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ilmucche
Mar 16, 2016

What did you say the strategy was?

Captain Foo posted:

Option 1a: high kick
0913-0909,0909-0808,0808-0609 - 12MP, Run 7 (2 Level Change, 3 Facing Change); alpha strike CDA, kick CDA. not sure of the numbers on the kick, which could be very risky

Option 1b: close encounter
same as 1a without the kick

Option 2: partial cover
0913-0511,0511-0411,0411-0311,0311-0310 - 12MP, Run 7 (1 Level Change, 3 Facing Change, 1 Light Wood); alpha strike CDA

not quite, stalls out on 0310 (see option 2)

Kicking is -2 iirc? You'd be piloting -2, +3 from CDA movement, +2 from your run, so 8 to hit on the punch table?

Otherwise I think you could run to 0608 and dump short range mlas into what I think counts as back arc while getting partial cover from the stinger with a +2 TMM from 6 spaces moved

Alternatively, jump next to DFA the stinger and try to push it off the cliff :v:

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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

ilmucche posted:

Kicking is -2 iirc? You'd be piloting -2, +3 from CDA movement, +2 from your run, so 8 to hit on the punch table?

Otherwise I think you could run to 0608 and dump short range mlas into what I think counts as back arc while getting partial cover from the stinger with a +2 TMM from 6 spaces moved

Alternatively, jump next to the stinger and try to push it off the cliff :v:

locusts don't have jets :D

ilmucche
Mar 16, 2016

What did you say the strategy was?

Captain Foo posted:

locusts don't have jets :D

drat! Maybe a charge then :p

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Captain Foo posted:

locusts don't have jets :D

They can jump though. They're the only mech that has the leg strength to weight ratio needed to jump under their own power.

Amechwarrior
Jan 29, 2007

ilmucche posted:

drat! Maybe a charge then :p

Our LCT pilots are supposed to be brash risk takers...

However I think we'll have plenty of risky moves come our way later on once everyone is a little beat up.

Captain Foo posted:

oh, i didn't think you could do two height levels at once at all...

Yep, 'Mechs can do 2 levels of elevation change per hex walking or running, Vehicles can only do one. This is why I'm pushing to move up here as the vehicles have a very limited and less efficient pathway up the hill.

Also of note, these are tracked vehicles, traditional treaded tanks. They can't enter Heavy woods, but can enter light woods, wheeled or hover vehicles can't enter any woods and have other restrictions.

Space Kablooey posted:

I appreciate the breakdowns as I'm 100% new on Battletech lol.

I think I can risk 0915 seeing as the GAL is pretty weak vs the 4 MLs I have - I only need 2 to hit at this stage. If it doesn't get destroyed at least I will be joined up with the lance and we can go vrrr somewhat together.

Note that 0915 is a run move, +2 heat. Your 4 ML are +3 heat each, so total 14 heat. Your Vulcan only sinks 12 heat per turn. Also, 0915 makes the PPC one easier to hit you. As you gain a +1 movement mod, but enter Short Range (+0) instead of staying at Medium Range (+2) with a +1 movement mod if you end at 0918. Net +9 for the CDA to hit you at 0915 and +10 at 0918. Also, 0918 is a walk, +1 vs 0915 run +2 to your to-hit vs the Galleon. So if you wanted to stay heat neutral, you can fire 3 (or 4 for +2 heat, no bad effects until +5) if you ran with a total of +11 to hit (unlikely even 1 lands) or fire 3 for +0 heat in 0918 with a +10 to hit (still rare). Usually it's not worth it to overheat for 9+ to-hit unless you're desperate.

If you really want to kill the Galleon, see my post above about getting to 1117. That's short range for +8 to-hit. However this leaves you open to fight everyone if they push next turn and you'll probably have to jump to 0514 and not fire(or just 1 ML, due to jumping heat) to prevent getting swarmed.

Amechwarrior fucked around with this message at 00:34 on Apr 13, 2023

Amechwarrior
Jan 29, 2007

Just feel like I need to make a general tactical post -

For Battletech on tabletop, you really need to assess your own Lance and the OPFOR, figure out where each excels and prevent the OPFOR from executing moves that let its forces excel.

