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Can't drop 'bows off the top rope? A shameful rassler I kid, I kid
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# ? Oct 12, 2014 01:07 |
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# ? May 28, 2024 08:43 |
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I have a sword. Do you have a sword? Exactly.
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# ? Oct 12, 2014 01:08 |
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Running to 1444. THE HUNT BEGINS
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# ? Oct 12, 2014 01:23 |
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PoptartsNinja posted:In case people are wondering, here are the melee options available to the Charger: I see I was completely wrong and 'Cross the Streams' has already been handily surpassed. Go, lucha libre bot! For justice and the violent theft of others' property!
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# ? Oct 12, 2014 01:25 |
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Gonna be great. Good luck, Pirates! Let the
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# ? Oct 12, 2014 01:28 |
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GenericServices posted:Let the I prefer the term 'boggy morass.' Everyone requested a rundown of their capabilities, but just a quick reminder here is the Best Friend Forever list: Warhammer is BFFs with the Hunchback (and JagerMech and Catapult) JagerMech is BFFs with the Catapult Battle Cobra is BFFs with the Chameleon Blackjack is BFFs with the Assassin Clint is BFFs with the Centurion Charger is BFFs with Utter Chaos
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# ? Oct 12, 2014 01:32 |
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PoptartsNinja posted:In case people are wondering, here are the melee options available to the Charger: Can the
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# ? Oct 12, 2014 01:33 |
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I'd figure any jump jet use is assumed to be part of the wrasslin' and will be included in fluff.
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# ? Oct 12, 2014 01:55 |
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Do you guys mind if I jump on that first pile of infantry? It's close enough for me to reach and mutilating anything without a cockpit is apparently my day job. What's the maximum range on return fire for the infantry? I have more guns than armor so I'd rather shoot at medium range and minimize incoming damage if it's possible. Regarding me and the Assassin; we're both fast, jumpy assholes with the ability to put out absolutely absurd amounts of damage at close range to exposed targets but we can't really take a hit and don't have any big-hitters for getting through solid armor. We should look to be opportunistic, and if we do get behind somebody we should always open the salvo with your Large Laser and/or my Medium since those have the best odds of opening rear armor. Also, does moving through buildings/rubble provoke piloting checks because if so thank god for my jump jets.
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# ? Oct 12, 2014 01:56 |
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Voyager I posted:Do you guys mind if I jump on that first pile of infantry? It's close enough for me to reach and mutilating anything without a cockpit is apparently my day job. What's the maximum range on return fire for the infantry? I have more guns than armor so I'd rather shoot at medium range and minimize incoming damage if it's possible. You'll average 7 dead infantry a turn with a single machine gun hit, so you probably only want to fire 4-5 at a single platoon (and a couple of medium lasers). Infantry ranges are about the same as yours, and they can hurt quite a bit (but they're not likely to hit if you jump 5 hexes or run flat out).
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# ? Oct 12, 2014 01:59 |
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My current plan would be to Jump to 2244, land facing 2144, and unload into the infantry with all my machine guns and however many MLs will come short of overheating. I should be looking at 10's to hit (3 gunnery + 3 jumping + 4 range), but giving them a 12 to return fire (4 gunnery + 3 my movement + 4 range + 1 light cover from the hill). I have a lot more ammo than armor right now and so many damned guns that I should still be landing ~3 hits or so without abysmal rolling, so I feel like playing it conservatively as far as to-hits go is wise for the moment. They're also in open terrain, so they're looking at ~14 dead dudes per machine gun hit and we have plenty of people standing around to soften them up or finish them off if I roll like I could also accomplish the same thing by running to give us both better modifiers, but those little bastards actually hit pretty hard. Note that I'm basing my assumptions off them having the same range profile as the MG infantry in the quick start guide. If they outrange me than gently caress it, balls deep. On a related note: do destroyed buildings become rubble, or open terrain, and what happens to infantry if I drop their little shanties on them?
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# ? Oct 12, 2014 02:37 |
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About the only thing missing from that glorious wrestling move list is a spear, because I think nobody here doesn't want to see someone on the OpFor getting speared through I'll be disappointed if that doesn't happen at some point.
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# ? Oct 12, 2014 02:43 |
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Magni posted:a spear Added to the list.
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# ? Oct 12, 2014 02:46 |
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PoptartsNinja posted:
This sentence kind of trips over itself at the end. quote:She started a few wars that first, only to pop up with the Consorts and slaughter every pretender. Is that supposed to be 'at first', or something else entirely?
