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I have manly-ly taken the suggested orders. No risk, no reward!
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# ? Jul 13, 2011 04:00 |
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# ? May 29, 2024 23:33 |
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No, you fools! You cannot trust a Cardassian. Why would you even think that?!
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# ? Jul 13, 2011 04:03 |
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Slaan posted:No, you fools! You cannot trust a Cardassian. Why would you even think that?! Because 7s to hit are much less trustworthy than 9s? And "Seven Ate Nine" joke in 3...
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# ? Jul 13, 2011 04:06 |
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PoptartsNinja posted:Because 7s to hit are much less trustworthy than 9s? because 7 shanked 6.
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# ? Jul 13, 2011 04:07 |
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PoptartsNinja posted:Not that bad for an ambush or city fighter; it'll go right alongside the Liao "Gauss Rifle Surprise" 'Mech (that ComStar didn't expect them to upgrade) and Hanse Davion's unexpected counter. Oh god this is the Urbanmech Suprise Egg version isn't it (take out 1 DHS, swap the AC/20 with a gauss rifle and 1t ammo).
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# ? Jul 13, 2011 04:12 |
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PoptartsNinja posted:Because 7s to hit are much less trustworthy than 9s? I really hope I'm not the only one who initially misread that as "And 'Seven of Nine' joke in 3..."
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# ? Jul 13, 2011 04:18 |
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W.T. Fits posted:I really hope I'm not the only one who initially misread that as "And 'Seven of Nine' joke in 3..." I didn't misread but I thought about making a bad joke refrencing 7 of 9
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# ? Jul 13, 2011 04:20 |
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This is from last page, but it was good to see some more of Defiance Industries' Battlemech commercials. Good to see you haven't lost your touch with the things. Nice tying in of the 2nd Donegal's misfortunes on Somerset, right when things were getting grim there. I remember the turns around the time Sergeant Major Kempner's head was shot off and hoping the rest of the 2nd Donegal Command Lance would survive the battle. Good memories. Magnets reference for the Gauss Rifle as well. Nice. But really, those Hollanders look platforms designed to be cranked out as fast as possible, to spam Gauss Rifles onto the field in order for the Lyrans to get some quick fire support or something like that. Also, really wish this turn would update soon, since I'm really tired and should go to bed soon. Will be ing like crazy until I do. Plus PTN prompting players to change their orders so more guns can be fired? Now I'm very curious. Hopefully this turn will go better for CrabGuard this turn, not taking so much damage while dishing out more of it to the Clan forces. Still hoping for a repeat of the Gaussback headshot, unlikely as that is to happen. Still, a guy can dream, right?
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# ? Jul 13, 2011 04:50 |
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Yaayyy! :iamafag: Hollander commercial! That being said, you guys might be hosed.
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# ? Jul 13, 2011 04:52 |
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elitebuster posted:Yaayyy! :iamafag: Hollander commercial! I am contractually obligated to give zero fucks.
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# ? Jul 13, 2011 04:57 |
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One. One headshot. Ah ah ah.
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# ? Jul 13, 2011 05:04 |
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PoptartsNinja posted:One. One headshot. Ah ah ah. With the current strain of goon luck, that's probably the Gaussback blowing off someone's head.
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# ? Jul 13, 2011 05:11 |
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landcollector posted:With the current strain of goon luck, that's probably the Gaussback blowing off someone's head. I TOLD YOU. I WARNED YOU ABOUT HEADCAPS BRO
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# ? Jul 13, 2011 05:13 |
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landcollector posted:With the current strain of goon luck, that's probably the Gaussback blowing off someone's head. (Although headshot doesn't necessarily imply decapitation)
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# ? Jul 13, 2011 05:13 |
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Arquinsiel posted:Dude, I just finished reading Achtung Panzer! It's a pretty grim read, given that the allies figure out that tanks are a total game-changer in 1916 and then just say "gently caress it, this makes war too easy" and start using them totally wrong for thirty years..... Well, they used them like they did in 1918. I have a lot of sympathy for this sort of thing. It's REALLY difficult sometimes to see how to do something that is obvious with 20/20 hindsight. I suspect the problem is that you find a local maxima (for example with tanks as infantry support), and the changes to your entire force structure to find other maxima is pretty bloody difficult, particularly with the number of people that have to invest in any such decision. The ironic thing about this, is that why the Germans did of course revolutionise warfare, where the US and Russian combined arms doctrine ended up certainly drew a lot from the orginal flawed infantry support doctrine. Spergedit: I think another part of the problem is that wargames in the military training sense are really a product of the post vietnam era, so no really structured enviroment to try poo poo out in. quote:One. One headshot. Ah ah ah. Cthulhu Dreams fucked around with this message at 05:25 on Jul 13, 2011 |
# ? Jul 13, 2011 05:17 |
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Bane scored a TAC AC/2 headcap of the Flashman.
