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anakha posted:Quickdraw Sentinel I'm going for 1836, letting the Charger have 1936 so it can slam-dunk the Urbie into the stadium the following turn. If I'm reading the patrol routes right, the NE scout will move to 2336 at the start of its next turn, which will make the entire 2336-1042 line hot. It seems to be a 9/14, too, so let's try not to alert it yet. Von Rohrs, Centurion, Roughneck Frosty, that means either heading NW to form up with the bugs, or NE to 1538/1438/1439. Quickdraw, you should be able to engage the Urbie from 1737 without getting spotted.
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# ? Oct 16, 2017 23:09 |
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# ? Jun 5, 2024 03:43 |
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Mary Annette posted:
I'm comparing that scout's position the previous turn and if it follows the patrol route, I think it'll end up in 2836, not 2336. If I'm correct, we should be fine to gang up on the Urbie. However, the scout's current position in 2532 gives it LOS to the Urbie right now. It's definitely going to see the Urbie get clobbered anyway, even if we ourselves aren't in LOS, so expect it at best to break patrol routes to investigate, and at worst get alerted. Better to have all Mechs that can advance to that general area be on hand to gank it in this scenario. E: Thanks for the 1737 suggestion, by the way. I hadn't considered that I was at an intersection and had that option. anakha fucked around with this message at 23:57 on Oct 16, 2017 |
# ? Oct 16, 2017 23:32 |
Mary Annette posted:If I'm reading the patrol routes right, the NE scout will move to 2336 at the start of its next turn, which will make the entire 2336-1042 line hot. It seems to be a 9/14, too, so let's try not to alert it yet. You're still right, though, since the scout will move past 2833, making 2833-1042 hot. The other hot lines are 2532-1835 and 2836-2140. The maroon and red line is where you'll get spotted by just moving or stopping, and the red lines are places to avoid ending your turn or else you'll probably get spotted. (Which you may or may not care about.) Ardlen fucked around with this message at 23:41 on Oct 16, 2017 |
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# ? Oct 16, 2017 23:38 |
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I think you guys are quickly approaching the point where maintaining stealth will stop being practical, but you've taken out an entire Star's worth of mediums at this point so things will probably even out if you manage to take out the last two patrollers, one of which will see you if you pile in on the urbie.
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# ? Oct 16, 2017 23:48 |
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I like how there's a conga line of death where half our team is located
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# ? Oct 17, 2017 02:21 |
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Casual reminder that orders are due tonight.
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# ? Oct 17, 2017 22:54 |
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BANDERSNATCH No one told me it's a bad idea, so moving up to alpha strike that urbie. RIP Trashcan2 (hopefully). Only downside is that my ECM will be overlapping the other patroller's active probe, so even disregarding him being able to watch the cadet explode in HD LOS, that would probably tip the Clanners off as well. Maybe. edit: orders posted here for posterity. There's still time to amend this in the event goon pandemonium breaks out MOVEMENT: Run forward 2 hexes to Hex 2142 (2mp) Rotate 1 hex facing to face Hex 2141 (1mp) Run forward 3 hexes to Hex 2139 (3mp) SHOOTING: Contingency 1: If the Urbanmech IIC is still alive, then: Fire 4 Medium Lasers at the Urbanmech IIC in Hex 1936 Fire 2 LBX with Slug Ammo at the Urbanmech IIC in Hex 1936 Fire 3 LRM-5 at the Urbanmech IIC in Hex 1936 mercenarynuker fucked around with this message at 23:21 on Oct 17, 2017 |
# ? Oct 17, 2017 23:09 |
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Roughneck "Frosty" I'm going to be moving to 1439 facing 1438. No guns this turn, due to lack of targets. I can't get LOS on that Urbie no matter what I do, and this should declutter that line of advance, plus offer more options for the next few turns. It's also out of LOS of the scout wheeling around on the right.
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# ? Oct 17, 2017 23:34 |
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Spider Holding position on the roof up here.
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# ? Oct 17, 2017 23:56 |
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Quickdraw Orders sent - running to 1737 and firing on the Urbie.
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# ? Oct 18, 2017 00:48 |
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Roughneck DSI Heading to 0638.
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# ? Oct 18, 2017 02:57 |
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Sentinel Moving to 1836, shooting whatever I can at whatever I can.
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# ? Oct 18, 2017 03:08 |
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vorebane posted:If clanners were competent I'd be afraid that a parachute would be a tell. Rookie sees a parachute: Wow, they're really going all out this mission forcing us to do practice ejections. Vet sees a parachute: Urgh, which stupid rookie fatfingered his eject.
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# ? Oct 18, 2017 04:37 |
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Looks like someone went and made the first 3 primitive mechs and ran them into each other https://www.youtube.com/watch?v=Z-ouLX8Q9UM
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# ? Oct 18, 2017 05:26 |
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dis astranagant posted:Looks like someone went and made the first 3 primitive mechs and ran them into each other Yeah, I watched it tonight; was so staged and rehearsed, it might as well have been a play.
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# ? Oct 18, 2017 05:43 |
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Indeed
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# ? Oct 18, 2017 05:48 |
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dis astranagant posted:Looks like someone went and made the first 3 primitive mechs and ran them into each other Haven't they been hyping this forever? Still, y'know. Baby steps. Can't expect a Timber Wolf right out the door. That required at least 3 cultural collapses to be created.
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# ? Oct 18, 2017 06:44 |
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painedforever posted:Haven't they been hyping this forever? I suppose. First step is literally First Steps, get them Boston Dynamic boys to scale up their working bipedal walker.
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# ? Oct 18, 2017 07:34 |
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WElp gently caress I sent my orders in after midnight but probably before poptarts wakes up to care. Centurions just moving up the street, dont have the movement to get anywhere with lines of sight so that is all i can do.
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# ? Oct 18, 2017 10:36 |
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Jade Star posted:WElp gently caress I sent my orders in after midnight but probably before poptarts wakes up to care. Centurions just moving up the street, dont have the movement to get anywhere with lines of sight so that is all i can do. Centurion can get to 1538 and have LOS to the Urbie, I believe.
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# ? Oct 18, 2017 11:43 |
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anakha posted:Centurion can get to 1538 and have LOS to the Urbie, I believe. 1538 does not have LoS, but the Centurion can and should go up that way anyhow, to get ready for the next ambush. You still have time to send in orders.
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# ? Oct 18, 2017 12:05 |
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https://www.engadget.com/2017/10/18/giant-robot-fight-usa-japan-megabots/ The international giant robot fight finally happened. Complete with knockdowns and (slow) punchfights. Edit: And sad attempts to claim total US victory. Green Intern fucked around with this message at 17:02 on Oct 18, 2017 |
# ? Oct 18, 2017 16:57 |
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The actual broadcast was so cheesy it was basically unwatchable (IMO). Still, you have to start somewhere I guess.
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# ? Oct 18, 2017 17:01 |
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I had fun watching it. Yeah, it was short and kinda hokey, but it's all in the name of fun and Living the Dream of Giant Robot Battles.
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# ? Oct 18, 2017 17:37 |
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Oh, but speaking of that. Was that George Ledoux doing the voiceovers for tower command in the MechWarrior style "testing" video before the fight? It sounded like it, but it could have been someone just trying to ape his style, since the whole thing was MechWarrior inspired.
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# ? Oct 18, 2017 17:42 |
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I'm pretty sure it was him.
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# ? Oct 18, 2017 18:20 |
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PoptartsNinja posted:I'm pretty sure it was him.
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# ? Oct 18, 2017 18:29 |
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Snake Pit 9 “poo poo,” Korean Robert’s targeting computer flashed a lock-on warning. He’d been trying to slow his heavy Roughneck, but had stepped out into the open for just a moment. A moment had been more than enough for the Clan scout ‘Mech to spot him. This one wasn’t in the flat gray that seemed to signify a cadet, but instead sported the mottled brown and tan of a line unit. It had barrel-shaped arms, and as it stooped it resembled nothing so much as a gorilla with a bird-like beak. Manlike and swift, the Clan machine spun in place before kicking in its Jump Jets. Robert tried to line up a shot, but it was already too late. Instead of fleeing down one of the numerous side-streets and alleys, the Clan machine instead leapt to the top of the parking garage beside him, and vanished out of sight. “I’ve been spotted,” he transmitted to the only ‘Mech in range. “It may be time to abandon stealth. Do you have a line to anyone else?” “Just the two of us, we’re cut off from the bulk of the company.” Captain D’antonio sounded tinny, her voice cut off as the Mongoose twisted and the lasercomms briefly broke connection. “… not detecting an increase in Clan chatter, they haven’t reported us yet.” “Well, let’s just hope the rest of the company is still doing alright. They probably spotted the jumper, at least. We’re only half a kilometer from the closest potential objective site—it’s about a minute out for me, if I push straight for it.” “Don’t rush things, Robert,” the Captain cautioned. “I’ve got overall command but this is your city, so if you say go loud, we’re going loud. I’m just a sneaky backstabber who wants to wait for the last possible instant before we lose the element of surprise.” Movement Phase Horned Owl - Chance to detect Roughneck DSI (10 base - 5 piloting skill + 3 target weight class - 2 rear arc = 6): rolled 6, succeeds! Shooting Phase Roughneck DSI (Player) - Holds fire! - Gains 2 heat, sinks 22! Roughneck 3A (Player) - Holds fire! - Gains 2 heat, sinks 36! Bandersnatch (Player) - Fires Medium Laser at Urbanmech IIC (3 base + 2 range + 2 movement + 2 enemy movement + 1 low profile = 10): rolled 3, miss! - Fires Medium Laser at Urbanmech IIC (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 10, hit Left Arm (0/10 armor remaining)! - Fires Medium Laser at Urbanmech IIC (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 10, hit Left Torso (3/8 armor remaining)! - Fires Medium Laser at Urbanmech IIC (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 6, miss! - Fires LB-10X Autocannon (Slug) at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Arm (0/5 structure remaining)! Arm blown off! - - Damage transfers to Left Torso (0/8 armor, 5/7 structure remaining)! Crit! - Fires LB-10X Autocannon (Slug) at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Right Torso (0/7 structure remaining)! Torso destroyed! Arm blown off! - - Damage transfers to Center Torso (6/11 armor remaining)! - Fires LRM-5 at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 9): rolled 8, miss! - Fires LRM-5 at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 9): rolled 4, miss! - Fires LRM-5 at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 9): rolled 7, miss! - Gains 24 heat, sinks 20! Centurion (Player) - Charges PPC Capacitor - Gains 7 heat, sinks 30! Mongoose (Player) - Holds fire! - Gains 0 heat, sinks 20! Hitman (Player) - Holds fire! - Gains 0 heat, sinks 20! Sentinel (Player) - Fires Gauss Rifle at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile + 2 minimum range = 10): rolled 9, miss! - Fires Medium Laser at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile = 8): rolled 4, miss! - Fires Medium Laser at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile = 8): rolled 5, miss! - Gains 7 heat, sinks 20! Spider (Player) - Holds fire - Gains 0 heat, sinks 23! Charger (Player) - Fires Medium Pulse Laser at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile - 2 pulse laser = 6): rolled 9, hit Left Torso (0/5 structure remaining)! Torso destroyed! - - Damage transfers to Center Torso (5/11 armor remaining)! - Fires Medium Pulse Laser at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile - 2 pulse laser = 6): rolled 11, hit Center Torso (0/11 armor, 9/10 structure remaining)! Crit! - Fires LRM-20 w/Artemis IV at Urbanmech IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 low profile + 2 minimum range = 10): rolled 10, 16 missiles hit Center Torso (4/10 structure remaining (Crit!)), Center Torso (0/10 structure remaining (’Mech Destroyed!)), Center Torso, Center Torso! - Gains 16 heat, sinks 24! Quickdraw (Player) - Primary target already destroyed! - Gains 2 heat, sinks 36! Von Rohrs (Player) - No valid targets! - Gains 2 heat, sinks 32! Urbanmech IIC - Extended torso-twists to threaten hex 1936! - Fires Ultra AC/10 (Ultra) at Charger (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 8, miss! - Fires ER Small Laser at Charger (4 base + 0 range + 3 movement + 2 enemy movement = 9): rolled 8, miss! - Gains 10 heat, sinks 20! Map Link Player Status: Opposing Force Status: Special Rules Half-Blind – Enemy scout units are marked by blips, they are patrolling along set paths. If line of sight is established the players have 3 turns to destroy enemy scouts, or two turns to destroy enemy Star Commanders before reinforcements are summoned. Primary Objectives - Find and Destroy enemy command post (0/1) - Evade or Destroy enemy scouts (3/5) Secondary Objectives - Destroy alerted enemies before they can call for assistance - - Horned Owl (2 turns remaining) - - Mist Lynx (2 turns remaining (alerted via active probe)) This Turn's Betting Pool Points Unknown #4 – Mist Lynx - Gun Jam (Mist Lynx) Leaderboard - Gun Jam - 12 points (it’s still possible for someone else to take first place if they guess #8, #9, and #10 correctly!) - TheParadigm - 4 points - Goatface - 4 points - Raverrn - 3 points - jng2058 - 3 points - Scintilla - 1 point - Farraday - 1 point Hint: We have seen one medium, which means there is 1 light, 1 medium, and 1 heavy ‘Mech remaining. Orders Due: Midnight Saturday!