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# ? Oct 12, 2014 03:04 |
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PoptartsNinja posted:Added to the list.
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# ? Oct 12, 2014 03:05 |
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PoptartsNinja posted:Suplex - Attack with a push the turn after an Initiator, if you hit your opponent will fall prone in the hex directly behind you and suffer damage as though falling from height 3. If the Charger manages to Suplex someone off say a height 1 hill onto a height 0 hex, does the extra elevation get added to make it count as height 4?
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# ? Oct 12, 2014 03:11 |
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I really hope Jag survives this. Also, it might just be me but with the colors of the buildings and the Fusiliers, it can be hard to make out the latter from the former. Would it be possible to add say a colored ring around op4 units as part of their sprite to help them stand out? If it's too much bother, then it's easily justified as emulating the chaos and confusion of such a close-quarters rough and tumble urban fight!
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# ? Oct 12, 2014 03:15 |
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Shoeless posted:I really hope Jag survives this. (Almost) Any turn I can't wrassle a man a building is falling down. Sorry PTN!
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# ? Oct 12, 2014 03:17 |
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apostateCourier posted:(Almost) Any turn I can't wrassle a man a building is falling down. Sorry PTN! You may want to spend a turn jumping onto a building if it will set you up for an off-the-rope move next turn.
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# ? Oct 12, 2014 03:38 |
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berryjon posted:You may want to spend a turn jumping onto a building if it will set you up for an off-the-rope move next turn. Like I said, almost every turn!
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# ? Oct 12, 2014 03:41 |
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Shoeless posted:Also, it might just be me but with the colors of the buildings and the Fusiliers, it can be hard to make out the latter from the former. Would it be possible to add say a colored ring around op4 units as part of their sprite to help them stand out? If it's too much bother, then it's easily justified as emulating the chaos and confusion of such a close-quarters rough and tumble urban fight! I do have a solution to this, it's just one I find ugly. Do other people share this concern?
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# ? Oct 12, 2014 04:10 |
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It's an unfortunate kludge but it'll work.
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# ? Oct 12, 2014 04:12 |
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Maybe only do that if they're on rubble?
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# ? Oct 12, 2014 04:15 |
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Can Infantry only move 1 hex per turn, and what's the range on their weaponry? Remind me how jumping over the buildings will work, and whether I'd need to make a piloting check if I jumped onto a road square. If memory serves I don't think that I have to but with my Piloting check penalty I don't want to headplant myself by accident quite yet. So goons, my general plan is to take pot-shots with my LL where appropriate and wait until you heavier lads engage with enemy mechs before jumping in and taking them in the rear with SL barrages. Between me and Voyager I in their Blackjack we should get pretty crit-happy against any armour-less targets. For this turn I think that I'll follow Voyager I and jump near the Blackjack to fire off a LL at the infantry in 1945. Sound good? I'm always willing to listen to you Battletech veterans if there's a better idea, final call goes to me though.
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# ? Oct 12, 2014 04:32 |
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PoptartsNinja posted:I do have a solution to this, it's just one I find ugly. How about outlining the hex in red instead?
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# ? Oct 12, 2014 04:36 |
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Yeah, I'd suggest either outlining the whole hex or coloring the background hex with an overlay.
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# ? Oct 12, 2014 05:02 |
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Trundel posted:Can Infantry only move 1 hex per turn, and what's the range on their weaponry? Remind me how jumping over the buildings will work, and whether I'd need to make a piloting check if I jumped onto a road square. If memory serves I don't think that I have to but with my Piloting check penalty I don't want to headplant myself by accident quite yet. You have 7 jump MP, more than enough to jump over any of the terrain on the map. Just don't land on a building. Jumping onto pavement also does not prompt a PSR to the best of my knowledge. The technicals, going by the stats from page 1216, are 6/9, and the infantry... isn't listed, but I think motorized infantry are 3 MP. Note that infantry do not pay MP to turn like mechs and vees do. Ballistic rifles, which they're armed with, have 1/2/3 range, same as MGs. For infantry, a potshot can't hurt but keep in mind that any of your lasers will only kill a single infantryman each, doubled if they're not in some form of cover (woods, building, etc) Couple things PTN: What is the weird sort of lava-like terrain? Mud? And do the dirty-looking roads count as paved roads and thus prompting PSRs for running and turning on them?
