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Tran posted:Remember the talk just a bit ago about the Capellans becoming a safe harbor for the society? Team war crimes could potentially be the real big bad of this story. 5/6 and 6/7 pilots aren't as much of a handicap if you have an AI that can be handling all the piloting...
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# ? Feb 22, 2018 01:52 |
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# ? May 20, 2024 22:11 |
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Artificer posted:Why are some Society pilots worried/distracted what have you while others are high as balls? The grad students and assistants are crammed full of experimental combat drugs. The PhDs know better and are taking notes.
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# ? Feb 22, 2018 02:06 |
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Narsham posted:5/6 and 6/7 pilots aren't as much of a handicap if you have an AI that can be handling all the piloting... I wouldn't want an AI pilot, they have to add in the +4 skill modifier for remote controls.
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# ? Feb 22, 2018 02:09 |
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Defiance Industries posted:I wouldn't want an AI pilot, they have to add in the +4 skill modifier for remote controls. The one in edit: Rise of the Phoenix, my bad. Keeping mission names straight is not my strong suit. Grizzwold fucked around with this message at 02:39 on Feb 22, 2018 |
# ? Feb 22, 2018 02:14 |
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dis astranagant posted:Right now I'm just thankful that they never made a Cephalus variant with an iatm6 and a ton of iMP ammo. Why would they bother? Mist Lynx Z MJ12 posted:I want a MD/Society faceoff PTN please make it happen one day Successfully call down the Legion for Mission 2
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# ? Feb 22, 2018 02:48 |
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PoptartsNinja posted:Why would they bother? Mist Lynx Z That's neither invisible nor does it apply +2 to hit -2 movement for landing a single shot.
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# ? Feb 22, 2018 02:53 |
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Point taken.Strobe posted:There isn't a number 15. The Society fields units in formations of 1, 3, and 7. This is two Septs. This is almost a math joke. If they operated in 2, 3, and 7 they'd have three prime numbers on lockdown. The Clans are already using the number 5. Strobe posted:The Turkina Z is without exaggeration the single most dangerous mech in the history of BattleTech. I recommend killing it before it gets more than one turn. Fortunately, the Turkina's only quirk is a negative one. And a really bad negative quirk at that. VVV Typo. PoptartsNinja fucked around with this message at 03:05 on Feb 22, 2018 |
# ? Feb 22, 2018 02:56 |
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Strobe posted:There isn't a number 15. The Society fields units in formations of 1, 3, and 7. This is two Septs. Really. We've destroyed or driven off 1/15 Society forces. I could 13 Society units active on the field, and one that's been overkilled. Where is number 15?
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# ? Feb 22, 2018 03:01 |
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Looks just like Beggar's Canyon back home. I'm going to see if I can work some more magic on that Turkina. Sair, think you can get your Nyx in close to the Septicemia Z?
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# ? Feb 22, 2018 03:27 |
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Strobe posted:The Turkina Z is without exaggeration the single most dangerous mech in the history of BattleTech. I recommend killing it before it gets more than one turn. It looks like the kind of bullshit missile boat used to infuriate other players in a MechWarrior game; it even has just enough jump ability to Poptart!
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# ? Feb 22, 2018 03:38 |
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thetruegentleman posted:It looks like the kind of bullshit missile boat used to infuriate other players in a MechWarrior game; it even has just enough jump ability to Poptart! It's a great way to get kicked out of a tabletop group.
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# ? Feb 22, 2018 03:44 |
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AJ_Impy posted:This is the absolute, gospel truth. If there is a Cephalus somewhere near you, you are in close range thanks to the Nova CEWS. HE ATM ammo deals 3 per missile, 36 per launcher. iATMs are streaks: If they hit, they all hit. It has four launchers. That thing has the potential to obliterate most assault mechs from 9 hexes away. and the midrange missiles are almost as bad from 15. Well... At least if things go wrong, the Clans still don't get their supply lines! But seriously, I think Wolverines and Clanners have both got this (really helps to have a player). Hmm, they might blow up the Clan's dishes though, the way they're going for the Dropship. RA Rx fucked around with this message at 04:51 on Feb 22, 2018 |
# ? Feb 22, 2018 04:44 |
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Defiance Industries posted:Looks just like Beggar's Canyon back home. I'm going to see if I can work some more magic on that Turkina. Sair, think you can get your Nyx in close to the Septicemia Z? Oh dear being the sole target of quad iATM9s in a Gurkha lol. Goonspeed good sir.
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# ? Feb 22, 2018 06:31 |
Wouldn't be scientists without a healthy supply of expendable grad students. Someone's been reading the PYF chemistry thread.
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# ? Feb 22, 2018 06:32 |
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I'd have happily transitioned to lab style science if I could have gotten credits for giant robot fights.
