Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
How do I sign up to the pilot list? It's been an age since I last had a chance to :battletech: and the itch to mech is starting again.

Adbot
ADBOT LOVES YOU

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

anakha posted:

Just Magos.

Tschetter's completely uninteresting to build lore around, Shaw's not a good long-term investment due to age, and while Vraman might be salvageable, I don't think our company doc is a licensed therapist.

Jack Daniels MD is always available as a counsellor for when you get really down.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Agree with bullying the little guys. Will aim to close for some close range action depending on how things shake out.

For now moving to 0918 and shooting the commando.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Thanks for the tips PTN

Gladiator

Moving to 1619 and shooting Hunchback if in LOS otherwise Griffin.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Rorahusky posted:

At some point, if we're given the opportunity to, we need to push His Royal Jackass into a mud hex. Preferably from one of the hexes with an elevation change for maximum dunking.

Can mechs vent liquid coolant out of the pelvis?

Asking for a friend.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

glwgameplayer posted:

I don’t think that’s going to happen.

However you can discard ammo. It’s usually a bad idea and I’m pretty sure you have to like, stop moving entirely to do it. but if a weapon breaks and you still have a bunch of ammo in your mech waiting to explode, dropping it can be a good idea.

I’m sure we can come up with ways to use that factoid for humiliation purposes

There's a gif for that but I will let someone dig it out if the old thread.

Space Kablooey posted:

Can we not do whatever this is?

It's far more plausible than trying to teabag with a mech unless going up and down counts as movement.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

Dump the Shadow Hawk's single ton of LRM-5 ammo, pick it up the next turn, and throw it at him.

The Shadow Hawk is 55 tons, so that 1 ton of ammo is 2% of its mass; which means it can be thrown up to 6 hexes for (the math always results in) 1 point of damage; at a scaling 0 to +5 penalty ToHit depending on how far away the target is.


This is not a serious suggestion.

If only you could rig the ammo to blow up. All those machine-gun ammo bins would be far more useful as mech-scale grenades.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

I can't get LOS to the hornet so thinking of going to 2219 to bully the Sentinel instead.

That'll expose me to some fire from the Griffin and Hunchie but I think the range and TMM should keep me safe.

Thoughts?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Slavvy posted:

Ok so I'm trying to combine this and this:

And I'm just not getting it. Where are these numbers coming from and what does the + mean?

If I've got a +3 penalty for jumping and I'm firing on the sentinel which has a +2 bonus for moving does that put me at +5...?

Your skill + penalty for your movement + range penalty + any other penalties + target move mod = target number you need to equal or beat on 2d6 to hit.

So Gunnery 4 + jumping 3 + short range 0 + target move 2 = 9 to-hit.

I'm probably looking at 9 to 11s as well. The average mechwarrior is not a terribly good shot.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Going to 2219 and shooting the Sentinel as previously mentioned.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

This is all true, with the addition that kicking from a higher elevation uses the punch table and thus has a 1/6 chance of hitting an enemy's head.

The OG Justice Foottm

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

IOwnCalculus posted:

Plot twist: he hit the mountain / a lancemate instead?

Probably nailed me. I did get danger close to him.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Thoughts on my move?

Walk to 2019 and snipe at the Hunchback. My PPC should be going out on 6s and his return fire will be on 10s.

Jump to where our Wolverine is currently sitting - no great shots but it'll give me an angle to flank next turn.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Space Kablooey posted:

Or it zaps your neurohelmet really hard so you actually black out

The Quikscell ones zap you to death if you're killed.

Just in case.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

I'm still waiting for orders from one player. There's just under four hours left before the deadline.

Just sent them.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Question - does 2014 put me in the hunchies rear arc?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Gonna move to 1620 and alpha strike the Wolverine.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

I'm running quite hot and still have all my armor so I'm thinking of standing still and shooting the hornet.

Should hopefully draw some fire!

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Space Kablooey posted:

Haven't really counted hexes, but i think our SHD and GLD can both reach the back of the COM behind the hill and unload on it. Our lance is really spread out and the opfor is converging on the prone WVR.

Gladiator

I can get there but I'm hot as hell so it's melee only for me if I do it. I'm really inclined to focus on the hornet and just tank the shots this turn since the 2 big hitters don't actually have LOS to me and the other guys are relatively worse shots.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Running to 1617, shooting the hornet and punching the commando.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Thinking of jumping behind the Hunchback and letting em have it with everything.

Thoughts?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Orders in - walking to 1621 and shooting the Wolverine.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

Just gonna leave this here.



Someone jumped into the scrum didn't they.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
A palpable hit. Well done Shadow Hawk.

Gladiator

Moving to 1516. Shooting the Griffin if I have LOS otherwise chilling.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
There should be PSRs for going that fast since even though IRL land speed records are faster those are all carried out on perfectly level salt flats.

