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I double checked and my orders should be in.
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# ? Mar 19, 2017 14:41 |
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# ? May 27, 2024 06:13 |
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Warhawks do not have good luck in the AU.
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# ? Mar 19, 2017 21:49 |
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PoptartsNinja posted:Warhawks do not have good luck in the AU. Except when we're playing Clanners, in which case
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# ? Mar 19, 2017 21:55 |
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Operation: Deserved Requital: Tactical Update 7 “Stupid sons of bitches,” Morgaine grinned, her face hidden behind her mirrored face shield. The Clan pilots fought with a skill and precision most Inner Sphere pilots couldn’t match but it hadn’t taken more than a few moments for her to see the flaw in their training. They were target-fixated, pursuing whatever they first fired at with a relentless singlemindedness that suggested an overwhelming apathy for their own survival. Her comms chattered away as the Lyrans chose a new target, but Morgaine had already done the same. A Clan assault had perched itself on the ridgeline like an overfed vulture, its four PPCs leveled menacingly. She could tell almost instantly that the pilot had changed its targets, it was already swiveling towards the Sunder in a display of uncharacteristic flexibility. A baby step towards independent thought, and one Morgaine thought it best to discourage. She leveled her crosshairs over a machine that expected her to continue attacking the Nightstar with the same single-minded fury of his- or her-own kind and eased the Cyclops’s torso back as though she were seeking an aerial target. The Cyclops’s battle computer crackled as it recalculated firing angles to compensate. There was a nearly inaudible clang as her Gauss Rifles reached their maximum downward traversal and her backwards tilt ended once she’d locked the top-half of the Clan assault `Mech on her forward display. “How have your people survive this long?” She asked over her `Mech’s external loudspeakers an instant before pulling the trigger. Shooting Phase Thunder Hawk (player) - Fires Gauss Rifle at Nightstar (4 base + 2 range + 0 movement + 0 enemy movement = 6): rolled 8, hit Right Arm (0/32 armor, 13/16 structure remaining)! Crit! - Fires Gauss Rifle at Nightstar (4 base + 2 range + 0 movement + 0 enemy movement = 6): rolled 8, hit Center Torso (29/50 armor remaining)! - Fires Gauss Rifle at Nightstar (4 base + 2 range + 0 movement + 0 enemy movement = 6): rolled 6, hit Left Leg (10/40 armor remaining)! - Gains 3 heat, sinks 10! Banshee (player) - Fires PPC at Nightstar (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 12, hit Left Arm (0/16 armor, 8/16 structure remaining)! Crit! - Fires PPC at Nightstar (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 4, miss! - Fires Autocannon/10 (AP Ammo) at Nightstar (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 7, hit Right Leg (13/40 armor remaining)! APAC Crit! - Gains 24 heat, sinks 21! Overheating! Zeus (player) - Primary target uncertain (there are 3 battle cobras, no line of sight to any!) - No Line of Sight to Nightstar! - Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 8, hit Left Torso (17/32 armor remaining)! - Fires ER Large Laser at Dire Wolf (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 9, hit Right Arm (11/34 armor remaining)! - Gains 14 heat, sinks 24! Sunder Prime (player) - Fires Autocannon/20 at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 8, hit Right Leg (0/40 armor, 13/20 structure remaining)! Crit! - Fires Large Laser at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 5, miss! - Fires Large Laser at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 9, hit Left Arm (0/16 structure remaining)! Arm blown off! - Fires SRM-4 at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 3, miss! - Fires SRM-4 at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, 4 missiles hit Right Arm (11/16 structure remaining (TAC!)), Left Torso (0/32 armor remaining (Crit!)), Left Torso (18/20 structure remaining (Crit!)), Left Torso (16/20 structure remaining (Crit!))