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Gwaihir posted:Is there a centralized listing of mech quirks somewhere? (I mean which one has what, not what each is) I just tried looking for one and couldn't find it. Sarna doesn't list the quirks on each mech's page.
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# ? Oct 5, 2017 01:57 |
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# ? May 23, 2024 15:31 |
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Gwaihir posted:Is there a centralized listing of mech quirks somewhere? (I mean which one has what, not what each is) That would be the BattleMech Manual, which is basically all of the common TW/Tac Ops rules in one place plus some extras like an expanded list of 'Mech quirks as well as a listing of which 'Mech has which quirks. They're universal for the types, so all Zeuses have dodgy LRM feed mechanisms even if they don't mount LRMs.
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# ? Oct 5, 2017 02:26 |
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That gauss rifle shot. My read is move East by Northeast, on the road south of the H36 and H22 buildings, towards the incoming Star Commander and get ready to bushwhack him hard. Mech 6: Wolf Spider Mech 7: Nova S Mech 8: Locust IIC
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# ? Oct 5, 2017 02:39 |
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All currently alerted enemies are down except for the two newly suspicious clanners, right? So the secondary objectives should be done for now.
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# ? Oct 5, 2017 02:53 |
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Artificer posted:All currently alerted enemies are down except for the two newly suspicious clanners, right? So the secondary objectives should be done for now. Those won't completely clear until the end of the mission.
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# ? Oct 5, 2017 03:22 |
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Quickdraw Since we have until next week to plan out our moves, we should probably decide what our plan is for the next several turns. The fluff mentions us deciding on whether to ambush the Star Commander or move to evade it entirely. I'm personally leaning towards ambush myself as our current jumbled-up positions would mean having to take multiple turns avoiding that Clanner, who may just raise the alarm as soon as he/she sees the Kit Fox wreckage anyway. The Star Commander is likely to move to 1439 next turn and have LOS to the Kit Fox the turn after that, so we should probably get into position either behind the Height 36 tower in 1641 or where the Von Rohrs currently is.
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# ? Oct 5, 2017 04:15 |
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1439 seems like a really good bet, just make sure to position 5 hexes away from that, clan Active Probes have a 5 hex range. Even if you ECM him he'll know he's being jammed and that's as good an alert as any. So if you position outside this border on this current turn, you should have maximum amount of time to rush in and murder the star commander when he comes in on the turn after this. (If he goes this way that is, but it is his fastest route.) Gwaihir fucked around with this message at 04:36 on Oct 5, 2017 |
# ? Oct 5, 2017 04:25 |
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Clan Active Probes have a 4 hex range. Inner Sphere versions are 3 hex range.
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# ? Oct 5, 2017 04:46 |
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I thought it was light AP: 3 hex, BAP: 4 hex, clan AP: 5. Then Bloodhounds at 8 e: if we're playing with all APs at 4 hexes that's obviously way better/easier on players though. Gwaihir fucked around with this message at 05:27 on Oct 5, 2017 |
# ? Oct 5, 2017 05:23 |
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EponymousMrYar posted:Contact #6: Timber Wolf Judging by the sprites they'd be Wolf Spiders. Which are Timber Wolves that went more heavy on the MAD, less heavy on the CAT side of things.
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# ? Oct 5, 2017 05:33 |
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Well the sprites are just placeholders.
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# ? Oct 5, 2017 05:50 |
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True. But IIRC Wolf Spiders just plain more common than the Timber Wolf also, due to how the timeline turned out regarding clan infighting and all that.
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# ? Oct 5, 2017 06:39 |
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Gwaihir posted:I thought it was Almost 100% sure that Beagles are 3 hexes. Regardless, there's a visual indicator of the unit's probe range, and in this instance it is 4 hexes.
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# ? Oct 5, 2017 14:07 |
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Since you have a pretty good guess as to where the Commander will be, plan in advance to have units in place to completely block his movement. He's in a light(er) mech, and you have the numbers to potentially rush up and stop him from being able to move at all (barring jump-jets, I suppose) on the following turn, while punching or kicking him into the bargain. Keep in mind that the initiative system means you can keep move mods while denying a single foe his.
