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Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Ah gently caress which OPfor mech has a lot of critseekers?

edit: none in range?

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anakha
Sep 16, 2009


That's either the Firefly or Von Rohrs taking all those crits.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


PoptartsNinja posted:

A good way to put down a 'Mech

- Critical chance in Center Torso
- Critical chance in Center Torso
- Critical chance in Right Torso
- Critical chance in Right Torso
- Critical chance in Right Torso
- Critical chance in Center Torso
- Critical chance in Center Torso
- Critical chance in Center Torso
- Critical chance in Right Torso
- Critical chance in Right Torso
- Critical chance in Center Torso
- Critical chance in Center Torso
- Critical chance in Left Leg


This may be the longest string of crits on something still technically able to continue fighting next turn.

Sounds like a lovely way to put down a mech then? :v:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Zaodai posted:

Sounds like a lovely way to put down a mech then? :v:

That's why you kick it after.

mercenarynuker
Sep 10, 2008

PoptartsNinja posted:

That's why you kick it after.

I did!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Snake Pit 13

One of the strangest quirks of lasercomm systems was: as long as they weren’t encrypted, any ‘Mech could receive and retransmit them. There wasn’t much cause to do so, most commands considered direct communication with enemy Mechwarriors to be some form of borderline treason. Of course, it still happened. Typically when a lance commander wanted to gloat.

When Rose D’Antonio’s radio began transmitting unexpectedly, it wasn’t the first time she’d ever been addressed by the enemy. But it was the first time that enemy had been a Clanner, and that alone sent an involuntary chill down her spine. She’d only caught a glimpse of the enemy as she’d advanced towards the most likely positions of the enemy’s command posts, but that had apparently been enough to mark her. Even as she ducked out of sight, the Clanner’s transmission continued—he must have been using the tower’s observation post as a relay.

“Interesting,” the basso voice rolled through her cockpit as though the Clan commander had taken direct control of her Mongoose’s volume. “I did not think the Inner Sphere decisive enough to field a headhunter unit. But you are all different colors. Different units, quiaff? Or perhaps you are mercenaries or volunteers? It hardly matters.”

“I am Khan Grier Seidman of the Hell’s Horses—but it strikes me that you may not understand the import of that. I am the supreme commander of Clan Hell’s Horses in the Inner Sphere. I had wondered if you would retreat once it became obvious your advance was detected, but you have chosen to continue. A warrior is a warrior, but courage is not a universal trait and yours is to be commended. To honor your courage, I choose to face you directly. You have issued no formal challenge, but should you manage to defeat me the Hell’s Horses on Luthien will stand down and accept our Absorption into the forces of the Draconis Suns.”

“All forces save my own Star will stand down immediately to act as witnesses, unless you re-engage them,” Seidman continued after barely a pause. “Do not think I am foolish enough to blunder into an ambush. You will first have the honor of facing Star Captain Nizhoni Seidman, the leader of the Alpha Galaxy Keshik, my personal bodyguard, as well as Star Commander Bronislaw Cobb. As is their duty, neither will allow me to engage you unless you defeat both first, and if you are unable to defeat them at least know that as long as you live you will have succeeded in distracting me from managing the course of the larger battle. Of course,” he sounded almost hopeful, “you may choose to attack me directly, which will free me—and all Clan forces present—to engage you.”









Movement Phase
Mongoose
- Must pass a 3+ check to activate MASC: rolled 6, succeeds!
- Checks Hex 2105 for enemy command post: rolled 6: enemy command post located!



Shooting Phase
Roughneck DSI (Player)
- Delays turn!

Roughneck 3A (Player)
- Fires medium laser at Firefly (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit Right Arm (5/10 armor remaining)!
- Fires medium laser at Firefly (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires medium laser at Firefly (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit Left Torso (6/11 armor remaining)!
- Fires medium laser at Firefly (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 10, hit Right Arm (0/10 armor remaining)!
- Gains 14 heat, sinks 36!