They have:
Numerical superiority
Dispersed firing platforms (everyone has a little something)
Long Range fire superiority

We have:
Speed
Short Range fire superiority
Concentrated firing platforms (our JR7 and VL are 2/3rds of our firepower)

What we don't want is all of the enemies units getting a easy, lower to-hit rolls on any one of us. Even a half dozen shots at +9 or 10 each turn will whittle us away.

What we want is to get all 12 of our MLs in short or medium range to a target and blast it off the map in a single turn. Meanwhile, using our speed to deny the total enemy force good firing positions on us. This can be done by a combination of staying at their long range, cutting LOS with terrain and woods, or by moving really, really far and covering 7 hexes or more each turn. If we slow down, we die.

Sometimes, like this turn, the enemy will also move fast and be hard to hit. Both sides are going to be shooting 9+ or so. We need to setup for the next turn to hopefully swarm the CDA if it doesn't move as much due to getting flanked.

Amechwarrior fucked around with this message at 00:56 on Apr 13, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Then yes it looks like i have a move with 0913-0410,0409-0410,face NE - 11 MP, Run 6 (1 Light woods, 2 elevation change, 2 facing); alpha strike the CDA, kick the CDA

Run 6 is less than ideal but it does keep me pointed in the right direction. Stinger probably has okay shots at me, though

Amechwarrior
Jan 29, 2007

Captain Foo posted:

Then yes it looks like i have a move with 0913-0410,0409-0410,face NE - 11 MP, Run 6 (1 Light woods, 2 elevation change, 2 facing); alpha strike the CDA, kick the CDA

Run 6 is less than ideal but it does keep me pointed in the right direction. Stinger probably has okay shots at me, though

The STG jumped, so that's +3 and you're at his Long Range adding +4 for a single ML. He's shooting like +13 at you. Probably impossible shot or +12 if I missed something.

EDIT: This is exactly the kind of move I'm talking about
We get some ok shots vs the CDA but the other units have impossible odds or near enough trying to hit us.

Amechwarrior fucked around with this message at 01:21 on Apr 13, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Amechwarrior posted:

The STG jumped, so that's +3 and you're at his Long Range adding +4 for a single ML. He's shooting like +13 at you. Probably impossible shot or +12 if I missed something.

EDIT: This is exactly the kind of move I'm talking about
We get some ok shots vs the CDA but the other units have impossible odds or near enough trying to hit us.

I had The stg with an LL for some reason

Amechwarrior
Jan 29, 2007

Captain Foo posted:

I had The stg with an LL for some reason

Ah, that's the COM in 1508. It did walk, so it could take a reasonable shot at someone if we're not careful.

I'm torn between walking to 0412 for a 8 to-hit or running to 0211 and face N for 10 to-hit but with partial cover and better setup for next turn. Opinions?

Also here's the 2d6 dice chart for reference.

https://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.php

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

By our own strategy, take the 10 and better defense, imo

Partial cover is pretty good

Amechwarrior
Jan 29, 2007

Captain Foo posted:

By our own strategy, take the 10 and better defense, imo

Partial cover is pretty good

This is where I'm really hazy. LOS rules for partial cover.

If the CDA is next to the half cover, I have a partial cover mod to hit it. But does the CDA also have partial cover to hit me if I moved to 0211?

What if I moved to 0311 (ground floor) would I have LOS to the CDA? Partial? It's 1 lvl above the intervening hill, but it's also as tall as me. I remember playing by some older lvl3 rules in MM and you could have cover only going one way.

Can anyone give a break down on hill LOS for the CDA vs 0211 and 0311?

I'll probably stick the plan and move to 0211 either way, but I need a refresher on elevation and LOS.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

NoNotTheMindProbe posted:

They can jump though. They're the only mech that has the leg strength to weight ratio needed to jump under their own power.

Not the only one, most 'Mechs can get both their legs off the ground at a run so most could perform a standing jump pretty convincingly. It's just that any jump they do make would be hard on the pilot and wouldn't carry them 30 meters, so a 'Mech's normal jumping speed is 0 hexes unless they've got jets.

BattleArmor can use mechanical boosters to jump a full hex without jets. Myomer is powerful stuff.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Amechwarrior posted:

This is where I'm really hazy. LOS rules for partial cover.