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# ? Oct 5, 2017 15:09 |
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Looking at the map, assuming the Star Commander does end up in 1439, I think the ideal hexes we want to be to prepare the ambush without exposing ourselves to the cadet in 2137 or to the BAP are in 4 general areas: > 1043, 1044, 1045 > 1246, 1346 > 1643, 1644, 1743, 1744 > 0840, 0841, 0941, 0942 Given our current positions, the first two areas listed above should probably be reserved for our less mobile Mechs.
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# ? Oct 5, 2017 15:11 |
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Strobe posted:Almost 100% sure that Beagles are 3 hexes. Regardless, there's a visual indicator of the unit's probe range, and in this instance it is 4 hexes. It includes the hex the unit is standing in, so you're both correct.
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# ? Oct 5, 2017 16:06 |
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Kind of surprised nobody has posted this for the mission yet. Nothing like some sneak sneak music https://www.youtube.com/watch?v=r8QeaW-3iP4&t=732s
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# ? Oct 5, 2017 16:19 |
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shalafi4 posted:Kind of surprised nobody has posted this for the mission yet.
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# ? Oct 5, 2017 16:21 |
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AAAAA! Real Muenster posted:Best soundtrack in the world. Well, tied with the other two MW2 games' soundtracks. I have all of them bookmarked (along with the Timothy seals remakes they're really good as well) Makes for good music when you need to crank things out at work.
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# ? Oct 5, 2017 16:24 |
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6.Wolf Spider 7.Huntsman
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# ? Oct 5, 2017 17:07 |
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shalafi4 posted:Kind of surprised nobody has posted this for the mission yet. Honestly, Pirate's Moon has always felt pretty stealthy to me: https://www.youtube.com/watch?v=a-sZ1x0g7Qc. Then again, I'm the world's biggest Mech3 shill.
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# ? Oct 5, 2017 17:39 |
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wiegieman posted:Honestly, Pirate's Moon has always felt pretty stealthy to me: https://www.youtube.com/watch?v=a-sZ1x0g7Qc. Then again, I'm the world's biggest Mech3 shill.
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# ? Oct 5, 2017 18:28 |
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Unknown 6 - Mad Dog Unknown 7 - Black Lanner D Unknown 8 - Summoner
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# ? Oct 5, 2017 18:49 |
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Only one of the unknowns in play is a heavy. Two are mediums. The rest are lights.
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# ? Oct 5, 2017 19:51 |
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Charger I'm planning on backing up to 1643. Would 1744 be a better choice?
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# ? Oct 5, 2017 21:51 |
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A good poster posted:Charger Hm.. Some fun options. You could jump to 1546 facing 1445. Then, if the enemy Star Commander DOES move to 1439 you could charge him for a big fat 48 damage whallop on the following turn. e: It might end up being a bad idea due to dice, depending on how good a pilot the enemy is. You're not actually that great at piloting skill for physicals, but with above average gunnery and pulse lasers it's possible that that's a better option depending on what happens. Even still, it's a fine move since you leave tons of room for everyone else and you're faster than a good portion of the team so you have flexibility. Gwaihir fucked around with this message at 22:02 on Oct 5, 2017 |
# ? Oct 5, 2017 21:59 |
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#6: Cougar. #7: Shadow Cat (the only one I'm not pulling out of a hat) #8: Stormcrow.
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# ? Oct 5, 2017 22:50 |
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anakha posted:Looking at the map, assuming the Star Commander does end up in 1439, I think the ideal hexes we want to be to prepare the ambush without exposing ourselves to the cadet in 2137 or to the BAP are in 4 general areas: Headed for either 1644 or 0942 depending on others' needs. 1644 if no one says anything. Also time for the traditional once-a-mission reminder that destroyed mechs count as rough terrain, plan your moves accordingly.
