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Mary Annette posted: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. Clan pilot names are sometimes meaningful and sometimes meaningless. This one's a "Mary Sue" in training Everyone in the reinforcement star is named, in some fashion, after the act of pursuit. PoptartsNinja fucked around with this message at 00:13 on Oct 19, 2017 |
# ? Oct 19, 2017 00:11 |
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# ? May 16, 2024 01:49 |
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Strobe posted: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. Actually, I was thinking about something like this to avoid getting spotted by the 'Mech on the thoroughfare: Poptarts Ninja, will I be able to avoid the 'Mech in 1024's LoS if I move like this?
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# ? Oct 19, 2017 00:30 |
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No. You end your movement 3 levels above the level of the target's underlying terrain, which means you'd be visible as if you were at level 9.
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# ? Oct 19, 2017 00:37 |
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The spider wants to go for a push attack, not a DFA, if you want to knock the Horned Owl down. The Quickdraw can also jump on top of the parking garage to engage with it's guns as well.
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# ? Oct 19, 2017 00:42 |
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Mary Annette posted: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. https://www.youtube.com/watch?v=1GsQSJzmd1A
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# ? Oct 19, 2017 00:56 |
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Strobe posted:No. You end your movement 3 levels above the level of the target's underlying terrain, which means you'd be visible as if you were at level 9. Oh, right. Forgot about that. Gwaihir posted:The spider wants to go for a push attack, not a DFA, if you want to knock the Horned Owl down. The Quickdraw can also jump on top of the parking garage to engage with it's guns as well. I didn't want to knock it down, I wanted to knock it off the building entirely (or at least from the height 6 hex it's on to the height 2 hex adjacent to it). If I remember the rules for displacing enemy 'Mechs in physical combat correctly, I can only move them in a straight line, so push from hexes 0937, 1037, 0838 or 0939 wouldn't be able to knock it into 0837. So it looks like that option's off the table for now. Also, the Quickdraw only has 5 jump jets and I thought you needed to have a number of jets equal to the height you were trying to jump to?
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# ? Oct 19, 2017 01:17 |
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Ah I missed the height 6 portion of the top deck. I thought it was just height 2 and 4.
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# ? Oct 19, 2017 01:39 |
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Yeah, but they might have LOS from one the stadium ridge hexes, which we know they can reach.
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# ? Oct 19, 2017 02:05 |
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One star is gone. There is a risk with this that it pokes the bear, but in truth? It'd be spectacular. You are the ultimate arbiters of your collective time in the cockpit, we'll enjoy watching the outcomes of your decisions regardless.
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# ? Oct 19, 2017 02:16 |
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BANDERSNATCH Well, I'm too slow to help push left, as are most of the Mechs over here, not to mention we're all facing the wrong way. I think it really is best case scenario of as many of us that have weapons with range to hit it to keep moving on that Mist Lynx and hope we get lucky. The upshot of that is that the Dragon's Teeth Apartments are well blocking LOS to any other Clan Mechs (for a change), so we are more or less free to engage him at peak violence. Hopefully we can take him out, because we're gonna be facing off against a Light, a Medium, and a Heavy Mech when we try to cross the street to the HQs. Also, I'm betting the Heavy is on the left side of the map. It had a lower Mech density to begin with, so tactically I would backstop that with something that would slow players down and cause problems if they tried to rush it. Also, I was plotting out moves, and I think I might be able to get a shot on it. I can move to Hex 2137, turn, and advance to Hex 1835. Now I'd be facing Hex 1735, but would I be able to torso twist to fire LRMS and LBXs at the Mist Lynx? In case it matters, LRMS are in my head, right and left torso, while the LBXs are in my right and left arms. The right side being able to fire seems correct to me, but not sure about head/left side of my body. The Lynx is amazing JUST inside medium range for both of them, so I'm looking at 10s to hit. Not ideal certainly, but the more rolls against it the better. Corollary to shooting, would it make sense to use Cluster ammo for the better to-hit (although shooting a shotgun down an alley filled with my friends sounds hilariously Poor Life Choices to me), or Slug and let the dice fall where they may, hoping to blow off/open a component?
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# ? Oct 19, 2017 02:20 |
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Von Rohrs Moving to 2336 in prep to run for the objective or get a line on the Lynx. I don't think I ever have a shot at that Owl.
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# ? Oct 19, 2017 02:32 |
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Centurion Since I'm behidn the big urby ball I can turn left and come over toward the west side of the map. I can't do much about a light on top of a height six building I'm standing at the base of, but I can shoot the drat building if you guys aren't planning on having a sky high rumble up there.
