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mekilljoydammit posted:Would spectators prefer we post orders in here too? If so. I'm starting to think it might be better for our heavier lances to start focusing on neutralizing their Capellan equals while scout-killing is left to the scout lance. Our firepower is low-to-middling but our maneuverability is pretty high, which makes us much more suited to chasing vehicles around, whereas we don't really have the firepower to put down high-armor targets like you guys can. While our heavies have been trying to pop scouts, the Cappies have slipped a medium and a heavy into prime backshotting positions at the bottom of the map, and they have a supporting assault pushing down that way as well. We really need to start matching our mechs to targets more effectively or we're going to be outwitted by Capellans, and how will we ever be able to show our faces in the Concordat after that? Realbarrow fucked around with this message at 16:26 on May 21, 2017 |
# ? May 21, 2017 16:23 |
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# ? May 11, 2024 16:06 |
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Realbarrow posted:I'm starting to think it might be better for our heavier lances to start focusing on neutralizing their Capellan equals while scout-killing is left to the scout lance. Our firepower is low-to-middling but our maneuverability is pretty high, which makes us much more suited to chasing vehicles around, whereas we don't really have the firepower to put down high-armor targets like you guys can. Mm, I do basically agree... this turn the scout car just ended up in the right place at close range. I was just looking at *that particular* scout car and thinking that if it doesn't go down this firing turn, chasing it down will be hard as heck. And looking at our mission objectives, if we focus on it a bit, killing 4 more nice thin scouts is going to be a lot easier than killing off 9 more mechs that outmass us significantly.
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# ? May 21, 2017 16:50 |
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mekilljoydammit posted:Mm, I do basically agree... this turn the scout car just ended up in the right place at close range. I was just looking at *that particular* scout car and thinking that if it doesn't go down this firing turn, chasing it down will be hard as heck. And looking at our mission objectives, if we focus on it a bit, killing 4 more nice thin scouts is going to be a lot easier than killing off 9 more mechs that outmass us significantly. Fair point about the mission objectives, but we won't be able to accomplish either objective if we let heavier Capellan mechs outmaneuver ours and drive them off the field before we can finish our work. Gotta at least keep them honest, you know? As for that scout car, it's a zippy little jerk, but I've placed the Javelin with an eye to handling that. If we don't manage to kill that scout car this turn, the Javelin can move to another suitable firing position atop the ridge and zap the Swift Wind anywhere within 12 hexes using Range Master from on high. If the Scarabus survives being in Medium range of an assault mech for a turn, I will likely use it to do something suitably insane to throw off Capellan positioning, a task for which it and its pilot seem ideally suited. Realbarrow fucked around with this message at 17:02 on May 21, 2017 |
# ? May 21, 2017 17:00 |
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The ridgeline is not a safe place to be. Edit: Still doing my best to get a Vindicator MVP. PoptartsNinja fucked around with this message at 22:33 on May 21, 2017 |
# ? May 21, 2017 21:09 |
We already had an excellent fluff entry explicitly mentioning that the ridgeline will get you killed. Goooooooons!
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# ? May 21, 2017 22:44 |
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As a spectator, definitely post orders/reasoning in here. It's fun to read along!
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# ? May 21, 2017 22:53 |
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That was an amazing use of the Demoralizer SPA.
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# ? May 21, 2017 23:15 |
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I'm excited to see if that was me - I think I'm starting to get ideas about how to cheese things.