If the CDA is next to the half cover, I have a partial cover mod to hit it. But does the CDA also have partial cover to hit me if I moved to 0211?

What if I moved to 0311 (ground floor) would I have LOS to the CDA? Partial? It's 1 lvl above the intervening hill, but it's also as tall as me. I remember playing by some older lvl3 rules in MM and you could have cover only going one way.

Can anyone give a break down on hill LOS for the CDA vs 0211 and 0311?

I'll probably stick the plan and move to 0211 either way, but I need a refresher on elevation and LOS.

i'm pretty sure you get partial cover if there is one height of intervening cover adjacent to you in the line.

Slavvy
Dec 11, 2012

How does the infantry work in this situation? Are they basically a small laser with zero armour or do they have some meaningful combat value?

Can infantry ambush from cover at all somehow?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Infantry can be really scary depending on their setup, but mostly they're a tar pit / area denial. They're like a land mine that can occasionally move and can do real damage since they never suffer movement penalties.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

With mguns and flamers we should be well equipped to eliminate them but they’ll be nasty if we forget about them

Amechwarrior
Jan 29, 2007

If the infantry don't flee by the time we're mopping up, we can probably ask them to surrender before we have to close to kill them. They can reach out to 6 hexes, so we do absolutely outrange them and could pick at them slowly with MLs until the last man. It's faster wipe them with the Flamer (maybe use this as incentive to surrender) and MGs, but it gives them a chance to fire back.

Practically, they wouldn't be realistically able to withdraw, but game-rule wise they might be able to withdraw by hitting map edge.

From an intel perspective, the grunts are likely the lowest paid and also know where everything worth guarding is located. Easy target for interrogation given there's like 60 of them and you only need one to talk.

Remember the overall mission is to find and prevent the Prowlers from getting off-world and we don't know exactly what forces they have left after their DropShip crashed. The base probably has some good stuff, but two platoons of low ranking grunts could be a intel goldmine on its own.

Amechwarrior fucked around with this message at 05:36 on Apr 13, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Amechwarrior posted:

You're right. I missed that was a Heavy Woods in 0514.

EDIT - Is there a way to make MM display the word "HEAVY" for Heavy Woods hexes like on a real map sheet?

Unfortunately I don't think so - I'm poking around in the settings right now and can't find any such options. From the next update onwards I'll label them manually.

Amechwarrior
Jan 29, 2007

Scintilla posted:

Unfortunately I don't think so - I'm poking around in the settings right now and can't find any such options. From the next update onwards I'll label them manually.

Thanks, I have started playing MM again with a local group and was hoping their would be a option for it and I don't see one either.

I've submitted my move to 0211. If I'm lucky, I might be able to damage something before my twin gets the flank shots in.

I think the kick is about+8? Base 5, -2 for kicking,+2 running and +3 enemy movement? Also, if he misses the kick (we wiffed 3/4 8s last turn) what the Piloting Skill Roll (PSR) to see if he stands? Is it just 5?

How much damage does the LCTs kick do anyway? 4 damage? I think it was punching was 1dmg per every 10t and kicking was 2dmg per 10t?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Amechwarrior posted:

Thanks, I have started playing MM again with a local group and was hoping their would be a option for it and I don't see one either.

I've submitted my move to 0211. If I'm lucky, I might be able to damage something before my twin gets the flank shots in.

I think the kick is about+8? Base 5, -2 for kicking,+2 running and +3 enemy movement? Also, if he misses the kick (we wiffed 3/4 8s last turn) what the Piloting Skill Roll (PSR) to see if he stands? Is it just 5?

How much damage does the LCTs kick do anyway? 4 damage? I think it was punching was 1dmg per every 10t and kicking was 2dmg per 10t?

To answer your questions in order:

-Yes, a kick under those circumstances is 8+ to hit.

-A missed kick would mean a 6+ piloting test to not fall over since Cramped Cockpit adds a +1 penalty. Falling over and trying to stand up in a Locust is a whopping 8+ due to both Cramped Cockpit (+1) and Minimal Arms (+2).

