|
goatface posted:All those mediums and lights are just plywood models. The real enemy are in the buildings. Fifty units of anti-mech infantry to shoot out of the windows, and a bunch of 14/whatevs helicopters on the roofs This can't be right, I'm not even running the OpFor!
|
# ? Jun 19, 2015 01:50 |
|
|
# ? May 27, 2024 02:38 |
|
PoptartsNinja posted:Good things could happen if the players get the number big enough. Calling it now, the counter is for when you find out Marik got wasted by a Savannah Master side swiping him off a cliff in a freak accident.
|
# ? Jun 19, 2015 02:29 |
|
DivineCoffeeBinge posted:It is worth noting here that nothing says these "good things" will be good for the players. And it is then revealed the Capellans have a warship in orbit...
|
# ? Jun 19, 2015 03:08 |
|
Good things will happen for the players if the revenge counter gets high enough.
|
# ? Jun 19, 2015 04:11 |
|
PoptartsNinja posted:Good things will happen for the players if the revenge counter gets high enough. I'm guessing if the counter gets high enough, Capellan forces will take shots at player mechs even if the HPG is behind them and bring Comstar into the fight on the player's side. Neutrality works both ways.
|
# ? Jun 19, 2015 07:02 |
|
PoptartsNinja posted:Good things will happen for the players if the revenge counter gets high enough. They will have taken vengeance, which is a good thing
|
# ? Jun 19, 2015 14:09 |
|
The good thing being they've finally found something to agree on?
|
# ? Jun 19, 2015 17:37 |
|
I tried my hand at this sprite making business. Here are some geodesic domes. A coniferous forest A camping site A forested lake A forest being harvested I'm currently attempting to make some modular soviet bloc apartment tiles, but it turns out I am really bad at perspective.
|
# ? Jun 20, 2015 03:14 |
|
PoptartsNinja posted:Good things will happen for the players if the revenge counter gets high enough. This used to be FWL owned, Take down the Cappies hard enough or LET THEM CAUSE COLLATERAL, and the people will loving rise up to help you.
|
# ? Jun 20, 2015 03:26 |
|
PoptartsNinja posted:Good things will happen for the players if the revenge counter gets high enough. More Capellans will appear for them to shoot at.
|
# ? Jun 20, 2015 16:20 |
|
Scintilla posted:More Capellans will appear for them to shoot at. Depending on which Capellans they are, this could be an excellent thing. EDIT: FYI, my orders are in; I took the Cerebus over to 2002, with an eye towards heading down the map's right side. The plan is to get around that hill around 1907, to come around south of it where I can hopefully provide flanking support against anyone rushing up to attack us and block off that route of attack for the (thankfully non-jumpy) Bloodhound. DivineCoffeeBinge fucked around with this message at 16:27 on Jun 20, 2015 |
# ? Jun 20, 2015 16:22 |
|
Want me to chunk a Gauss slug into the 0517 'Mechbay?
|
# ? Jun 20, 2015 17:01 |
|
Do it. Shoot dem guns
|
# ? Jun 20, 2015 17:03 |
|
The Merry Marauder posted:Want me to chunk a Gauss slug into the 0517 'Mechbay? Can't see any reason why not - it's not like we're liable to have to conserve ammo. Just make sure - and I'm not sure where you're moving to - that you've got LOS past or over those Level 2 hills around 0609.
|
# ? Jun 20, 2015 17:11 |
|
I'm going to run the Maelstrom down to 0605. I can't get a shot from there on anything useful (I think the terrain in hex 706 is blocking most of my shots), but I'll have lots of options next turn. The only building I'd blow up other than our mechbay hex and checkpoint objective is the one in 1017, in case it's Liao military of some kind. I think we'll probably (hopefully!) get a better idea of what antagonizing comstar means through fluff updates in the coming turns at least. I really like the idea of trying to bait the capellan mechs in to taking shots at us with the HPG at our backs. (Although given how slow most of us are that may take a while to happen.)