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# ? May 21, 2017 23:52 |
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Retaking Sirdar Update 6 Carina winced as Sgt. Borst’s scream was cut decisively short. She’d been fighting for a long time, but she’d never gotten used to losing friends—acquaintances, really, in Borst’s case. He’d been a tall, thin man with a long, pointed nose—which had earned him his nickname so long ago that even Carina couldn’t remember who’d given it to him. They were long dead, and now Borst had joined them. She didn’t know much more about the man—like all Javelin pilots he’d just seemed sort of ubiquitous, especially back when the Duchy was still part of the AFFS. His career hadn’t been anything spectacular, but he’d been reliable, unassuming, and capable. Precisely the sort of Mechwarrior the Sirdar Militia favored. She’d bet money on the new kid dying first: Fungi was just that sort, a glory-seeking FNG who probably wouldn’t survive three missions without a lot of luck on his side. The Draconis Combine called kids like him Dragons’ Tears, ostensibly because the Dragon cried whenever one of them died—but in practice because the DCMS was usually strengthened by shedding them. It all made her glad she’d never had kids of her own. It was too much hassle—and she’d already shed enough blood for Duchy and Homeworld. “Stay with me, Wither,” Sgt. Mitchel broadcast on their private line. They’d set it up in semi-secret ages ago—they worked so well as a pair that the White Knight chose to look the other way when he’d found out. “I’ve got your back, you know that,” She swiveled the Grasshopper’s head to get a better look at Suresh Mitchell’s Marauder. “Just keep doing your thing, F.T.C.” “drat straight,” She could picture Suresh’s grim smile. He always got vicious when a friendly bought it. “gently caress The Capellans.” Movement Phase Hunchback (Player) - Insufficient MP to reach hex 1808: needs 5, has 4! Sha Yu - Orion forces a 9+ test to resist becoming demoralized: rolled 6, fails! Skulker Light Tank A - Marauder forces a 9+ test to resist becoming demoralized: rolled 5, fails! Galleon Light Tank A - Marauder forces a 9+ test to resist becoming demoralized: rolled 5, fails! Swift Wind Scout Car A - Orion forces a 9+ test to resist becoming demoralized: rolled 8, fails! Swift Wind Scout Car B - Marauder forces a 9+ test to resist becoming demoralized: rolled 8, fails! Shooting Phase Hunchback (Player) - No Line of Sight to primary target! - No Line of Sight to secondary target! Watchman (Player) - Attacks Sha Yu (4 skill + 3 TMM + 2 range + 2 jumped + 1 stealth armor = 12): rolled 9, miss! Shadow Hawk (Player) - Attacks Snake (4 skill + 3 TMM + 2 range + 2 woods = 11): rolled 4, miss! Blackjack (Player) - Attacks Snake (4 skill + 3 TMM + 0 range + 1 woods = 8): rolled 8, hit! 3 damage sustained! `Mech destroyed! Warhammer (Player) - Holds fire! Orion (Player) - Attacks Swift Wind Scout Car A (4 skill + 4 TMM + 0 range + 1 woods = 9): rolled 10, hit! 4 damage sustained! Combat Vehicle destroyed! Marauder (Player) - Primary target allows Line of Sight! - Attacks Stalker (4 skill + 1 TMM + 2 range + 2 woods + 2 jumped - 1 jumping jack = 10): rolled 9, miss! Grasshopper (Player) - No Line of Sight to primary target! “Fire” Javelin (Player) - No Line of Sight to primary target! - Primary target already destroyed! Scarabus (Player) - No Line of Sight to primary target! Wolfhound (Player) - No Line of Sight to primary target! Primary target already destroyed! Spider (Player) - Primary target not in front firing arc! Snake - Attacks Blackjack (4 skill + 1 TMM + 0 range + 2 jumped + 2 woods = 9): rolled 5, miss! Crusader Prime - Attacks Fire Javelin (3 skill + 2 TMM + 2 range + 2 woods - 1 stationary = 8): rolled 9, hit! 6 damage sustained! `Mech destroyed! Men Shen Prime - Attacks Shadow Hawk (4 skill + 2 TMM + 2 range + 1 woods = 9): rolled 7, miss! Jinggau - Holds fire! Lao Hu - Holds fire! Cyclops - Holds fire! Stalker - Attacks Marauder (4 skill + 2 TMM + 2 range + 3 woods = 11): rolled 5, miss! Sha Yu - Attacks Orion (4 skill + 1 TMM + 0 range + 1 demoralized = 6): rolled 8, hit! 2 damage