! - Fires SRM-4 at Nightstar (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 4, miss! - Gains 34 heat, sinks 30! Archer (player) - Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 9, 5 missiles hit Right Leg (14/19 armor remaining)! - Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 7, 9 missiles hit Left Arm (7/12 armor remaining), Left Torso (11/15 armor remaining)! - Gains 11 heat, sinks 20! Penetrator (player) - Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 8): rolled 10, hit Right Torso (8/15 armor remaining)! - Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 8): rolled 8, hit Right Leg (8/19 armor remaining)! - Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 8): rolled 5, miss! - Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 8): rolled 8, hit Left Torso (5/15 armor remaining)! - Fires Medium Pulse Laser at Battle Cobra Prime (4 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 8): rolled 4, miss! - Gains 24 heat, sinks 24! Cestus (player) - Fires Gauss Rifle at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 10, hit Left Arm (0/12 armor, 3/6 structure remaining)! Crit! - Fires Large Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 9, hit Right Leg (11/19 armor remaining)! - Fires Large Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 10, hit Left Arm (0/6 structure remaining)! Arm blown off! - - Damage transfers to Left Torso (10/15 armor remaining)! - Fires Medium Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 3, miss! - Fires Medium Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 5, miss! - Gains 24 heat, sinks 24! Caesar (player) - Fires ER PPC at Battle Cobra A (4 base + 0 range + 1 movement + 3 enemy movement + 1 partial cover = 9): rolled 7, miss! - Fires Gauss Rifle at Battle Cobra A (4 base + 0 range + 1 movement + 3 enemy movement + 1 partial cover = 9): rolled 8, miss! - Fires Medium Pulse Laser at Battle Cobra A (4 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover - 2 pulse laser = 9): rolled 8, miss! - Fires Medium Pulse Laser at Battle Cobra A (4 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover - 2 pulse laser = 9): rolled 9, hit Right Leg (damage blocked by terrain)! - Gains 25 heat, sinks 32! Cyclops (Allied) - Aims high and Fires Gauss Rifle at Warhawk Prime (2 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) = 6): rolled 6, hit Head (0/9 armor, 0/3 structure remaining)! Head destroyed! Pilot killed! - Aims high and Fires Gauss Rifle at Warhawk Prime (2 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) = 6): rolled 7, hit Right Arm (13/28 armor remaining)! - Aims high and Fires Medium Laser at Warhawk Prime (2 base + 2 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) = 8): rolled 11, hit Left Torso (21/26 armor remaining)! - Aims high and Fires Medium Laser at Warhawk Prime (2 base + 2 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) = 8): rolled 7, miss! - Gains 10 heat, sinks 14! Warhawk Prime - Fires ER PPC at Sunder (3 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 4): rolled 9, hit Center Torso (26/41 armor remaining)! - Fires ER PPC at Sunder (3 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 4): rolled 9, hit Left Arm (0/30 armor, 10/15 structure remaining)! Crit! - Fires ER PPC at Sunder (3 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 4): rolled 11, hit Left Arm (0/15 structure remaining)! Arm Blown Off! - - Damage transfers to Left Torso (23/28 armor remaining)! - Fires ER PPC at Sunder (3 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 4): rolled 4, hit Left Torso (8/23 armor remaining)! TAC! - Fires LRM-10 at Banshee (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 6, 6 missiles hit Right Leg (28/33 armor remaining), Right Torso (16/19 structure remaining (TAC!))! - Gains 64 heat, sinks 40! Nightstar - Fires Gauss Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement - 1 accurate weapon = 3): rolled 7, hit Center Torso (0/36 armor, 28/29 structure remaining)! Crit! - Fires Gauss Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement - 1 accurate weapon = 3): rolled 7, hit Left Torso (0/30 armor remaining)! - Fires ER PPC at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement - 1 accurate weapon = 3): rolled 7, hit Left Torso (9/19 structure remaining)! Crit! - Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 2 range + 1 movement + 0 enemy movement - 2 pulse lasers - 1 accurate weapon = 3): rolled 4, hit Right Arm (4/26 armor remaining)! - Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 2 range + 1 movement + 0 enemy movement - 2 pulse lasers - 1 accurate weapon = 3): rolled 7, hit Right Torso (16/30 armor remaining)! - Gains 27 heat, sinks 28! Dire Wolf Prime - Fires Ultra AC/20 (Single) at Thunder Hawk (3 base + 4 range + 0 movement + 0 enemy