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Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

It's like the Joestar family secret technique, only it applies to pratfalls.

The other descendent ended up in the clans piloting that quad the spontaneously fell apart without even being shot at.

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Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

For those who need a reminder of that glorious moment, this is the update where it happens.

The mech was otherwise almost completely untouched.

I guess he could have blamed the techs and claimed WarRetRMA.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

Yes, but if you take advantage of the river to extract the Blackjack, the Blackjack will be crippled (temporarily) so one of the lance's spares would have to be broken out of storage to replace it for the next mission.

Unless you seize the Thunderbolt, anyway. That's always an option.

I wonder if the PC pilots bite it are there replacements just hanging around off-screen to jump in like the spare mechs?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Defiance Industries posted:

The fact that you aren't simply nuking them the second you see them already has you in breach of SLDF doctrine.

We come in peace, shoot to kill.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

For the same reason I poke fun at the Inner Sphere for being "unable to comprehend the" Wasp IIC the Incubus

The current Incubus model could have walked onto the set of a Gundam show and no one would be the wiser. It's probably why they can't comprehend it. Genre-bending.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

SIGSEGV posted:

At least enough time to remove the coolant jacket and get some more clothes on.

With a mech like that you just know that this Colonel goes to battle balls out.

For maximum heat dissipation.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
So what happened to the Colonel? Froze before the SAR got to him? He didnt take fatal pilot damage in the fight.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Moving to 1626 and shooting Unknown #1

I'm planning to advance slowly and keep taking potshots.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

It's slightly more forgivable on the Ostsol, since the Ostline as a whole never uses arm-mounted weaponry.

What use arms if you're not going to put guns on them?

Flap them up and down as an "Improvised Flight Mechanism"?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Moving to 1924 and firing at Heavy 1/Catapult again.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Going to stand still and start shooting Heavy 2.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

I will happily make ack-ack sounds when they come around for a pass.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Continuing my turret impression and shooting at the Catapult.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Scintilla posted:

This description makes me think of the Kontio. It's got a pair of claws, Triple Strength Myomer, and a ridiculous top speed of 172.8 km/h, so it can always get behind an enemy and pry open their weak rear armour and feast on their delicious innards. It also looks like a deranged serial killer.



Alas, its production date is 3145, so there's a good chance we'll never see it in action.

That cockpit 3-eye design :allears:

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Looks like the AA mech is in the correct place to do a little AA.

Having never shot at aerospace before, any tips? Since they're only there 1 turn I'm thinking best make my shots count. Everything into the medium?

Unless shooting them doesn't actually interrupt their attacks in which case I'm not going to bother.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Z the IVth posted:

Rifleman

Looks like the AA mech is in the correct place to do a little AA.

Having never shot at aerospace before, any tips? Since they're only there 1 turn I'm thinking best make my shots count. Everything into the medium?

Unless shooting them doesn't actually interrupt their attacks in which case I'm not going to bother.

Flagging this again as no one has answered.

PTN, can I interrupt the fighter's attack run if I shoot at them?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Ok I'm gonna shoot the ASF since I don't really have good options moving forward.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Does my AA bonus apply to the Airmechs?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Right, I'm AA so might as well ack the ack.

Moving to 1623 and letting the Medium LAM have my UACs and LLs.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Ardlen posted:

I know the clanners it wrecked would disagree, but there was nothing illegal about the RAS-04a Atlas III "King Atlas" taking down a star of 'Mechs in 3 turns.

Wasn't it like 1 kill a turn for something stupid like 11 turns in a row?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

I would like to add that my pilot is making "ack-ack" noises over open comms.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Overheating like a MF so moving to 1622 and taking a pot shot at the Stalker.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

Update will be done ASAP, I just can't guarantee it before Saturday.

You could always do "and everyone fell through the ice and drowned, like that one Star Colonel".

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Moving to 1619 and shooting Light LAM 3

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Moving to 1719 and having it out with LAM 3

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:


Melee Phase
Rifleman (Player)
- Unable to kick Unknown Light LAM 3: target not in front arc!


Pretty sure I had 1MP left to face the LAM for a kick.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

There wasn't a turn in your orders.

Torso twists I'll do if needed, but not turns. That might screw up your movement on the next turn.

But I did ask for a kick and there was only one legal move to achieve it - should have been obvious even if I neglected to put the turn order in. I had 3 MP - 2 to get up the hill and 1 to turn left to get in arc for the kick. There is literally no other move available.

I would have given you more detailed orders like I've done previously but they are already fiddly when I'm forced to phone post as I can't see the map/sheets at the same time.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

You only had 3 MP. 1 for the initial turn, 2 to move up the hill. So I couldn't have made that turn in any case, you were out of MP.

Fair enough as I'd miscounted my MP costs.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Ok it looks like I've also got shots at that last heavy.

Standing still and shooting it. Hopefully it games over and the LAMs gently caress off.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

GhostStalker posted:

You still need to frag the last enemy non LAM mech to complete all your primary objectives. But yeah, PTN said that one of the LAMs is unable to gently caress off because it’s lost an arm so it’s Conversion Gear is hosed, so I think that one might keep fighting for a bit unless a demand for surrender is broadcast and agreed to.

That last guy has many holes in it's paper-thin armour and a single medium laser, they're not doing a last stand if we ask for a surrender.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

It's a Norn Emissary, sort-of a suped-up Hive Tyrant I guess? With my take on the old Hive Fleet Behemoth colors.

Those aren't the colors I used back when I used to play Tyranids (my RL group stopped around 40k 5th ed?), but I think the red and blue Behemoth colors look really good dark/desaturated.

It looks like one of the old Codex covers and is rad.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
PTN Thanks for switching target.

Rifleman

Easy turn for me, just keep stabbing that Restart button.

We might have merked the pilots of the enemy lance but luckily there are still 2 in the stranded LAMs!

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Standing up and letting thag LAM have it all.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Standing still and firing the big guns at the LAM again. Not worried about an ammo explosion since my bins are empty anyway :v:

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

propatriamori posted:

They used to field mechs but then their ArchBanshee HammerMaster got kerploded

OOO! OOO! we could cobble together another godawful frankenmech for them! There's lots of parts strewn all around here!

There's probably enough LAM wings lying about to make them a LAM X-wing.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Rifleman

Despite my best efforts I failed to achieve a glorious ending.

Good job all. I felt a bit distant from the fun but all in all with my mech it was best for me to stand back and harass the LAMs.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Also PTN was the Rifleman because of the LAMs or were the LAMs because of the Rifleman of was it entirely coincidental?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

wedgekree posted:

Remember the previous thread where the Clan (I think Jade Falcons) developed artillery doctrine and took out twice thier number of veterans with almost no losses beyond drones?

It was us Smoke Jaguar cadets/dishonourable types bombarding the Falcon veterans into oblivion with Arrow IVs and quadcopters. It got so bad that some of our artillery had to be "retasked for off-board support" to try to slow down the Clan Fried Chicken bonanza occurring.

Tepegoz represent.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

JackSplater posted:

It was against Nova Cats. And I seem to remember an entire star being almost completely vaporized.

I seem to remember a lot of the Falcon winged mechs on the field but they're not exclusive are they?

I remember being a bit worried about one of the big assaults and then the first Arrow barrage comes in and headcaps him.

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Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

wiegieman posted:

Vacillation lance.

Vaccination Lance

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