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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Okay, the tech who welded the Hermes II's armour was clearly a new hire, because that's the second devastating CT TAC it's taken this game. :psyduck:

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TheParadigm
Dec 10, 2009

Welder?
But I barely knew her!

anakha
Sep 16, 2009


:battletech:'s much funnier when it's happening to someone else.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 13

Jenna cringed inwardly as one of the Guillotine’s corkscrewing SRMs veered off-course and slammed into the side of the meteorological building. The missile burst with a deafening thump, sending shattered glass and chunks of concrete raining down.

“Captain Kubesch, we are about to execute a fighting withdrawal. Suggest you move with all haste so that Master Voyce can pick you up.” Jenna urged.

“Don’t worry about us, Ranger,” Captain Kubesch’s voice crackled. “Just make sure you get Montagne out of here.”

Jenna frowned. “Captain, these pirates aren’t screwing around. We can hold them off for a little while, but after that-”

“We appreciate the offer, but there’s no need. Most of my men have already taken shelter in the basement. If you want to do us a favour, make sure you radio back to HQ for a relief force to come pick us up ASAP. It’s going to be pretty uncomfortable down here with all these dirty crims stinking the place up.”

“Roger that, Captain. Stay safe down there.” Jenna sighed and turned her attention back to the pirates.

The three battlemechs that had just exited the hangar were all fearsome designs despite their clear state of disrepair. The Guillotine was obviously the biggest threat, both literally and figuratively, but it was the Enforcer that drew Jenna’s immediate attention. The sluggish way it moved indicated that its engine hadn’t quite reached full power yet, and the armouring to the right of its chest just… didn’t look right. It was a small detail, but Jenna’s instincts as a mechwarrior told her that the Enforcer was the weak link.

“Sable Lance, I want all available guns on that Enforcer,” she snapped. “Fire in three… two… one!”

The Enforcer easily withstood the full force of Sable Lance’s guns right up until the moment Charles’s PPC punched through the oddly-angled armour plate that had drawn Jenna’s attention earlier. The ravening lance of charged particles wreaked havoc on the Enforcer’s innards, rupturing coolant lines and causing the mech to vomit up some of its internal structure. Even that did not seem to trouble the Enforcer too much until a streamer of energy caressed the mech’s exposed ammunition feed.

The grey sky overhead briefly turned white as the Enforcer’s ammunition cooked off. The mech stumbled backwards into the hangar, its entire right side disintegrating into a river of molten metal. Blowout panels on the mech’s head fell away as the machine’s auto-eject system activated, but the Enforcer was now inside the hangar, with a cold, unforgiving ceiling mere metres above. Jenna felt her stomach twist as she watched the ejector seat smash itself into the ferrocrete roof. She had no sympathy for the woman herself, but it was still a sickening thing to watch.



Prowler MTV (Snow) (Allied) turned while flanking on pavement (Hex 1322); must pass a piloting test to avoid skidding out of control! Needs 4, rolls 6: Succeeds!





Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Guillotine GLT-4L (Pirates); needs 7, rolls 7: Hits Right Arm! Guillotine GLT-4L (Pirates) takes 10 damage to Right Arm, 0/20 Armour remaining.
-Fires LRM-10 at Guillotine GLT-4L (Pirates); needs 8, rolls 4: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Enforcer ENF-4R (Pirates); needs 8, rolls 8: Hits Centre Torso! Enforcer ENF-4R (Pirates) takes 5 damage to Centre Torso, 11/23 Armour remaining.
-Fires Medium Laser at Enforcer ENF-4R (Pirates); needs 8, rolls 7: Misses!
-Fires Medium Laser at Enforcer ENF-4R (Pirates); needs 8, rolls 10: Hits Right Torso! Enforcer ENF-4R (Pirates) takes 5 damage to Right Torso, 8/17 Armour remaining.
-Fires SRM-4 at Enforcer ENF-4R (Pirates); needs 8, rolls 5: Misses!
-Fires SRM-4 at Enforcer ENF-4R (Pirates); needs 8, rolls 4: Misses!

