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Treb Prowler for Allied MVP. That Rifleman kill might have just kept our rear end out of the fire long enough to recover. Priority this turn seems to be to make for the facility. We can take potshots at the APC for now but no need yet to expose ourselves to the view of the rest of the pirates to do so. Next turn is when it needs to be put down for sure. I could make for 1712 or 1713 this turn and then be in the facility next turn but If I do that, I'm gonna need help from Gwaihir to watch my back and keep the Assassin from getting in behind me. Scintilla, can I decline LOS to the Centurion from 1712?
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# ? Apr 14, 2024 13:02 |
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# ? May 16, 2024 18:37 |
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skidding
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# ? Apr 14, 2024 14:55 |
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Captain Foo posted:skidding Power slide of glory. That said, if you’re going to skid, skid into enemies.
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# ? Apr 14, 2024 14:59 |
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you've got to be loving kidding me Edit: read the rules, I do have a shot! Holybat fucked around with this message at 21:42 on Apr 14, 2024 |
# ? Apr 14, 2024 16:42 |
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Well, you got the Rifleman at least!
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# ? Apr 14, 2024 17:01 |
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Octatonic posted:Well, you got the Rifleman at least! A win's a win that's true
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# ? Apr 14, 2024 17:43 |
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anakha posted:Prowler for Allied MVP. That Rifleman kill might have just kept our rear end out of the fire long enough to recover. When the Wolverine skidded I thought Cartwright had cheated death again. Then Voyce came in with the anakha posted:Scintilla, can I decline LOS to the Centurion from 1712? You can.
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# ? Apr 14, 2024 17:53 |
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Nice callback from the HBS campaign with the pirate gang. It seems like everything is going wrong on this drop but you guys can turn it around. Heading inside the base and cutting off LOS is the right call. Just remember the Whitworth will be able to reach over those walls once it's done handling the stranglers down south. You guys might want to pop that APC before it unloads it's cargo.
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# ? Apr 14, 2024 18:07 |
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Alright, so my destination might just be 1712 this turn, declining LOS to the Centurion. Next turn I should be inside the facility. Planning to shoot the APC this turn (pending another clarification from Scintilla) and hope my planned movement next turn will allow me to hit it again. Gwaihir, what's your plan this turn? Let's coordinate our movement to dissuade the Assassin from going after us, and if I'm close to the wall you might be able to just jump over it next turn to safety. Scintilla, am I allowed to have contingency shooting orders in case the Assassin closes to within my range? Something along the lines of 'Shoot the APC, unless the Assassin...' Amechwarrior posted:Just remember the Whitworth will be able to reach over those walls once it's done handling the stragglers down south. I fully expect the fight down south to take a while. A bunch of 4/5 pilots jumping/running around in light mechs for 2+ move mods makes for a pretty slow buildup of damage, unless the original Opfor wise up and decide to go after the Whitworth. anakha fucked around with this message at 18:15 on Apr 14, 2024 |
# ? Apr 14, 2024 18:11 |
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anakha posted:Scintilla, am I allowed to have contingency shooting orders in case the Assassin closes to within my range? Something along the lines of 'Shoot the APC, unless the Assassin...' That's totally fine.
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# ? Apr 14, 2024 18:13 |
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anakha posted:Alright, so my destination might just be 1712 this turn, declining LOS to the Centurion. Next turn I should be inside the facility. I'd been thinking about 1712 as well but it's a much better hex for you. Instead I think I'll move to the hex you're in right now. I'll shoot the APC unless the assassin moves in to give me a better shot. Then next turn I can just hop on to the wall itself.
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# ? Apr 14, 2024 18:39 |
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not only is the rifleman off the board, it's also almost completely intact - gonna be either some nice salvage or worth a nice bonus (whether in cbills or in negotiating power for the rest of the contract) the centurion has 0 TMM, no armor on the LT (and no LA to soak hits), and that's where the LRM ammo is. TBT and SHD have a Fun And Spicy option available
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# ? Apr 14, 2024 20:21 |
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That Manticore has absorbed an absurd amount of fire this mission. Sure, it's been a mobility kill for basically the entire time, but here it is, still soaking up hits, with armor to spare. Almost rooting for the crew.