-Yes, a Locust's kicks deal 4 damage.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

:stare:

I don’t think I’ll be kicking anything

Defiance Industries
Jul 22, 2010

A five-star manufacturer


It's really more if you want to force a PSR at 20 tons than anything else.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Captain Foo posted:

:stare:

I don’t think I’ll be kicking anything

Coward! Who needs to stand up when you've kicked everyone to death?

Space Kablooey
May 6, 2009


Locked my orders to 0918 and shooting at the GAL.


I think I will actually start sketching out the moves lol. doing in my head isn't cutting it

Amechwarrior
Jan 29, 2007

Space Kablooey posted:

I think I will actually start sketching out the moves lol. doing in my head isn't cutting it

Yeah, it takes a while to do it by sight. You learn way faster playing in person as you can touch and move the minis around the board as you count stuff out. Learning to play through this kind of second hand orders is probably one of the toughest ways to learn.

You could always get MegaMek and play around vs the bot.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

submitted my move to 0410

Space Kablooey posted:

Locked my orders to 0918 and shooting at the GAL.


I think I will actually start sketching out the moves lol. doing in my head isn't cutting it

I pull up the board image and count it out by hand

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Over The Hills: Turn 2

“Mirage, try to push up over the ridge,” Mike’s voice crackled over the comms. “If we take the high ground, we’ll have overwatch over most of the battlefield.”

“Roger that, Razor, heading for the heights.” Anna Heimer replied. Branches bounced off the armoured glass of her Jenner’s cockpit as she forced her way through the heavy woodland in front of the ridge. The thin, scraggy trees were nothing like the lush forests and jungles of her homeworld, where nearly all the vegetation was plump and swollen with moisture.

A few heartbeats later the woods fell away, and Anna was able to get a better look at the ridge. The heights undulated like a frozen green wave, alternating between tall peaks and shallow troughs. As Anna pondered where to climb the blocky silhouette of a Cicada suddenly nosed its way out from one of the troughs. The mech looked like an overweight Locust, which was funny because that was almost literally what it was. It had a similar armament, roughly the same amount of armour, and even matched the lighter mech’s top speed. The only difference was that it weighed and cost twice as much, which in Anna’s mind made it a waste of money and resources. Logistically, a pair of Locusts was a much better investment.

As if Anna’s thoughts had summoned them, the Yeoung brothers burst into view ahead of her. Anna cursed and swerved out of the way as Tsing’s Locust cut in front of her. Her stomach lurched violently as her Jenner’s gyro skipped, and she had to wrestle with her controls to keep her balance.

“Watch it, Tsing!” she cried, glaring at his Locust’s back.

“Sorry!” Tsing replied carelessly, clearly not sorry in the slightest.

Tsking irritably, Anna took aim at the Cicada. She thumbed her firing stud, discharging two of her four Medium Lasers. No need to go all-out. The fat bug was hardly a threat.

As she fired, the Cicada swivelled and opened up with its own weapons. Blue light pulsed, and Anna realised with a thrill of horror that she had blundered. She had assumed the Cicada was a harmless 2A model. The sapphire flash of a PPC meant it was actually the far rarer and deadlier Cicada CDA-3C. Anna cringed as the particle cannon discharged, but the Cicada wasn’t aiming at her.

“Jesus Christ!” Mike exclaimed as the coruscating beam struck his Vulcan’s left leg. Armour bubbled and blackened as the charged particles ate away at the metal, leaving a large dark spot just below his mech’s knee.

“Mi- Ah, Razor, are you alright?” Anna asked breathlessly, guilt and relief mingling inside her. If only she had taken things a bit more seriously!

“I’m fine. It just grazed me,” Mike said, though he sounded shaken. “Somebody squash that bug before it kills one of us!”

The Yeoung brothers moved in, but the Cicada ducked back behind the ridge and scampered off before they could encircle it. Anna gritted her teeth as she watched it flee, silently vowing not to underestimate it again.







Weapons fire for Jenner JR7-F (Player):
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 11, rolls 9: Misses!
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 11, rolls 9: Misses!

Weapons fire for Locust LCT-3V (Player):
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 9, rolls 3: Misses!
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 9, rolls 3: Misses!
-Fires Machine Gun at Cicada CDA-3C (Prowlers); needs 9, rolls 6: Misses!
-Fires Machine Gun at Cicada CDA-3C (Prowlers); needs 9, rolls 7: Misses!