|
# ? Jun 20, 2015 21:31 |
|
I'd assume antagonising ComStar boils down to A) Accidentally shooting the HPG, B) Moving your mechs too close to theirs and C) Being too aggressive / causing too much incidental damage.
|
# ? Jun 20, 2015 21:35 |
|
Scintilla posted:I'd assume antagonising ComStar boils down to A) Accidentally shooting the HPG, B) Moving your mechs too close to theirs and C) Being too aggressive / causing too much incidental damage. Honestly. I think fighting Comstar is a foregone conclusion. They are working against the FWL? Right?
|
# ? Jun 20, 2015 21:47 |
|
Sorta I think? I don't know that the big meta schemes extend all the way down to two acolytes guarding a normal HPG nescesarily.
|
# ? Jun 20, 2015 21:49 |
|
They are but the guys in the mechs who think god speaks to them through the spacephone perhaps haven't been told that and just think that they are just to be unpleasant and inconvenient to the FWL rather than actively shoot their faces off first thing in the morning.
|
# ? Jun 20, 2015 21:51 |
|
Welp, that's probably about the best start anyone could ever hope for.
|
# ? Jun 21, 2015 21:27 |
|
PoptartsNinja posted:Welp, that's probably about the best start anyone could ever hope for.
|
# ? Jun 21, 2015 21:37 |
|
Shown above: the OpFor.
|
# ? Jun 21, 2015 21:48 |
|
Headcap everything, somehow including a DFA and justice foot?
|
# ? Jun 21, 2015 22:36 |
|
Behind Enemy Lines: Tactical Update 2 “That the present?” “Lord, I hope not,” Khalil’s eyes focused on a purple monstrosity of a groundcar. It was a local design, heavy but at least half engine by volume. A green light emanated from lights hidden in the vehicle’s undercarriage and the windows were tinted, heated, and lined with ferrous strips to keep even a BattleMech’s magnetic resonance scanners from penetrating the interior. It was as obvious a target as any vehicle Khalil had ever seen, and whatever security it offered didn’t make up for the red flags a car like that would throw up at every police checkpoint it passed. He turned, striding directly towards the vehicle. The Cerberus’s long legs and oddly designed feet had no trouble over even the rockiest slopes but as his massive war machine approached that tiny, fragile little vehicle leaped forward as the driver seemed to try to drive the accelerator through the car’s undercarriage. It rattled from side to side as the driver fought to keep it under control in spite of the reckless full-power acceleration. “Probably not,” Khalil concluded. “Oh, how cute, a Flea,” Mechwarrior Trevisano—Ballista—commented as he began his own advance. “My old neighbors used to have a Flea. Do you want to know the problem with Fleas?” The War Dog’s right arm swung forward, discharging its Gauss Rifle with a thunderous crack. The Flea shuddered as a projectile the size of a watermelon struck it square in the cockpit. Armor and the remains of cockpit fixtures dribbled out of the new hole like blood from an infected wound. It didn’t fall, the machine had been at rest so its little legs simply locked the moment the DI computer lost connection with the pilot’s neurohelmet. “Aim center mass,” Ballista drawled, “and you’re pretty well guaranteed to do that every time.” Movement Phase War Dog (Player) - Fires Gauss Rifle at Flea (4 base + 2 range + 1 movement + 0 enemy movement + 1 low light = 8): rolled 8, hit head (0/5 armor, 0/3 structure remaining)! `Mech destroyed! Nightstar (Player) - Attempts to fire Gauss Rifle at Pressure Dome Hex 0616. No Line of Sight to target. Maelstrom (Player) - Holds fire! Cerberus (Player) - Holds fire! Player Status: Opposing Force Status: Neutral Status Mission Objective: - Protect Carlos Marik (0/1) Secondary Objectives: - Damage but don’t destroy the Civillian `Mechbay in hex 0517 (0/1) - Destroy the Capellan Checkpoint in hex 1418 (0/1) - - Make it look like an accident (0/1) - Avoid Antagonizing ComStar (0/1) Vengeance Counter: 1 Special Rules: Dusk – This mission takes place at dusk, applying a +1 penalty to-hit. This penalty may worsen if the mission lasts long enough for night to fall. Escort Mission – This mission has a mobile objective that must be defended. Orders Due: Midnight Tuesday!