Unless it's all space magic.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Question

1314 gives me LOS to the Griffin but not the Hunchback yes?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Amechwarrior posted:

GLD can either jump to 1119 for flanking positioning and fire a ML or run for 6 to around 1213, but it would be to draw fire from both the GRF and HBK.

Gladiator

I'm running to 1215 and shooting the Griffin. Jumping will give me terrible numbers and put up my heat. If I stay in the general area then the two stooges in the middle won't have any safe place to turn.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Bloody Pom posted:

No anything, if that ammo went up :gibs:

Oh c'mon, it'll be a cartoon style pair of leftover leg stumps.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Excellent shots

Gladiator

Going to run to 1119 and unload on the Hunchback and punch it in the rear.

Can I have contingency orders to punch the Griffin instead if the Hunchback is dead by the time melee rolls around?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Bloody Pom posted:

Agreed. Steel like that is wasted on some periphery militia.

Screw safety, I want to break this kid. Moving to 1119 and making him watch as I execute his bodyguard. Even with battlefists he'd be rolling a 9 to punch me, and I'll take those odds in exchange for another Mech off the board.

I'm heading to 1119 and I'm less damaged.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Moving to 1322 and having it out with the Babby.

My PPC should be going out on 7s vs return fire on 10s. I've got the armour to face tank a round of fire. My plan is to keep pushing towards them and trying to get behind.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Rorahusky posted:

Nice thought, but I don't think anyone can get into position this round, unless you can do a shove attack after landing from a jump.

I can get there but I would be hitting on 11s.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Thinking of shooting the babby and kicking the Griffin from 2018. Does kicking have an arc?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Ok then running to 1919, shooting the commando and kicking the Griffin.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Moving to 2216 and letting the Griffin have it.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Standing still and firing everything at the Griffin.

And kicking him as well ofc.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Player MVP: Wolverine that push was :discourse:

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

My acryllics are all Tamiya, but it looks like Vallejo is easy to find on Amazon UK.

In update news, this is the turn where I begin to curse the Hunchback's lack of jump jets.

Citadel/Games Workshop are pricey but widely available in the UK. I think (controversial opinion) that they are probably slightly better quality wise compared to Vallejo outside some specific colours. Both are very good paints though. Citadel are all in pots rather than droppers though which has certain downsides.

Vallejo availability can be very hit and miss on Amazon. They retail for about £2.20 per bottle so never pay more than that. If Amazon is charging you £4 you might as well buy GW.

Tamiya acrylics are meant to be airbrushed rather than handpainted and go funny when you try to thin them with water (they like their specialised thinner more).

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

The Quickdraw should just push the Sentinel off the edge of the map. :ssh:

Citadel's white paints are all poo poo. Some of the worst in the business. Their other colors are ok, but pots suck (and GW's especially are designed to waste paint) so I can't recommend buying them.

For white specifically I would recommend an Artist Ink (Daler-Rowney is my current) for airbrushing or heavy body Titanium White (Liquitex) for painting.
Vallejo whites are poo poo as well. I do use Vallejo Model Colour Deck Tan as an off-white which is very good.

Citadel's Ulthuan Grey is very good as an off-white colour in 99% of cases instead of white - covers better and is smoother. My Vallejo equivalent dried up in the bottle for me so I've never used it.

GW's pots are poo poo but you can get around it easily by transferring to dropper bottles. For the more liquid paints like inks and contrast that you need to use a lot of I find having the pots open much more convenient.

I've had more than one barely used Vallejo bottle just up and dry on me as well so it's not just GW (though the pots definitely don't help) and in Vallejo's case I don't have an explanation beyond them just plain going bad.

Cooked Auto posted:

These days both Army Painter and Vallejo have their own Contrast paint equivalents as well.
In fact I think all of the major paint producers have one now.

Vallejo Xpress Colour have reviewed well. They behave much more evenly compared to Contrast paints.

Related to the above, for Citadel Contrast you'll find there are different 'variants' of contrasts and not all behave in the same way. Eg Blood Angels Red is a 'traditional' contrast which give you that instant-shaded look while Baal Red is just a supersaturated super liquid red paint that turns everything it touches bright red. No where does any one tell you this.

Army Painter Speedpaints come with a big caution - their original lineup would reactivate and dissolve if it got wet. Some painters have figured out how to exploit this for blending but it's hardly something for a newbie to try out. Make sure you get the 2.0 versions or just avoid. Army painter paints are very cheap but they're markedly inferior to both GW/Vallejo.

Adbot
ADBOT LOVES YOU

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

CirclMastr posted:



Also I made my first attempt at a jeweled canopy. It honestly came out better than I was expecting.

It is very nice! One small trick with jewelling is the lower white highlight follows the edge of the glass/lens while the top specular highlight in the dark bit is a dot.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply