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Amechwarrior posted:I think you got us flipped. I'm LCT #2 in 0706. The various lvl2 hexes between 0208 and the Galleon prevent LoS as 'Mechs are also 2 levels tall. wow lol yes i misread entirely
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# ? Apr 19, 2023 23:11 |
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# ? Jun 6, 2024 00:54 |
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I could r5 into the heavy woods in 0512 and get some fire on a GAL or scorp?
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# ? Apr 19, 2023 23:18 |
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that would potentially get me in a good position to harass the CDA next turn which is going to either have to stop running or eventually fall over
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# ? Apr 19, 2023 23:22 |
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Amechwarrior posted:Edit: Where's my MG ammo by the way? The LCT-3V keeps its ammo in its right torso.
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# ? Apr 20, 2023 05:40 |
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Scintilla posted:The LCT-3V keeps its ammo in its right torso. Thanks. I think I mis-counted about being able to get to 1610. Looking at it closely I think the best I can reach is 1510, but that puts the INF at my left side and they'd only need 7 to hit. I'd get 8s for everything vs the Galleon. I don't know if the risk is worth it for all of us to move to pop that Galleon. We could take out a bigger target for the same risk... Mirage can get to 1512 for +3, and Prime to 1513 for +3 and get all 8s on the right side of the COM. This is where the LL is, in the Right Arm. We could possibly start to wound it like the CDA. This also sets you guys up for the kill on the CDA if it falls over next turn. Downside is the COM, Scorpion and INF get a shot off at 9 vs one of you. These will also be side arc shots (or one possible rear arc at 12, but I'd take the other target) but does keep you safe from the Torso mounted PPC on the CDA. If the COM uses the LL, it can't punch Prime at 1513. This move is your call Prime and Mirage, but you'll have to do it together to help split fire between each of you. I don't really have a good move myself, unless Razor can get to LoS on the infantry up North to help ensure the kill. Edit - corrected unit name errors. The LCT needs to be adjacent to the COM for easy MG numbers. Amechwarrior fucked around with this message at 07:44 on Apr 20, 2023 |
# ? Apr 20, 2023 07:28 |
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I'm not sure I can make it all the way to 1513, that's a hell of a distance to cover.
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# ? Apr 20, 2023 07:38 |
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ilmucche posted:I'm not sure I can make it all the way to 1513, that's a hell of a distance to cover. My bad, Mirage in the JR7 goes to 1512. Prime in the LCT to 1513. You'd just turn SE and run straight.
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# ? Apr 20, 2023 07:43 |
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Scintilla posted:Kai-xi Yeoung smiled like a tiger as the Cicada sprinted away, smoke leaking from several large holes in its rear armour. Three quarters of Ruby Lance had poured their fire into it, and at least one of their shots had hit something important. The big bug stumbled as it ran, lurching from side to side like a drunkard staggering home after too many Timbiquis. This is a fun piece of writing. I always look forward to the updates.
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# ? Apr 20, 2023 09:01 |
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aniviron posted:This is a fun piece of writing. I always look forward to the updates. Yes, I was worried it was going to end in Kai-xi getting whacked by the INF he was so confident couldn't hurt him. I feel like glancing down at the numbers spoils the tension in reading the fictionalized results. Great job Scintilla! Looks like the 1206 Hex shouldn't have LoS to the INF. Tested it out in MM using a default map with a similar elevation setup. Amechwarrior fucked around with this message at 09:41 on Apr 20, 2023 |
# ? Apr 20, 2023 09:34 |
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I'm thinking of jumping to 1208 and punching the STG. IIRC melee attacks only check for piloting, right?
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# ? Apr 20, 2023 14:13 |
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Yeah I was thinking a jump to 1207 and fire two lasers then punch or kick if I'm going after the stinger. Doesn't do much for heat. Does jumping to heavy woods come with a pilot check?