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# ? Oct 18, 2017 22:46 |
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Urbie noooooooo!
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# ? Oct 18, 2017 22:54 |
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A 2/2 cadet?!? Either someone pissed off their CO bad enough to get busted all the way back to basic training, or that's Amuro Rey himself in that Mist Lynx.
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# ? Oct 18, 2017 23:19 |
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PoptartsNinja posted:I'm pretty sure it was him. AUGH YEAH
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# ? Oct 18, 2017 23:22 |
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Rest in peace, urbs Anywho, Quickdraw and Charger might have LOS on the Horned Owl if they get on the rim of that stadium and the Spider can definitely out-jump it, but as the fluff implies it might be better to move forward towards the primary and try to clear out who you can before things go really loud, which at this point looks like the absurdly gifted Mist Lynx.
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# ? Oct 18, 2017 23:28 |
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Night10194 posted:Urbie noooooooo! It died accomplishing nothing much at all besides calling in it's Star Commander, a much bigger threat that was still focused down quickly enough. Fitting for an Urbie, I guess. Shame about the double spot, it doesn't seem like there's anyone in a good position to deal with the Mist Lynx in time, but we'll see how they move in the next couple of turns, I guess. Looks like it's pilot has some presence of mind to begin moving away to report, and may survive to do so because of that. Might be time to go loud after all, but try and draw out your stealth time as long as possible.
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# ? Oct 18, 2017 23:30 |
That Mist Lynx took one look at the Von Rohrs and decided to book it. That's hardly Clanlike behavior- no wonder they're still a cadet.
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# ? Oct 18, 2017 23:33 |
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Spider I could try DFA'ing the Horned Owl and knocking it into that Height 2 space it's standing next to!
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# ? Oct 18, 2017 23:36 |
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Sentinel Here's my take: The Charger and I can put some fire on the Mist Lynx (8s for the gauss and LRMs, 10s for the mpls) and pray for a legging. Even if we get it, though, we don't have much that can engage the Horned Falcon this turn. Everyone should be able to break LOS with it, though. Might be time for a full push north?
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# ? Oct 18, 2017 23:45 |
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It's a shame we can't get a push lined up on the Owl.
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# ? Oct 18, 2017 23:50 |
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With potential detection looming, now seems like a decent time to remind everyone that 'escape' is not currently an objective.
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# ? Oct 19, 2017 00:01 |
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raverrn posted:It's a shame we can't get a push lined up on the Owl. Can we DFA it off the building?
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# ? Oct 19, 2017 00:03 |
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# ? Jun 5, 2024 03:43 |
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raverrn posted:It's a shame we can't get a push lined up on the Owl. W.T. Fits posted:Spider This sounds exactly awesome enough to get my vote. Robert can get into LOS of it by stepping up onto the level 2 building there. Adjacent hexes always have line of sight, regardless of the difference in level. That said, DFAing it onto that level will push Robert off the building if he takes it, so that's something. That also said, I think the Spider jumping this turn alerts the patrolling 'Mech on the major thoroughfare, which I somewhat doubt we're equipped to deal with right now. That also also said, you can line up the DFA against the Horned Owl to push it into the depression in the building even if Robert is also in that hex (five levels lower), and you'll succeed in doing that even if you fail the DFA. Roughneck "Frosty" I'm once again outside of effective engagement range of basically everything. To the right side seems significantly more crowded and busy and "I can accidentally gently caress up a bunch of moves if I or anyone else miscounts." Thinking I'll head left and get ready to make good time toward the goal.
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# ? Oct 19, 2017 00:05 |