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# ? Oct 19, 2017 03:04 |
mercenarynuker posted:BANDERSNATCH quote:Corollary to shooting, would it make sense to use Cluster ammo for the better to-hit (although shooting a shotgun down an alley filled with my friends sounds hilariously Poor Life Choices to me), or Slug and let the dice fall where they may, hoping to blow off/open a component? Ardlen fucked around with this message at 03:11 on Oct 19, 2017 |
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# ? Oct 19, 2017 03:07 |
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Charger If I run, I can make it to 2432 and fire at the Mist Lynx, unless turning while running over wreckage on pavement will cause me to pratfall. If that'll work, I think I'll be able to do more good chasing after the Mist Lynx than jumping towards the Horned Owl.
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# ? Oct 19, 2017 03:39 |
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Quickdraw Since it doesn't look like I can help out much against the scout on the left, I'm considering just running to 2134 and firing on the Mist Lynx. Should be exactly max range for me at 9 hexes.
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# ? Oct 19, 2017 05:44 |
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anakha posted:Since it doesn't look like I can help out much against the scout on the left, I'm considering just running to 2134 and firing on the Mist Lynx. Should be exactly max range for me at 9 hexes. Edit: Nevermind, jump five won't clear a height 6 building. Derp.
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# ? Oct 19, 2017 05:58 |
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Does the 'Mech in 1024 have LoS to 1037, or is it another one of those instances where LoS barely clips the edge of the building and denies LoS?
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# ? Oct 19, 2017 06:05 |
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That's absolutely a straight line.
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# ? Oct 19, 2017 06:14 |
anakha posted:Quickdraw (Although 1235 is possible, I think the 'Mech patrolling the road might be able to see you when it walks through 0825) Ardlen fucked around with this message at 07:13 on Oct 19, 2017 |
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# ? Oct 19, 2017 07:08 |
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Time to go loud and drive for the objective.
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# ? Oct 19, 2017 08:00 |
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Alchenar posted:Time to go loud and drive for the objective. This
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# ? Oct 19, 2017 15:20 |
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Hitman/Mongoose If we're going loud, I can kick on the MASC and start running the Hitman towards the objectives. It'll definitely set off everyone else, but I can start getting eyes on objectives in the next few turns. The Mongoose can start moving up and help provide a bit of fire as well.
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# ? Oct 19, 2017 16:04 |
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The more I look at the map, the more I agree that we should start making a push north. The Mist Lynx is not likely to get killed this turn, and next turn can end up in 2524 and be pretty much out of our reach. The Horned Owl is mostly untouchable where it currently is, and would be more than happy to have the Spider come to it. I'm thinking we should take positions this turn in preparation for rushing north. Since we're kinda scattered below the stadium right now, we can try forming two groups, one on the left side of the stadium to rush up the 10xx column, and the other within the apartment complex to rush up the 19xx column. The other possibility is to just rush the Mech in 1024 and punch through as one blob, but I'm still leaning towards forming up first out of that Mech's LOS because next turn, the Mech in 1820 will move up north and be out of position to contest the push.
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# ? Oct 19, 2017 16:51 |
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Yeah, you all done good to kill five mechs and have a comfortable two and a half rounds left before the alarm goes off. Time to blow up the base and run home while killing as many defenders as possible. You can still do a lot of damage and possibly kill the Mist Lynx this turn if you take the shots while lining up alone the long alley though. It would only slow you down a tiny bit. Last game I advocated moving fast from the start, but if the Mist Lynx takes major damage it would make things easier. It could be used to block movement and take back-shots. RA Rx fucked around with this message at 02:32 on Oct 20, 2017 |
# ? Oct 20, 2017 02:19 |
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anakha posted:The more I look at the map, the more I agree that we should start making a push north. The two lines of advance on either side of the stadium make sense to me, but I don't see much need to spend a turn forming up, especially on the west side. Our bugs have the speed to deny LOS at will in this environment, and should take advantage of it. The Hitman and Spider can reach 425/426 this turn, and if the mech at 1024 gives chase, it'll leave the Horned Falcon alone to try and slow the push up the 10xx-line.
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# ? Oct 20, 2017 04:43 |
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I won't advise whether to go loud or not--but if you do go loud it's best to move as quickly as you can. You need to know where the target is and what the target is so you can plan.
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# ? Oct 20, 2017 18:13 |
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PM'd PTN and it looks like I can actually jump to the stadium walls in 1336 and not be spotted by the units patrolling the middle of the map. Quick and dirty diagramming appears to show I can fire on the Horned Owl from that position: Let me know if you guys want me to occupy the Horned Owl while you make the push north.