sustained! Vindicator - Attacks Hunchback (4 skill + 1 TMM + 2 range + 1 woods - 1 stationary = 7): rolled 7, hit! 2 damage sustained! Skulker A - Attacks Marauder (4 skill + 2 TMM + 0 range + 1 woods + 1 demoralized = 8): rolled 5, miss! Next Turn’s Movement Phase PTN’s note: I can only do this because we’re playing Alpha Strike. Crusader Prime - Remains Stationary in hex 0714! Men Shen Prime - Holds position in hex 0530! Jinggau - Jumps to hex 1115! Lao Hu - Moves to hex 1307! Cyclops - Moves to hex 0710! Stalker - Moves to hex 0619! Sha Yu - Moves to hex 1211! Vindicator - Remains Stationary in hex 0207! Skulker A - Retreats to hex 0715! Pegasus B - Retreats to hex 0112! Galleon A - Ends turn in hex 0715! Galleon B - Ends turn in hex 1009! Swiftwind B - Ends turn in hex 0724! Player Status: Opposing Force Status: Special Rules Forced Withdrawal - `Mechs and Vehicles which suffer more than 50% structure damage will automatically attempt to retreat off the nearest friendly board edge. Units with only 1 point of structure will withdraw if all of their armor is destroyed. Primary Objectives Primary Objectives - Destroy or Drive Off All Enemy Scouts (5/8 destroyed) or - Destroy or Drive Off All Enemy `Mechs (4/12 destroyed) Orders Due: Midnight Tuesday!
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# ? May 22, 2017 00:14 |
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I feel like destroying or killing all scouts is the easier of the two victory conditions now that the company has started taking losses.
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# ? May 22, 2017 00:29 |
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I'm going to keep on the Stalker and see if I can draw any of the heavy lance. The rest of you guys are more mobile than me so should focus on downing those scouts quick so we can meet the primary objective. Thinking about jumping the Marauder into 0919 and the Grasshopper into 0822.
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# ? May 22, 2017 00:36 |
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C'mon Cappies, put down a couple more. Make it a fight.
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# ? May 22, 2017 00:55 |
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Stay out of LOS of that bastard Crusader. I'm thinking... the Orion to 1312 to stomp the whatever in 1211, Warhammer to 1710 to shoot the scout tank.
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# ? May 22, 2017 00:59 |
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Artificer posted:I feel like destroying or killing all scouts is the easier of the two victory conditions now that the company has started taking losses. But should goon company destroy the scouts... or kill them?
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# ? May 22, 2017 04:08 |
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gently caress that snake. Not sure what to do here. That menshen puts out a shitload of damage and my mediums can't take it, but they're in a good position to take out that swift wind. Thinking I might jump my blackjack onto the bridge, and push my shadow hawk up into 0928 to shoot at the swift wind and be in a good spot to stomp on it next turn if it lives.
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# ? May 22, 2017 04:17 |
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PoptartsNinja posted:Retaking Sirdar Update 6 Well, gently caress. vorebane posted:We already had an excellent fluff entry explicitly mentioning that the ridgeline will get you killed. Goooooooons! I completely missed that. Yay! Well, now at least I can focus on the Scarabus running around being a maniac. F.T.C!
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# ? May 22, 2017 05:12 |
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Well, now we can be extra sure the ridgeline is a no-fly zone. Looks like you're better off using it to break LOS with the Crusader and Jinggau, each capable of dropping a silly amount of damage on top anything in medium range. They're the hardest-hitting Capellans on the field.Wafflecopper posted:But should goon company destroy the scouts... or kill them?
