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And here we see another example of Why Fighting In Cities Sucks. The opponent, if they're crazy enough, always has the option to just Kool-Aid Man their way through terrain and pop out at unexpected angles.
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# ? Feb 4, 2024 13:39 |
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# ? Jun 6, 2024 04:27 |
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Rorahusky posted:And here we see another example of Why Fighting In Cities Sucks. The opponent, if they're crazy enough, always has the option to just Kool-Aid Man their way through terrain and pop out at unexpected angles. The Hunchback might have to do the same thing if it wants to survive this turn. Question, can you shove your way through multiple building squares or just one? If it's the former the Huncback might be able to make an escape if it just charges through the building. If it's the latter? I think it can avoid the Hetzer at least by jamming itself into 0808, but there's nothing it can do about the rest of the enemy other than shoot
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# ? Feb 4, 2024 14:57 |
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I mean, none of the enemies went entirely through buildings for a surprise this turn, and kool-aid manning is going to let the hunchback escape the trap is in now! Meanwhile the hetzer only has a single goblin for cover. ^^^You can go through as many building hexes as you have mp to do so, it just costs extra depending on if it's a medium, heavy, hardened etc building.
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# ? Feb 4, 2024 14:57 |
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Does the Goblin have los to 0710?
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# ? Feb 4, 2024 16:22 |
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I have a few questions. 1) can vehicles face for free? 2) there is no way the WVR is hitting on 8 with the AC. 4 skill, 3 jump, 2 Move from the VTR, plus at least 1 for being inside minimum range?
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# ? Feb 4, 2024 16:22 |
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Yep, exactly what I posted would happen. HBK to 0809 of possible and only if you can turn so your rear arc isn't exposed. I can't recall the MP needed, I think it's 3MP to enter, so you'll have to be running and have enough MP to face SW. Blast that Commando with everything you got. It's 10 SRMs and a LL are a far bigger threat than the Sentinel. VTR and I should just walk forward 4 and the VTR can get the good side arc on the Hetz. VTR to 0712 and myself to 0811, I would be on the line between rear and side so at the mercy of MM to call the arc. WVE can jump to 0612 and help secure the kill on the Hetz in case the AC/20 wiffs. They're in a murderer ball and we're not mobile enough to escape. We need to focus on removing units off the board will as much overkill as possible. The more turns they have to fire, the worse for us. Edit - How did I only need 6 to hit on the WVR last turn?
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# ? Feb 4, 2024 16:53 |
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Space Kablooey posted:Does the Goblin have los to 0710? Yes it does. Otter Madness posted:I have a few questions. 1) No, they pay for facing just like mechs. However, they can rotate their turrets 360 degrees for free when firing. 2) The AC/10 doesn't have a minimum range (it's a copy paste error, I'll fix it shortly), and Jean-Paul has the Hopping Jack skill that reduces his jump firing penalty by 1. Amechwarrior posted:Edit - How did I only need 6 to hit on the WVR last turn? Sorry, that was another copy / paste error. I was visiting my parents and had to entertain lots of young nieces and nephews, so it slipped through.
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# ? Feb 4, 2024 17:36 |
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Gwaihir posted:Keep in mind entering a medium building hex costs +2 MP, or +3 for a heavy, Does this mean that actually entering the medium building hex costs 3MP (1 move +2 penalty) or just 2 overall? If it's 3 total I can only get to 0808, which means it might be better for me (HBK) to go stand on the Hetz
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# ? Feb 4, 2024 17:47 |
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Scintilla posted:Yes it does. Apologies for being annoying. 1) so shouldn't the hetzer be only able to make it to 0810? 6 hexes at flank, 1 for facing 1212, and 5 takes it 0810. 2) So is minimum cumulative, like being at range 1 for a 3 min range weapon +2 to hit, or is it just a flat +1?
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# ? Feb 4, 2024 18:12 |
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Otter Madness posted:2) So is minimum cumulative, like being at range 1 for a 3 min range weapon +2 to hit, or is it just a flat +1? Yes, it's cumulative - and it starts at the minimum range, not inside it. So if your min range is 3 and you're at range one it would actually be +3 (+1 at 3, +2 at 2, +3 at 1)
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# ? Feb 4, 2024 18:15 |
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Otter Madness posted:Apologies for being annoying. You're not being annoying. I do make mistakes and am very glad when people point them out. 1) Wheeled and tracked vehicles can travel +1 extra hex on pavement and roads, so the Hetzer has 7 MP total while transiting through those hexes. 2) Yes, minimum range inflicts stacking penalties depending on how close an enemy is.