--

Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Enforcer ENF-4R (Pirates); needs 6, rolls 6: Hits Right Torso! Enforcer ENF-4R (Pirates) takes 10 damage to Right Torso, 0/17 Armour, 10/12 Structure remaining. Critical Chance!
--Critical Chance in Right Torso! Three Critical Hits Sustained! Heat Sink Hit! Heat Sink Hit! AC/10 Ammo Hit! AC/10 Ammo explodes, dealing 30 damage! Pilot Hit x2!
---Enforcer ENF-4R (Pirates) takes 30 damage to Right Torso, 0/12 Structure remaining. Right Torso destroyed! Right Arm blown off! 20 damage transfers to Centre Torso, 0/16 Structure remaining. Centre Torso destroyed! Mech destroyed by ammunition explosion!
-Fires SRM-6 at Enforcer ENF-4R (Pirates); needs 8, rolls 6: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Enforcer ENF-4R (Pirates); needs 9, rolls 10: Hits Left Arm! Enforcer ENF-4R (Pirates) takes 10 damage to Left Arm, 0/14 Armour remaining.
-Fires LRM-5 at Enforcer ENF-4R (Pirates); needs 9, rolls 8: Misses!

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 10: Hits Left Leg! Whitworth WTH-1 (Pirates) takes 5 damage to Left Leg, 13/18 Armour remaining.
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 2: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 6: Misses!
-Fires SRM-6 (Inferno) at Whitworth WTH-1 (Pirates); needs 8, rolls 5: Misses!
-Fires SRM-6 (Inferno) at Whitworth WTH-1 (Pirates); needs 8, rolls 6: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Enforcer ENF-4R (Pirates); needs 7, rolls 9: Hits Left Torso! Enforcer ENF-4R (Pirates) takes 8 damage to Left Torso, 3/17 Armour remaining.
-Fires Medium Laser at Enforcer ENF-4R (Pirates); needs 9, rolls 6: Misses!
-Fires Medium Laser at Enforcer ENF-4R (Pirates); needs 9, rolls 10: Hits Centre Torso! Enforcer ENF-4R (Pirates) takes 5 damage to Centre Torso, but it has already been destroyed!
-Fires SRM-6 at Enforcer ENF-4R (Pirates); needs 9, rolls 6: Misses!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 8, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 5: Misses!

Weapons fire for Hermes II HER-2S (Silver Phantoms):
-Holds fire!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 10: Hits Right Arm! Whitworth WTH-1 (Pirates) takes 8 damage to Right Arm, 4/12 Armour remaining.
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 6: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 8, rolls 4: Misses!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 10, rolls 8: Misses!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 10, rolls 12: Hits Right Leg! Whitworth WTH-1 (Pirates) takes 2 damage to Right Leg, 16/18 Armour remaining.

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Wolverine WVR-6M (Player); needs 10, rolls 10: Hits Centre Torso! Wolverine WVR-6M (Player) takes 5 damage to Centre Torso, 11/25 Armour remaining.
-Fires SRM-2 (Inferno) at Wolverine WVR-6M (Player); needs 10, rolls 4: Misses!
-Fires SRM-2 (Inferno) at Wolverine WVR-6M (Player); needs 10, rolls 3: Misses!
-Fires SRM-2 (Inferno) at Wolverine WVR-6M (Player); needs 10, rolls 11: 1 Missiles Hits! Wolverine WVR-6M (Player) gains +2 additional heat this turn!
-Fires SRM-2 (Inferno) at Wolverine WVR-6M (Player); needs 10, rolls 11: 1 Missiles Hits! Wolverine WVR-6M (Player) gains +2 additional heat this turn!
-Fires SRM-2 (Inferno) at Wolverine WVR-6M (Player); needs 10, rolls 2: Misses!

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 8, rolls 5: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 8, rolls 11: Hits Right Arm! Gladiator GLD-4R (Player) takes 5 damage to Right Arm, 3/15 Armour remaining.
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 8, rolls 6: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 8, rolls 6: Misses!
-Fires SRM-6 at Gladiator GLD-4R (Player); needs 9, rolls 7: Misses!