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# ? May 22, 2017 08:01 |
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Xarbala posted:Well, now we can be extra sure the ridgeline is a no-fly zone. Looks like you're better off using it to break LOS with the Crusader and Jinggau, each capable of dropping a silly amount of damage on top anything in medium range. They're the hardest-hitting Capellans on the field. Hindsightfully agreed. I'd been trying to use terrain to keep the Javelin masked or at least semi-masked from the heavy/assault lance, then I moved to have clear LOS to zap scouts from afar without keeping it hull-down and pow, vaporized. So much for my plans to set it up to provide fire support for the Scarabus' backstab shenanigans! Lesson definitely learned, though. I will now focus on keeping minimal LOS to the Scarabus, only with trees instead of terrain.
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# ? May 22, 2017 09:37 |
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So. Sorry to doublepost, but I just noticed that the Marauder jumped to 1020, blocking the Scarabus from getting into cover, leaving it incredibly exposed to the Stalker AND unable to fire on the Swift Wind in 0719. Y'all didn't put this down on the spreadsheet before the turn was processed, so I had no way of knowing. I would very much like to avoid a recurrence. If you don't want to use the spreadsheet, could you please at least post your orders in-thread? Realbarrow fucked around with this message at 10:07 on May 22, 2017 |
# ? May 22, 2017 09:49 |
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Hm. New thinking - if I take the Orion to 1212 I can probably potshot that scout tank with it too and then kick the hell out of the Sha Yu; could probably also set up a contingency to shoot the tank if the Warhammer doesn't connect with it or shoot the Sha Yu if the Warhammer does. The way I have the Orion stuck in, I'm not sure I can make it back out - maybe if I cheese Forest Ranger enough, but I'm guesstimating 2 turns before I have to get out of dodge. The odds of spontaneous battleteching are much lower with Alpha Strike - we're not going to be able to kill all of the mechs. Either the counterstrike *or* command lance maybe, but I just am not seeing both. So we will lose if we don't kill the recon stuff.
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# ? May 22, 2017 14:41 |
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mekilljoydammit posted:Hm. New thinking - if I take the Orion to 1212 I can probably potshot that scout tank with it too and then kick the hell out of the Sha Yu; could probably also set up a contingency to shoot the tank if the Warhammer doesn't connect with it or shoot the Sha Yu if the Warhammer does. I'll get the watchman near your Orion. I can support your Warhammer too by moving the Hunchie to 1810, although the enemy Vindicator is destroying me. We've got to double-team the Lao Hu next turn though!
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# ? May 22, 2017 16:01 |
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Sparq posted:I'll get the watchman near your Orion. I can support your Warhammer too by moving the Hunchie to 1810, although the enemy Vindicator is destroying me. We've got to double-team the Lao Hu next turn though! I'm not sure how the Hunchie's maneuvering ace ability works, but with trees I think you can only get to 1809. That might get you out of LOS of the Vindicator though. I think you might have shots on the Sha Yu or Galleon B from there though. Be careful if you're going to wade the Watchman into that mess. I'm trying to keep enough trees between the Orion and Jinggau to spoil its LOS, to say nothing of that drat Crusader. Oh yeah, PTN? If a unit gets its movement halved by Demoralizer, does that reduce its TMM too?
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# ? May 22, 2017 16:47 |
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How does Alpha Strike determine stuff like pilot deaths in a game without hit locations?
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# ? May 22, 2017 23:27 |
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Voyager I posted:How does Alpha Strike determine stuff like pilot deaths in a game without hit locations? There's a post-game campaign and tracking section in the Alpha Strike Companion. Or you just invoke the right of GM fiat and say so-and-so is dead, deal with it.
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# ? May 23, 2017 00:54 |
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My orders are in : Turn 6, MAD-5D (Demoralizer) jumps to hex 0621, facing hex 0620. Fires at Stalker in Hex 0619. GHR-5N moves to hex 0822, facing hex 1722. Fires at Stalker in 0619
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# ? May 23, 2017 14:18 |
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Orders in. Move phase Hunchback: move to 1810, facing 1711 Watchman: jump to 1811, facing 1712 Attack phase Hunchback: attack Galleon Light Tank at 1009 Watchman: attack Galleon Light Tank at 1009 Contingency for attack phase Hunchback: attack Sha-Yu at 1211 Watchman: attack Sha-Yu at 1211 I've put my mechs out of LOS of the Crusader, and behind quite a lot of trees so the Vindi hasn't a nice shot on my mechs. I think I've got a TH of 7 and 9 on the Galleon. Sparq fucked around with this message at 15:47 on May 23, 2017 |
# ? May 23, 2017 15:43 |
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Orders in. Special: Orion: Keep Being Demoralizing Move phase: Warhammer: move to 1710 facing 1609 Orion: move to 1212, facing 1211 Attack phase: Warhammer: attack Galleon Light Tank at 1009 Orion: attack Galleon Light Tank at 1009 Contingency for attack phase: Warhammer: attack Sha Yu in 1211 Orion: attack Sha Yu in 1211 if Warhammer connects with Galleon, or if, obviously the Galleon is a smoking crater by this point Physical: Orion: attack Sha Yu in 1211 This does leave the Warhammer hanging out in the breeze a little bit, but not in LOS of the Crusader, and I think everything else either won't do much damage or doesn't have great shots.
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# ? May 23, 2017 16:02 |
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Is anybody planning on shooting the Swift Wind in 0724? I could do it but it would be a waste to not use the Scarabus' speed to get in position for mech backshots elsewhere.
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# ? May 23, 2017 17:33 |
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Realbarrow posted:Is anybody planning on shooting the Swift Wind in 0724? I could do it but it would be a waste to not use the Scarabus' speed to get in position for mech backshots elsewhere. If you can kill the Swiftwind, do it. We're way closer to doing the scout objective than the mech one.
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# ? May 23, 2017 17:40 |
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Skoll posted:If you can kill the Swiftwind, do it. We're way closer to doing the scout objective than the mech one. I could, but likely only by moving to 0923. Anywhere else in short range is too exposed to the Stalker. 0923 isn't much better, as it's exposed to the Men Shen. Anywhere in medium range is probably obscured by 3+ tree hexes. So, okay, I'll deal with the Swift Wind. Better a turn late than never, because next turn it's going to drive right to and possibly off of the bottom of the map. Turn 7, I will do something more dashing. Literally. Dashing somewhere I can set up to dash somewhere else and heroically axe somebody in the back so I can avenge Needlenose. F.T.C!
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# ? May 23, 2017 18:40 |
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Realbarrow posted:F.T.C! Best. TLA. Ever.
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# ? May 23, 2017 19:00 |
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Orders submitted. SCARABUS -Movement: Run to 0923 (2 MP). --End facing 0823. -Shooting: Fire at Swift Wind B in 0724 at Short (+0) range. -Melee: No targets in range. Derring-do next turn, I hope. If the Men Shen doesn't vaporize me. Woo!