|
# ? Jun 21, 2015 22:36 |
|
Boom. Very nice.
|
# ? Jun 21, 2015 22:40 |
|
Headcapping a mech that would have died to a CT or leg shot just as easily. That is just mean.
|
# ? Jun 21, 2015 22:42 |
|
If we maintain this shots fired-Headcap ratio, this could be over next turn.
|
# ? Jun 21, 2015 22:43 |
|
drat. Poor Flea didn't even make it to the end of the first turn. I think that's the fastest kill in the LP to date, isn't it?
|
# ? Jun 21, 2015 22:46 |
|
FIRST BLOOD!
|
# ? Jun 21, 2015 22:46 |
|
The neurohelmet got knocked off the pilot, right?
|
# ? Jun 21, 2015 22:51 |
|
The flea is standing next to the checkpoint right? Just shoot at it again with more guns and "miss a couple"
|
# ? Jun 21, 2015 22:53 |
|
Affi posted:The flea is standing next to the checkpoint right? Just shoot at it again with more guns and "miss a couple" No, I'm gonna koolaid man through that poo poo and bust it. Speaking of which, running onto the bridge and firing on the 0517 mechbay with a gauss and LPL to expose it and complete the secondary objective of damaging it. DivineCoffeeBinge: The pilot of the bloodhound is furious, moved for +3 and has partial cover for a total of +4 to hit. I wouldn't even expose myself to him, I'd probably just keep advancing and let him close with us so we can all drop him. Nightstar should be in position by turn 3 to just stand and deliver so he's dead meat. Viva Miriya fucked around with this message at 23:05 on Jun 21, 2015 |
# ? Jun 21, 2015 22:58 |
|
SynthOrange posted:The neurohelmet got knocked off the pilot, right? In War Thunder you'd get the following crit message: "Pilot unconscious".
|
# ? Jun 21, 2015 23:02 |
|
SynthOrange posted:The neurohelmet got knocked off the pilot, right? It is fair to say that the majority of the neurohelmet is no longer in contact with the majority of the pilot.
|
# ? Jun 21, 2015 23:10 |
|
BOOM HEADSHOT! First turn headcap? Totally worth the hype.
|
# ? Jun 21, 2015 23:14 |
|
Mood: Surprised Status: Dead Hahaha I love it. And on the first turn, too.
|
# ? Jun 21, 2015 23:16 |
|
I hope goonlance can keep it up Fire all the gauss, headcap all the mechs.
|
# ? Jun 21, 2015 23:25 |
|
YESSSSSSSSSSSSSSS
|
# ? Jun 21, 2015 23:39 |
|
Zurai posted:Not unless PTN changed his dice. You were saying?
|
# ? Jun 22, 2015 00:01 |
|
|
# ? May 27, 2024 02:38 |
|
Niiice start. The Nightstar and I can both get LoS on the Sha Yu from 805 and 806, but our shots are impossible (13s for me, 14s for the Nightstar) while it can roll the dice on it's ERLLs at 11 and 12 against us. So not too great! But we can push for a better position going forward and at least blow up a hex of the Mechbay we're supposed to be raiding. I'll probably run forward to 1007 facing south, the Nightstar has a few options up on that hill above as well. I think the War Dog can kool-aid man forward and get LoS on the Wyvern, which only has a +1 move mod vs +3 for the other guys, but it's still a single gauss shot on an 11. Same for the Cerb against the bloodhound, 11s with the gauss vs 11s for the bloodhound's ERMLs. Maybe I can use the Active Probe to scan the other buildings for powered down enemy 'Mechs, too. Do we know what the CF on the bridge is? (Aka can we use it without falling on our asses) Gwaihir fucked around with this message at 01:00 on Jun 22, 2015 |
# ? Jun 22, 2015 00:57 |