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# ? Feb 22, 2018 06:47 |
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Hooboy, that's a boatload of iATMs.PoptartsNinja posted:Successfully call down the Legion for Mission 2 Oh poo poo guys make it happen
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# ? Feb 22, 2018 07:12 |
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Gwaihir posted:Oh dear being the sole target of quad iATM9s in a Gurkha lol. Shooting on 9s I have a pretty good chance of surviving. But hey, don't know if I don't try. I just have to raise my power level to maximum and put it all into this attack!
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# ? Feb 22, 2018 07:14 |
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I'm posting another tactical map. This time I've marked off some of the worst damage areas to keep an eye on. Everything here hates you at short range something fierce, so make good use of our initiative superiority. Almost everything here has extended torso twist or extending actuators, so they have no "safe zone" in the rear like usual. As much as the Turkina makes a tempting target, our main objective is in reach -- Defiance, Sair -- if you're going to brave the iATMs, does either or both of you want to make a go at the main? The Summoner can't cover the rear of the objective Septicemia-Z with HE ammo, and this might be our one good chance to get in a few good shots with the least return fire. I think one or both of you can get there in the magical 10 hexes for the +4. With my leg hits I'm unfortunately not very fast and I can't get into medium range for anything seriously dangerous with a minimum 5 or 6 piloting roll (PTN - the combat log shows I had a base of 4 though, and the player sheet says my piloting is 3, can you clarify?), so I'm going to run to 0919 and set up for next turn, putting some shots on the slow Cephalus in 1421 on 7s(?). My alternate option is to risk a jump to 1117 and shoot the UAC Septicemia, but my to-hit would be a 10. LeschNyhan fucked around with this message at 07:29 on Feb 22, 2018 |
# ? Feb 22, 2018 07:23 |
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I approve of the John Madden map planning.
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# ? Feb 22, 2018 07:35 |
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Artificer posted:I approve of the John Madden map planning. Now I really want some Madden commentary on this scenario.
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# ? Feb 22, 2018 07:55 |
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Defiance Industries posted:Looks just like Beggar's Canyon back home. I'm going to see if I can work some more magic on that Turkina. Sair, think you can get your Nyx in close to the Septicemia Z? I can definitely get behind it. We'll see if that kills me.
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# ? Feb 22, 2018 07:59 |
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LeschNyhan posted:I'm posting another tactical map. This time I've marked off some of the worst damage areas to keep an eye on. Everything here hates you at short range something fierce, so make good use of our initiative superiority. It's worse than that. Thanks to the Nova CEWS, if you're within short range of any mech and within long range for a weapon, you could be in short range for that weapon. Bear this in mind, kill them anyway.
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# ? Feb 22, 2018 08:34 |
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sebmojo posted:Now I really want some Madden commentary on this scenario. Fraction Jackson, where art thou?
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# ? Feb 22, 2018 08:34 |
Zaodai posted:There better be, or we're demoting you to the program to design a flamer that more completely incinerates orphanages so we don't get murderous child ghosts when we rebuild on the property. I'm fine with them attempting this as long as it only makes the orphan ghosts angrier.
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# ? Feb 22, 2018 08:41 |
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Gwaihir posted:I thiiiink your Angel ECM should still block the streak effect of iATM launchers, which means that they can still shoot you, but that they'll have to roll on the cluster table instead of automatically having every missile hit. The Sep Z might also start sending some nasty things through the space mail slot that may affect the bigger picture, not to drum up useless speculation. MJ12 posted:The two 3070-ish new baddie factions are interesting in that they simultaneously have significant similarities-both rely heavily on high-tech combined arms warfare-and some huge differences. Those are a bit of a tall order, but the real deal-killer is it would propel Sarah McEvedy past Victor Steiner-Davion for BattleTech's "Well-Meaning Idiot Fucks Up Hard Enough to Kill Everyone" Award, and that's just nonsense.
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# ? Feb 22, 2018 08:42 |
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Sair posted:I can definitely get behind it. We'll see if that kills me. Try to end up in the woods, maybe we will make it through this.
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# ? Feb 22, 2018 08:59 |
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I guess I could get to 1401 and bait a kick.
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# ? Feb 22, 2018 09:15 |
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DeepThrobble posted:Yes. The things on the field I mentioned before are the Angel for breaking locks, ferro-lamellor armor for damage reduction, and anti-missile systems. The Angel has plenty of range to cover others, though since people brought up possible Arrow configs it didn't feel right to suggest everyone cluster around the Rampage. Was VSD the one who dissolved the new Star League?
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# ? Feb 22, 2018 10:37 |
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I mean, his incompetence is directly responsible for the FCCW and his siblings inheriting states that were not financially or militarily able to support it, so kinda. Mansdotter was the last First Lord though.
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# ? Feb 22, 2018 12:44 |
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And Sun Tzu Liao was the first!