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# ? May 24, 2017 15:33 |
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Retaking Sirdar Update 7 “The lieutenant’s down,” Sgt. Todorov’s report was grim and matter-of-fact. A big, almost joyless man, Todorov had served with the militia for as long as any member of Seventh Company could remember. He’d earned his nickname decades ago, and kept it because of his propensity to use the club-like protrusions on the backs of the Warhammer’s elbows like giant hammers in close combat. “I guess that leaves me—” “If you say ‘In Charge’ Fungi, I swear I’ll shoot you myself,” Sgt. Mitchell cut the young firebrand off at the knees. “You’re not even in our lance and we’ve got a chain of command for a reason. You want to prove you’re a hotshot? Stick to the plan and follow orders.” “How’s White Knight?” Captain Dancey interrupted. Smoke still wafted from the barrel of his Shadow Hawk’s shoulder-mounted autocannon. He’d put a shell clean through the Swift Wind. It’d been swerving its way down the bridge, so terrified of F.T.C.’s Marauder it’d barely noticed the mediums lying in wait for it. Dancey did a quick check for other priority targets, but most of the surviving enemy scouts were running. The regiment could afford to lose the lot of them if they successfully secured a foothold. “Unclear,” was Todorov’s reply. “Too many trees for a good look. Might be dead. Might be alive. Either way, he’s out of the fight.” “Roger,” Dancey said automatically. “Alright everyone, let’s win the field so we can recover him.” “Or bury him.” Todorov finished. Movement Phase Sha Yu - Orion forces a 9+ test to resist becoming demoralized: rolled 3, fails! Jinggau - Orion forces a 9+ test to resist becoming demoralized: rolled 6, fails! Stalker - Marauder forces a 9+ test to resist becoming demoralized: rolled 10, succeeds! Shooting Phase Hunchback (Player) - Attacks Galleon B (4 skill + 2 TMM + 2 range = 8): rolled 4, miss! Watchman (Player) - Attacks Galleon B (4 skill + 2 TMM + 2 range + 1 woods = 9): rolled 9, hit! 2 damage sustained! CfMSD! Shadow Hawk (Player) - Attacks Swift Wind B (4 skill + 4 TMM + 2 range = 10): rolled 6, miss! Lucky! - - Rerolled attack: rolled 11, hit! 2 damage sustained! Vehicle destroyed! Blackjack (Player) - Attacks Men Shen (4 skill + 3 TMM + 2 range + 2 jumped + 1 woods + 1 partial cover = 13): automatic miss! Warhammer (Player) - Attacks Galleon B (4 skill + 2 TMM + 2 range = 8): rolled 8, hit! 3 damage sustained! Combat vehicle destroyed! Orion (Player) - Attacks Sha Yu (4 skill + 3 TMM + 0 range + 1 woods = 8): rolled 8, hit! 4 damage sustained! Crit! Unit Forced to Retreat! Marauder (Player) - Attacks Stalker (4 skill + 1 TMM + 0 range + 2 woods + 2 jumped - 1 jumping jack = 8): rolled 8, hit! 4 damage + 1 overheat damage sustained! Grasshopper (Player) - Attacks Stalker (4 skill + 1 TMM + 2 range + 2 woods = 9): rolled 7, miss! Scarabus (Player) - Primary target already destroyed! Wolfhound (Player) - Holds fire! Spider (Player) - Primary target already destroyed! - Secondary target was destroyed last turn! Crusader Prime - Attacks Orion (3 skill + 1 TMM + 2 range + 2 woods - 1 stationary = 7): rolled 7, hit! 6 damage sustained! Crit! Men Shen Prime - Attacks Shadow Hawk (4 skill + 2 TMM + 2 range + 2 woods = 10): rolled 9, miss! Jinggau - Attacks Orion (4 skill + 1 TMM + 0 range + 4 woods + 2 jumped + 1 demoralized = 12): rolled 6, miss! Lao Hu - Attacks Warhammer (4 skill + 1 TMM + 2 range + 1 woods = 8): rolled 10, hit! 3 damage sustained! Cyclops - Attacks Orion (4 skill + 1 TMM + 2 range + 3 woods = 10): rolled 10, hit! 3 damage sustained! 