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# ? Jul 13, 2011 05:18 |
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KnoxZone posted:Bane scored a TAC AC/2 headcap of the Flashman. Right into the cockpit.
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# ? Jul 13, 2011 05:27 |
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KnoxZone posted:Bane scored a TAC AC/2 headcap of the Flashman. The statistical likelyhood of that is... also less than 0%, since it doesn't have line of sight to the Flashman.
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# ? Jul 13, 2011 05:27 |
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PoptartsNinja posted:The statistical likelyhood of that is... also less than 0%, since it doesn't have line of sight to the Flashman. Never tell me the odds, Threepio!
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# ? Jul 13, 2011 05:29 |
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Chief O'Brien knew how to sort them out!
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# ? Jul 13, 2011 05:32 |
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Clanners become annoyed! Hell's Horses won't stand for hide and seek and decide to play Musical Zell instead!
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# ? Jul 13, 2011 05:38 |
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PoptartsNinja posted:Clanners become annoyed! Hell's Horses won't stand for hide and seek and decide to play Musical Zell instead! best zell.
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# ? Jul 13, 2011 05:41 |
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I hope that the Lynx is still distracting the Gaussback...
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# ? Jul 13, 2011 05:42 |
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PoptartsNinja posted:Clanners become annoyed! Hell's Horses won't stand for hide and seek and decide to play Musical Zell instead! Not my fault that Bane didn't walk forward to get me into LOS I was totally going to have an honest clan duel of shooting at each other with it (keeping that guy busy for 2-4 turns by myself and doing solid damage would be a great outcome for the crabguard) but nooo
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# ? Jul 13, 2011 06:01 |
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Well, the good news is, you guys will understand why I love the Kraken. That's also the bad news. Edit: Two. Two head-hits, ah ah ah. PoptartsNinja fucked around with this message at 06:15 on Jul 13, 2011 |
# ? Jul 13, 2011 06:07 |
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PoptartsNinja posted:Well, the good news is, you guys will understand why I love the Kraken. That's also the bad news. This is going to be interesting.
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# ? Jul 13, 2011 06:08 |
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PoptartsNinja posted:Well, the good news is, you guys will understand why I love the Kraken. That's also the bad news. Jesus. You sadistic, forehead ridge havin'...
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# ? Jul 13, 2011 06:18 |
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Zeroisanumber posted:Jesus. You sadistic, forehead ridge havin'... I think the word you are looking for is "Cardassian."
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# ? Jul 13, 2011 06:20 |
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Luck-pushers.
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# ? Jul 13, 2011 06:20 |
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PoptartsNinja posted:Well, the good news is, you guys will understand why I love the Kraken. That's also the bad news. This turn re-do is going to be full of horror, isn't it?
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# ? Jul 13, 2011 06:21 |
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Grand Fromage posted:Luck-pushers. PTN forced it, nothing more. in otherwords. CARDASSIANS!!!!!! AtomikKrab fucked around with this message at 06:24 on Jul 13, 2011 |
# ? Jul 13, 2011 06:22 |
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AtomikKrab posted:PTN forced it, nothing more. I trust Cardassians. Not you assholes.
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# ? Jul 13, 2011 06:25 |
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Grand Fromage posted:I trust Cardassians. Not you assholes. He's almost definitely not a spy.