Weapons fire for Enforcer ENF-4R (Pirates):
-Fires Large Laser at Wolverine WVR-6M (Player); needs 9, rolls 3: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 6: Misses!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 4: Misses!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 9: Hits Centre Torso! Hermes II HER-2S (Silver Phantoms) takes 5 damage to Centre Torso, 10/17 Armour remaining. Through Armour Critical!
--Critical Chance in Centre Torso! Two Critical Hits sustained! Gyro Hit! Engine Destroyed! Mech Destroyed!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 7: Misses!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires Medium Laser at Griffin GRF-1N (Allied); needs 12, rolls 9: Misses!
-Fires LRM-5 at Griffin GRF-1N (Allied); needs 10, rolls 9: Misses!

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires Medium Laser at Trebuchet TBT-5Sr (Player); needs 9, rolls 5: Misses!
-Fires Medium Laser at Trebuchet TBT-5Sr (Player); needs 9, rolls 4: Misses!
-Fires Medium Laser at Trebuchet TBT-5Sr (Player); needs 9, rolls 7: Misses!

--

Lori Ang (Enforcer ENF-4R) has taken 2 damage this turn! Must pass two consciousness tests to avoid blacking out! Target for first roll is 3+, rolls 6: Succeeds! Target for second roll is 5+, rolls 2: Fails! Lori Ang blacks out!

Auto-eject system activates for Enforcer ENF-4R (Pirates)! Safe landing requires a roll of 12 (Base +5, Auto-Eject +1, Pilot Unconscious +3, Landing In Building Hex +3); rolls 7: Fails! Lori Ang takes 2 additional Pilot Hits from hard landing!



-No physical attacks this turn!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 14 heat, sinks 13 heat and is now at 1 heat.

Shadow Hawk SHD-2H (Player) gains 13 heat, sinks 13 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 25 heat, sinks 14 heat and is now at 11 heat. Overheating!

--

Griffin GRF-1N (Allied) gains 17 heat, sinks 12 heat and is now at 6 heat. Overheating!

--

Centurion CN9-AL (Silver Phantoms) gains 10 heat, sinks 10 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 15 heat, sinks 10 heat and is now at 10 heat. Overheating!

--

Assassin ASN (Creed) (ACE) (Pirates) gains 12 heat, sinks 12 heat and is now at 4 heat.

Guillotine GLT-4L (Pirates) gains 15 heat, sinks 15 heat and is now at 0 heat.

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 12 heat and is now at 10 heat. Overheating!

Vindicator VND-1R (Pirates) gains 4 heat, sinks 4 heat and is now at 0 heat.

Whitworth WTH-1 (Pirates) gains 13 heat, sinks 10 heat and is now at 3 heat.



Military Police (Panzyr II) Squads withdraw into the basement.

Griffin GRF-1N (Allied) is planning on jumping to Hex 1516 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1317 next turn.



Guillotine GLT-4L (Pirates) is jumping with a damaged foot and must roll to avoid falling over. Needs 5, rolls 11: Succeeds!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-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.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-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.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-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:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-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 (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
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: Tuesday 7th 9:00PM GMT.

Scintilla fucked around with this message at 14:05 on May 6, 2024

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Scintilla posted:

Jenna felt her stomach twist as she watched the ejector seat smash itself into the ferrocrete roof. She had no sympathy for the woman herself, but it was still a sickening thing to watch.

:sbahj: that is a brutal loving detail

Captain Foo
May 11, 2004

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

Akratic Method posted:

:sbahj: that is a brutal loving detail

Yeah for real, excellent writing

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Captain Foo posted:

Yeah for real, excellent writing

:hmmyes:

They have five actives, all damaged. We still have the numbers. This is doable.

Holybat
Dec 22, 2006

I made this while you were asleep.
:sickos:

Awesome shooting round, glad the Enforcer got toasted quick. Too bad I got caught on fire though lol

So going to be jumping out of the fort here next turn as well, I'm stuck with minimal offense for the next turn while I cool down (again)

anakha
Sep 16, 2009


Treb

Great loving shooting guys. I don't mind the dice going back to hating my guts if the rest of Goonlance can keep hitting like that.

