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Gwaihir posted:The Wyvern IIC is a good target for half of Northern Lance while the other half guns at that Battle Cobra B. The Wyvern only has a +1 move mod unless it jumped. Seconding this. It's a 'pocket battleship' (small, lots of guns, slow for its weight) with plenty of ammunition if you can penetrate the right areas.
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# ? Feb 27, 2017 23:55 |
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# ? May 27, 2024 02:03 |
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So if we shoot the Nightstar we break the clans Zell right? Guess that means we should concentrate on the King Cobra unless we decide to say screw their rules and just mass fire on them. Either way I am advancing just need southern lance to let me know their thoughts on if we should target the Nightstar or the King Cobra.
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# ? Feb 28, 2017 00:28 |
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koolkevz666 posted:So if we shoot the Nightstar we break the clans Zell right? Shoot at whatever. I've explicitly said I'm not going to punish you for it (but shooting at the Nightstar doesn't reduce the amount of fire your lance is going to take, so it may not be the best target)
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# ? Feb 28, 2017 00:47 |
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The point of Zellbringen is that the Clanners think they can beat you even with their stupid single target rules, and they probably won't change their minds unless you've given them such a pounding that it won't matter.
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# ? Feb 28, 2017 01:00 |
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To cry foul or ask for help is to admit, in front of the other warriors, you're getting beaten by Spheroids. They won't do that until they're genuinely desperate.
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# ? Feb 28, 2017 01:16 |
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Imagine if the chucklefuck brigade that was fighting the Demon Hawks were running strict zell. They'd have been even more vulnerable to good doggies and ambushes than they already were. Speaking of Good Doggies, was Uncle Stevie having a minature one as a pet canon or just something we were talking about between updates?
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# ? Feb 28, 2017 01:58 |
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All right orders decided and sent, running to 1837 and opening up on the Kingfisher E with everything except the Autocannon. Banshee you mind assisting me with taking this guy down. As for our long range guys I am thinking you two could possibly combine fire on the King Cobra if you want to.
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# ? Feb 28, 2017 11:50 |
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Sure, I'll walk 1 forward since that gives me partial cover, and running will just increase my difficulties for no benefit this turn. Primary target for me will be the Kingfisher E, but if someone else kills it first I'll shoot the King Cobra.
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# ? Feb 28, 2017 12:23 |
pun pundit posted:Sure, I'll walk 1 forward since that gives me partial cover, and running will just increase my difficulties for no benefit this turn. Primary target for me will be the Kingfisher E, but if someone else kills it first I'll shoot the King Cobra.
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# ? Feb 28, 2017 19:13 |
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Thanks! I'll pick the Dire Wolf Prime instead then.
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# ? Feb 28, 2017 23:27 |
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So the turn sequence goes: Player moves Enemy moves Player shots Enemy shots Right? So I'll need to account for a target moving on its current course when I choose to shoot?
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# ? Mar 1, 2017 00:58 |
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tokenbrownguy posted:So the turn sequence goes: Enemy units move before players, unless they have ACE.
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# ? Mar 1, 2017 00:59 |
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Ablative posted:Enemy units move before players, unless they have ACE. Correct, the actual turn sequence we experience in the thread is: <orders go in> Players move (ACE Enemies move) Players shoot Enemies shoot Enemies move <new orders>
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# ? Mar 1, 2017 01:13 |
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I don't know if the current players are aware but enemy ACEs are hell to deal with. Try to not let the Cyclops die.
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# ? Mar 1, 2017 01:15 |
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Thanks for the quick answers! I (the Cestus in the northern lance) am going to run forward 4 hexes (6 move with elevation changes) to 1711. Then I'll fire my Gauss Rifle and two Large Lasers at the Battle Cobra A in 1117. Sick 'em boys!
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# ? Mar 1, 2017 01:29 |
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Dear Thread, where should I (the Zeus) move to and shoot? Double teaming a mech was suggested, is there someone who wants me to join in?