movement = 7): rolled 7, hit Right Leg (22/42 armor remaining)! - Fires ER PPC at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 4, miss! - Fires ER PPC at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 6, hit Left Torso (7/32 armor remaining)! - Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 6, 20 missiles hit Left Arm (19/34 armor remaining), Left Arm (14/34 armor remaining), Left Arm (9/34 armor remaining), Center Torso (30/50 armor remaining)! - Gains 38 heat, sinks 40! King Cobra - Extended torso-twist to threaten hex 2833! - Fires Gauss Rifle at Zeus (3 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 5): rolled 10, hit Left Leg (9/24 armor remaining)! - Fires Gauss Rifle at ER Medium Laser (3 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 5): rolled 9, hit Left Arm (13/20 armor remaining)! - Gains 7 heat, sinks 26! Wolverine II - Fires Ultra AC/5 (Ultra) at Caesar (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 6, miss! - Fires Medium Pulse Laser (Clan) at Caesar (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 9, hit Right Leg (14/21 armor remaining)! - Fires SRM-6 w/Artemis IV at Caesar (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 7, miss! - Gains 8 heat, sinks 20! Battle Cobra Prime - Torso-twists to threaten hex 1619! - Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Center Torso (24/34 armor remaining)! - Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Left Torso (4/24 armor remaining)! - Fires Medium Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 9, hit Left Arm (7/21 armor remaining)! - Gains 26 heat, sinks 26! Battle Cobra B - Torso-twists to threaten hex 1114! - Fires ER PPC at Cestus (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, hit Right Arm (0/5 armor, 0/10 structure remaining)! Arm blown off! - Fires Medium Pulse Laser at Cestus (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 8, hit Right Torso (15/22 armor remaining)! - Fires Medium Pulse Laser at Cestus (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 9, hit Left Arm (13/20 armor remaining)! - Gains 25 heat, sinks 26! Wyvern IIC - Unable to act - Gains 0 heat, sinks 24! Battle Cobra A - Extended torso-twists to threaten hex 1313! - Fires Medium Pulse Laser at Archer (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 6, hit Left Torso (17/24 armor remaining)! - Fires Medium Pulse Laser at Archer (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 2, miss! - Fires Medium Pulse Laser at Archer (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Leg (19/26 armor remaining)! - Fires Medium Pulse Laser at Archer (3 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 6, hit Right Arm (15/22 armor remaining)! - Fires Streak SRM-6 at Archer (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 4, fails to lock-on! - Fires Streak SRM-6 at Archer (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, fails to lock-on! - Gains 18 heat, sinks 26! End Phase: Nightstar - Critical chance in Right Arm: rolled 8, 1 critical hit sustained! - - Medium Pulse Laser hit! - APAC Critical chance in Right Leg: rolled 7, no critical hits sustained! - Critical chance in Right Leg: rolled 5, no critical hits sustained! - Through-armor critical chance in Right Arm: rolled 9, 1 critical hit sustained! - - Right Shoulder hit! - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Critical chance in Left Torso: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds! Battle Cobra B - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 5, succeeds! Sunder (Player) - Critical chance in Left Arm: rolled 6, critical hits sustained! - Through-armor critical chance in Left Torso: rolled 7, no critical hits sustained! - Through-armor critical chance in Right Torso: rolled 8, 1 critical hit sustained! - - Medium Laser damaged! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 6, succeeds! Cestus (Player) - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 8, succeeds! Cyclops (Allied) - Critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - Engine hit! - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds! Physical Combat Phase: Cestus (Player) - Kicks Battle Cobra A (5 base + 1 movement + 3 enemy movement - 2 kick = 7): rolled 6, miss! End Phase: Cestus (Player) - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds! Turn End Phase: Wyvern IIC - Must pass an 11+ consciousness test: rolled 8, fails! 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 (5/10 turns) Secondary Objectives - Protect the Green Knight (0/1) - Extract if Necessary (0/8) Orders Due: Midnight Tuesday!
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# ? Mar 20, 2017 00:05 |
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Ahahahaha, that Warhawk. That thing was FRESH.
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# ? Mar 20, 2017 00:20 |
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Headcapping a nearly pristine mech with four headcappers should have some sort of award. (Also, the Nightstar's left arm Gauss rifle is listed as 'OK'.)
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# ? Mar 20, 2017 00:21 |
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I owe Morgaine at least a beer back at base. A few things though Poptarts. Think the Nightstar should have a Gauss rifle and a medium pulse laser blown off with its left arm gone. Never mind i'm an idiot and I don't have a left arm anymore. Thinking of walking to 1329 and firing my large lasers and SRMs and the undamaged medium laser into the back of the Night Star. koolkevz666 fucked around with this message at 00:30 on Mar 20, 2017 |
# ? Mar 20, 2017 00:26 |
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Hey, Poptarts, Banshee here. I think my overheating is a mistake. Update 5 I fired 1 PPC, the AC/10 and the SRMs while sitting still. That's 17 heat, sinking 21 should have put me back at 0. I didn't check the unit card at the time, since I was away when you posted the update. I'm sorry I didn't check it after. Update 6 I was heat neutral and assumed I stayed at 0 and therefore again didn't check the unit card. Now this update I was surprised to see I'm overheating by 6! I'm fine with leaving it as is since the mistake was so long ago, but thought I'd bring it up anyway.
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# ? Mar 20, 2017 00:32 |
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koolkevz666 posted:Think the Nightstar should have a Gauss rifle and a medium pulse laser blown off with its left arm gone. They are. I color coded it but I didn't change the text.
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# ? Mar 20, 2017 00:32 |
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PoptartsNinja posted:They are. I color coded it but I didn't change the text. So you have, my apologies my eye problems make telling faint colours difficult at times as it all blurs together and this was one of them. Sorry to be a bother. Volmarias that King Cobra is going to be shooting you in the back I suggest you move in some fashion so that he is hitting you in the front instead. koolkevz666 fucked around with this message at 00:42 on Mar 20, 2017 |
# ? Mar 20, 2017 00:35 |
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It looks like you guys might want to concentrate fire on the Nightstar-the Cyclops is looking awfully tatty right now and you don't want it going down. BTW if the Archer is firing on the Dire Wolf, King Cobra, or Wolverine II, it should use the ARAD ammunition it has. ARAD gains a -1 to-hit and a +1 to cluster rolls against anything which has ECM, Artemis IV, Communications Equipment, C3, or Active Probes. It has +2 to hit and -2 to cluster rolls for anything else, but the -1/+1 against those three targets is fairly solid. This is cumulative with a Narc pod, to boot.
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# ? Mar 20, 2017 00:38 |
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Banshee and Sunder have a good chance to just sit still and unload at the Dire Wolf and Nightstar respectively. Meanwhile the Zeus can keep playing keep away from the King Cobra while the rest of it's star evaporates around it.
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# ? Mar 20, 2017 00:39 |
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Gwaihir posted:Banshee and Sunder have a good chance to just sit still and unload at the Dire Wolf and Nightstar respectively. Meanwhile the Zeus can keep playing keep away from the King Cobra while the rest of it's star evaporates around it. I can't remember but does changing your facing count as walking if you stay in the same hex? Also if I am reading this right due to crossing over multiple hexes with the LOS rules staying put means the Night Star will be at medium range for most of my weapons. Final question does dumping ammo cost anything in terms of MP/heat? Just without the AC 20 I guess I should dump all the remaining ammo? koolkevz666 fucked around with this message at 00:47 on Mar 20, 2017 |
# ? Mar 20, 2017 00:43 |
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koolkevz666 posted:I can't remember but does changing your facing count as walking if you stay in the same hex? Also if I am reading this right due to crossing over multiple hexes with the LOS rules staying put means the Night Star will be at medium range for most of my weapons. Torso twisting does not count as walking (You can shoot the Nightstar with just a torso twist, and it is at range 3), but changing facing does. Ammo dumping restricts you to walking MP as far as I remember, and it anything shoots you in the back it will blow up. So only do it when you have your back to a wall or otherwise safe, pretty much.
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# ? Mar 20, 2017 00:49 |
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koolkevz666 posted:I can't remember but does changing your facing count as walking if you stay in the same hex? Also if I am reading this right due to crossing over multiple hexes with the LOS rules staying put means the Night Star will be at medium range for most of my weapons. Turning uses MP, so it counts as walking or running, depending on how many MP you spend. Dumping ammo doesn't cost any MP or heat, though IIRC you can only walk while dumping ammo. More importantly, any hits from the rear have an extra chance of setting off your ammo and blowing you to pieces, so make sure you don't point your rear end at anybody liable to shoot you.
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# ? Mar 20, 2017 00:50 |
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Looks like the players might be able to win the damage race. knocks on wood
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# ? Mar 20, 2017 00:51 |
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PoptartsNinja posted:Warhawks do not have good luck in the AU. Sounds like they've got a Bad Reputation to me
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# ? Mar 20, 2017 01:19 |
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I'm not gonna lie, the armor on the southern assaults is looking awfully thin but with that headcap (one the ally barely pulled off due to being gunnery 2, that Aim High penalty is really very chufty) it looks like you've been bought some time. He still managed to take out the goonlance's highest-payload gun before biting it. Wondering what the King Cobra's planning. What're the odds he goes I R A T E if Volmarias decides to play peekaboo with him using that Crane. Chronojam posted:Sounds like they've got a Bad Reputation to me this looks like a solid call to me
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# ? Mar 20, 2017 02:19 |
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loving LOL that Warhawk. That was just amazing. There's still far more headcapping weapons on the Southern star than I'd like... and the King Cobra is going to have to get dealt with eventually but yeah, they might be winning the damage race. I hope.
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# ? Mar 20, 2017 03:22 |
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Remember kids, aim high. If you shoot for the stars, you might just kill them solo like King Dadlas.
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# ? Mar 20, 2017 04:05 |
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Some good luck this round, but this is a timed mission, not just wiping out the opforce. You've still got five turns for evacuation plus getting the data, it might be time to start worrying about Clan reinforcements. It would suck to get flanked by fresh stars coming in from the West. If these are the only Clanners in the vicinity though you might have a shot at taking the field, which would make objectives like extracting downed pilots much easier.
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# ? Mar 20, 2017 04:41 |
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Xarbala posted:I'm not gonna lie, the armor on the southern assaults is looking awfully thin but with that headcap (one the ally barely pulled off due to being gunnery 2, that Aim High penalty is really very chufty) it looks like you've been bought some time. He still managed to take out the goonlance's highest-payload gun before biting it. It's a good question. If I swap sides with that crane I'll break LOS, right? Does that cause an aiming malus or is it just absorbing 10 damage? If it's the latter I feel like running down the slope and using it as a barrier for my legs is a potentially better plan. The extended torso twist means that even if I'm directly behind it, I can be fired upon, right? Otherwise I'd just back up 4 tiles.
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# ? Mar 20, 2017 05:32 |
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Volmarias posted:It's a good question. If I swap sides with that crane I'll break LOS, right? Does that cause an aiming malus or is it just absorbing 10 damage? If it's the latter I feel like running down the slope and using it as a barrier for my legs is a potentially better plan. Yup, extended torso twist means there's no real way to escape its frontal firing arc. Also it'd be in the minimum range of your gauss rifle, giving you a +2 penalty according to the House Rule for the scenario. Which is pretty steep considering your base Gunnery of 4.
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# ? Mar 20, 2017 07:15 |
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quote:- Fires ER PPC at Battle Cobra A (4 base + 0 range + 1 movement + 3 enemy movement + 1 partial cover = 9): rolled 7, miss! My 2 thoughts for this turn are 1) Penetrator (who comes up with these names?) can do horrible things to Battle Cobra A's back, but only Cestus can focus fire with him and that is from the front only. 2) I should probably keep walking down the goddamn hill even if it messes with my to-hits and fire at Wolverine. Going to need help to focus fire him before he fucks me up too much.