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# ? Oct 20, 2017 18:21 |
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Center mass to center mass, but you should still be fine. Partial cover at worst.
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# ? Oct 20, 2017 18:50 |
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Yea, I don't think it's quite time for the group to be splitting and having some head north yet- Finish what you're engaged with now while grouping up, because I don't think there's a way to get eyes on the CP without alerting a third and fourth mech, and the bulk of your force is still at least 4-6 turns from even being able to get close to any of the HQ locations.
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# ? Oct 20, 2017 20:00 |
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Sentinel Whether we go or whether we stay, my move is the same. 2333, leaving 2432 for the Charger to get into mpls range.
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# ? Oct 20, 2017 20:52 |
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You should be able to finish both of your currently alerted targets without any risk of the more northern groups spotting you, then you have a chance to get your slow 4/6es all up through those twisty buildings in position to bum rush those patrollers on the big highway.
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# ? Oct 20, 2017 21:01 |
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Barring a very lucky shot this turn (and we've already had our share), if the Mist Lynx wants to escape, it can.
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# ? Oct 20, 2017 22:29 |
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BANDERSNATCH Orders due tonight, folks. Here's mine, for the record: MOVEMENT: Run forward 2 hexes to Hex 2137 (2mp) Rotate 1 hex facing to face Hex 2036 (1mp) Run forward 3 hexes to Hex 1835 (3mp) SHOOTING: Torso twist to face Hex 1834 Contingency 1: Hold Fire until after the Sentinel and Charger have fired Contingency 2: If the Mist Lynx is still alive, then: Fire 2 LBX with Slug Ammo at the Mist Lynx in Hex 3029 Fire 3 LRM-5 at the Mist Lynx in Hex 3029 I figure with only two other Mechs getting fire on the Mist Lynx, hitting with a few shards of cluster ammo is not likely to result in a wrecked Mech (everyone please laugh at me if it turns out otherwise), so anything we might hit with probably has to be capable of putting the thing down. If I were to Aim Low and hope for a legging, what would that do to my to-hit numbers? If it makes it easier to disable the Clanner, I may amend my orders.
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# ? Oct 21, 2017 21:36 |
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Spider I'm not really sure where I should go at this point. I think I can get some shots in on the Horned Owl from 1039 without drawing 1024's attention and help out the Quickdraw with that. Alternately, if you guys don't care if 1024 becomes alerted, I can still try to DFA the Horned Owl.
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# ? Oct 21, 2017 22:29 |
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W.T. Fits posted:Spider Quickdraw Let's give any of our teammates that plan to rush up the left side of the stadium breathing room by having the Horned Owl focus on us. Having a jumping pulse boat in your rear while trying to push north is just asking for trouble. Is there any way you can land behind it? If both of us can get backshots on that thing, we have a chance of putting it down this turn. I'll be jumping to 1235 and putting some lasers up its backside.
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# ? Oct 21, 2017 22:38 |
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anakha posted:Quickdraw Spider Depending on how I move, I can make it to 1137 or 1138.
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# ? Oct 21, 2017 23:13 |
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W.T. Fits posted:Spider 1137 is probably better - I don't think the Horned Owl can shoot anything at you from that hex, while he might be able to fire the left arm laser at 1138. 1137 also puts you one hex further north in case we ourselves need to rush north too.
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# ? Oct 22, 2017 00:08 |
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anakha posted:1137 is probably better - I don't think the Horned Owl can shoot anything at you from that hex, while he might be able to fire the left arm laser at 1138. Spider Sounds good to me. Jumping to 1137 and shooting both pulses into the Horned Owl's back.
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# ? Oct 22, 2017 00:21 |
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I'm pretty sure that any of those hexes lights you up for the possible Heavy patrolling the main thoroughfare. It might be better to just leap for 0426 and hope that both of the 'Mechs looking away from you don't notice. That'd get you drat near eyes-on the first possible target, and you'd have a +5 jump TMM even if one of them does notice and take a potshot.
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# ? Oct 22, 2017 00:24 |
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# ? May 16, 2024 01:49 |
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mercenarynuker posted:BANDERSNATCH By my count, you're already shooting on 10s, aiming low would likely move those shots from 'tough' to 'impossible'. Cluster ammo takes your chances of a hit to a little better than 1 in 4, and a slug hit won't take a leg off by itself. I'd use cluster, but it's really not a big deal.
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# ? Oct 22, 2017 01:07 |