At this point, if you keep running/jumping south we should be well on our way to completing the main objective. Keep the move mods up and we should be clear in a couple of turns.

So Scintilla, does the Fire Javelin count as immobile for this turn?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

So Scintilla, does the Fire Javelin count as immobile for this turn?

No, it's just standing still.

glwgameplayer
Nov 16, 2022
Our luck really is walking back and forth between really, really good, and pretty bad. Completely obliterating a third of the Pirate’s haul in one go is amazing, but I still say we should prioritize escaping. The 200K for finishing them off won’t be worth the cost of one of our mechs exploding.

That’s not to say we shouldn’t try to take them out too though. For tactical reasons if nothing else

anakha
Sep 16, 2009


Scintilla posted:

No, it's just standing still.

Thanks for the clarification!

It may not be immobile, but that +10 heat and +0' to-hit's too good to pass up. Gonna rush over there and make things toastier for him.

biosterous
Feb 23, 2013




lori's not long for this world if there are any guards left in the hanger, not after lasering a bunch of them last turn

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

biosterous posted:

lori's not long for this world if there are any guards left in the hanger, not after lasering a bunch of them last turn

I thought being outside was enough by itself. With the doors open and her practically great anyway, I wouldn't lay good odds.

Slavvy
Dec 11, 2012

The dice giveth, the dice taketh

That guillotine would be an awfully nice bit of salvage...

Dachshundofdoom
Feb 14, 2013

Pillbug
Oh, jeez, I completely blanked on sending orders. Thanks for using my post in the thread Scintilla, it's been a tiring week.

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.
Aw, not the Enforcer?

I started a BattleTech campaign (in the video game), and it rolled me up a pair of Enforcers, and I have to admit, I'm loving them. Just a pair of good, solid Mediums that can jump, and have meaty weapons.

Shame that my pilots are all scrubs.

aniviron
Sep 11, 2014


Shame the Vindicator isn't following the lance. If someone can get behind it, the rear LT is unarmored, and there's ammo in there. Not terrible odds to take it off the field in one round of shooting.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

biosterous posted:

lori's not long for this world if there are any guards left in the hanger, not after lasering a bunch of them last turn

I think she developed a terminal case of Goose. The guards are going to have to scrape her off the ceiling first.

biosterous
Feb 23, 2013




she's 4/6 pilot hits and unconscious, so not dead yet

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Skull's just a little pulverized, she's still good, she's still good.

Mangarrian
Mar 21, 2024

AJ_Impy posted:

:hmmyes:

They have five actives, all damaged. We still have the numbers. This is doable.

Yep, but as glwgameplayer said they have to think about future, and and unlucky turn can cost a mech, or at least expensive parts to repair, that wont make up for 200.000 BC. And yes, I wouldn´t feel safe with unknown pirates in the planet, but some of the other lances can try to track them. That wouldn´t be the first battle against a dropship seen in this forum lately XD.

Mangarrian fucked around with this message at 02:09 on May 6, 2024

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Z the IVth posted:

I think she developed a terminal case of Goose. The guards are going to have to scrape her off the ceiling first.

Too soon

since scintilla hasn't declared her dead yet

Volmarias fucked around with this message at 14:57 on May 6, 2024

wedgekree
Feb 20, 2013

Mangarrian posted:

Yep, but as glwgameplayer said they have to think about future, and and unlucky turn can cost a mech, or at least expensive parts to repair, that wont make up for 200.000 BC. And yes, I wouldn´t feel safe with unknown pirates in the planet, but some of the other lances can try to track them. That wouldn´t be the first battle against a dropship seen in this forum lately XD.