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# ? Jul 13, 2011 06:35 |
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House Call: Tactical Update 6 Movement Phase R4 Exterminator - Deactivates Null Signature System! Combat Phase R1 King Crab - Fires Gauss Rifle at F4 Hunchback IIC (2 base + 1 movement + 0 enemy movement + 2 range + 2 EM Interference = 7): rolled 2, miss! - Fires Gauss Rifle at F4 Hunchback IIC (2 base + 1 movement + 0 enemy movement + 2 range + 2 EM Interference = 7): rolled 8, hit Left Leg (0/15 armor remains)! - Fires LRM 15 at F4 Hunchback IIC (2 base + 1 movement + 0 enemy movement + 4 range + 2 EM Interference = 9): rolled 12, 9 missiles hit Left Arm (3/8 armor remains), Right Torso (12/16 armor remains)! - Gains 9 heat, sinks 13! R2 Flashman - Fires Large Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 0 range + 2 EM Interference = 6): rolled 10, hit Front (8/16 armor remains)! - Fires Large Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 0 range + 2 EM Interference = 6): rolled 6, hit Rotors (1/2 armor remains)! Movement reduced to 8/12! - Fires Large Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 0 range + 2 EM Interference = 6): rolled 6, hit Right Side (6/14 armor remains)! - Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 2 range + 2 EM Interference = 8): rolled 8, hit Left Side (9/14 armor remains)! - Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 2 range + 2 EM Interference = 8): rolled 5, miss! - Gains 32 heat, sinks 30! R3 Black Knight - Fires ER PPC at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 2 range + 2 EM Interference = 8): rolled 8, hit Rotors (0/2 armor remains)! Movement reduced to 7/11! - Fires Large Pulse Laser at V1 Unknown VTOL 1 (2 base + 2 movement + 0 enemy movement + 4 range + 2 EM Interference - 2 Pulse Laser = 8): rolled 11, hit Left Side (0/14 armor, 2/3 structure remains)! VTOL critical hit! - Gains 27 heat, sinks 32! R4 Exterminator - Fires ER Medium Laser at F3 Dervish IIC (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 4, miss! - Fires ER Medium Laser at F3 Dervish IIC (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 6, miss! - Fires ER Medium Laser at F3 Dervish IIC (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 8, miss! - Fires Small Laser at F3 Dervish IIC (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 6, miss! - Gains 22 heat, sinks 20! R5 Lynx - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 5, miss! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 10, hit Right Leg (cover prevents damage)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + + 2 EM Interference + 1 Partial Cover = 7): rolled 7, hit Right Torso (21/26 armor remains)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 7, hit Center Torso (23/28 armor remains)! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 6, Streak SRM-2 fails to lock on and does not fire! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 7, 2 missiles hit Center Torso (21/28 armor remains), Center Torso (19/28 armor remains)! - Fires ER PPC at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 8, hit Left Torso (14/26 armor remains) - Gains 31 heat, sinks 30! R6 Starslayer - Fires Large Laser at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 2 range + 2 EM Interference = 7): rolled 8, hit Front (8/16 armor remains)! - Fires Large Laser at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 2 range + 2 EM Interference = 7): rolled 2, miss! - Fires Medium Laser at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 4 range + 2 EM Interference = 9): rolled 6, miss! - Fires Medium Laser at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 4 range + 2 EM Interference = 9): rolled 9, hit Rotors (1/2 armor remains)! Movement reduced to 8/12! - Fires SRM 4 at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 4 range + 2 EM Interference = 9): rolled 10, 2 missiles hit Front (6/16 armor remains (through-armor critical hit!)), Right Side (12/14 armor remains)! - Gains 24 heat, sinks 22! F1 King Crab IIC - Becomes annoyed with R2 Flashman (no Line of Sight)! - Shifts targets to unengaged ‘Mech, now targeting R3 Black Knight! - Activates Ultra Mode for all Autocannons! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 5, 1 shot hit Right Arm (12/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 10, 2 shots hit Right Torso (12/24 armor remains), Right Arm (10/ armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 8, 1 shot hit Right Arm (8/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 9, 1 shot hit Right Torso (10/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 6, 1 shot hit Right Arm (6/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 6, 2 shots hit Left Torso (15/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 5, 1 shot hit Center Torso (27/29 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 7, 1 shot hit Left Leg (22/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 8, 1 shot hit Left Leg (20/24 armor remains)! - Fires Ultra AC/2 at R3 Black Knight (0 base + 2 range + 0 movement + 1 enemy movement + 2 EM Interference = 5): rolled 11, 2 shots hit Head (7/9 armor remains (Pilot Hit!)), Right Torso (8/24 armor remains) F2 Unknown Quad 1 - Becomes annoyed with R3 Black Knight (no Line of Sight)! - Shifts targets to an unengaged ‘Mech, now targeting R5 Lynx! - Fires ER Large Laser at R5 Lynx (2 base + 0 range + 1 movement + 2 enemy movement + 2 EM Interference + 1 Partial Cover = 8): rolled 12, hit Right Leg (cover prevents damage)! - Fires ER Large Laser at R5 Lynx (2 base + 0 range + 1 movement + 2 enemy movement + 2 EM Interference + 1 Partial Cover = 8): rolled 4, miss! - Fires LRM 20 w/ Artemis IV at R5 Lynx (2 base + 0 range + 1 movement + 2 enemy movement + 2 EM Interference + 1 Partial Cover = 8): rolled 11, 12 missiles hit Left Torso (0/20 armor remains), Center Torso (23/28 armor remains), Left Arm (16/18 armor remains)! F3 Dervish IIC - Fires ER Medium Laser at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 8, miss! - Fires ER Medium Laser at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 11, hit Right Leg (12/19 armor remains)! - Fires Streak SRM 6 at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 2, Streak SRM 6 fails to achieve lock and does not fire! - Fires Streak SRM 6 at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 7, Streak SRM 6 fails to achieve lock and does not fire! - Fires LRM 10 w/ Artemis IV at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 10, missiles intercepted by Anti-Missile System! 6 missiles hit Left Torso (15/20 armor remains), Center Torso (17/21 armor remains)! - Fires LRM 10 w/ Artemis IV at R4 Exterminator (2 base +0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 6, miss! F4 Hunchback IIC - Becomes annoyed with R5 Lynx (no Line of Sight)! - Shifts targets to an unengaged ‘Mech, now targeting R2 Flashman! - Fires Gauss Rifle at R2 Flashman (2 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 Partial Cover = 8): rolled 8, Left Arm (5/24 armor remains)! - Fires Gauss Rifle at R2 Flashman (2 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 Partial Cover = 8): rolled 7, miss! - Fires ER Medium Laser at R2 Flashman (2 base + 2 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 Partial Cover = 10): rolled 8, miss! - Fires ER Medium Laser at R2 Flashman (2 base + 2 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 Partial Cover = 10): rolled 7, miss! F5 Unknown Quad 2 - fires ER Medium Laser at R6 Starslayer (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 10, hit Left Arm (9/16 armor remains)! - fires ER Medium Laser at R6 Starslayer (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 7): rolled 9, hit Right Torso (12/19 armor remains)! - fires Streak SRM 6 at R6 Starslayer (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 9): rolled 10, 6 missiles hit Left Leg (cover prevents damage), Center Torso (24/26 armor remains), Center Torso (22/26 armor remains), Left Leg (cover prevents damage), Left Arm (7/16 armor remains), Left Leg (cover prevents damage)! - fires Streak SRM 6 at R6 Starslayer (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 9): rolled 5, Streak SRM 6 fails to achieve lock and does not fire! - fires ER Small Laser at R6 Starslayer (2 base + 4 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 11): rolled 11, hit Left Torso (14/19 armor remains)! Through-Armor Critical Chance! - fires ER Small Laser at R6 Starslayer (2 base + 4 range + 1 movement + 1 enemy movement + 2 EM Interference + 1 Partial Cover = 11): rolled 7, miss! V1 Unknown VTOL 1 - Fires ER Large Laser at R1 King Crab (4 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 10): rolled 3, miss! V2 Unknown VTOL 2 - Fires ER Large Laser at R1 King Crab (4 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 10): rolled 11, hit Left Leg (30/40 armor remains)! End Phase: H4 Hunchback IIC - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 7, succeeds! V1 Unknown VTOL 1 - Critical Hit in Left Side! No critical hit sustained! V2 Unknown VTOL 2 - Critical Hit in Front! Crew killed! - Unknown VTOL 2 destroyed by Critical Hit! R3 Black Knight - Pilot Hit! Must pass a 3+ consciousness test: rolled 2, fails! - Must pass a piloting test or fall (3 base + 2 movement + 1 massive damage + pilot unconscious = automatic fall!) - R3 Black Knight suffers damage to Right Leg (19/24 armor remains), Right Leg (17/24 armor remains)! - Pilot unconscious, suffers an automatic hit from the fall! R6 Starslayer - Through-Armor Critical Chance in Left Torso! 