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So for those of us who are in the extraction zone and retreating, do we need to send in additional orders, or is that it?
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# ? Jun 20, 2016 04:22 |
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# ? May 13, 2024 07:22 |
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Unless you tell me otherwise I'm going to assume you're all leaving.
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# ? Jun 20, 2016 04:24 |
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Grasshopper and dadlas need to go, Dadlas has to go back home and get dinner ready for all his children. It is a tough life as a single mechparent.
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# ? Jun 20, 2016 04:32 |
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AtomikKrab posted:Grasshopper and dadlas need to go, Dadlas has to go back home and get dinner ready for all his children. It is a tough life as a single mechparent. At least he hunted enough game for the family to eat well tonight!
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# ? Jun 20, 2016 04:35 |
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But he could only carry 100 tons.
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# ? Jun 20, 2016 04:40 |
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So do the evac'ing mechs move first in order to leave the exit hexes clear? I assume that we can set our movement orders into those hexes. Speaking of that, Ardlen metioned I can make it to 2732 with a PSR, but if I don't turn when I get there it's 6 movement points with my backside to incoming fire. If I go to 2733 or 2734 I can turn towards the hostiles (1 or 2 hex faces respectively) and present my marginally stronger left side and take a few shots. Who else is exiting this turn? Anyone else needs 2732?
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# ? Jun 20, 2016 05:10 |
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Wow, PTN's dice have been super merciful this mission, I'm afraid hoe badly karma will bite the next couple of pilots in the next couple of missions... That bastard infantry platoon is finally dead, you guys are starting to withdraw, a Revenant blew up the Mandrill and another is giving the Blood Kite pilot a Very Bad Day (it's effectively out of the fight now with no torsos, right?), and the lights that have the most chance of disrupting your retreat are battered to all hell from shooting this turn. All in all, very good turn by GoonMercenary Company, and I'll be waiting to see how many more Clan mechs you guys take out as you leave.
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# ? Jun 20, 2016 05:17 |
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Green Intern posted:But he could only carry 100 tons. I hope he doesn't have to cross any rivers on the way home...
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# ? Jun 20, 2016 05:24 |
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Zaodai posted:I hope he doesn't have to cross any rivers on the way home... Ha, I remember when that was first posted in thread. Still as funny as it was then.
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# ? Jun 20, 2016 05:32 |
El Spamo posted:So do the evac'ing mechs move first in order to leave the exit hexes clear? El Spamo posted:I assume that we can set our movement orders into those hexes. Speaking of that, Ardlen metioned I can make it to 2732 with a PSR, but if I don't turn when I get there it's 6 movement points with my backside to incoming fire. If I go to 2733 or 2734 I can turn towards the hostiles (1 or 2 hex faces respectively) and present my marginally stronger left side and take a few shots. I suppose another option is to put the Ostscout in 2732 and you go to one of the other escape hexes, but that changes which two Mechs will remain for the third evac turn. (Going to 2733 by walking (no PSR) does put you with your back to incoming fire) Ardlen fucked around with this message at 05:49 on Jun 20, 2016 |
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# ? Jun 20, 2016 05:32 |
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This is some real edge of your seat stuff.
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# ? Jun 20, 2016 05:36 |
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Grasshopper should stay since he can jump and has armor he is a very good person to have among the last! gently caress that he is carrying a friendly. That is fluff important. Its not even a objective not to be captured any longer.
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# ? Jun 20, 2016 05:44 |
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Ardlen posted:It takes 7 movement points to get to 2732 (2 facing changes + 1 elevation change + 4 hexes), so it will require a PSR, but you'll be able to change your facing once you get there. The only Mechs that can reach that hex this turn are you, the Ostscout, and the Screamer. From hex 2935? Which hex is the elevation change? OH! Right, 2732 and 2733 are at -1 elevation, gotcha. Definitely a head's up. The infantry definitely had me freaked out, but I do have some armor left. A bit more than the Ostscout in some spots, a bit less in others.
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# ? Jun 20, 2016 05:50 |
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GhostStalker posted:Wow, PTN's dice have been super merciful this mission, I'm afraid hoe badly karma will bite the next couple of pilots in the next couple of missions... Nah, Vorenus balanced it out with his streak of bad luck. And there's still a turn or two left. I can't wait to see what Amaris does after he hears how things went. He should replace his current jamming with a video feed of this battle on an endless loop.
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# ? Jun 20, 2016 06:00 |
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He should replace a portion of his speech with a modified version of the Gigantor theme song celebrating King Dadlas.
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# ? Jun 20, 2016 06:03 |
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I'm cool with following this merc company for the rest of this LP. I've never felt so strongly for any of the other factions we've been playing. I mean. Maybe they take up work for Amaris. (the one dude who might not be totally bad for the inner sphere) I would like that I think.