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# ? Apr 20, 2023 14:48 |
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aniviron posted:This is a fun piece of writing. I always look forward to the updates. That's very kind of you to say. I'm trying to give every character a unique voice and persona, so I'm happy that people are taking a liking to them. Space Kablooey posted:I'm thinking of jumping to 1208 and punching the STG. IIRC melee attacks only check for piloting, right? Yes, melee attacks use the piloting stat. ilmucche posted:Does jumping to heavy woods come with a pilot check? No, that's an optional rule that I haven't turned on. Jumping into heavy woods carries no penalty in this LP. Scintilla fucked around with this message at 16:33 on Apr 20, 2023 |
# ? Apr 20, 2023 15:56 |
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Space Kablooey posted:I'm thinking of jumping to 1208 and punching the STG. IIRC melee attacks only check for piloting, right? Melee attacks do factor in target movement mods like normal attacks. That was a change made to the HBS game to encourage punching things. Also, the Vulcan doesn't have hands. This adds +1 to your punching to-hit. So if you Jump, that's an automatic miss of 13. 5 Piloting + 3 Attacker Jumped + 3 Defender Jumped 6 Hexes + 1 Defender in Light Woods + 1 No Hands. You could jump to 0514 and flank the COM for 9s. Not great shots but if you fire 1 ML and the MG it's something and you'll be setup for the next turn if you face SW. I'd only do that if Mirage and Prime want to team up on the COM. Amechwarrior fucked around with this message at 17:13 on Apr 20, 2023 |
# ? Apr 20, 2023 17:08 |
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ilmucche posted:Yeah I was thinking a jump to 1207 and fire two lasers then punch or kick if I'm going after the stinger. Doesn't do much for heat. Does jumping to heavy woods come with a pilot check? You're also looking at near impossible shots. 4 Gunnery + 3 Attacker Jumped + 3 Defender Jumped 6 Hexes + 1 Defender in Light Woods = 11. The Jenner has Minimal Arms, can't punch. Kicking would be a 10. Right now that Stinger is untouchable unless we want to put ourselves in the open, with nearly no movement mods and in LoS to the entire force. Not worth the trade. Amechwarrior fucked around with this message at 17:20 on Apr 20, 2023 |
# ? Apr 20, 2023 17:18 |
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Ah I thought the stinger had run. Maybe the run to attack the galleon is a better option then. A jump to 1013 and firing one laser at the galleon would let me clear all my heat and running/shooting next turn full on
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# ? Apr 20, 2023 17:25 |
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I think we all have a "good move" that focuses on a different target. We need to choose whos good move to support and move as a unit together. If we go 4 different ways this turn, next turn each of us will be alone and outnumbered. My vote is to take the shot at the COM with Mirage and Prime, but I don't have a good answer for how Razor and myself can support it yet other than moving to setup for next turn. Mirage and Prime, this is primarily your decision as you're at risk here. Second choice is we could also just move north to give us a round to breath and beat up some poor bloody infantry.
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# ? Apr 20, 2023 20:38 |
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Yeah I wouldn't mind a move north in cover. I can get back to 0 heat then jump in and try to alpha strike something
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# ? Apr 20, 2023 20:44 |
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Yeah I will just move north then. I don't think it's great to meet the OpFor in the valley, at least for right now.
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# ? Apr 20, 2023 21:11 |
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operation move north can put me at the heavy woods 0505 facing due north (rear end out but i don't think anything can actually hit me)
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# ? Apr 20, 2023 22:47 |
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Captain Foo posted:operation move north can put me at the heavy woods 0505 facing due north (rear end out but i don't think anything can actually hit me) Yeah you should be pretty safe. But we want to position ourselves just outside of LoS to the center field and just far enough away from the STG to make it hard (10+). Yet still close to the ridge. This will give us the most freedom next turn. Do we still want to try and wipe the INF in the rear? I can get right up to them, and probably severely tear them up, but I don't think I can secure the kill. MLs would do about 4dmg to them due to the 2x open field multiplier. MGs will do (2D6)x2 so I'll likely leave a handful of guys left. If someone can toss in 1 ML or so that might be enough to seal it depending on if both MG hit and roll around 7s. We could also just play it really safe.
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# ? Apr 20, 2023 23:02 |
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Let's just play it safe for this turn. Next turn we can focus fire and be more sure we can wipe them out in one swoop.
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# ? Apr 20, 2023 23:39 |
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I can still easily make it back to the ridge from 0505 or up into the northeast of the map if that makes more sense next turn, so I think that's my best move.Space Kablooey posted:Let's just play it safe for this turn. Next turn we can focus fire and be more sure we can wipe them out in one swoop. if we want to splash INF#2 this is a good turn to do it since they moved; LCT#2 should be able to get to 1404 to put a lot of fire on them, and JR7 can jump to 1306 and fire a couple MLs for the assist?
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# ? Apr 21, 2023 00:15 |
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Captain Foo posted:I can still easily make it back to the ridge from 0505 or up into the northeast of the map if that makes more sense next turn, so I think that's my best move. I think the LCT#2 going around to the infantry sounds good, but the JR7 is already running hot, so if it wanted to get heat 0 this turn, it will only be able to help with a single laser this turn, after the jump. Your folks call, though.
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# ? Apr 21, 2023 01:08 |
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I think I'm just going to jump to 0905 and run around next turn.