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# ? Oct 12, 2014 05:06 |
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PoptartsNinja posted:In case people are wondering, here are the melee options available to the Charger: I'm sorry, but I can only imagine this entire scenario as an episode of Megas XLR. I expect plenty of terrible banter between you guys on the battlefield
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# ? Oct 12, 2014 07:13 |
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RedMagus posted:I'm sorry, but I can only imagine this entire scenario as an episode of Megas XLR. That is literally what I'm drawing inspiration from. I hope I don't disappoint.
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# ? Oct 12, 2014 07:15 |
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PoptartsNinja posted:In case people are wondering, here are the melee options available to the Charger: RedMagus posted:I'm sorry, but I can only imagine this entire scenario as an episode of Megas XLR. apostateCourier posted:That is literally what I'm drawing inspiration from. I hope I don't disappoint. Oh man, this is going to be amazing. apostateCourier, you must do Macho Man Randy Savage proud. Can't wait to see what your first moves to hit will be...
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# ? Oct 12, 2014 07:33 |
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apostateCourier posted:That is literally what I'm drawing inspiration from. I hope I don't disappoint. If your pilot doesn't headbash his console to hit buttons for an alpha strike of some kind I will be supremely disappointed.
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# ? Oct 12, 2014 07:44 |
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Vadoc posted:If your pilot doesn't headbash his console to hit buttons for an alpha strike of some kind I will be supremely disappointed. Unfortunately, the neurohelmet locks the head in place. Expect double-fisted slams instead.
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# ? Oct 12, 2014 07:47 |
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apostateCourier posted:Unfortunately, the neurohelmet locks the head in place. Expect a double axehandle instead. You need to remember the Macho Man's signature stuff if you're going to carry on his legacy in this fight.
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# ? Oct 12, 2014 08:04 |
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anakha posted:You need to remember the Macho Man's signature stuff if you're going to carry on his legacy in this fight. Yeah, yeah. I'm here to cause mayhem, not ape a specific wrestler.
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# ? Oct 12, 2014 08:05 |
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apostateCourier posted:Yeah, yeah. I'm here to cause mayhem, not ape a specific wrestler. As long as we in the peanut gallery get a suplexing, we're happy.
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# ? Oct 12, 2014 08:07 |
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anakha posted:As long as we in the peanut gallery get a suplexing, we're happy. I'm just sad that my ultimate target isn't on the field yet. I want to drop a 40 point suplex, and there's only one 'mech on the other side big enough to drop that much damage on.
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# ? Oct 12, 2014 08:09 |
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apostateCourier posted:I'm just sad that my ultimate target isn't on the field yet. I want to drop a 40 point suplex, and there's only one 'mech on the other side big enough to drop that much damage on.
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# ? Oct 12, 2014 08:13 |
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JT Jag posted:If your ultimate target is anyone other than Hogan we're gonna have problems I want to suplex a King Crab.
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# ? Oct 12, 2014 08:26 |
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Trundel posted:Can Infantry only move 1 hex per turn, and what's the range on their weaponry? Remind me how jumping over the buildings will work, and whether I'd need to make a piloting check if I jumped onto a road square. If memory serves I don't think that I have to but with my Piloting check penalty I don't want to headplant myself by accident quite yet. Something to keep in mind during the early game is that, though we're among the fastest mechs on the board, we don't actually want to be the first ones into a fight. We're fragile, and our weapons are much better suited to pouring in crit chances once somebody with a bigger gun has opened a hole for us; dealing 20 points of damage isn't that big a deal to most of these mechs when it's spread evenly across their body 2 or 3 points at a time. If we can pin down a valuable target or just murder some dumb piece of poo poo like the Shadow Hawk before they can regroup with the rest of the OpFor it might be worth taking some risks, but otherwise I'd just stay safe and shoot up some civilians while the big boys are still moving in. Also, with some decent rolling Ryan might be able to clear out that building in front of the Firestarter with one PPC and take a pop at him with the other. It's not great odds but hey, you've got no shortage of heat for it. Voyager I fucked around with this message at 08:45 on Oct 12, 2014 |
# ? Oct 12, 2014 08:41 |
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# ? May 28, 2024 08:43 |
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apostateCourier posted:Yeah, yeah. I'm here to cause mayhem, not ape a specific wrestler. Long as you have a great time and play with your whole heart, I'll be happy!
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# ? Oct 12, 2014 08:44 |