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# ? Jun 20, 2016 06:12 |
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That was one hell of a successful round for us being in full retreat. I'm headed for 2734 unless anybody's got an objection - I can't feasably go any further back. Suggest withdraw this turn: Flashman (weak CT), Salamander (weak head), Dragoon II (open XL torso), Lancelot (open XL torso). That'll leave Grasshopper, Copperhead, Ostscout and Screamer for next turn. Might want to add the Ostscout or Screamer to this turn, since they can reach the 2732 hex that nobody else really can.
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# ? Jun 20, 2016 06:12 |
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And, I have that Take A Knee perk that might save my butt if I botch the PSR on a running turn to 2732 though I don't know precisely how would that shake out. I'd bounce off the wall and then PSR to stay stable but stop movement? Can keep moving? Might be simpler to go for 2733 and leave 2732 for the Ostscout and neither of us have to make PSRs.
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# ? Jun 20, 2016 06:18 |
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Narsham posted:Nah, Vorenus balanced it out with his streak of bad luck. And there's still a turn or two left. Forgot about that. I guess success washes away prior memories of failure.
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# ? Jun 20, 2016 06:25 |
Tempest_56 posted:That was one hell of a successful round for us being in full retreat. Because we want to fill all the hexes, I don't think the Salamander should move to 2734, since that's a better hex for the Copperhead to go. I put together a table of who could move to which evac hexes, and there's a copy on the google doc:
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# ? Jun 20, 2016 06:53 |
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It might not be a terrible idea for the Ostscout to withdraw this turn and give the Lancelot an easier time of escaping - it might be fast, but it's still a light and could lose a leg or a torso easily enough. Although yeah, find out what the deal is with the Grasshopper protecting Icepick or passing him off and factor that in when deciding who stays to the last round. Man, something like 50 clan mechs responded to the raid and ~20 are KIA, plus eight lost warplanes (nobody cares about infantry though!). The Wiki tells me that's somewhere in the radius of a Cluster, itself a third to a fifth of a galaxy, the largest Clan military unit. Carlos's Crusaders were facing about 50 Capellan mechs for their whole planet. While losing a battleship might make everything else seem like small potatoes by comparison, the players alone have probably made this position indefensible and that's before the robo-guerillas get to work, Republic strategists must be salivating. Even though I've pushed for playing conservatively and your luck could still break at any moment, things are going so well the temptation to go for the bonus objective is real. At the current rate the last wave will extract on the turn with just two rounds left on the clock - although unless the Revenants stay bloodthirsty enough to keep pulling down mechs three times their weight, there's probably no way to hang on that much longer.
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# ? Jun 20, 2016 07:04 |
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Dolash posted:It might not be a terrible idea for the Ostscout to withdraw this turn and give the Lancelot an easier time of escaping - it might be fast, but it's still a light and could lose a leg or a torso easily enough. Although yeah, find out what the deal is with the Grasshopper protecting Icepick or passing him off and factor that in when deciding who stays to the last round. If there wasn't a super pilot in a Hellstar playing turret over the evac point I'd be tempted to holler for the secondary but that on its own makes it far too risky.
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# ? Jun 20, 2016 07:12 |
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Know when to hold 'em, know when to fold 'em, know when to walk away, know when to run. Walk away, mechs with hands saluting with single digits as they exfil scot free.
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# ? Jun 20, 2016 07:52 |
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PTN's dice out for his blood this mission. What a spectacle. Is 42,300,000 c-bills a lot of money? Kial fucked around with this message at 07:56 on Jun 20, 2016 |
# ? Jun 20, 2016 07:54 |
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Kial posted:Is 42,300,000 c-bills a lot of money? It'll buy you an entire assault lance at list price with enough left over to mostly fill out a scout lance to go with it.
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# ? Jun 20, 2016 08:09 |
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Or apparently 2/3rds of a platoon of jump infantry to stand in a doorway.
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# ? Jun 20, 2016 08:20 |
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Per the battle with the Taurians, Icepick is fine unless all the arm/s dedicated to holding him in any round are shot off. So if the Grasshopper fires from no arms, he is actually very secure. The Grasshopper is still the safest option by far for the third round, though the unit represents two lives. If he can hand off Icepick with a combined risk of 5% or less then it's probably worth the risk. If he can't hand off Icepick he's probably still the best bet. Noone else has got anything remotely like an average combined 55 and minimum total of 45 armor and structure for the vital points, -2 to crit rolls and an uncappable head. +4 from the Ostscout over +2 would be an improvement sure, but the Grasshopper can tank pretty much anything that isn't triple repeat location hits by the Hellstar, and Ath won't be in position to fire into the two back hexes the last round. If the Ostscout gets hit even once this round outside of the arms by a headcapper it's not even a good candidate anymore. Hardened armor really is great. I wonder what a hardened Screamer with a Gauss rifle replacing the Republic ERPPC would look like... More crit slots taken up by the armor and ammo, but less heat sinks by far, probably still enough room for a laser or two and a probe? Anyway, enough head armor and a wealth of armor everywhere seems worth the cost and -1 to move and piloting. 10 jump still gets +5. Quite the surprise there's all those risky XL engines about. RA Rx fucked around with this message at 09:15 on Jun 20, 2016 |
# ? Jun 20, 2016 08:30 |
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RA Rx posted:Per the battle with the Taurians, Icepick is fine unless all the arm/s dedicated to holding him in any round are shot off. Makes sense. My MLs have been a waste of space so far this mission, so I'll use both arms to shield and be the tailend Charlie. Me and the Screamer?
