to do the basic business needed to win battles. Who can plan a strategy around "all my soldiers will immediately abandon my battleplan"?
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# ? Jun 17, 2016 21:06 |
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# ? May 27, 2024 16:54 |
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Dolash posted:Who can plan a strategy around "all my soldiers will immediately abandon my battleplan"? It's easy when the entire battleplan is "rush the enemy and kill them" every time.
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# ? Jun 17, 2016 21:49 |