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# ? Apr 14, 2024 20:27 |
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biosterous posted:the centurion has 0 TMM, no armor on the LT (and no LA to soak hits), and that's where the LRM ammo is. TBT and SHD have a Fun And Spicy option available It's an option, but I actually don't mind it alive for now. Given how indiscriminate the pirate forces are in who they're fighting, every pirate engaging the security forces is one less pirate firing on us. And that Assassin just might find the Centurion a more tempting target than Gwaihir or myself... The APC is the priority target right now because it potentially threatens one of our win conditions. I can put off taking on the enemy Mechs for a turn or two as long as we put that vehicle down.
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# ? Apr 14, 2024 20:30 |
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Looking at my options, hopefully I can stand on the first try and walk forward to 1208, which will give me decent shots on the front of the APC. And thanks to my slapstick routine last turn I don't have any heat burden so now's a good time to unload everything on it lol
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# ? Apr 14, 2024 21:40 |
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Gladiator Right now I'm thinking I'll walk to 1209 and shoot my PPC at the APC, with a contingency to target the Assassin with one ML and SRM-6 instead if it gets within 3 hexes of me, and a kick if he goes all the way. I'm close to overheating and moving a little slow this turn, so I expect to be a tempting target for the sadistic pirate with an inferno boat (but of course, so is an ailing laser Centurion, so who can say).
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# ? Apr 14, 2024 22:12 |
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Who was on board the transport?
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# ? Apr 14, 2024 22:17 |
The X-man cometh posted:Who was on board the transport?
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# ? Apr 14, 2024 23:28 |
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Orders in - 1712 and shooting the APC OR the Assassin if the latter ends up within 3 hexes or less and in my front arc.
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# ? Apr 15, 2024 05:01 |
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Moving to 2212 and shooting the APC, unless the assassin moves in and gives me a better shot.
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# ? Apr 15, 2024 16:04 |
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Wolverine Orders are in. Standing up (hope I only need one attempt) and walking ahead to 1208. Firing everything on the APC, with Ace Contingency if the Assassin ends up closer than the APC from 1208.
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# ? Apr 15, 2024 22:14 |
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Good grief, my dice are schizophrenic this mission. How is it possible to be so unlucky yet also so incredibly fortunate at the same time?
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# ? Apr 17, 2024 15:57 |
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Everyone skids out and falls over. The enemy ace explodes on its own, for no apparent reason. Yakity Sax begins playing over all comms channels.
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# ? Apr 17, 2024 16:32 |
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Excuse me but yakity sax is lostech
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# ? Apr 17, 2024 16:38 |
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Volmarias posted:Excuse me but yakity sax is lostech Truly a dystopian universe.
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# ? Apr 17, 2024 16:42 |