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# ? Mar 1, 2017 01:58 |
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Volmarias posted:Dear Thread, where should I (the Zeus) move to and shoot? Double teaming a mech was suggested, is there someone who wants me to join in? If you can move to 2336 and engage the King Cobra with the assistance of your buddy next to you. It should give you partial cover from any return attacks and hopefully we can do soem heavy damage to two of the clan mechs before the other two unengaged mechs come to engage us.
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# ? Mar 1, 2017 03:14 |
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Volmarias posted:Dear Thread, where should I (the Zeus) move to and shoot? Double teaming a mech was suggested, is there someone who wants me to join in? Stop worrying and just move. If you bump into someone because they weren't coordinating with you it won't be the end of the world. There's a google doc floating around I think to help you avoid bumping into someone, but orders were due 10 hours ago so get them in quick. Speaking of, first alternate who gets me orders for the Cestus gets to take it over completely.
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# ? Mar 1, 2017 18:06 |
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Google doc: https://docs.google.com/spreadsheets/d/1muJUpMYiS1qyFdpW7J5OZ54Jl6kcg2TGTEp-WW1RDqU/edit#gid=136920057
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# ? Mar 1, 2017 18:34 |
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Sorry, orders sent! I thought that the update was due tonight, not last night, my mistake.
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# ? Mar 1, 2017 19:32 |
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No worries, it's not like the deadline has mattered before now. I think someone may have given the northern lance some bad advice though. Edit: Holy poo poo. Why do the Lyrans mainline the Zeus? Volmarias, I'll be seeing you next mission I think. PoptartsNinja fucked around with this message at 20:25 on Mar 1, 2017 |
# ? Mar 1, 2017 19:54 |
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Sounds like someone just joined the Headcap Club for Men.
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# ? Mar 1, 2017 20:40 |
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remember, when PTN says repeatedly the opfor will operate in a particular way, you should probably believe!
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# ? Mar 1, 2017 21:11 |
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Hoo boy. Did someone beat my early headcap record?
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# ? Mar 1, 2017 21:12 |
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No, it's worse than that.
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# ? Mar 1, 2017 21:15 |
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Sounds like this is TAC country.
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# ? Mar 1, 2017 21:16 |
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wiegieman posted:Sounds like this is TAC country. We can't stop here!
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# ? Mar 1, 2017 21:18 |
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someone with TT experience tell me what's the most absurd way a Zeus could get critted to death with one shot, please
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# ? Mar 1, 2017 21:20 |
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Psion posted:someone with TT experience tell me what's the most absurd way a Zeus could get critted to death with one shot, please Being hit by a jump torpedo from a few systems away.
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# ? Mar 1, 2017 21:21 |
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PoptartsNinja posted:No, it's worse than that. ..welp, looks like the Lyrian's are in for some rough times. This mission is pretty brutal though, considering the sheer tonnage of weaponry and armor the Players are facing, and how a single bad call can bring down the hammer on an entire lance.
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# ? Mar 1, 2017 21:23 |
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Psion posted:someone with TT experience tell me what's the most absurd way a Zeus could get critted to death with one shot, please Small laser or single missile/LBX pellet to the leg, rolls a TAC, critical roll is a 12, leg blown off, fall, damage to head, tac, again, roll is again a 12, head blown off. Gyro tac crits are also acceptable, preferably from the smallest possible hit. on a completely pristine segment of armor for max facepalm action.
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# ? Mar 1, 2017 21:23 |
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Zaodai posted:Being hit by a jump torpedo from a few systems away. OK that's the winner
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# ? Mar 1, 2017 21:24 |
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Ammo explosion was my first thought, but it's got CASE. Unless it stores the ammo someplace dumb like the head or CT...
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# ? Mar 1, 2017 21:38 |
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Psion posted:someone with TT experience tell me what's the most absurd way a Zeus could get critted to death with one shot, please Watching as all your ammo explodes either from lucky LRM hits or from a close-combat crit machine mech (like an MG boat) exploiting the Zeus's minimum range, instantly resulting in crippling damage to the pilot as C.A.S.E. conveniently saves the majority of the mech from damage so it can be either used or sold by the person who just crippled you for life.
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# ? Mar 1, 2017 21:46 |
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thetruegentleman posted:Watching as all your ammo explodes either from lucky LRM hits or from a close-combat crit machine mech (like an MG boat) exploiting the Zeus's minimum range, instantly resulting in crippling damage to the pilot as C.A.S.E. conveniently saves the majority of the mech from damage so it can be either used or sold by the person who just crippled you for life. In this timeline Strict Zell turns out to be the reason the Clans triumph.
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# ? Mar 1, 2017 23:30 |
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Stackpole explosion crippling its lancemates?
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# ? Mar 1, 2017 23:39 |
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Operation: Deserved Requital: Tactical Update 4 “All right, we’ve waited long enough.” Lt. Caro’s voice came through shockingly loud and clear. Ingomar Di Pasqua hadn’t realized how still he’d gotten during the wait. “Earthshaker lance, advance forward. Let’s show these Clanners our guns!” “Let’s fry these fuckers like fresh Pączki,” Martelli crowed as she kicked her boxy Sunder into gear. “It’s always about food with you, Chiarina,” Ingomar taunted playfully—she always complained that field rations made her fat—and was probably dieting on the sly again, in spite of the Lieutenant’s orders. She was the first over the ridge, while Ingomar held back. In his experience, it never paid to be the first `Mech the enemy saw. They each fired as they crested, hoping to surprise the enemy with their ferocity and score a lucky hit or two. One of the cranes teetered and fell as Caro put a Gauss Rifle slug straight into one of the support struts rather than the `Mech he’d hastily aimed at. Di Pasqua’s crosshairs fell over a boxy form his targeting computer tried to tell him was simultaneously an old SLDF Devastator and a Marauder. His Gauss Rifle struck clean, shattering armor over the Clan machine’s left breast, but his missile salvo flew wide. The soft rush of missile exhaust faded as the `Mech’s feed mechanism kicked in—but the telltale grinding of gears told him the mechanism had jammed again. He thumbed the transmit button and was just about to report when the second launcher attempted to reload and crushed its ammunition against the jammed mechanism that’d hopped its track. The Zeus’s right arm exploded from within, sending puffs of black smoke and electronic cruft raining from the tubes of the destroyed launcher. The armor buckled but held, the rounded armor design folding in on itself. There were no myomer attachments so far down the forearm, and the damage diagnostic readout still showed green internals. Unless the sensors had been crippled, the launcher had absorbed most of the explosion. “E-2 to E-Lead, my launchers just forcibly de-commissioned themselves. I’m down to just my direct-fire armament,” he paused and added bitterly, “and I haven’t even taken a hit yet.” Movement Phase Thunder Hawk (player) - Insufficient MP to face hex 2334: needs 6, has 5! Shooting Phase Thunder Hawk (player) - No Line of Sight to primary target (Cranes are still light level 2 buildings ) - Fires Gauss Rifle at Crane (4 base + 0 range + 2 movement - 4 target movement + 2 minimum range = 4): rolled 11, hit (0/10 CF remaining)! Building collapses! - - Pilot skill discovered: - Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 11, hit Right Arm (19/34 armor remaining)! - Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 5, miss! - Gains 5 heat, sinks 10! Banshee (player) - Fires PPC at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Center Torso (35/45 armor remaining)! - Fires PPC at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 3, miss! - Fires Autocannon/10 (AP Ammo) at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Left Arm (20/30 armor remaining)! AP Crit! - Gains 24 heat, sinks 21! Zeus (player) - Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 12, hit Left Torso (13/28 armor remaining)! - Fires LRM-15 at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 5, miss! - - Ammo Feed Problem Jam Chance: rolled 10, launcher jammed! - Fires LRM-15 at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 8, miss! - - Ammo Feed Problem Jam Chance: Rolled 12, reload explodes in the launcher! - Zeus suffers 15 damage to Right Arm (7/22 armor remaining)! - Fires ER Large Laser at Kingfisher (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 11, hit Center Torso (27/45 armor remaining)! - Gains 24 heat, sinks 24! Sunder Prime (player) - Fires Medium Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 6, miss! - Fires Medium Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss! - Fires Large Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss! - Fires Large Laser at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 3, miss! - Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 4, miss! - Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 4, miss! - Fires SRM-4 at Kingfisher (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 9, miss! - Gains 33 heat, sinks 30! Archer (player) - No Line of Sight to target! - Gains 1 heat, sinks 20! Penetrator (player) - No Line of Sight to target! - Gains 1 heat, sinks 24! Cestus (player) - No orders received! - Gains 0 heat, sinks 24! Caesar (player) - No Line of Sight to target! - Gains 1 heat, sinks 32! Cyclops (Allied) - Fires Gauss Rifle at Nightstar (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 9, hit Right Arm (17/32 armor remaining)! - Fires Gauss Rifle at Nightstar (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Left Leg (25/40 armor remaining)! - Fires LRM-10 (Smoke) at hex 1536 (2 base + 2 range + 2 movement - 4 target movement + 1 secondary target = 3): rolled 3, hit! - Gains 0 heat, sinks 14! Warhawk Prime - Assessing threats! - Gains 2 heat, sinks 40! Nightstar - Fires Gauss Rifle at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 3, miss! - Fires Gauss Rifle at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 9, hit Left Torso (15/30 armor remaining)! - Fires ER PPC at Cyclops (3 base + 4 range + 2 movement + 0 enemy movement - 1 accurate weapon = 8): rolled 7, miss! - Gains 19 heat, sinks 28! Dire Wolf Prime - Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, 16 missiles hit Left Arm (29/34 armor remaining), Right Arm (29/34 armor remaining), Left Torso (27/32 armor remaining), Right Arm (28/34 armor remaining)! - Gains 2 heat, sinks 40! Kingfisher E - Fires Gauss Rifle at Sunder (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Right Torso (13/28 armor remaining)! - Fires Gauss Rifle at Sunder (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Left Arm (15/30 armor remaining)! - Gains 4 heat, sinks 32! King Cobra - Fires Gauss Rifle at Zeus (3 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 8): rolled 10, hit Left Leg (damage blocked by terrain)! - Gains 2 heat, sinks 26! Wolverine II - Seeking targets! - Gains 2 heat, sinks 20! Battle Cobra Prime - Seeking targets! - Gains 1 heat, sinks 26! Battle Cobra B - Seeking targets! - Gains 1 heat, sinks 26! Wyvern IIC - Seeking targets! - Gains 2 heat, sinks 24! Battle Cobra A - Seeking targets! - Gains 2 heat, sinks 26! End Phase Kingfisher - APAC TAC in Left Arm: rolled (8 - 2 = 6), no critical hit sustained! Player Status: Ally Status Opposing Force Status: Special Rules Strict Zell – Clan Cloud Cobra is strictly following their Clan’s interpretation of Zellbrigen. Buildings – Unless otherwise noted, all buildings are Light CF and level 2 Hidden Units – All player units count as hidden until an enemy unit establishes Line of Sight. Units which have lost ‘hidden’ status do not regain it. House Rule House Rule: Minimum Range – Rather than scaling based on distance, the minimum range penalty is fixed at +2 Primary Objectives - Recover intercepted Clan HPG transmission data from the Saeder-Krupp Interstellar facility (0/1) - Extract Saeder-Krupp Interstellar personnel (1/10 turns) Secondary Objectives - Protect the Green Knight (0/1) - Extract if Necessary (0/8) Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 00:22 on Mar 2, 2017 |
# ? Mar 1, 2017 23:52 |
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Oh no! The dreaded Self-TAC!
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# ? Mar 1, 2017 23:54 |
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Thats a fine bunch of fireworks.
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# ? Mar 1, 2017 23:55 |
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# ? May 27, 2024 02:03 |
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Quickcell piece of crap.
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# ? Mar 2, 2017 00:04 |