Bandersnatch (Player)
- Delays turn!
- Gains 2 heat, sinks 20!

Centurion (Player)
- Fires Snub-Nose PPC w/ PPC Capacitor at Firefly (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 7, hit Left Torso (0/11 armor, 0/7 structure remaining)! Torso destroyed! Left arm blown off!
- - Damage transfers to Center Torso (13/15 armor remaining)!
- Fires Snub-Nose PPC at Firefly (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9, hit Head (0/8 armor, 1/3 structure remaining)! Pilot hit! Crit!
- Fires Medium Laser at Firefly (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 9, hit Center Torso (8/15 armor remaining)! TAC!
- Gains 30 heat, sinks 30!

Mongoose (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Hitman (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Sentinel (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Spider (Player)
- Holds fire!
- Gains 10 heat, sinks 23!

Charger (Player)
- Torso-twists to threaten hex 1825!
- Fires Medium Pulse Laser at Wyvern IIC (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Leg (6/22 armor remaining)!
- Fires Medium Pulse Laser at Wyvern IIC (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 3, miss!
- Fires Medium Pulse Laser at Wyvern IIC (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 3, miss!
- Fires Medium Pulse Laser at Wyvern IIC (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 10, hit Center Torso (0/21 armor, 12/14 structure remaining)! Crit!
- Gains 18 heat, sinks 24!

Quickdraw (Player)
- Holds fire!
- Gains 2 heat, sinks 36!

Von Rohrs (Player)
- Fires PPC at Thunderbolt (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Fires SRM-6 (Inferno) at Thunderbolt (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 11, 5 missiles hit! Thunderbolt IIC gains 10 Heat!
- Fires SRM-6 (Inferno) at Thunderbolt (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 3, miss!
- Gains 20 heat, sinks 32!

Bandersnatch (Player, delayed)
- Fires Medium Laser at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9, hit Center Torso (7/14 structure remaining)! TAC!
- Fires Medium Laser at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9, hit Right Arm (0/7 structure remaining)! Arm blown off!
- - Damage transfers to Right Torso (6/17 armor remaining)!
- Fires Medium Laser at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 7, hit Right Torso (1/17 armor remaining)!
- Fires Medium Laser at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 7, hit Right Torso (0/17 armor, 7/11 structure remaining)! Crit!
- Fires LB 10-X Autocannon (Cluster) at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement - 1 cluster = 5): rolled 10, 6 submunitions hit Head (8/9 armor remaining (Pilot hit!)), Right Torso (6/11 structure remaining (Crit!)), Right Torso (5/11 structure remaining (Crit!)), Center Torso (11/14 structure remaining (Crit!)), Center Torso (10/14 structure remaining (Crit!)), Right Leg (5/22 armor remaining)!
- Fires LB 10-X Autocannon (Cluster) at Wyvern IIC (3 base + 0 range + 1 movement + 2 enemy movement - 1 cluster = 5): rolled 9, 6 submunitions hit Center Torso (9/14 structure remaining (Crit!)), Right Torso (4/11 structure remaining (Crit!)), Right Torso (3/11 structure remaining (Crit!)), Center Torso (8/14 structure remaining (Crit!)), Center Torso (7/14 structure remaining (Crit!)), Left Leg (10/11 structure remaining (Crit!))!
- Gains 18 heat, sinks 20!

Roughneck DSI (Player, delayed)
- Fires Clan Gauss Rifle at Firefly (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (0/14 armor, 6/7 structure remaining)! Crit!
- Fires Clan Large Pulse Laser at Firefly (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 12, hit Center Torso (0/15 armor, 8/10 structure remaining)! Crit!
- Fires Clan Small Pulse Laser at Firefly (3 base + 2 range + 2 movement + 2 enemy movement - 2 pulse laser = 7): rolled 8, hit Center Torso (3/10 structure remaining)! TAC!
- Fires Medium Laser at Firefly (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!
- Fires Magshot Gauss Rifle at Firefly (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!
- Fires Magshot Gauss Rifle at Firefly (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 11, hit Center Torso (1/10 structure remaining)! Crit!
- Fires Magshot Gauss Rifle at Firefly (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 12, hit Center Torso (0/10 structure remaining)! ’Mech Destroyed!
- Fires Magshot Gauss Rifle at Firefly (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 9, hit Right Leg (12/14 armor remaining)!
- Gains 22 heat, sinks 22!