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# ? Mar 20, 2017 08:45 |
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Lyrans and Morgaine now outweigh the Clanners by 735 to 470. Tech levels do mitigate things, but with Ace and the weapon damage at 51/58 (with a ten-point discount on the two LRMs) close ahead of the clan machines, the armor damage is heavier but spresd out, only the Nightstar and Cyclops are currently severely st risk. Lyrans are doing really great, even if the Cyclops goes down a clan machine is likely to follow it. Save 2-3 rapid fire losses I think you got this. Does losing the Green Knight cause something bad to happen though, like enemy Aces? RA Rx fucked around with this message at 09:31 on Mar 20, 2017 |
# ? Mar 20, 2017 09:13 |
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I was mildly tempted to give Battle Cobra Prime the metaphorical finger and hide behind the facility wall, but I am pretty sure jumping over a height two wall would use up too much of my movement points. If I move to 1816 and turn to face hex 1717 I can still punch the Battle Cobra in 1716 with both arms via torso twisting, yes? My left torso is looking a little thin so I want to hedge my bets, especially since the move modifier will not be in my favor.
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# ? Mar 20, 2017 09:35 |
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habituallyred posted:I was mildly tempted to give Battle Cobra Prime the metaphorical finger and hide behind the facility wall, but I am pretty sure jumping over a height two wall would use up too much of my movement points. IIRC jumping over structure doesn't use up movement for height, as long as you can clear the structures (or height difference in general). I think it is 1 jump point per 1 height diff you have to jump over.
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# ? Mar 20, 2017 09:37 |
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Xarn posted:1) Penetrator (who comes up with these names?) I thought it was Hanse Davion but I was mixing it up with the Falconer. No, it's some iabroni at Kallon Industries who doesn't even realize that lasers vaporize mech armor, they don't penetrate it. You know what would have been a better fit for that name? Any Mech with ballistic weapons ever.
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# ? Mar 20, 2017 09:57 |
RA Rx posted:Does losing the Green Knight cause something bad to happen though, like enemy Aces? PTN's said that Morgaine's command thingy prevents all enemy aces, so if she bites it we get to find out how many of those they have. I can assure you finding out the other dudes move after you is very worrisome.
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# ? Mar 20, 2017 11:20 |
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Defiance Industries posted:I thought it was Hanse Davion but I was mixing it up with the Falconer. No, it's some iabroni at Kallon Industries who doesn't even realize that lasers vaporize mech armor, they don't penetrate it. 'Penetrator' is a name given to a craft that is supposed to dart into or past enemy lines, do damage, then leave again. If it were a name given to a single weapon, yeah, ballistics or spears would make sense I guess.
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# ? Mar 20, 2017 11:41 |
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vorebane posted:PTN's said that Morgaine's command thingy prevents all enemy aces, so if she bites it we get to find out how many of those they have. I have this nasty suspicion that the King Cobra is an ace, which is very worrying, especially as the Southern lance isn't very close-range oriented. Maybe if the Nightstar can get put down pretty soon the Dire Wolf can get taken down before it eats the Thunder Hawk... and I'm picturing Benny Hill music playing regarding the King Cobra chasing Volmaris so far.
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# ? Mar 20, 2017 14:27 |
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It's an OPFOR melee machine, it needs to be an ace in order to not just deny physical attacks against it so there's no chance PTN hasn't made it an ace.
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# ? Mar 20, 2017 14:53 |
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I could walk back two hexes which would block LOS to the Cyclops from the Night Star and I could then unload on the Night Star's front, less chance of killing it but better chance of our Cyclops surviving. I mean I am guessing regardless of Zell the Night Star pilot would be angered enough to shoot me for blocking him/her. Then the Cyclops and Banshee could fire on the Dire Wolf while the other two members of our southern lance focus on the King Cobra unless we want to ignore it for a bit longer and focus on the Dire Wolf. I guess it comes down to, for me, getting either back shots on the Night Star or blocking LOS to the Cyclops.