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# ? Jun 20, 2016 09:06 |
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RA Rx posted:Hardened armor really is great. I wonder what a hardened Screamer with a Gauss rifle replacing the Republic ERPPC would look like... More crit slots taken up by the armor and ammo, but less heat sinks by far, probably still enough room for a laser or two or a probe? Anyway, enough head armor and a wealth of armor everywhere seems worth the cost and -1 to move and piloting. 10 jump still gets +5. You'd never fit a gauss on the Screamer. It's packed to the gills (with a small cockpit and clan endosteel/ferrofibrous armor) and actually only mounts 1 heatsink over the free ones. Hardened armor works great if you have weight to spare but the Screamer is the leanest you can possibly have at that movement profile. There's also a distinct lack of equipment you could actually replace the lasers with. A clan er large laser would fit, but you'd never be able to fire it for all the heat. A medium vspl could work, but I'm not sure we've 100% confirmed those for existing yet and it wouldn't gain enough range to see use.
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# ? Jun 20, 2016 09:23 |
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The more dudes around for that last round the better. And icepick might resent being used as ablative armor but it's still the best option. I'd really like it if the phoenix hawk and ostscout and screamer stuck around. Just lots of move mods and the clanners having to split fire.
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# ? Jun 20, 2016 09:36 |
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Nullkigan posted:How many player character have actually died in the thread? A good number have been shot out of their rides, but actually croaking seems hilariously rare all things considered. The vast majority of dead player characters are probably the tankers. Not only was their regiment nearly completely wiped out, but each tank had several crew members (although some of those managed to escape according to the fluff).
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# ? Jun 20, 2016 11:04 |
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GhostStalker posted:Wow, PTN's dice have been super merciful this mission, I'm afraid hoe badly karma will bite the next couple of pilots in the next couple of missions... The Blood Kite has been reduced to a single ER Large Laser, plus the pilot is unconscious and suffering from /five/ Pilot Hits (four from explosions, one from falling down after he fell unconscious). I think it's pretty safe to assume that even if the guy wakes up in time to do anything about the Demon Hawk's, he'll probably stumble off to the nearest bar instead to drink away the massive, all-consuming headache he has and cry big Clanner tears into his drink at having been schooled by something that Beeps and Boops. Probably right next to the /other/ Clanner who nearly killed himself last mission after getting his honor pissed all over by Robo-Scooby/
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# ? Jun 20, 2016 12:29 |
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Guys, I think that between all the planning you are forgetting one important thing. The dadlas HAS to make his best impression before leaving.
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# ? Jun 20, 2016 13:02 |
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Xarn posted:Guys, I think that between all the planning you are forgetting one important thing. I think that moment has passed, since I basically just left.
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# ? Jun 20, 2016 13:06 |
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Infected posted:I think that moment has passed, since I basically just left. Maybe in Amaris' propaganda video then?
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# ? Jun 20, 2016 13:08 |
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Infected posted:I think that moment has passed, since I basically just left. Wideband transmission as you walk off
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# ? Jun 20, 2016 13:18 |
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About filling those exit hexes... what are the chances the Grendel can survive the combined firepower of the remaining player mechs at close range (plus some melee)?
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# ? Jun 20, 2016 13:26 |
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pun pundit posted:About filling those exit hexes... what are the chances the Grendel can survive the combined firepower of the remaining player mechs at close range (plus some melee)? I'm alpha striking the little bastard as I exit, so there's that at least. I'm surprised it's still alive, considering how quickly bigger and tougher mechs have done down in an eyeblink this fight. I don't think we need to worry too hard about it - the Grendel is one hit short of dead, and it's the only threat to us escaping (barring a bad luck hit at the last second). Let's not risk things by stumbling over each other and risking skidouts this turn - we're far more likely to die from rushing than we are by a nearly dead light mech.
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# ? Jun 20, 2016 13:53 |
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Tempest_56 posted:I'm alpha striking the little bastard as I exit, so there's that at least. I'm surprised it's still alive, considering how quickly bigger and tougher mechs have done down in an eyeblink this fight. Grendels/Mongrels are really good. They're everything the Dragonfly/Viper could've been if the Clans hadn't decided to put a stupid 8/12 engine in it.
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# ? Jun 20, 2016 14:14 |
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# ? May 13, 2024 07:22 |
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Which dog is the boom dog?
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# ? Jun 20, 2016 14:18 |