Wyvern IIC
- Fires ER Large Laser at Bandersnatch (3 base + 0 range + 3 movement + 1 enemy movement = 7): rolled 6, miss!
- Fires SRM-6 at Bandersnatch (3 base + 0 range + 3 movement + 1 enemy movement = 7): rolled 10, 4 missiles hit Right Arm (16/18 armor remaining), Right Arm (14/18 armor remaining), Left Arm (16/18 armor remaining), Center Torso (21/23 armor remaining)!
- Fires Machine Gun at Bandersnatch (3 base + 0 range + 3 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires Machine Gun at Bandersnatch (3 base + 0 range + 3 movement + 1 enemy movement = 7): rolled 8, hit Center Torso (19/23 armor remaining)!
- Gains 25 heat, sinks 24 20! Overheating!

Firefly C
- Fires Medium Pulse Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 7, hit Right Arm (11/18 armor remaining)!
- Fires Medium Pulse Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 7, hit Left Torso (15/22 armor remaining)!
- Fires Medium Pulse Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 8, hit Center Torso (14/31 armor remaining)! TAC!
- Fires ER Small Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires ER Small Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires ER Small Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 4, miss!
- Fires ER Small Laser at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-2 at Roughneck 3A (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, 1 missile hit Right Torso (20/22 armor remaining)!
- Gains 24 heat, sinks 20!

Thunderbolt IIC
- Fires LRM-20 w/Artemis IV at Von Rohrs (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 10, 12 missiles hit Right Arm (8/13 armor remaining), Left Torso (10/15 armor remaining), Right Leg (18/20 armor remaining)!
- Gains 18 heat, sinks 32!



End Phase:
Wyvern IIC
- Must pass a 3+ consciousness test: rolled 9, succeeds!
- Critical chance in Center Torso: rolled 7, no critical hits sustained!
- Critical chance in Center Torso: rolled 9, 1 critical hit sustained!
- - Engine hit!
- Critical chance in Right Torso: rolled 5, no critical hits sustained!
- Critical chance in Right Torso: rolled 4, no critical hits sustained!
- Critical chance in Right Torso: rolled 10, 2 critical hits sustained!
- - Double Heat Sink hit!
- - Jump Jet hit!
- Critical chance in Center Torso: rolled 7, no critical hits sustained!
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Critical chance in Center Torso: rolled 5, no critical hits sustained!
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink destroyed!
- Critical chance in Center Torso: rolled 4, no critical hits sustained!
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Critical chance in Left Leg: rolled 4, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 4, fails!
- Suffers 4 damage in the fall to Right Torso (0/11 structure remaining)! Torso destroyed!
- - Damage transfers to Center Torso (6/14 structure remaining)! Crit!
- Critical chance in Center Torso: rolled 8, 1 critical hit sustained!
- - LRM-10 hit!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding pilot damage = 7): rolled 5, fails!
- Must pass a 5+ consciousness test: rolled 5, succeeds!

Roughneck DSI
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds!



Physical Combat Phase:
Bandersnatch (Player)
- Kicks Wyvern IIC (4 base + 1 movement + 2 enemy movement - 2 kick - 1 adjacent prone target = 4): rolled 5, hit Center Torso (0/14 structure remaining)! ’Mech destroyed!





