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Holybat
Dec 22, 2006

I made this while you were asleep.
Putting in a vote for option D

Getting a nice heavy out of it plus special NAIS missions :cool:

If they're Davion specific variants could pull something good like a Warhammer 6D out of it, which would be a great beatstick for the command.

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Holybat
Dec 22, 2006

I made this while you were asleep.

Scintilla posted:

You can buy two Partisan anti-aircraft vehicles for the price of one Rifleman, and nearly three for the price of a JagerMech. Weirdly though, despite ostensibly being a dedicated anti-air platform, the Partisan does not actually have the Anti-Aircraft Targeting design quirk, so a single Rifleman / JagerMech might actually be a better investment.

Ok I guess I must submit an errata request on the BT forums for the Partisan because why would it not have that trait :psyduck:

Holybat
Dec 22, 2006

I made this while you were asleep.

Scintilla posted:

It's an even bigger :psyduck: than you might think since the description goes on about how it can track 200 aircraft at once and its guns are sensitive enough to potentially shoot down missiles. But the real kicker is the fact that the Partisan's stripped-down successor, the Partisan AA Vehicle, does have the quirk.

Lol that rules

Holybat
Dec 22, 2006

I made this while you were asleep.
from what ER 2750 says it development of Ultra AC/5s had a two part system. The rounds themselves were lighter due to SL materials engineering that originated with mega-engineering projects and space based stuff. This lighter weight let the shell have a higher muzzle velocity, increasing range. The case for the rounds were then made of a new iron-based alloy that allowed the system to feed and extract being all magnetic, allowing for a higher rate of fire.

Holybat
Dec 22, 2006

I made this while you were asleep.

Scintilla posted:

I've had the idea for this mission in mind since the beginning of the contract, so the planning stage didn't take as long.

:hellyeah: can't wait to see what's coming up

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine checking in, looking forward to playing on this map it looks awesome!

Holybat
Dec 22, 2006

I made this while you were asleep.
With all this talking about Infernos, should I be taking them on the Wolverine?

Holybat
Dec 22, 2006

I made this while you were asleep.
EDIT: Looked it up, and the Crusader-3D has some heat sinks to pad the side torso ammo bays

Holybat fucked around with this message at 04:07 on Mar 21, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Unfortunately it doesn't look like you can armor ammo slots. I just tried it on Megamek Lab.

Holybat
Dec 22, 2006

I made this while you were asleep.
OK this turn thinking I'm jumping the Wolverine into 1332, with goal of moving up the left with Gwaihir til they get in position and then punching out from that elevated spot to get within mid range for most my guns.

Within the next two turns, trying to get to 1124 to start engaging targets from there. My thoughts are that anakha's Trebuchet is a good short range beatstick and can keep up with the Prowler on the ground, while my Wolverine has the mobility to move and support either direction from that left ridge once we start to see how the enemy forces may or may not move out.

EDIT: But if the Gladiator wants to move left with Gwaihir instead I can shift right to keep up with Treb and the Prowler

Holybat fucked around with this message at 01:22 on Mar 22, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.

anakha posted:

If all three of you will be going after the turrets these first few turns, I can play bodyguard for now.

I'd run to 1934 if that's the option taken.

Seems like this is the plan.

Scintilla, just for clarification, the Prowler's only capable of moving 5 MP even on the road, is that right?

Holybat
Dec 22, 2006

I made this while you were asleep.
I'll be headed straight(ish) up the road with anakha's Trebuchet the next few turns. With Gwaihir's Shadowhawk beelining for the trees at the closer ridgeline to the complex, figure the Griffin will probably be moving along that way as well to lay down PPC/LRM fire.

Dachsunofdoom's Gladiator has a good jump and can keep along with the Prowler as easy as I can. The mobile detachment of our three mechs could focus down the Manticore as priority target since it's both dangerously armed but a bit more vulnerable to potential crits from SRM barrages/infernos.