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# ? Apr 21, 2023 01:16 |
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Space Kablooey posted:I think the LCT#2 going around to the infantry sounds good, but the JR7 is already running hot, so if it wanted to get heat 0 this turn, it will only be able to help with a single laser this turn, after the jump. Your folks call, though. Mirage can reach 1306 by running for 9mp unless I miscalculated. This gives you 1 ML to toss at them for like 6 to-hit and clean your heat debt with 9/10 sunk. I'd probably also stay facing NE so you can drop down onto the ground floor if we need to push out through the base. Else you can jump to where you need to be. I'll head to 1404 and hopefully land the MGs, the ML from the JR7 and my own should be enough to ensure the kill if both MGs hit. Everyone else might just want to head NE to clump together, our MLs are pretty short and as long as our enemy is just as zippy, mass firing them at one target will be needed.
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# ? Apr 21, 2023 01:32 |
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Space Kablooey posted:I think I'm just going to jump to 0905 and run around next turn. 0905 works for running out the NE like I will have to, 1106 should provide you with enough intervening trees to be safe if you want more jumping options next round.
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# ? Apr 21, 2023 01:36 |
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aniviron posted:This is a fun piece of writing. I always look forward to the updates.
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# ? Apr 21, 2023 02:44 |
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locked in 0505 heavy woods
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# ? Apr 21, 2023 03:57 |
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Locked into 1404 , alpha at infantry. Scintilla, put the wrong turn number in the PM title, my bad.
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# ? Apr 21, 2023 04:39 |
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going to jump to 0408 and face SE. there's a jump to 1205 but i think 0408 does a bit better for reducing where the stinger can go
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# ? Apr 21, 2023 16:13 |
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Locked in jump to 1106, facing SE.
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# ? Apr 21, 2023 17:58 |
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I wish I had been paying attention to the start of this thing because I love mechs. Not necessarily Battletech mechs since my first exposure was the strategy game on PC and I wasn't really around many other Battletech tabletop fans. Tactical mech combat? Yes, please. You're in the middle of a contract so I guess I'll just chill and observe for now. I don't know the rules of the tabletop game all that well but. I'd love to be involved in this later. I assume there is still room for people, or there will be later. I'll figure it out at some point. Good luck lads
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# ? Apr 21, 2023 22:06 |
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glwgameplayer posted:I wish I had been paying attention to the start of this thing because I love mechs. Not necessarily Battletech mechs since my first exposure was the strategy game on PC and I wasn't really around many other Battletech tabletop fans. Tactical mech combat? Yes, please. welcome!
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# ? Apr 21, 2023 22:15 |
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Locked in for 0408
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# ? Apr 21, 2023 23:21 |
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glwgameplayer posted:[...]my first exposure was the strategy game on PC and I wasn't really around many other Battletech tabletop fans[...] hi this is literally my situation when i signed up! i got shot a bunch but also i shot other stuff more, it was fun. if hope you get to pilot a mech and stomp and shoot things and have fun!
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# ? Apr 22, 2023 02:26 |
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glwgameplayer posted:You're in the middle of a contract so I guess I'll just chill and observe for now. I don't know the rules of the tabletop game all that well but. I'd love to be involved in this later. Go and PM the OP and get on the list as soon as you can. There's still a whole Lance (4 'Mechs) that's yet to even deploy. No idea how long the wait list is, but I got in during the ending of the last mission.
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# ? Apr 22, 2023 02:30 |
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glwgameplayer posted:I wish I had been paying attention to the start of this thing because I love mechs. Not necessarily Battletech mechs since my first exposure was the strategy game on PC and I wasn't really around many other Battletech tabletop fans. Tactical mech combat? Yes, please. this is literally my first time playing the battletech TT game.
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# ? Apr 22, 2023 02:32 |
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Amechwarrior posted:Go and PM the OP and get on the list as soon as you can. There's still a whole Lance (4 'Mechs) that's yet to even deploy. No idea how long the wait list is, but I got in during the ending of the last mission. The pilot list is actually still pretty short - there are currently four players still to take part, which is enough for the next mission. I'm always happy to add more if anyone's interested, all you need is PMs.
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# ? Apr 22, 2023 04:49 |
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I have officially joined the reserve. I look forward to piloting with you guys. Until my time comes I'll probably lurk, ask questions, and comment on how pretty exploding battle mechs look
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# ? Apr 22, 2023 17:02 |
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# ? Jun 6, 2024 00:54 |
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Welp. Now I get to write about how being caught out in the open by a mech with machineguns is every infantryman's worst nightmare.
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# ? Apr 22, 2023 18:13 |