Map Link



Player Status:




Opposing Force Status:




Special Rules
- Enemy units are alert and aware of player positions



Primary Objectives
- Find and Destroy enemy commander (0/1)

Secondary Objectives
- Destroy Enemy BattleMechs (7/19 remaining)



This Turn's Betting Pool Points
Unknown #8 – Firefly
- No correct guesses

Unknown #9 – Thunderbolt IIC
- LegendairyBovine (70t guess)



Contest Results
Gun Jam is our winner!
Grand Prize is your choice of:
- An MWO Bootleg of your choice from Warhansa, either sent to you directly or cleaned, assembled, painted, and shipped by me. I recommend the Warhammer (the Sledge, not the Warlock. The Warlock is not very good :c ), Atlas, or Black Knight but the choice is yours!
- A steam copy of Brigador: Up-Armored Edition
- Steam copies of Shadowrun: Returns, Dragonfall, and Hong Kong (They’re not on sale anymore :saddowns:
- A special option in the next political vote only you get to vote for? I’d also take a prize suggestion if there’s something you really want.

TheParadigm and Goatface are our runners-up. They each get to name any as-yet unnamed Clan OmniMech!

Tying for third place are Raverrn and jng2058, who also get to name any as-yet unnamed Clan OmniMech (TheParadigm and Goatface get first choice)!



Orders Due: Midnight Saturday!

dis astranagant
Dec 14, 2006

Well, then. That sure happened. The Hunchback shouldn't take long but the rest of that star is loving nasty.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Spider

Fire up your Final Boss music, team. We got us a hell of a fight heading our way.

PlasticAutomaton
Nov 12, 2016

Artoria Pendonut


You know what you must do, Goonsquad. :getin:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Absorption?

Oh... oh poo poo

Runa
Feb 13, 2011

Oh hell yes.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

:stonk: What is a "HAG-40"?!?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
One of the players would've gotten to be Grier Seidman if you'd voted to play the Horses. It might've been your best chance to take out Hanse Davion.

dis astranagant
Dec 14, 2006

AAAAA! Real Muenster posted:

:stonk: What is a "HAG-40"?!?

Hyper Assault Gauss Rifle-40. It's basically a ballistic LRM that fires 40 little slugs at a time.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


PoptartsNinja posted:

One of the players would've gotten to be Grier Seidman if you'd voted to play the Horses. It might've been your best chance to take out Hanse Davion.

Dammit, you and your Sophie's Choices. You sure there's no way they could have both lost?

dis astranagant posted:

Hyper Assault Gauss Rifle-40. It's basically a ballistic LRM that fires 40 little slugs at a time.

And unlike an LRM it gets a bonus to the cluster hits at short range and a penalty at long range, so you should think of it like a Fafnir.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

dis astranagant posted:

Hyper Assault Gauss Rifle-40. It's basically a ballistic LRM that fires 40 little slugs at a time.

8.

8 5-damage slugs.

Two LRM-20s w/ Artemis IV are more efficient, but HAG-40s have style (and bloated BV costs)

Synthbuttrange
May 6, 2007

Hello Draconis Hellsuns

dis astranagant
Dec 14, 2006

PoptartsNinja posted:

8.

8 5-damage slugs.

Two LRM-20s w/ Artemis IV are more efficient, but HAG-40s have style (and bloated BV costs)

Coulda sworn it was lrm rules. Close enough, it's most likely gonna land 4 of them unless you're in its face or miles away.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
So hey, this is a really out there suggestion, but I think we should have somebody respond to their challenges individually. Especially the Hunchback IIC. The ammo on that thing is stupidly limited, and by forcing it to go through us one at a time we can limit the damage it does instead of letting it fire indiscriminately at whatever target is easiest/most dangerous. It'll be easier to go through three 'Mechs than it will to go through the 11 left on the field.

mercenarynuker
Sep 10, 2008

Good news, we put down two of the rabid dogs that turn. Bad news, we are basically fighting Clanner Jesus backed up by Clanner Hercules and Clanner Gilgamesh now

dis astranagant
Dec 14, 2006

That's probably not an option. You don't have to worry about anything but the Keshik star but you're all going to have to come at them with everything you have.