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# ? Feb 22, 2018 13:03 |
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LeschNyhan posted:PTN - the combat log shows I had a base of 4 though, and the player sheet says my piloting is 3, can you clarify? Every player unit on the map should be a 3/4 (equally skilled with the Coyote force, significantly better than the Society). If anything reads otherwise it means I hosed up. Edit: If I made Jaime Wolf fight Morgan Kell in a 1v1, I'd make them both 3/4 pilots since they're equally skilled and someone who is your match can put pressure on you in ways someone who isn't your match can't. PoptartsNinja fucked around with this message at 15:08 on Feb 22, 2018 |
# ? Feb 22, 2018 15:00 |
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PoptartsNinja posted:Every player unit on the map should be a 3/4 (equally skilled with the Coyote force, significantly better than the Society). If anything reads otherwise it means I hosed up. Is 3/4 where the numbers work best?
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# ? Feb 22, 2018 17:38 |
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They're my favorites, yeah. The game's designed around 4/5 as a baseline, 3/4 makes the games go more quickly while still suggesting the pilots are skilled. 5/6 makes games take forever. And 2/3s basically never miss.
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# ? Feb 22, 2018 18:28 |
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painedforever posted:And Sun Tzu Liao was the first! He and Victor are probably the people I'd blame for the Star League's collapse, yeah. They just LOVED to undermine its credibility at every turn.
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# ? Feb 22, 2018 23:55 |
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Defiance Industries posted:He and Victor are probably the people I'd blame for the Star League's collapse, yeah. They just LOVED to undermine its credibility at every turn. I think Aleksandr Kerensky may fall under the category of "Well meaning person who screwed up" - if he had the ability to convince 80% of the SLDF and their families to go into exile with him, maybe he could have persuaded them to go neutral and hang around the old Terran Hegemony worlds rather than going back to their Houses? That may have decreased the impact of the earlier Succession Wars.
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# ? Feb 23, 2018 01:51 |
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Weissritter posted:I think Aleksandr Kerensky may fall under the category of "Well meaning person who screwed up" - if he had the ability to convince 80% of the SLDF and their families to go into exile with him, maybe he could have persuaded them to go neutral and hang around the old Terran Hegemony worlds rather than going back to their Houses? That may have decreased the impact of the earlier Succession Wars. Thus was founded House Kerensky. Not a utopian option. That neutrality would not have been respected.
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# ? Feb 23, 2018 02:09 |
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AJ_Impy posted:Thus was founded House Kerensky. I thought the SLDF was still quite formidable then, even after the war against Amaris
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# ? Feb 23, 2018 02:14 |
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Weissritter posted:I thought the SLDF was still quite formidable then, even after the war against Amaris and i think in the fluff, most were willing to back him if he wanted to name himself first lord. Of course, a weakened SLDF backing a house kerensky terran hegemony may not have changed much of the outcome of the first succession war except adding another faction to nuke.
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# ? Feb 23, 2018 02:18 |
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Weissritter posted:I think Aleksandr Kerensky may fall under the category of "Well meaning person who screwed up" - if he had the ability to convince 80% of the SLDF and their families to go into exile with him, maybe he could have persuaded them to go neutral and hang around the old Terran Hegemony worlds rather than going back to their Houses? That may have decreased the impact of the earlier Succession Wars. It would have sped things up a lot, not made it better. It took the Pentagon Worlds, what, a decade to do to themselves what the Houses needed centuries to do? They only fought one way and it's why so many of the old Hegemony worlds were utterly trashed after Kerensky finished off Amaris. e: And those were worlds where they wanted to live. Think about what they did to the Periphery in the Reunification War. Defiance Industries fucked around with this message at 02:31 on Feb 23, 2018 |
# ? Feb 23, 2018 02:28 |
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# ? May 20, 2024 22:11 |
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AJ_Impy posted:It's worse than that. Thanks to the Nova CEWS, if you're within short range of any mech and within long range for a weapon, you could be in short range for that weapon. Bear this in mind, kill them anyway. That's for targeting and not for damage, so we don't need to panic -- and the pilots are still trash 5-6 gunners so at best they are mitigating their run penalty with that. The iATMs do 3*missile inside 3, so that's why I've marked them as such. If you go in there, be sure it's worth it, but otherwise we just have to keep our group tight. I'm hoping the Coyotes can focus down the two middle Septicemias real hard this turn while we re-position. Overall we have a little bit of a choice this turn in the south. As tough as they are, every Cephalus we kill impairs the Nova CEWS network, so if we have one moving as slow as that one there we have a good chance at killing it outright. AAAA could back up a bit and decline fire for a turn to help murder it, and chktp could come down off the hill to break LoS to the HAG to help. Or they can focus on the HAG and Arrow IV launcher. Either way it's a long road north so we need to decide whether we're going all in on the objective or if we leave a rear-guard to kill off that artillery support -- I'm not sure how on-map Arrow IVs work, but if they can use the rear location tables we want that launcher dead asap.
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# ? Feb 23, 2018 03:21 |