EDIT: Orders are in, jumping to 1632, facing north to 1631

Holybat fucked around with this message at 06:50 on Mar 22, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

I can run up to 1427 which puts me in range to target the Manticore with my large laser this turn.

Holybat
Dec 22, 2006

I made this while you were asleep.
Looks like we all have a solid plan and targets. I'm going to draft up my orders and get them in tonight.

Holybat
Dec 22, 2006

I made this while you were asleep.
Lol amazing

Holybat
Dec 22, 2006

I made this while you were asleep.
Well goddamn, I wasn't actually expecting to hit my shot but I'll take it!

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Thinking my move this turn will be to jump to 1523, firing both medium lasers and SRM 6 against the Manticore as well.

Holybat
Dec 22, 2006

I made this while you were asleep.

Gwaihir posted:

Might want to consider 1124 as well, worse shots with the short range stuff but same shots with the large laser, and more than that positions you nicely on that flank for following turns, while I'm on the right and the treb and glad are in the middle.

double EDIT: Yup, I think jumping out to 1124 works this turn, and after rechecking heat effect brackets I'll be shooting off large laser, one medium, and the SRM-6 at the Manticore.

And Dachshundofdoom, sounds like a solid plan for the Gladiator.

Holybat fucked around with this message at 02:38 on Mar 28, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.

Gwaihir posted:

The right turret's weapon itself got crit, so it's harmless at least. The PHX position is very unfortunate, jumping in to woods makes it almost impossible to hit. I could try kicking it from a higher level but that will needs an 8 to hit. Shooting it is virtually impossible for me too. I plan to hit the centurion while giving the kick a try.

drat some real peaks and valley this last turn. I'm not in a position to be able to get hits on the vulnerable left side of the Manticore and that Phoenix Hawk is an impossible target due to that TN, so I think my move will be to jump out to 1119 and fire on the Centurion this turn as well.

Holybat
Dec 22, 2006

I made this while you were asleep.
Ah yeah I miscounted the level changes, thought I was 1 MP short of the goal, so yeah running to 1119 works

Holybat
Dec 22, 2006

I made this while you were asleep.
From 1119 I'm within the 3 hex bubble of where the Prowler is going, so the escort will be covered this upcoming turn.

Holybat
Dec 22, 2006

I made this while you were asleep.
Yeah I'd say go with option 3

EDIT: I think I'll also be joining with Gwaihir in attacking the Centurion, since I can't get a shot into the Karnov. The Rifleman is a tempting target though

Holybat fucked around with this message at 19:47 on Apr 3, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

I'll be attacking the Centurion and keeping up with the Prowler too. I'll have to work out where I'll be moving once I get home from work.

Holybat
Dec 22, 2006

I made this while you were asleep.
Yeah looking pretty good at 1112 agreed

Holybat
Dec 22, 2006

I made this while you were asleep.
I think my move will be to jump into 1107 and kicking range of the Rifleman this next turn. It'll give me a chance to cool down to (maybe?) have to start dealing with the new arrivals.

Holybat
Dec 22, 2006

I made this while you were asleep.
Orders in, running to 1207, firing off medium lasers and SRM 6 as well as kicking the Rifleman.

Holybat
Dec 22, 2006

I made this while you were asleep.
Aww man I'm a doofus I forgot to account for the MP reduction for heat :dumb:

Edit: well now I'm looking at it I'm thinking that I jump out to to 0710 keep my TMM up and fire on the Rifleman's side from there.

Holybat fucked around with this message at 17:40 on Apr 10, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders are in. Doing a hook movement to 1006 and firing everything into the Rifleman's back.

Holybat
Dec 22, 2006

I made this while you were asleep.
you've got to be loving kidding me

Edit: read the rules, I do have a shot!

Holybat fucked around with this message at 21:42 on Apr 14, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.

Octatonic posted:

Well, you got the Rifleman at least!