Luckily the Hunchback IIC is basically a Glory Device for disgraced old men and should go down quickly. It's too slow, too short ranged and too lightly armored to accomplish much unless you somehow let it behind you.

dis astranagant fucked around with this message at 03:37 on Nov 2, 2017

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Strobe posted:

So hey, this is a really out there suggestion, but I think we should have somebody respond to their challenges individually. Especially the Hunchback IIC. The ammo on that thing is stupidly limited, and by forcing it to go through us one at a time we can limit the damage it does instead of letting it fire indiscriminately at whatever target is easiest/most dangerous. It'll be easier to go through three 'Mechs than it will to go through the 11 left on the field.
If I were a player I would totally advocate for accepting the challenge.

dis astranagant posted:

That's probably not an option. You don't have to worry about anything but the Keshik star but you're all going to have to come at them with everything you have.
I'm not really sure how it is going to work, because the Khan said that if the players accept the challenge they would only have to fight two other mechs first, one at a time, but I would assume that it would be in single combat...

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
It would be. I definitely think we should also challenge both simultaneously with different 'Mechs, because the less time we have to get encircled the better if things go really south if (when) the Khan dies and his subordinates feel like using that as a rallying cry of the filthy and craven Inner Sphere tactic of assassinating their leader goes up.

Also I hereby volunteer to challenge the Hunchie IIC.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Strobe posted:

It would be. I definitely think we should also challenge both simultaneously with different 'Mechs, because the less time we have to get encircled the better if things go really south if (when) the Khan dies and his subordinates feel like using that as a rallying cry of the filthy and craven Inner Sphere tactic of assassinating their leader goes up.

Siedman issued a challenge, if the players kill him, his subordinates are bound by the bid he made to surrender just like if he survived.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

AAAAA! Real Muenster posted:

I would assume that it would be in single combat...

It's not, you'll notice they're both free to engage everyone.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

PoptartsNinja posted:

It's not, you'll notice they're both free to engage everyone.

If we issue an individual challenge to them will they restrict their targets?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

PoptartsNinja posted:

It's not, you'll notice they're both free to engage everyone.
I'm glad you are here to set things straight :v:

dis astranagant
Dec 14, 2006

Oh, it's easier than I thought. Though "easy" is relative when you're staring down 2 erppcs on a 2 gunner at range. Especially ones that essentially have a short range of 14 thanks to the quirk.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Strobe posted:

If we issue an individual challenge to them will they restrict their targets?

Possibly, but it's equally likely they'll decide you're attempting to trick them.

Weissritter
Jun 14, 2012

What are the chances that goonlance(s) can go for glory and engage all the clan forces here for the secondary objective?

Also, for the Khan's personal unit I was actually expecting better pilots (1/2 or so). Or maybe I was clouded by my biasness for Clan Wolf's Ranna (who had 0 or 1 gunnery when she was still a Star Commander or Captain).

dis astranagant
Dec 14, 2006

Given that they're clanners, elite bodyguards or not, they're likely going to shoot the biggest thing they can reach. Get the Charger into the fight and you really shouldn't have to worry about their targetting options.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Ayy, a Grizzly.

What does Inspire Glory do?

dis astranagant
Dec 14, 2006

Zaodai posted:

Ayy, a Grizzly.

What does Inspire Glory do?

Gives ACE to a dude. Which is how the Timberwolf is going to be an ACE

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
Roughneck DSI
Seeing as we need to get there anyway, I'm contemplating heading over to 1224 and taking a potshot with my Gauss and LPL at the Thunderbolt. I'm still at medium with them, so I think I'm hitting on 9/8. Worst case, I miss and draw a bit of attention.

Either way, here's where things get fun.

mercenarynuker
Sep 10, 2008

Weissritter posted:

What are the chances that goonlance(s) can go for glory and engage all the clan forces here for the secondary objective?