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# ? Oct 7, 2017 21:09 |
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Quickdraw Will send orders later, but preemptively calling dibs on 1744. E: Charger, you gonna take 1643, or will you set up for the Charge attack as suggested earlier? E2: Orders in. anakha fucked around with this message at 14:33 on Oct 8, 2017 |
# ? Oct 8, 2017 00:15 |
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Mary Annette posted:Also time for the traditional once-a-mission reminder that destroyed mechs count as rough terrain, plan your moves accordingly. I've never played table top before, what's the importance of this?
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# ? Oct 8, 2017 00:31 |
Jade Star posted:I've never played table top before, what's the importance of this? Rough terrain takes one extra MP to move through. I didn't know this either and it lead to me being one MP short of my intended move and taking an A/C 20 to the back.
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# ? Oct 8, 2017 00:33 |
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anakha posted:E: Charger, you gonna take 1643, or will you set up for the Charge attack as suggested earlier? I think I'll stick with 1643.
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# ? Oct 8, 2017 02:01 |
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One more thing to keep in mind for next turn: The cadet in 2137 is still going to have LOS since it's projected movement is still along the diagonal from 1440. That means that if we spring the trap the turn after this one, the only area we can really fire from without exposing ourselves to LOS from that cadet is the corridor from 1441-1446.
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# ? Oct 8, 2017 03:57 |
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Olothreutes posted:Rough terrain takes one extra MP to move through. I didn't know this either and it lead to me being one MP short of my intended move and taking an A/C 20 to the back. I did this exact same thing in Counting Coup, I think. Though in my case it was just before the Kingfischer exploded under me, but I think AC/20's were involved in that too (at least my own were).
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# ? Oct 8, 2017 05:19 |
Keru posted:I did this exact same thing in Counting Coup, I think. Though in my case it was just before the Kingfischer exploded under me, but I think AC/20's were involved in that too (at least my own were). Still one of the most deaths in the thread. I have the somewhat inglorious honor of dying to a DFA from another player.
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# ? Oct 8, 2017 05:22 |
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BANDERSNATCH I'm not seeing a lot of good movement options for me for the next couple of turns in regards to the next ambush. If I press forward, the best I can manage is 1644 (which I know the Charger was looking at). I'm worried that if I stop short in 1545, then if the next target saunters down the 1400 line like someone earlier mapped out, I'll be exposed to LOS. Or I only move up two hexes to the wreck of the Parash. Does it cost extra movement to ENTER the downed mech's hex, or to leave it? If I want to eschew that movement and re-route around the back alley, I can only make it to 1044 this round, and next round my movement would end in 1341, which I don't think has LOS to the projected arrival point of 1439 for the incoming enemy mech. Any advice? I really feel like moving forward just a couple hexes might be the best play for me here
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# ? Oct 10, 2017 01:53 |
mercenarynuker posted:BANDERSNATCH
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# ? Oct 10, 2017 02:40 |
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Spider I'm thinking of just booking it back over to the left side of the map; I don't have a lot of firepower to leverage in an ambush, and I'd rather not take up space in a hex that one of our less maneuverable 'Mechs might try to get to (or more likely accidentally wind up DFA'ing someone on our side since I move fairly late in the turn order). That said, I'm thinking of hopping over to 0643 unless anyone else has a better idea.
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# ? Oct 10, 2017 02:41 |
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Ardlen posted:The extra mp is to enter the downed mech's hex. I don't think there's anything that anything that charges extra MP to LEAVE a space, pretty sure all MP costs are calculated based on the hex you're entering and the only thing about the hex you're in that matters is if there's an elevation difference.
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# ? Oct 10, 2017 02:44 |
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# ? May 23, 2024 15:31 |
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Mongoose/Hitman Not sure if there's anywhere I can put my guys that will let the contribute to the upcoming ambush without getting spotted. Would folks prefer if I helped set up for this attack or start trying to scout up on the left side?
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# ? Oct 10, 2017 03:04 |