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Frozen Assets: Turn 8 A throbbing migraine was building inside Alexander’s skull. He had smashed his forehead against his Trebuchet’s control panel when he fell, and then one of those Silver Phantom bastards had shot his mech in the head while he was out cold. The padded lining of his neurohelmet had cushioned similar blows in the past, but not this time. A furious pressure radiated inwards from his temples, as if someone had surgically implanted a pair of golf balls inside his brain. The pain was unbearable, but Alexander did his best to force it to one side and focus on the battlefield. The most immediate priority was the pirate APC. Alexander had no idea what kind of troops it might be carrying, and he was determined not to find out. He switched his ammunition feed over to incendiaries and fired his Trebuchet’s full complement of weapons, raking the vehicle’s position with missiles and laser beams. The rest of Sable Lance opened fire almost immediately after he did, sending chunks of soil and debris flying high into the air. With such a weight of fire it seemed impossible that the APC could survive. And yet, survive it did. The APC careened across the frozen ground, slaloming around Sable Lance’s ordnance like an out-of-control toboggan. It pivoted left, then right, its wheels throwing up huge plumes of snow as it undertook some of the most extreme evasive manoeuvres Alexander had ever witnessed. At any moment he expected the driver to lose control and spiral off into oblivion, but whoever was behind the wheel somehow managed to keep the vehicle from flipping over. It was astonishing, and left Alexander at such a loss that he temporarily forgot about the pain in his head. How had the APC managed to slip through their barrage? The answer, Alexander supposed, was some combination of skill, luck and whatever mental derangement enabled someone to drive full tilt towards a collection of mobile heavy guns. It was one of those fringe cases where a lack of self-preservation was actually an asset. As Alexander was gathering his wits his commlink abruptly crackled to life. “Attention all friendly units. This is Captain Kubesch of the Panzyr II Military Police. The primary target has been apprehended. I repeat, Paul Montagne is now in custody.” “Already?” Alexander blurted incredulously. Captain Kubesch let out a hearty belly laugh. “I know, right? Dumbass literally walked right into us.” His voice quickly regained its professionalism. “Two of my officers are escorting him to the transport. I’d recommend an immediate evac, but it’s up to you. We’ll stay here and keep making arrests. There’s a storm shelter in the basement we can use as a holding pen.” “Roger that, Captain. We’ll let you know our decision shortly.” Jenna replied cooly. After a brief pause she asked, “So, what do you all think? Shall we bug out now, or stick around and earn some extra cash?” Wolverine WVR-6M (Player) attempts to stand up. Needs 5, rolls 8: Succeeds! Weapons fire for Gladiator GLD-4R (Player): -Fires PPC at Heavy APC (SRM) (Pirates); needs 7, rolls 4: Misses! Weapons fire for Shadow Hawk SHD-2K (Player): -Fires PPC at Heavy APC (SRM) (Pirates); needs 9, rolls 6: Misses! -Fires LRM-5 at Heavy APC (SRM) (Pirates); needs 9, rolls 8: Misses! Weapons fire for Wolverine WVR-6M (Player): -Fires Large Laser at Heavy APC (SRM) (Pirates); needs 9, rolls 9: Hits Front! Heavy APC (SRM) (Pirates) takes 8 damage to Front, 12/20 Armour remaining. -Fires Medium Laser at Heavy APC (SRM) (Pirates); needs 9, rolls 6: Misses! -Fires Medium Laser at Heavy APC (SRM) (Pirates); needs 9, rolls 4: Misses! -Fires SRM-6 at Heavy APC (SRM) (Pirates); needs 9, rolls 7: Misses! Weapons fire for Trebuchet TBT-5Sr (Player): -Fires Medium Laser at Heavy APC (SRM) (Pirates); needs 10, rolls 5: Misses! -Fires Medium Laser at Heavy APC (SRM) (Pirates); needs 10, rolls 4: Misses! -Fires Medium Laser at Heavy APC (SRM) (Pirates); needs 10, rolls 6: Misses! -Fires SRM-6 at Heavy APC (SRM) (Pirates); needs 10, rolls 7: Misses! -Fires SRM-6 at Heavy APC (SRM) (Pirates); needs 10, rolls 8: Misses! -- Weapons fire for Griffin GRF-1N (Allied): -Fires PPC at Whitworth WTH-1 (Pirates); needs 9, rolls 5: Misses! -Fires LRM-10 at Whitworth WTH-1 (Pirates); needs 9, rolls 7: Misses! Weapons fire for Prowler MTV (Snow) (Allied): -Holds fire! -- Weapons fire for Centurion CN9-AL (Silver Phantoms): -Fires Large Laser at Shadow Hawk SHD-2K (Player); needs 6, rolls 4: Misses! -Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 6, rolls 10: Hits Left Torso! Shadow Hawk SHD-2K (Player) takes 5 damage to Left Torso, 13/18 Armour remaining. -Fires Small Laser at Shadow Hawk SHD-2K (Player); needs 11, rolls 11: Hits Right Leg! Shadow Hawk SHD-2K (Player) takes 3 damage to Right Leg, 12/16 Armour remaining. Weapons fire for Hermes II HER-2S (Silver Phantoms): -Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 4: Misses! -Fires AC/5 at Fire Javelin JVN-10F (Pirates); needs 9, rolls 7: Misses! Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms): -Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 5: Misses! -Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 4: Misses! -Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 6: Misses! -Fires Machine Gun at Fire Javelin JVN-10F (Pirates); needs 9, rolls 4: Misses! -Fires Machine Gun at Fire Javelin JVN-10F (Pirates); needs 9, rolls 7: Misses! Weapons fire for Manticore Heavy Tank (Silver Phantoms): -Crew stunned, unable to fire! -- Weapons fire for Assassin ASN (Creed) (ACE) (Pirates): -Fires Medium Laser at Griffin GRF-1N (Allied); needs 7, rolls 6: Misses! -Fires SRM-2 at Griffin GRF-1N (Allied); needs 7, rolls 6: Misses! -Fires SRM-2 at Griffin GRF-1N (Allied); needs 7, rolls 5: Misses! -Fires SRM-2 at Griffin GRF-1N (Allied); needs 7, rolls 6: Misses! -Fires SRM-2 at Griffin GRF-1N (Allied); needs 7, rolls 7: 1 Missile Hits! Griffin GRF-1N (Allied) takes 2 damage to Right Arm, 12/14 Armour remaining. -Fires SRM-2 at Griffin GRF-1N (Allied); needs 7, rolls 3: Misses! Weapons fire for Fire Javelin JVN-10F (Pirates): -Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 10, rolls 9: Misses! -Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 10, rolls 12: Hits Right Leg! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Right Leg, 10/15 Armour remaining. -Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 10, rolls 11: Hits Right Torso! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Right Torso, 13/18 Armour remaining. -Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 10, rolls 10: Hits Left Arm! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Left Arm, 5/10 Armour remaining. Weapons fire for Panther PNT-9R (Pirates): -Fires PPC at Manticore Heavy Tank (Silver Phantoms); needs 6, rolls 9: Hits Right Side! Manticore Heavy Tank (Silver Phantoms) takes 10 damage to Right Side, 3/33 Armour remaining. Weapons fire for Whitworth WTH-1 (Pirates): -Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 6: Misses! -Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 8: 6 Missiles Hit! Hermes II HER-2S (Silver Phantoms) takes 5 damage to Right Arm (6/11 Armour remaining) and 1 damage to Right Leg (3/14 Armour remaining). -Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 10, rolls 6: Misses! -Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 10, rolls 6: Misses! Weapons fire for Heavy APC (SRM) (Pirates): -Fires SRM-4 at Gladiator GLD-4R (Player); needs 9, rolls 6: Misses! Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms): -Kicks Fire Javelin JVN-10F (Pirates); needs 8, rolls 8: Hits Right Leg! Fire Javelin JVN-10F (Pirates) takes 9 damage to Right Leg, 4/13 Armour remaining. -- Physical attacks for Fire Javelin JVN-10F (Pirates): -Punches Phoenix Hawk PXH-1 (Silver Phantoms) with right arm; needs 11, rolls 6: Misses! -Punches Phoenix Hawk PXH-1 (Silver Phantoms) with right arm; needs 10, rolls 6: Misses! -- Piloting checks for Fire Javelin JVN-10F (Pirates): -Was Kicked: needs 5, rolls 9: Succeeds! Subtracting 2 heat from all units due to Arctic Conditions… Gladiator GLD-4R (Player) gains 9 heat, sinks 13 heat and is now at 0 heat. Shadow Hawk SHD-2H (Player) gains 11 heat, sinks 11 heat and is now at 0 heat. Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat. Wolverine WVR-6M (Player) gains 18 heat, sinks 14 heat and is now at 4 heat. -- Griffin GRF-1N (Allied) gains 16 heat, sinks 12 heat and is now at 6 heat. Overheating! -- Centurion CN9-AL (Silver Phantoms) gains 12 heat, sinks 12 heat and is now at 0 heat. Hermes II HER-2S (Silver Phantoms) gains 4 heat, sinks 4 heat and is now at 0 heat. Phoenix Hawk PXH-1 (Silver Phantoms) gains 14 heat, sinks 10 heat and is now at 6 heat. Overheating! -- Assassin ASN (Creed) (ACE) (Pirates) gains 12 heat, sinks 12 heat and is now at 4 heat. Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 12 heat and is now at 8 heat. Overheating! Panther PNT-9R (Pirates) gains 12 heat, sinks 13 heat and is now at 1 heat. Whitworth WTH-1 (Pirates) gains 12 heat, sinks 10 heat and is now at 2 heat. Military Police (Panzyr II) Squad #1 arrests 2d8 criminal scum: 9 criminal scum detained! Military Police (Panzyr II) Squad #2 arrests 2d8 criminal scum: 4 criminal scum detained! Military Police Squads are searching for Paul Montagne. Target is 10+, rolls 12: Succeeds! Paul Montagne is detained! Griffin GRF-1N (Allied) is planning on jumping to Hex 1407 next turn. Prowler MTV (Snow) (Allied) is planning on turning 180 degrees next turn. Centurion CN9-AL (Silver Phantoms) begins dumping LRM-10 ammunition. Crew of Manticore Heavy Tank (Silver Phantoms) abandon vehicle. Player Status Ally Status Enemy Status Pirates Status Special Abilities: -Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty. -Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures. -Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire. -Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1. -Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat. -Small Pilot: Negates ‘Cramped Cockpit’ penalties. -Sniper: Modifiers for all range brackets are halved. -Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict. -Toughness: Grants a -1 bonus to consciousness rolls. Relevant Design Quirks: -Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head. -Battle Fists: The mech receives a -1 accuracy bonus when punching. -Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls. -Extended Torso Twist: The mech can twist its torso to threaten an additional hex. -Improved Targeting (Short): The mech receives a -1 bonus when firing at close range. -Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain. -Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached. -- Primary Objectives: Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!) Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants. Objective C: Etienne Decimis must survive. Secondary Objectives: Objective A: Facilitate the arrest of at least 30 auctiongoers (24/30) (50,000 C-Bill Reward) Objective B: Facilitate the arrest of at least 60 auctiongoers (24/60) (100,000 C-Bill Reward) Objective C: Facilitate the arrest of all 100 auctiongoers (24/100) (150,000 C-Bill Reward) Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward) -- Ace Contingencies This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts. Next Orders Due: Saturday 20th 9:00PM GMT.
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# ? Apr 17, 2024 17:55 |
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Xcom-rear end dice
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# ? Apr 17, 2024 19:02 |
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So are you guys going to stick it out or try to pull out? If you can clear the field that's a sizable bonus in addition to likely arresting more auction goers. Also, the Grimm Sybil's Lance is likely thinking about the same economic considerations you are. If it's getting too expensive it's not worth sticking around. If you can pop that APC and take care of the Ace, they might reconsider the mission. On the other hand, you have the VIP. Just getting them out now and abandoning the base could signal to the pirates you don't want a fight. I'd be tempted to stay and fight it out, but that's not my call.
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# ? Apr 17, 2024 19:05 |
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I think we stick around for at least a couple more turns, but with how atrocious our dice are I'm not sure we really have the capability to clear the field here. I think I'm going to jump on the wall this turn, but I'm not sure what my target will be yet. E: Not that this is at all a bad scenario, on Scintilla's part, but it is a great example of why I kinda hate default 3025 play. Everyone has very little damage output from poorly optimized mechs with average pilots leading to hit chances very rarely breaking 50% + low damage if you do manage to hit. Scintilla, do I have los to the centurion from the 1911 wall hex? Or am I too high up with him tucked in against the wall? I desperately wanna hit that dumping lrm ammo. Gwaihir fucked around with this message at 19:20 on Apr 17, 2024 |
# ? Apr 17, 2024 19:15 |
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Yeah I agree with Gwaihir, we should probably start a fighting withdrawal when the prowler's ready to head out. For my part I was planning on jumping back to 1709 and firing on the APC or the Assassin if he comes inside the walls edit: and double agree the dice hates us lol Holybat fucked around with this message at 04:18 on Apr 18, 2024 |
# ? Apr 17, 2024 19:31 |
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Gwaihir posted:Scintilla, do I have los to the centurion from the 1911 wall hex? Or am I too high up with him tucked in against the wall? You would have LOS from 1911. I will also laugh hysterically if a hot-loaded LRM-5 is what finally does my Centurion in.