Weapons fire for Locust LCT-3V #2 (Player):
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 10, rolls 8: Misses!
-Fires Medium Laser at Cicada CDA-3C (Prowlers); needs 10, rolls 7: Misses!

Weapons fire for Vulcan VL-5T (Player):
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 10, rolls 4: Misses!
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 10, rolls 10: Hits Right Side! Galleon Light Tank GAL-100 (Prowlers) takes 5 damage to Right Side, 0/10 Armour remaining.
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 10, rolls 5: Misses!
-Fires Medium Laser at Galleon Light Tank GAL-100 (Prowlers); needs 10, rolls 6: Misses!

Weapons fire for Cicada CDA-3C (Prowlers):
-Fires PPC at Vulcan VL-5T (Player); needs 10, rolls 10: Hits Left Leg! Glancing Blow due to Narrow Profile! Damage reduced from 10 to 5! Vulcan VL-5T (Player) takes 5 damage to Left Leg, 9/14 Armour remaining.

Weapons fire for Commando COM-1D (Prowlers):
-Fires Large Laser at Jenner JR7-F (Player); needs 10, rolls 5: Misses!

Weapons fire for Stinger STG-3R (Prowlers):
-Fires Medium Laser at Jenner JR7-F (Player); needs 11, rolls 10: Misses!

Weapons fire for Galleon Light Tank GAL-100 (Prowlers):
-Fires Medium Laser at Vulcan VL-5T (Player); needs 10, rolls 7: Misses!

Weapons fire for Galleon Light Tank GAL-100 #2 (Prowlers):
-Fires Medium Laser at Vulcan VL-5T (Player); needs 10, rolls 7: Misses!

Weapons fire for Scorpion (Standard) (Prowlers):
-Fires AC/5 at Vulcan VL-5T (Player); needs 11, rolls 7: Misses!

Weapons fire for Foot Platoon (Laser) (Prowlers):
-Holds fire!

Weapons fire for Foot Platoon (Laser) #2 (Prowlers):
-Holds fire!



No melee attacks this turn!



Jenner JR7-F (Player) gains 8 heat, sinks 8 heat and is now at 0 heat.

Locust LCT-3V (Player) gains 8 heat, sinks 8 heat and is now at 0 heat.

Locust LCT-3V #2 (Player) gains 8 heat, sinks 8 heat and is now at 0 heat.

Vulcan VL-5T (Player) gains 13 heat, sinks 12 heat and is now at 1 heat.

Cicada CDA-3C (Prowlers) gains 0 heat, sinks 0 heat and is now at 0 heat.

Commando COM-1D (Prowlers) gains 9 heat, sinks 9 heat and is now at 0 heat.

Stinger STG-3R (Prowlers) gains 12 heat, sinks 11 heat and is now at 1 heat.





Foot Platoon (Laser) (Prowlers) finishes digging in!



Player Status


Enemy Status


Special Abilities:
-Toughness: Grants bonus to consciousness rolls.
-Sprint: Infantry can move two hexes in one turn in exchange for not being able to fire.
-Dig In: Infantry can dig in, removing the defence penalty for being caught in the open.

Primary Objectives:
-Capture Pirate Base (0/8 Enemies Destroyed / Driven Off)

Next Orders Due: Tuesday 18th 9:00PM GMT.

ilmucche
Mar 16, 2016

What did you say the strategy was?
Tempted to turn around and blast light tank #2 this turn. We can stay away from the stinger pretty easily, but the commando not moving means it has pretty good shots over the whole valley with the LL

biosterous
Feb 23, 2013




narrow profile already coming quite handy :toot:

Amechwarrior
Jan 29, 2007

That Stinger jump again? It doesn't have a "J" next to it this time but the pathway looks like a jump.

If the LCTs and JR7 stay above the XX08 line the CMD won't have LoS and we can get sweet butt shots at the CDA. It still moved for +2 and +1 for Light Woods so we're looking at +8-9s at best if we close to short range. We're open to the STG and infantry depending on exactly where you go.

Joke option - What's the to-hit number for having Prime charge the CDA off the cliff? What's the to-hit for pushing or can it not do that with minimal arms quirks?

