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When your battleplan is 'we stomp our smashy robots against their smashy robots and see who comes out on top' and you know that's going to be the enemies plan as well you don't even have to throw in as much military rhetoric as usual to get them to do what needs to be done. Also your battleplans are less about the battle and more about the getting to and from and what you're doing when you're not one-on-one mechstomping an opponent.
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# ? Jun 17, 2016 21:50 |
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# ? May 27, 2024 07:58 |
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And the ranks are a societal manifestation of the immensity of your honoure-peen.
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# ? Jun 17, 2016 21:51 |
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Clan warfare was all about what were basically CounterStrike deathmatches anyway. The orders the commanders would give in those situations are the same orders they'd love to follow.
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# ? Jun 17, 2016 22:29 |
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all exit hexes are full apart from the southernmost one, 2735 https://docs.google.com/spreadsheets/d/1QFsYazXpGqU60EoAuAtLGB_1X9RKMVDnLC2jhBa49S0/edit#gid=36503224 sebmojo fucked around with this message at 22:38 on Jun 17, 2016 |
# ? Jun 17, 2016 22:34 |
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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. Clan PTN is twice a dick based on half the evidence even though it's 40% more untrue.
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# ? Jun 17, 2016 22:44 |
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PTN always challenges without being an rear end in a top hat. He's a very good gm. It never even crossed my mind he'd play this out in an unfun manner. I'm betting you who are so worried about every minute thing have had poo poo gms or you are min maxy players yourself who can't imagine anyone playing a game for fun.
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# ? Jun 17, 2016 22:52 |
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It'd also be way cool to have someone draw Duncans battle scarred Atlas standing on top of a pile of clan mechs. He is without a doubt a legend already.
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# ? Jun 17, 2016 22:54 |
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Affi posted:I'm betting you who are so worried about every minute thing have had poo poo gms Let me tell you about the guy who taught me to play Descent... Orders in. Jumping to 3031 and firing south at the lights/Black Python. Next turn will be interesting as PTN has infantry in those woods, so I'll need to plan my landing spot carefully.
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# ? Jun 17, 2016 22:55 |
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So, not that it's going to happen, but theoretically, if a clanner DFAd into the tunnel opening hex, then failing or succeeding, does it create a chain displacement upwards to height 0 ground, or up the canyon walls even; or do the displaced mechs just roll around into each other like pinballs until one is dead?sebmojo posted:all exit hexes are full apart from the southernmost one, 2735 2734 doesn't seem to be confirmed either. RA Rx fucked around with this message at 23:45 on Jun 17, 2016 |
# ? Jun 17, 2016 23:20 |
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Null pointer exception thrown, mapsheet in question crashes.
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# ? Jun 17, 2016 23:37 |
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PoptartsNinja posted: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. Hey man, I was warning about the foot infantry coming up from the southern city too! Didn't expect the jump infantry, but I did mention the possibility of infantry approaching the tunnel exit a couple of turns before they were eventually revealed...
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# ? Jun 17, 2016 23:49 |
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I always warn of PTN possibly being an rear end in a top hat GM because one of these times he actually will be, as his David Lynchian swerve to the thread, and then I'll be right! Also, I'm pretty sure there will be a cake, and I'll be an astronaut. What were we talking about again? In all seriousness, it's better to assume your opponent is going to be an rear end in a top hat even if you think they wont. The line between "rear end in a top hat" and "intelligent human being playing to win" is often a matter of perception. If you always assume your opponent will be an rear end in a top hat, rarely will you be disappointed. I do genuinely have a hard time guessing when PTN is going to pull his punches and when he wont, though. One of the many, many reasons I don't sign up to play.
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# ? Jun 17, 2016 23:53 |
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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 about you being an rear end in a top hat - it's that you are certainly going to make us pay (and rightly!) for making poor tactical choices. We screw up, I'd be disappointed if you didn't punish us for it.
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# ? Jun 17, 2016 23:59 |
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Yep, and nobody likes to screw up so there's a couple of salty tears. Only a couple. Anyway, I'm submitting my orders later tonight but I'm going to toss them up here in case there are any last minute suggestions. Hopefully Axe-Man/Komodo is on hand to shoot the infantry should they fall off. I'm going to go with the drop and shake method, if I'm going to take 12 damage I'm going to do so on my terms, possibly dying in the process. Staying in hex 2835: 1) Drop and shake off the infantry IF this is successful, get up and move to 3034, face the infantry and shoot. IF NOT 2) Get up, drop and shake off the infantry IF this is successful, get up and move 2 hexes away from the infantry, turn 1 hex towards them and shoot. IF NOT 3) Move to 3134 to carry those little bastards away from the evac zone, and die piteously. Those first two have a, as previously stated, 35/36 chance of success between them so ROLL THEM DICE TODAY IS A GOOD DAY TO DIE and also play Taylor Swift
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# ? Jun 18, 2016 00:38 |
For 3) don't forget to mention that you want to stand up. You can also mention what direction you would like to face when you get up - changing facing this way is free. Edit: And tell PTN what you're shooting.