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# ? Apr 17, 2024 20:22 |
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I think we can afford to stick around a turn or two longer to see what happens but depending on what Mr. Ace does things could get sticky really fast. Don’t forget the Assassin is tied with the Javelin for the fastest thing on the field. I don’t have any specific advice really. Just be careful and we should probably bail if we can’t start making things happen soon
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# ? Apr 17, 2024 22:18 |
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Treb Scintilla, if we choose to bug out, how many turns before the Prowler has collected its squads and is ready to leave? Holybat, Dachshundofdoom, if you want to maximize your chances of hitting the APC and protect yourselves from an Assassin backstab, you could move the Gladiator to 1109 and the Wolverine to 1110. I wouldn't be too worried about the APC's weaponry, and you've both got enough front armor to take one turn of the Assassin's sandpapering. I was planning last turn to run to 1110 or 1409, but the current position of the 3 pirates in/near the base mean I risk getting my rear end shot off for running in right now. Currently thinking of reversing to 2214 and firing on the Centurion, unless anyone can suggest a better move.
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# ? Apr 17, 2024 22:35 |
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Fwiw nothing actually has a rear arc shot at you in 1409, although the assassin could absolutely move in to the rear from there. So probably not a great move regardless. I'd consider 1115, and unloading on the panther. It has so little CT armor left, that you have a good chance of crit killing it via engine or ammo hits- Panther srm ammo is in the CT iirc. Also that puts you inside ppc min range penalty. Gwaihir fucked around with this message at 00:15 on Apr 18, 2024 |
# ? Apr 18, 2024 00:11 |
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So many misses! That APC has the Ghost 'Mech quirk!
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# ? Apr 18, 2024 03:22 |
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It's not that I'm trying to avoid Assassin backstab in jumping to 1708, I figure it serves two purposes: 1. Close enough for the enemy target priority shift to the Wolverine instead of the Prowler if that comes back into play. 2. I keep a higher TMM because I'm not worried about the sandpapering of the SRMs, I'm worried about eating a bunch of Infernos staying an easy target. EDIT: Whoops, brain fart, forgot it was only 3 hexes for the target shift bonus, updated destination. Holybat fucked around with this message at 04:26 on Apr 18, 2024 |
# ? Apr 18, 2024 04:10 |
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anakha posted:Scintilla, if we choose to bug out, how many turns before the Prowler has collected its squads and is ready to leave? Mason can leave immediately. The MilPols don't need to re-embark, they'll take shelter in the basement with the prisoners and wait for a relief force if you choose to bug out.
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# ? Apr 18, 2024 04:35 |
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Scintilla posted:Mason can leave immediately. The MilPols don't need to re-embark, they'll take shelter in the basement with the prisoners and wait for a relief force if you choose to bug out. Scintilla, when I send in Ace Contingency shooting orders, can I designate different weapons firing than the regular weapons order? For example, normal order is shoot SRM6 at APC, but Ace order would be shoot large laser AND SRM6 at Assassin instead.
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# ? Apr 18, 2024 04:44 |
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Holybat posted:Scintilla, when I send in Ace Contingency shooting orders, can I designate different weapons firing than the regular weapons order? For example, normal order is shoot SRM6 at APC, but Ace order would be shoot large laser AND SRM6 at Assassin instead. That's totally fine.
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# ? Apr 18, 2024 05:12 |
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# ? May 16, 2024 18:37 |
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Holybat posted:It's not that I'm trying to avoid Assassin backstab in jumping to 1708, I figure it serves two purposes: No prob. I'm leaning towards Gwaihir's suggestion of 1115 so that may also draw the Assassin's attention. No better time than now to take out that APC. E: I'll go with the majority decision on staying vs bugging out if Goonlance wants to make a call now. anakha fucked around with this message at 06:54 on Apr 18, 2024 |
# ? Apr 18, 2024 06:45 |