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# ? Feb 4, 2024 18:17 |
I'm enjoying the much more coordinated actions of the lance this time around
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# ? Feb 4, 2024 18:22 |
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Yeah the opfor is kicking our asses
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# ? Feb 4, 2024 18:25 |
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I know enemy mech's prevent movement but couldn't the HBK just walk over the hetzer and out of the "trap".
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# ? Feb 4, 2024 18:44 |
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everydayfalls posted:I know enemy mech's prevent movement but couldn't the HBK just walk over the hetzer and out of the "trap". I can walk onto it but not through it, so... sort of? I escape the danger of the ac/20 but have no move mod and am exposed to fire from almost everything else, so it's not a super good solution. We saw the trap and stepped into it anyway, and now we have to fight our way out.
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# ? Feb 4, 2024 18:58 |
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Why can't you walk through it? Vehicles, enemy or otherwise, have never impeded movement in megamek for me. With 5 movement shouldn't you be able to make 0710 (I think, I can barely read the hex numbers) facing south?
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# ? Feb 4, 2024 19:04 |
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If scintilla lets you use reckless/hurried movement you can blow through the entire building and escape in the hunchback. The downside is you will be virtually guaranteed to take damage from failing psr rolls. But it's less damage that eating fire from everyone.
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# ? Feb 4, 2024 19:05 |
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Azhais posted:Why can't you walk through it? Vehicles, enemy or otherwise, have never impeded movement in megamek for me. With 5 movement shouldn't you be able to make 0710 (I think, I can barely read the hex numbers) facing south? That's peculiar - I've checked the MegaMek settings and there aren't any rules that allow this. Here's what happens when you try to move through an enemy vehicle: MegaMek literally won't let it happen - the greyed out MP numbers indicate the move is invalid.
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# ? Feb 4, 2024 19:15 |
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All enemy units end movement if you move into their hexes.
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# ? Feb 4, 2024 20:01 |
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Scintilla posted:That's peculiar - I've checked the MegaMek settings and there aren't any rules that allow this. Here's what happens when you try to move through an enemy vehicle: Yeah, that seems to be the case. That's weird given how many vehicles the AtB presets give you. Must have never not had jumping units? Sorry for the noise
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# ? Feb 4, 2024 20:05 |
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Azhais posted:Yeah, that seems to be the case. That's weird given how many vehicles the AtB presets give you. Must have never not had jumping units? Sorry for the noise No worries. You can definitely jump over enemy units, but walking or running isn't possible.
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# ? Feb 4, 2024 20:14 |
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So, does it end movement immediately or can you still rotate with remaining MP?
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# ? Feb 4, 2024 20:16 |
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Amechwarrior posted:So, does it end movement immediately or can you still rotate with remaining MP? The latter - you can change your facing if you have MP remaining.
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# ? Feb 4, 2024 20:18 |
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All I can suggest is for the Hunchback to run to 0809, turn south to protect its backside, and then light up your target of choice. That will protect you from the Hetzer and Wolverine at least. This whole setup is going to be pretty brutal for both sides, we've got to take our lumps and hit back as hard as we can. Luckily the good old Hunchie is perfect for that. I guess you could also just stand on top of the Hetzer and unleash laser filled death at whoever you wanted For the others? I don't have a lot to suggest but here's one thing to keep in mind. The buildings are slightly hampering the Goblin's firing line. It won't be able to target 0712 or 0912 due to the building in hex 1012. Not sure about 0811, might need a double check from Scintilla. Also, this is a simulation, and our ultimate win condition is taking out a total of 4 mechs, and the enemy commander. Don't be afraid to take some lumps.
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# ? Feb 4, 2024 20:27 |
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I think the weapon stats for the WVR's AC/10 are wrong, I think it's supposed to be 10 damage and 3 heat, like the HBK's AC/10. Also, I think other than the Hetz, the WVR has the biggest gun around, and we could try fleeing north, where there aren't many enemies around and we could at least have 3 of us jumping behind it and firing, though one of us is going to eat some Vedette shots in that case. Also i think the HBK will still be in the LoS of the Hetz if it flees straight N...
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# ? Feb 4, 2024 20:31 |
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Space Kablooey posted:I think the weapon stats for the WVR's AC/10 are wrong, I think it's supposed to be 10 damage and 3 heat, like the HBK's AC/10. That was a copy / paste error from when it was a 6R. It's fixed now.
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# ? Feb 4, 2024 20:44 |
Should've killed the hetzer when you had the chance
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# ? Feb 4, 2024 20:45 |
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Scintilla posted:That was a copy / paste error from when it was a 6R. It's fixed now. no worries!