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# ? Jun 18, 2016 00:47 |
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Given Amaris' stance on replacement mechs, you might as well stay in the hex. If you have to punch out it'll be easier to recover you that way.
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# ? Jun 18, 2016 00:55 |
Nah, moving away is wise, or else the infantry can move to block the extraction zone. And for recovery, the Screamer or the Ostscout can reach wherever the Lancelot goes. Ardlen fucked around with this message at 01:06 on Jun 18, 2016 |
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# ? Jun 18, 2016 00:57 |
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PoptartsNinja posted:It's easy when the entire battleplan is "rush the enemy and kill them" every time. Since no plan ever survives contact with the enemy, the logical course of action is to make sure the enemy doesn't survive contact with the plan!
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# ? Jun 18, 2016 02:04 |
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My favorite thing about Clan warfare is that teamwork is literally against the rules.
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# ? Jun 18, 2016 02:48 |
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Picard Day posted:My favorite thing about Clan warfare is that teamwork is literally against the rules. Unless you're Elementals. Elementals are basically the least retarded warriors the Clans have. Which is saying something, when they can mostly be vaporized by a single hit from a mech based weapon.
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# ? Jun 18, 2016 02:51 |
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El Spamo posted:Yep, and nobody likes to screw up so there's a couple of salty tears. Only a couple. Suggestion - somebody with a good move should probably stay in position to leap in and rescue should this result in said death.
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# ? Jun 18, 2016 03:26 |
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PTN is an rear end in a top hat because he's a goon, but so are the rest of us; we're all assholes. So let's stop yapping our gums about how much of a 'not rear end in a top hat' PTN is and continue with this fantastic and frankly nail biting game we have going on now.
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# ? Jun 18, 2016 03:56 |
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I think the swarmed player has thoroughly outsmarted himself.
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# ? Jun 18, 2016 04:01 |
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Zaodai posted:Unless you're Elementals. Elementals are basically the least retarded warriors the Clans have. Which is saying something, when they can mostly be vaporized by a single hit from a mech based weapon. Throw that on top of the myriad other reasons to be deeply paranoid of any potential Toads. Hell, even fluff-wise they don't have to worry too much about MechWarriors calling them out into a Circle of Equals - the Elemental will choose to fight unaugmented, and who wants to gently caress with that?
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# ? Jun 18, 2016 04:06 |
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Night10194 posted:I think the swarmed player has thoroughly outsmarted himself. Thoroughly.
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# ? Jun 18, 2016 04:14 |
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LeadSled posted:Hell, even fluff-wise they don't have to worry too much about MechWarriors calling them out into a Circle of Equals - the Elemental will choose to fight unaugmented, and who wants to gently caress with that? But think of the glory!
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# ? Jun 18, 2016 05:27 |
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Given who is firing at what, at least declared on the doc, looks like the Locust may or may not go down. Looks like I should shoot it after all and contingency chain down to the Black Python while the Grendel draws a rather insane (and necessary) amount of damage. No double tap though. A shame, but I'm not about to move next to the Grendel and Death Blossom all the mechs in an orgy of overheating, justice foot, and probable insanity. As fun as that would be, it would be clinical suicide. If anyone wants to change my mind, feel free to try.
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# ? Jun 18, 2016 05:46 |
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Ronin Of Dreams posted:No double tap though. A shame, but I'm not about to move next to the Grendel and Death Blossom all the mechs in an orgy of overheating, justice foot, and probable insanity. As fun as that would be, it would be clinical suicide. Someone's got to upstage Duncan or he'll never shut up about this mission.