3 Crits! Orion forced to Withdraw! Stalker - Attacks Marauder (4 skill + 2 TMM + 0 range + 2 woods = 8): rolled 2, miss! Sha Yu - Attacks Orion (4 skill + 1 TMM + 0 range + 2 woods + 1 demoralized = 8): rolled 6, miss! Vindicator - Attacks Warhammer (4 skill + 1 TMM + 2 range - 1 stationary = 6): rolled 6, hit! 2 damage sustained! Galleon A - Attacks Orion (4 skill + 1 TMM + 2 range + 2 woods = 9): rolled 9, hit! `Mech destroyed! Galleon B - Attacks Warhammer (4 skill + 1 TMM + 2 range = 7): rolled 6, miss! End Phase: Sha Yu - Critical chance: rolled 4, fire control hit! Next Turn’s Movement Phase PTN’s note: I can only do this because we’re playing Alpha Strike. Crusader Prime - Remains Stationary in hex 0714! Men Shen Prime - Holds position in hex 0530! Jinggau - Moves to hex 1314! Lao Hu - Moves to hex 1508! Cyclops - Moves to hex 1009! Stalker - Moves to hex 0616! Sha Yu - Retreats to hex 0815! Vindicator - Remains Stationary in hex 0207! Skulker A - Retreats to hex 0313! Pegasus B - Retreats off the map! Galleon A - Ends turn in hex 1115! Player Status: Opposing Force Status: Special Rules Forced Withdrawal - `Mechs and Vehicles which suffer more than 50% structure damage will automatically attempt to retreat off the nearest friendly board edge. Units with only 1 point of structure will withdraw if all of their armor is destroyed. Primary Objectives Primary Objectives - Destroy or Drive Off All Enemy Scouts (7/8 destroyed) or - Destroy or Drive Off All Enemy `Mechs (5/12 destroyed) Orders Due: Midnight Saturday!
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# ? May 24, 2017 22:52 |
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PoptartsNinja posted:Spider (Player)
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# ? May 24, 2017 23:37 |
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Good grief, Sgt. Todorov is quite Russian isn't he? All optimism and sunshine up the 'mech pipe. That's a lot of pristine OPFOR against our diminishing Company.
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# ? May 24, 2017 23:40 |
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Well hot drat. One vehicle left. I've got a question: can a Battlemech operate at Depth 2? I plan shenanigans with the Watchman. Also we need some help here at the northern part of the map.
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# ? May 24, 2017 23:41 |
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Thinking about jumping the Marauder over to 0320 and the Grasshopper to 0621 to continue harassing the Stalker. If I can focus it down next turn, that's one less Assault to worry about.
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# ? May 24, 2017 23:43 |
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Sparq posted:Well hot drat. One vehicle left. I've got a question: can a Battlemech operate at Depth 2? I plan shenanigans with the Watchman. Also we need some help here at the northern part of the map. Yes. That said, line of sight is automatically blocked between units that are submerged and units that are not, and indirect fire from under water is not permitted. That one got me called a bastard at Origins, only moments before it was disallowed.
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# ? May 24, 2017 23:52 |
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CourValant posted:Good grief, Sgt. Todorov is quite Russian isn't he? All optimism and sunshine up the 'mech pipe. His first name of Vincenzo makes me think Italian instead, but with BattleTech populations being such a mishmash of cultures and such, plus his dour outlook, I guess Russian fits a lot better. Also, it looks like all GoonCompany needs to do is to take out the remaining Galleon tank to win this mission. Might be a bit tricky if it decides to try and play keepaway while the heavier Cappellan assets take the rest of you guys out, but that tank has an objective to reach past you guys and I doubt PTN would try and draw out the mission like that for us. Just take out the tank and you should be golden here.
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# ? May 25, 2017 00:21 |
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# ? May 11, 2024 16:06 |
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Hm, poo poo, I was planning on being out of LOS of that damned Crusader; I thought that L5 hill would block it. I guess 1112 would have been better? Also ha ha ha ha ha ha, holy poo poo did I piss them off, apparently. Uhm, wait, pardon. 1212's wooded; with Forest Ranger SPA, doesn't that add +1 to the Orion's TMM, or did you roll that into the +2 woods modifiers already? Looking at what you rolled, I'm sure you can see why I'm pretty curious about that. No worries if not - I knew that was going to be risky. Some joke about "it was a calculated risk, but it turns out I'm bad at math"
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# ? May 25, 2017 00:33 |