1 critical hit sustained! - Medium Laser destroyed! - Must pass a piloting test or fall (3 base + 1 movement + 1 massive damage = 5): rolled 10, succeeds! Physical Combat Phase: R4 Exterminator - kicks F3 Dervish IIC (3 base + 3 movement + 3 enemy movement - 2 kick = 7): rolled 11, hit Head (0/9 armor remains, 0/3 structure remains)! End Phase: F3 Dervish IIC - Destroyed by Head Destruction! “Blake’s Blood, those things are huge!” Guy mumbled under his breath as he stared at the lifting Clan choppers. Each mounted the under-slung barrel of a large laser—or possibly a PPC—a heavy armament for such tiny aircraft; and on what he expected would be nimble and irritating opponents to boot. He frowned—the Lesables had been fighting men for as long as they could recall—serving as loyal Knights of the ancient kingdom of France, then under Napoleon, and Her Majesty the Queen as members of the Royal Canadian Armed Forces. Terra-native Lesables had fought in nearly every war and skirmish; as members of the Star League Defense Force or the Royal Guard. Since Terra’s quiet conquest by ComStar, every fighting Lesable had joined the ComGuards. Not a single one had fired a shot at a real opponent for over three generations. The Helicopter’s armor ran like wax under Guy’s guns, and he smiled—it felt good. Fighting was in his blood, was— His ‘Mech shook, rattled as though in a sudden hailstorm. The big Clanner at the top of the mesa had opened fire—the clattering hailstones actually hundreds of rounds of ammunition from its brace of autocannons. Its first shots took the Black Knight in the leg and, having found its range, the King Crab IIC simply walked its fire up the Black Knight’s chest and square into its damaged arm and torso—apparently hoping for a lucky breach. Whether by fluke or design, a single shell deflected off the Black Knight’s sloped chest—and punched through the ‘Mech’s chin. Mostly spent, it cracked the canopy before again being deflected—straight into Acolyte Lesable’s chest. In her Exterminator, Evelyn Rush didn’t see the Black Knight fall. She had far more immediate concerns—her ‘Mech shook like a ragdoll even as its anti-missile system struggled to intercept the clan Dervish’s missiles. She returned fire as her ‘Mech sailed through the air—hoping to throw the Clanner off balance as much as injure it. She touched down lightly a moment after the Dervish touched down—slightly up slope, perhaps ten meters. She lunged, slamming her palm down to broadcast on an open channel “Mahalo, fucker!” she crowed as her Exterminator’s foot burst the surprised Clanner’s cockpit like a petulant child with a ill-used balloon. Enemy Forces / Next Turn’s Movement: F1 King Crab IIC walked 2 to hex 1114! F2 Unknown Quad 1 attempts to reverse down a hill (3 base + 2 idiocy - 2 quad + 1 movement = 4): rolled 6, succeeds! F2 Unknown Quad 1 reverses to hex 1915! F4 Hunchback IIC holds position in hex 1712! F 5 Unknown Quad 2 jumped 6 to hex 1014! V1 Unknown VTOL 1 flanks 8 to hex0717! Mission Objectives Defeat the Hell’s Horses (2/7 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 30/30 (21/21) LT R A(S): 10/10 CT A(S): 44/44 (31/31) CT R A(S): 15/15 RT A(S): 30/30 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 24/34 (17/17) LL A(S): 30/40 (21/21) RL A(S): 40/40 (21/21) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: Ok! Armament: LRM 15 – LT (Heat: 5, Ammo: 5, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 26, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 21/25 (23/23) CT R A(S): 16/16 RT A(S): 20/22 (16/16) RT R A(S): 10/10 LA A(S): 5/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 25/27 (16/16) RL A(S): 27/27 (16/16) Heat: 2/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: None! Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 7/9 (3/3) LT A(S): 15/24 (16/16) LT R A(S): 8/8 CT A(S): 27/29 (23/23) CT R A(S): 10/10 RT A(S): 8/24 (16/16) RT R A(S): 8/8 LA A(S): 24/24 (12/12) RA A(S): 6/24 (12/12) LL A(S): 20/24 (16/16) RL A(S): 17/24 (16/16) Heat: 0/30 Overheat Penalty: Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+) Unconscious! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 15/20 (15/15) LT R A(S): 8/8 CT A(S): 17/21 (21/21) CT R A(S): 8/8 RT A(S): 20/20 (15/15) RT R A(S): 8/8 LA A(S): 18/18 (10/10) RA A(S): 18/18 (10/10) LL A(S): 19/19 (15/15) RL A(S): 12/19 (15/15) Heat: 3/30 Overheat Penalty: Heat Sinks: 10(20) Movement: 6/9/6 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: OK! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 10), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 10, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!) Critical Damage: None! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 0/20 (13/13) LT R A(S): 6/6 CT A(S): 23/28 (18/18) CT R A(S): 8/8 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 16/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 26/26 (13/13) RL A(S): 26/26 (13/13) Heat: 1/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – HD (Heat: 2, Ammo: 98, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/19 (12/12) LT R A(S): 5/5 CT A(S): 22/26 (16/16) CT R A(S): 6/6 RT A(S): 12/19 (12/12) RT R A(S): 5/5 LA A(S): 7/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 24/24 (12/12) RL A(S): 24/24 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: 3rd Degree Burns, Neural Feedback (5+) Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3), Status: Destroyed!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Ed Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior Name: Simmons Mechwarrior Status: Killed! Notes: ‘Mech Destroyed, counts as Rough Terrain! F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Fitzgerald Mechwarrior Status: Ok! Armament: Unknown Critical Damage: None! Notes: F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: V1 Unknown VTOL 1 Weight: 21 tons (VTOL) Crew: Pilot 4, Gunnery 4 Crew Names: Pilot Mortimer, Gunner Bartlebee VTOL Status: Rotor hit, movement reduced to 8/12! Armament: Unknown Notes: V1 Unknown VTOL 2 Weight: 21 tons (VTOL) Crew Names: Pilot Skye, Gunner Benjamin VTOL Status: Crashed! Notes: Vehicle Destroyed, counts as Rough Terrain! PoptartsNinja fucked around with this message at 15:36 on Jul 13, 2011 |
# ? Jul 13, 2011 06:49 |
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There is no greater joy than the joy of kicking a mech from higher elevation.
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# ? Jul 13, 2011 06:53 |
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Overall I'm going to call that a marginal improvement, actually. As I remember Zellbrigen, executing an unconscious pilot is very strictly verboten. (Intentional headshots are verboten in general, as I recall, actually, since one of Nicholas' friends got headcapped somewhere along the line and he didn't take it well.)
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# ? Jul 13, 2011 06:53 |
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quote:- Fires LRM 15 at V2 Unknown VTOL 2 (2 base + 1 movement + 0 enemy movement + 4 range + 2 EM Interference = 9): rolled 12, 9 missiles hit Left Arm (3/8 armor remains), Right Torso (12/16 armor remains)! Not that it matters, as this one gets destroyed this turn. But . I don't think helicopters have arms and torsos.
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# ? Jul 13, 2011 06:56 |
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Slaan posted:Not that it matters, as this one gets destroyed this turn. But . I don't think helicopters have arms and torsos. They're Clan helicopters. They're totally allowed to have arms and torsos. I'm calling this turn an improvement too. Hunchback IIC's still alive, but the Dervish is dead and so's a Donar, and the other one's in pretty mediocre shape. Flashman's still fully mobile too. Also, the Flashman can run to hex 1714 and torso twist to get a good shot on F2 I think, although it might be worth just finding a good position to hammer the Hunchback IIC from. MJ12 fucked around with this message at 07:02 on Jul 13, 2011 |
# ? Jul 13, 2011 06:57 |
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PoptartsNinja posted:Physical Combat Phase: Holy poo poo. I request a picture of this historic event.
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# ? Jul 13, 2011 06:57 |
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# ? May 29, 2024 23:33 |
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Slaan posted:Not that it matters, as this one gets destroyed this turn. But . I don't think helicopters have arms and torsos. That's because it was shooting at the Hunchback
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# ? Jul 13, 2011 06:57 |