What's you thoughts Ruby Lance?

Amechwarrior fucked around with this message at 18:40 on Apr 16, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Amechwarrior posted:

That Stinger jump again? It doesn't have a "J" next to it this time but the pathway looks like a jump.

Yes, the Stinger jumped. I forgot to put the 'J' this time.

quote:

Joke option - What's the to-hit number for having Prime charge the CDA off the cliff? What's the to-hit for pushing or can it not do that with minimal arms quirks?

A charge against the Cicada requires 10+ to hit, so it would be a big risk. Mechs without hands cannot push things, so the Locust can't push the Cicada. The only melee attack it can perform is a kick, which would hit on 8+.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

first thoughts are to continue to push north and cut off the tanks, continuing with that part of the plan. going to work out decent move options now. Commando's theoretically vulnerable; jenner and vulcan could maybe cross under the CDA to get some shots on it

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

i can get to 1009 easily enough to flank the cda, but that's only run 6 and then the STG can easily flank me; i suppose i have enough MP to turn NE which would mitigate that, but i'm still really close to the COM and the troops

I can get to the heavy woods in 0504 and get some shots on the STG, or possible twist and still get the cda in the rear end with some lasers, but none of that is going to be resembling a good shot. It should be safe positioning, though

I can also get to 0503 facing NE which should still get me some shots on the STG, and sts me up to loop around later, but in any of these cases the STG can still flank me

meh. not thrilled with these options

e- could also get to 1107 which gets me in the thick of things like 1009 but at least i have some cover? still not great

Space Kablooey
May 6, 2009


I haven't really thought of a specific move yet, other than collapsing on the CDA again. It's a tempting target to me because it has its back to everyone, but it's too close to that CMD, and we'll have our backs to two of the vehicles.

I'm not that concerned about the STG because it's not packing much, but it can definitely finish one of us off if it smells blood...

Amechwarrior
Jan 29, 2007

We're in a pickle. If we want good butt meat on the CDA we're mostly only moving about 6 hexes for +2 instead of our normal +3 and the INF (who don't have any attacker movement penalty) and COM who stood for +0 attacker movement penalty are in range if we want to be in ML short range to the CDA (3 hexes) rear.

The only really good move I can see is for Prime, you can get to 0909 while moving 7 and while your rear is facing the STG, it should need 12 to hit. You'd move to 0907 and sharp turn down to 0909. You'd need 9 to-hit with ML and 11 with MGs. If you want a 8 to-hit and 10 for MGs, you'd walk to 0909 directly, but only get a +2 movement mod for your defense.

As for Razor, I think just running straight to 0911 might hide you from the COM. Can anyone double check the LoS rules for that? The COM is on lvl1 so sees at lvl 3, but the path to 0911 has a lvl2 hill in the way at 1110. Even if it can see you, it's shooting at 10/11 depending on half cover. The tanks would need 9 for the Scorpion AC/5 and 11 for the closer Galleon, the other one is over 12. The hill also should block you from the infantry. You can shoot at the CDA for 9 and your at 1 Heat now, running is another 2 heat and each ML is +3. You sink 12 Heat per turn. You can fire 3 ML, ending with 0 heat or fire all 4 for +3 and cut out one ML next turn. The MGs are 0 heat and would need 11 to-hit. The Flamer would also need 11 but also cause you +3 heat, so not a great option.

You can also try to hunt one of the vehicles, or jump to 0514 and face NE to setup for next turn. You could pick at the Galleon for 10 with 1 ML and 12 for the MG and end with 0 heat.

Mirage has some hard choices to make. You can get to 0808 for 9s at the CDA rear and IIRC the LoS to the COM as when it falls on the line between hexes it favors the defender. This also gives you like 10 vs the infantry and Scorpion, and I think 11 vs the STG. The hard choice is how many lasers to fire. You ran (+2 Heat) and can fire all 4 ML (+3 ea.) for a total of 14 heat. You sink 10 per turn, leaving net +4. This is the redline before you start taking negative effects from heat (+5 drops your walking by one, becoming 6/9, it never lowers your jumping range of 5) so next turn, no matter what happens you might have to ease off the firepower. Think about where you can move next turn to be relatively safe if you choose to overheat now.