Also, for the Khan's personal unit I was actually expecting better pilots (1/2 or so). Or maybe I was clouded by my biasness for Clan Wolf's Ranna (who had 0 or 1 gunnery when she was still a Star Commander or Captain).

PTN has said that P/G skills are relative. So a dude who is hot as hell in a pirate on farmer mission might only be tepid garbage against ComStar, for instance

dis astranagant
Dec 14, 2006

Hedningen posted:

Roughneck DSI
Seeing as we need to get there anyway, I'm contemplating heading over to 1224 and taking a potshot with my Gauss and LPL at the Thunderbolt. I'm still at medium with them, so I think I'm hitting on 9/8. Worst case, I miss and draw a bit of attention.

Either way, here's where things get fun.

Do not shoot anything outside the Hunchback and Timberwolf unless you really want to make this a whole lot harder for everyone for no reason.

All other units are only here to watch the Khan fight unless provoked.

dis astranagant fucked around with this message at 04:08 on Nov 2, 2017

Runa
Feb 13, 2011

Hedningen posted:

Roughneck DSI
Seeing as we need to get there anyway, I'm contemplating heading over to 1224 and taking a potshot with my Gauss and LPL at the Thunderbolt. I'm still at medium with them, so I think I'm hitting on 9/8. Worst case, I miss and draw a bit of attention.

Either way, here's where things get fun.

Maybe hold off on that and check the fluff for this turn:

PoptartsNinja posted:

“All forces save my own Star will stand down immediately to act as witnesses, unless you re-engage them,” Seidman continued after barely a pause. “Do not think I am foolish enough to blunder into an ambush. You will first have the honor of facing Star Captain Nizhoni Seidman, the leader of the Alpha Galaxy Keshik, my personal bodyguard, as well as Star Commander Bronislaw Cobb. As is their duty, neither will allow me to engage you unless you defeat both first, and if you are unable to defeat them at least know that as long as you live you will have succeeded in distracting me from managing the course of the larger battle. Of course,” he sounded almost hopeful, “you may choose to attack me directly, which will free me—and all Clan forces present—to engage you.”

dis astranagant
Dec 14, 2006

This is now a Trial of Absorption for Clan Hell's Horses. Grier knows he's lost the war and is giving you the chance to end it relatively peacefully because you had the balls to come and take him on. That all goes out the window if you don't play by his rules.

Destroy all enemy mechs? gently caress that! You've just been given the chance to capture every enemy mech on the loving planet. and all but guarantee that the Draconis Suns implodes gloriously with yet more former enemies to integrate

dis astranagant fucked around with this message at 04:17 on Nov 2, 2017

Runa
Feb 13, 2011

Note you may recall that Clan Hell's Horses are caught in a rock and a hard place between the incoming second clan invasion and the DracSuns and it looks like Grier Siedman would rather not throw in with the homeworlders. This also lines up a lot with CHH's policies re: Inner Sphere, they're not here for conquest, but for uplifting, and are pretty strongly in the Warden Clans camp or nearest AUBT analog.

So my read on the sitch is that this Trial of Absorption isn't really for the DracSuns' sake, it's for theirs. He's basically formalizing a possible surrender by the books according to Clan policy and this is the best way to ensure the Hell's Horses respect that.

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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Xarbala posted:

Note you may recall that Clan Hell's Horses are caught in a rock and a hard place between the incoming second clan invasion and the DracSuns and it looks like Grier Siedman would rather not throw in with the homeworlders. This also lines up a lot with CHH's policies re: Inner Sphere, they're not here for conquest, but for uplifting, and are pretty strongly in the Warden Clans camp or nearest AUBT analog.

So my read on the sitch is that this Trial of Absorption isn't really for the DracSuns' sake, it's for theirs. He's basically formalizing a possible surrender by the books according to Clan policy and this is the best way to ensure the Hell's Horses respect that.
Now just have to hope that every goonlance pilot reads this and what you quoted + bolded earlier, otherwise one shot into the wrong target could ruin everything.

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