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# ? Feb 4, 2024 20:53 |
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Space Kablooey posted:I think the weapon stats for the WVR's AC/10 are wrong, I think it's supposed to be 10 damage and 3 heat, like the HBK's AC/10. The WVR is the biggest thing around, but not the most threatening. If the WVE, VTR and myself manage to take out the Hetz, the next target is the Commando. The LL is basically the same damage class as the AC/10 and it piles 10 SRMs on top. It also has its damage spread across multiple rolls. The AC/10 is one dice rolling hit or miss. The Commando has multiple weapons we don't want to get hit by, and it doesn't have the armor or mobility to stay on the field. The HBK alone could alpha strike it and have a good chance of cutting a side torso off or better. The movements I posed earlier more or less still apply if the HBK wants to go into the building or on top of the Hetz. But you could be safe with just 3MP walking to 0710 and face SW. The HBK should hit the Commando hard, take it off the field then we can deal with the next thing. I think it would need 7 to hit, but the bugger has narrow profile. The three of us need to focus on that Hetz though. One or two bad rolls will make it so we don't finish it in a turn. Slavvy posted:Should've killed the hetzer when you had the chance Space Kablooey posted:dont want to say i told you so but i told you so! Amechwarrior fucked around with this message at 21:07 on Feb 4, 2024 |
# ? Feb 4, 2024 21:04 |
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Slavvy posted:Should've killed the hetzer when you had the chance dont want to say i told you so but i told you so!
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# ? Feb 4, 2024 21:06 |
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HBK: currently leaning towards standing on the hetz and blasting the commando
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# ? Feb 5, 2024 00:42 |
Wouldn't the hetz just be able to back up a hex and blast you point blank straight afterwards?
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# ? Feb 5, 2024 00:52 |
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Captain Foo posted:HBK: currently leaning towards standing on the hetz and blasting the commando I was going to remind you that you'd be in more danger, but actually, I think you'd be just as safe there as in 0809. Same evasion, walking instead of running, Wolverine can't hit you. Honestly? I say go for it. There's not much more evasion you can get, and it will put you in ideal position to crush the Commando and kick the Hetz. There's not much you can do to be any safer. Guns off the field as they say
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# ? Feb 5, 2024 01:05 |
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glwgameplayer posted:I was going to remind you that you'd be in more danger, but actually, I think you'd be just as safe there as in 0809. Same evasion, walking instead of running, Wolverine can't hit you. do i stomp the hetz while i'm there or do I attempt to punch the commando, that's the question
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# ? Feb 5, 2024 01:47 |
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Captain Foo posted:do i stomp the hetz while i'm there or do I attempt to punch the commando, that's the question You might want to punch just for the sake of keeping the heat down while still dealing damage. But having one more shot at killing the hetz is also a good idea.
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# ? Feb 5, 2024 01:58 |
Maybe stomp the Hetz, and if it is already dead punch the Commando?
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# ? Feb 5, 2024 02:06 |
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Any extra chance to immobilize the hetzer seems like a good idea. With no turret all it can do is stare at that hole in the building for the rest of the match
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# ? Feb 5, 2024 02:23 |
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I vote for kicking the Hetz, if it's still alive. Then punching the Commando if the Hetz is already destroyed. So you'll have to not fire one of the arm mounted MLs. Any objections to me submitting walk to 0811 and firing on the Hetz? I want to submit by tonight in case I get too busy tomorrow morning.
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# ? Feb 5, 2024 02:55 |
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Amechwarrior posted:The WVR is the biggest thing around, but not the most threatening. If the WVE, VTR and myself manage to take out the Hetz, the next target is the Commando. The LL is basically the same damage class as the AC/10 and it piles 10 SRMs on top. It also has its damage spread across multiple rolls. The AC/10 is one dice rolling hit or miss. The Commando has multiple weapons we don't want to get hit by, and it doesn't have the armor or mobility to stay on the field. The HBK alone could alpha strike it and have a good chance of cutting a side torso off or better. For the record, the Commando "only" has a medium laser, not a large laser. The Commandoes that carry large lasers have fewer missiles and also often less armor.
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# ? Feb 5, 2024 03:22 |
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# ? Jun 6, 2024 04:27 |
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Judicator65 posted:For the record, the Commando "only" has a medium laser, not a large laser. The Commandoes that carry large lasers have fewer missiles and also often less armor. Ah crap, my bad. I guess I was mixing together variants. Either way, the HBK can't one-turn kill the WVR, but it can to the COM. 2 ML anywhere will go critical vs 3 or 4 MLs for the same effect on the WVR. The HBK could also try to side arc mobility kill the Vedette, but I think the COM is the better choice.
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# ? Feb 5, 2024 03:40 |