Yeah, 200K is not gonna break the bank. Also kinda doubt there'd be any salvage rights involved here given they're our employer's property (admittedly stolen mind). If a great opportunity comes up for a crossfire sure, but not worth exposing the lance for little gain and high risk.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Is south the only retreat direction or is getting off the map on any side ok? And was Voyce on board the Prowler, or is he among the troops sheltering in the basement?

anakha
Sep 16, 2009


Akratic Method posted:

Is south the only retreat direction or is getting off the map on any side ok? And was Voyce on board the Prowler, or is he among the troops sheltering in the basement?

Yup, gotta exit south the way we came in. Voyce is driving the Prowler.

anakha fucked around with this message at 05:03 on May 6, 2024

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Huh. Considering every enemy remaining is either right on your tail or between you and the exit, feels like there's not gonna be a ton of daylight between "fighting retreat" and "clear the field". Good luck, Goon Lance!

Amechwarrior
Jan 29, 2007

The difference between fighting retreat and clear the field would be a few rounds. But they'd be some of the most expensive rounds of incoming damage. They could try to focus the Guillotine or Assassin (if it makes a dumb move) and if they get really lucky again they could turn the tide in their favor. However the dice aren't with them this time so it's a good call to get out.

biosterous
Feb 23, 2013




Volmarias posted:

since PTN hasn't declared her dead yet

weird way to spell "scintilla"

Gwaihir
Dec 8, 2009
Hair Elf
Heading to 1116 and shooting at the Guillotine!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

biosterous posted:

weird way to spell "scintilla"

:cripes:

Fixed.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I see it as a dual compliment, if that helps any.

Scintilla is doing a great job. :shobon:

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

PoptartsNinja posted:

I see it as a dual compliment, if that helps any.

Scintilla is doing a great job. :shobon:

Just doing my best with this silly stompy robbits LP. :shobon:

Captain Foo
May 11, 2004

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

This is great fun and everyone’s doing a good job :3:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
You're doing great work.

Enough so that I only feel a little guilty about how long my current downtime is taking, rather than being a huge bundle of anxiety. I'd normally work on excel templates between calls at my old job, and I don't really have that sort of during-work free time anymore.

Formatting things to be both readable at a glance and good looking is a challenge.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

PoptartsNinja posted:

Formatting things to be both readable at a glance and good looking is a challenge.

I totally empathise with this. Before starting this LP I had real trouble making all of my datasheets comprehensive, aesthetically pleasing and compact at the same time. It's like the armour-speed-weapons triangle in the game - eventually you have to compromise, and I eventually accepted that the datasheets would have to be a lot wider than I wanted in exchange for fitting everything else in.

Gwaihir
Dec 8, 2009
Hair Elf
OK, actually changing my positioning and going to 1316. That gives me 8s to hit the Guillotine where he needs 10s and 11 to hit back, and keeps me abreast of our Prowler.

Holybat
Dec 22, 2006

I made this while you were asleep.
I think I've decided to get to 1612 since you're leaving it. With my heat burden and damage I really don't want to get close to the Guillotine. I'm probably going to be taking fire from the Assassin again though :smith:

Edit: orders in!

Holybat fucked around with this message at 18:11 on May 7, 2024

anakha
Sep 16, 2009


Holybat posted:

I think I've decided to get to 1612 since you're leaving it. With my heat burden and damage I really don't want to get close to the Guillotine. I'm probably going to be taking fire from the Assassin again though :smith:

Maybe check with Scintilla if you can deny LOS to the Guillotine from 1712 and if taking that hex facing south prevents backshots. If the Assassin is dumb enough to minimize its movement to hit you in that hex, you guys might be able to hit it.

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Holybat
Dec 22, 2006

I made this while you were asleep.

anakha posted:

Maybe check with Scintilla if you can deny LOS to the Guillotine from 1712 and if taking that hex facing south prevents backshots. If the Assassin is dumb enough to minimize its movement to hit you in that hex, you guys might be able to hit it.

Unfortunately going by middle to middle measurement the wall doesn't block LOS. Also unless I'm misunderstanding the Assassin firing down would be unhindered too.

I put my order to jump to 1612 facing 1611. If the Assassin wants to backstab then he'll have to jump and deal with that stacked on my +3 TMM

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