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# ? Mar 20, 2017 15:46 |
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koolkevz666 posted:I could walk back two hexes which would block LOS to the Cyclops from the Night Star and I could then unload on the Night Star's front, less chance of killing it but better chance of our Cyclops surviving. I mean I am guessing regardless of Zell the Night Star pilot would be angered enough to shoot me for blocking him/her. Mechs don't block line of sight to other mechs.
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# ? Mar 20, 2017 16:02 |
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Gwaihir posted:Mechs don't block line of sight to other mechs. Well there went that plan then, haha, back shots it is.
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# ? Mar 20, 2017 16:23 |
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I have noticed that the consistency with which Star Captains and Star Colonels die in this AU is staggering.
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# ? Mar 20, 2017 16:45 |
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Night10194 posted:I have noticed that the consistency with which Star Captains and Star Colonels die in this AU is staggering. I'm telling ya man, the Dice do not like Clanners. Every mission involving Clanners in the past two years or so have been a hilarious production where upon the Clanners got absolutely clowned on. The only exception to this was the Glacier mission, and even then it still involved Clanners getting clowned on by other Clanners.
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# ? Mar 20, 2017 17:23 |
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habituallyred posted:I was mildly tempted to give Battle Cobra Prime the metaphorical finger and hide behind the facility wall, but I am pretty sure jumping over a height two wall would use up too much of my movement points. Xarn posted:IIRC jumping over structure doesn't use up movement for height, as long as you can clear the structures (or height difference in general). I think it is 1 jump point per 1 height diff you have to jump over. Jumping counts jump points per hex you move. You can clear any obstacle in the way if it's no taller than the total jump points you spent. So for example if you jump three hexes you can clear +3 levels of terrain or buildings. Mechs don't count as obstacles. habituallyred, your mech has 4 jump capacity, which means you can jump up to 4 hexes away. Jumping to 2121 is therefore possible, but while it clears LOS, it also gives you nothing to shoot at this turn. As for punching: you can only punch with an arm that didn't fire any weapons this turn. That means not firing the ER Large Laser in a given arm in order to punch with it. As a general rule of thumb in battletech, unless you don't want to shoot arm weapons due to a heat penalty, it's usually going to be better to shoot than to try to punch. This is one of the reasons kicking is a much better melee option in most cases: few mechs have weapons in the legs, so you can usually fire weapons and then also try for a kick. Of course you can only kick an enemy in your front, and torso twisting doesn't help. A kick also typically does more damage than a punch, although a punch has a 1/6 chance of hitting the head location which is a nice little bonus. But in your case... you generate 24 heat for shooting the ER Larges, or 24 heat if you just unload with all your mediums. With 24 equipped heat sinks, that makes the decision heat-neutral, so a point-blank barrage from the mediums plus a couple punches is not a terrible way to go, provided you're OK with eating everything your foe can shoot back at you at point-blank range as well.
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# ? Mar 20, 2017 18:39 |
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Plek posted:'Penetrator' is a name given to a craft that is supposed to dart into or past enemy lines, do damage, then leave again. If it were a name given to a single weapon, yeah, ballistics or spears would make sense I guess. At 4/6/4 it's also too slow to do that on a post-XL battlefield, particularly since it's intended to fight the Clans.
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# ? Mar 20, 2017 18:42 |
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# ? May 27, 2024 06:13 |
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Rorahusky posted:I'm telling ya man, the Dice do not like Clanners. Every mission involving Clanners in the past two years or so have been a hilarious production where upon the Clanners got absolutely clowned on. The only exception to this was the Glacier mission, and even then it still involved Clanners getting clowned on by other Clanners. This has been pleasing me for 2 years running now, because gently caress Clanners. Actually this LP has made me love the Clans, as an antagonist, when before I thought of them as just dumb bullshit. Running their dumb bullshit with both an awareness that it's dumb bullshit but also that it's dumb bullshit being perpetuated by human beings who are capable of deviating from it (while still being strongly influenced by culture and indoctrination) makes for a good villain, who knew?
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# ? Mar 20, 2017 22:06 |