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# ? Jun 18, 2016 06:35 |
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The two middle front hexes are open. Remaining options that haven't written in on the Gdoc (or have used the GDoc previously) are the Ostscout, Gunsmith and Komodo. No orders or posts in thread yet post update. Players may have sent in orders by PM, or be sick or dealing with urgent IRL. Changing orders to take the hexes may be a bad idea (especially since the Gunsmith actually needs to withdraw). Suggested solutions: 1. Movement contingencies from existing players ending movement outside the zone? 2. Request information from PTN before deadline on any existing PM orders. In event orders are lacking: Further request alternates for any missing order. --- Sorry if this is too much. Just really don't want to see your heroic efforts not reap their full reward. RA Rx fucked around with this message at 07:49 on Jun 18, 2016 |
# ? Jun 18, 2016 06:51 |
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RA Rx posted:The two middle front hexes are open. Players not submitting critical orders and loving over their entire team is a long-standing tradition in this game. El Spamo posted:3) Move to 3134 to carry those little bastards away from the evac zone, and die piteously. If all fails could you not eject and have someone else hose down your mech? Its not longer friendly fire if you're not in it!
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# ? Jun 18, 2016 12:47 |
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Z the IVth posted:If all fails could you not eject and have someone else hose down your mech? Its not longer friendly fire if you're not in it! We're fighting Clans! If we eject, we'll be picked out of the sky by an rear end in a top hat with a dayglow green face tattoo and our sibling will be forced to fail to rescue us over several weeks of mech-based hijinks to get to MY HOME PLANET!
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# ? Jun 18, 2016 16:21 |
RA Rx posted:Suggested solutions: 1. Movement contingencies from existing players ending movement outside the zone? Leaving only two for the last turn isn't as big a problem as I thought, now that we know that entering the zone when it is blue means that we can't be blocked from leaving. I will hold off on changing anything until it gets closer to the deadline in the hopes that we hear from everyone.
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# ? Jun 18, 2016 16:59 |
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You can get a +2 if you go NE, N, NW, NW, SW.
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# ? Jun 18, 2016 18:25 |
RA Rx posted:You can get a +2 if you go NE, N, NW, NW, SW.
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# ? Jun 18, 2016 18:52 |
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I feel I should point out that ejecing from a battlemech in a hurricane/storm is a +3 to the PSR. That's just from the storm, there are other factors as well, like where you end up landing, is the 'mech prone etc. An example: Battlemech Doop de Doo is destroyed, auto-ejection occurs. Planetary condition: storm = +3 auto-ejection adds another +1, a total of +4 This is before landing hex is decided, if we end up landing in light woods it's another +1, heavier woods give +2 etc. Once all that's added together, do a PSR against the total, in this case a basic pilot with 5 piloting would need to roll 9 or better. Failing the PSR incurs damage by the Margin of Failure, so rolling an 8 here gives 1 damage to the pilot. It's a very quick way to make your pilots burger if you eject at the wrong time, or they have really poor piloting skills, or the mech is prone. Prone 'mechs is a +5 to the ejection roll all of this is moot if ptn isn't using the ejection TacOps rules, of course
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# ? Jun 18, 2016 20:13 |
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If 2735 hasn't been filled yet, I'm going to put it into movement contingencies to go there and exit this round assuming I break free. I'm also going to move the infantry away from the exit regardless. If any of them survive they could move into the hexes and make life suck. I'm guaranteed hard (self-inflicted too!) hits this round, so if there's an unused exit... phfewsh.
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# ? Jun 18, 2016 20:33 |
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Ardlen may send in a contingency for the hex. The only other hex not claimed or mentioned in potential contingencies and in range of the Grendel is 2734, if you can shake the infantry on your first try it's actually a lot safer there. Hopefully the Komodo, Gunsmith or Ostscout have orders and one of them go there, or PTN mercifully autopilots one of them in, but contingencies are always nice? RA Rx fucked around with this message at 07:51 on Jun 19, 2016 |
# ? Jun 19, 2016 07:31 |
RA Rx posted:Ardlen may send in a contingency for the hex. Ardlen fucked around with this message at 08:08 on Jun 19, 2016 |
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# ? Jun 19, 2016 07:56 |
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I think you guys are stressing out about this a bit much. After a month long knock down scenario like this PTN is not going to make the one thing it hinges on be the perfect ooc irl coordination of fifteen people off thread.
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# ? Jun 19, 2016 17:53 |
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# ? May 27, 2024 07:58 |
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Coordination has not been their strong suit. Even if PTN doesn't go maximum-tryhard in punishing any mistakes, there's no reason not to at least try to not make the mistake in the first place. After all, the more genuine effort put in, the less likely it becomes that PTN will drop the hammer to punish it. I applaud them for going through the (admittedly large) amount of effort required to try and coordinate their retreat. Go Goonlance!
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# ? Jun 19, 2016 18:27 |