For Glaive, I'll probably move to 0706 to keep a +3 but my shots will be crap vs the CDA, needing 11. I could also shoot the STG for 9s instead. Either way, I can also toss the MGs at the STG for 11 or 12 depending on if I split fire or not. I could get to 0808, but I'd only cover 6 hexes so I'd give that spot to Mirage who has 2x the firepower anyway.

Amechwarrior fucked around with this message at 03:44 on Apr 17, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Amechwarrior posted:

We're in a pickle. If we want good butt meat on the CDA we're mostly only moving about 6 hexes for +2 instead of our normal +3 and the INF (who don't have any attacker movement penalty) and COM who stood for +0 attacker movement penalty are in range if we want to be in ML short range to the CDA (3 hexes) rear.

The only really good move I can see is for Prime, you can get to 0909 while moving 7 and while your rear is facing the STG, it should need 12 to hit. You'd move to 0907 and sharp turn down to 0909. You'd need 9 to-hit with ML and 11 with MGs. If you want a 8 to-hit and 10 for MGs, you'd walk to 0909 directly, but only get a +2 movement mod for your defense.

As for Razor, I think just running straight to 0911 might hide you from the COM. Can anyone double check the LoS rules for that? The COM is on lvl1 so sees at lvl 3, but the path to 0911 has a lvl2 hill in the way at 1110. Even if it can see you, it's shooting at 10/11 depending on half cover. The tanks would need 9 for the Scorpion AC/5 and 11 for the closer Galleon, the other one is over 12. The hill also should block you from the infantry. You can shoot at the CDA for 9 and your at 1 Heat now, running is another 2 heat and each ML is +3. You sink 12 Heat per turn. You can fire 3 ML, ending with 0 heat or fire all 4 for +3 and cut out one ML next turn. The MGs are 0 heat and would need 11 to-hit. The Flamer would also need 11 but also cause you +3 heat, so not a great option.

You can also try to hunt one of the vehicles, or jump to 0514 and face NE to setup for next turn. You could pick at the Galleon for 10 with 1 ML and 12 for the MG and end with 0 heat.

Mirage has some hard choices to make. You can get to 0808 for 9s at the CDA rear and IIRC the LoS to the COM as when it falls on the line between hexes it favors the defender. This also gives you like 10 vs the infantry and Scorpion, and I think 11 vs the STG. The hard choice is how many lasers to fire. You ran (+2 Heat) and can fire all 4 ML (+3 ea.) for a total of 14 heat. You sink 10 per turn, leaving net +4. This is the redline before you start taking negative effects from heat (+5 drops your walking by one, becoming 6/9, it never lowers your jumping range of 5) so next turn, no matter what happens you might have to ease off the firepower. Think about where you can move next turn to be relatively safe if you choose to overheat now.

For Glaive, I'll probably move to 0706 to keep a +3 but my shots will be crap vs the CDA, needing 11. I could also shoot the STG for 9s instead. Either way, I can also toss the MGs at the STG for 11 or 12 depending on if I split fire or not. I could get to 0808, but I'd only cover 6 hexes so I'd give that spot to Mirage who has 2x the firepower anyway.

oh that's interesting, getting at the rear end of the cda without getting adjacent, not a bad idea

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

glaive should probably take shots at the stg on 9s. 9s aren't great but are way better than 11s, and everything here is made of paper anyway so getting damage where we can is more important than concentration of fire

unless of course there are GREAT shots to take, but we don't have that right now

ilmucche
Mar 16, 2016

What did you say the strategy was?
I was thinking of running south west around the little hill and unloading on the tank there tbh. Will have to check what the to-hits would be but I'd have some cover from the CDA/COM.

Don't want to hang the locusts out to dry though.

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Amechwarrior
Jan 29, 2007

ilmucche posted:

I was thinking of running south west around the little hill and unloading on the tank there tbh. Will have to check what the to-hits would be but I'd have some cover from the CDA/COM.

Don't want to hang the locusts out to dry though.

Post some hexes you want to end at and I can run the numbers. But if you want to be west of Galleon #2 there's not a lot of options that don't go through the trees, which makes the Galleon's defense about +4 (+3 movement, +1 intervening Light Woods) which is worse than the CDA's +3.

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