A win's a win that's true :v:

Holybat
Dec 22, 2006

I made this while you were asleep.
Looking at my options, hopefully I can stand on the first try and walk forward to 1208, which will give me decent shots on the front of the APC.

And thanks to my slapstick routine last turn I don't have any heat burden so now's a good time to unload everything on it lol

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders are in. Standing up (hope I only need one attempt) and walking ahead to 1208. Firing everything on the APC, with Ace Contingency if the Assassin ends up closer than the APC from 1208.

Holybat
Dec 22, 2006

I made this while you were asleep.
Yeah I agree with Gwaihir, we should probably start a fighting withdrawal when the prowler's ready to head out. For my part I was planning on jumping back to 1709 and firing on the APC or the Assassin if he comes inside the walls

edit: and double agree the dice hates us lol

Holybat fucked around with this message at 04:18 on Apr 18, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
It's not that I'm trying to avoid Assassin backstab in jumping to 1708, I figure it serves two purposes:

1. Close enough for the enemy target priority shift to the Wolverine instead of the Prowler if that comes back into play.
2. I keep a higher TMM because I'm not worried about the sandpapering of the SRMs, I'm worried about eating a bunch of Infernos staying an easy target.

EDIT: Whoops, brain fart, forgot it was only 3 hexes for the target shift bonus, updated destination.

Holybat fucked around with this message at 04:26 on Apr 18, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.

Scintilla posted:

Mason can leave immediately. The MilPols don't need to re-embark, they'll take shelter in the basement with the prisoners and wait for a relief force if you choose to bug out.

Scintilla, when I send in Ace Contingency shooting orders, can I designate different weapons firing than the regular weapons order? For example, normal order is shoot SRM6 at APC, but Ace order would be shoot large laser AND SRM6 at Assassin instead.

Holybat
Dec 22, 2006

I made this while you were asleep.

Dachshundofdoom posted:

Gladiator

My vote is to stick around for at least another turn or two, by then if we're continuing to get sandpapered while not connecting in return we should bail.

The two moves I'm weighing are 1411 facing 1012 vs 0813. 1411 would let me shoot and melee the APC and keep my back protected, but with a +1 MM and in the Panther's PPC short range, which is probably a really bad idea. The other move would let me brawl with the Panther but would probably mean accepting that the APC and its troops are getting in there. I'm not too worried about the Assassin backshotting me while I'm still pristine, its weapons are so short-ranged that even with ACE it's going to struggle to simultaneously keep up its movemod and shoot accurately, especially on future turns.

Yeah I vote for this too.

If you want to take the Gladiator to 1411 I could take a jump to 1412. Hopefully our weight of fire on the side of the APC could smoke it this turn.

EDIT: Since I'd be hitting on 8s with everything, risky but I'm debating on an alpha strike on APC from 1412. I'll be a bit short of a shutdown roll...assuming the Assassin doesn't hit me with any Infernos lol

Holybat fucked around with this message at 13:43 on Apr 18, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Honestly I'm just going :aaa: at learning you can occupy the APC's hex. For some reason I had it in my head that mechs couldn't occupy enemy hexes of any enemy ground unit. So yeah I'm game for this idea if Dachshundofdoom is

So if I moved to 1311 facing 1312, weapons fire would be hitting the front facing of the APC right?

Holybat
Dec 22, 2006

I made this while you were asleep.
Ah yeah I missed that part. :downs:

Holybat
Dec 22, 2006

I made this while you were asleep.
Yeah the copy of Battlemech Manual I have says you can move forward and backward in the same turn as long as you stick to Walking MP and you can't change elevation.

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Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders in, went with original move of jump to 1512. The Assassin had just enough running MP to get a shot on my back and my rear RT is way too thin for me to be comfy in letting any SRMs through. plus I keep a high TMM since I'm in range of that Panther's PPC. I'm firing everything at the right side of the APC but I put in ace contingencies to shoot at it if the APC is down and punch the Assassin if moves into melee range with me.

Holybat fucked around with this message at 21:04 on Apr 19, 2024

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