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So uh, silly question. How durable are the buildings those hostages are in? What's to stop the Death Commandos from just unloading on them in their mechs and SRM carriers in spite? They are literally sitting right next to those buildings. Edit: Hey, new page! Fantastic. Another silly question. Since the Goblin is effectively immobilized, wouldn't it be better to ignore it this turn and focus fire on the other tank etc?
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# ? Feb 27, 2011 02:57 |
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# ? Apr 27, 2024 21:22 |
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Krumbsthumbs posted:So uh, silly question. How durable are the buildings those hostages are in? What's to stop the Death Commandos from just unloading on them in their mechs and SRM carriers in spite? They are literally sitting right next to those buildings. Oh, they can. The buildings aren't THAT durable. I fully expect that's what they're going to do shortly. Fortunately, they don't have enough firepower left right now to destroy a building in one turn, I believe. They can do it, but not fast enough for us to have no chance of stopping them. Edit: Just checked back in the thread. Building at 0804 is heavy, 0706 and 1005 are medium. So even the weakest building needs to sustain ~40 damage before collapsing, and the heaviest needs ~90. Absolute worst case scenario, the Commando mechs can inflict 63 damage a turn - enough to destroy a building, so I stand corrected there. But it would mean completely focusing on the buildings instead of dealing with the attacking mechs, so I think it's somewhat unlikely. quote:Edit: Hey, new page! Fantastic. Another silly question. Since the Goblin is effectively immobilized, wouldn't it be better to ignore it this turn and focus fire on the other tank etc? Yes and no. The Goblin isn't any sort of threat, but remember the objectives - destroy all Death Commando units. Infantry will surrender if all mechs and vehicles are destroyed. The Goblin counts for that. If we head north to engage the other targets, we'll be leaving the Goblin behind. To complete our objectives, we'll have to turn back around and march a turn or two to destroy the Goblin afterwards - meaning one or two more dead hostages. Taking it now is more about time efficiency than taking out a dangerous target. Tempest_56 fucked around with this message at 03:49 on Feb 27, 2011 |
# ? Feb 27, 2011 03:23 |
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Drat. I was hoping those buildings were made of "unobtanium" or something and couldn't burn. While it might take forever, sign me up to be a pilot as well.
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# ? Feb 27, 2011 03:27 |
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Oh No! Say it ain't so Engine Joe!
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# ? Feb 27, 2011 03:29 |
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David Corbett posted:Well, ain't that a kick in the head? So I guess that makes this the song for next round?
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# ? Feb 27, 2011 03:41 |
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If the way was clear, could one or more of the protagonist infantry units make their way to the infantry-occupied hostage hex and engage/kill/capture that infantry unit directly without killing the hostages? If so, ignoring the Goblin may be the smarter move and save more hostages in the long run. Along the same lines, is there any way (flavor-wise or not, I'm not really familiar with how the Death Commandos operate canonically) to draw that unit out other than having them surrender due to all their Tanks and 'Mechs being cinder? Just thinking there has to be a reason for the "Hostages may only be killed if a unit of Capellan infantry occupies a 'Hostage' hex" rule.
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# ? Feb 27, 2011 03:42 |
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Tempest_56 posted:Oh, they can. The buildings aren't THAT durable. I fully expect that's what they're going to do shortly. Fortunately, they don't have enough firepower left right now to destroy a building in one turn, I believe. They can do it, but not fast enough for us to have no chance of stopping them. Actually they can, at least under the BMR rules. A missile pack fired at a building in an adjacent hex automatically hits, and automatically hits with all missiles. Thus an SRM carrier can dish out 120 points of damage without even rolling -- enough to take out a default Hardened building in a single round. (This saved my bacon in one of the scenarios in the Tukayyid pack where, as the Com Guards, I got overconfident that I could drive the Ghost Bears away from my supply depot and needed to destroy it in a hurry when the battle went sour. Fortunately my surviving SRM carrier made short work of it.)
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# ? Feb 27, 2011 03:48 |
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Magni posted:RIP, Anonymous Young Warhammer-piloting Patriot. Much better.
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# ? Feb 27, 2011 03:58 |
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Next target for the feet of Justice: Slaan.
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# ? Feb 27, 2011 04:02 |
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This is the worry-time since every lost turn spent mopping up the enemy is another hostage probably killed. Might it be time to risk using the Mock and Berate skill to try and save one or two more hostages, but at the risk of a significant personage's life? At any rate, being strictly efficient about setting up kills for next turn while ensuring kills this turn is tense. I assume with the SRM carrier on this side of the cliff now as well it'll become a priority target for every long range weapon left in the Caballero's arsenal as soon as those southern tanks are dead, right?
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# ? Feb 27, 2011 04:18 |
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Dolash posted:This is the worry-time since every lost turn spent mopping up the enemy is another hostage probably killed. Might it be time to risk using the Mock and Berate skill to try and save one or two more hostages, but at the risk of a significant personage's life? At any rate, being strictly efficient about setting up kills for next turn while ensuring kills this turn is tense. Agreed.
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# ? Feb 27, 2011 04:29 |
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Engine Joe is off to the big siesta in the sky.
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# ? Feb 27, 2011 04:30 |
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Someone else can finish off the Goblin, I'm going to take up a forward position. And if I may say so, I apparently have the most awesome infantry on the board. Music of the Round, in Engine Joe's honor: Knights of Cydonia (also featuring what may be the most masculine music video ever) Poptarts, if I might ask, how come D1 didn't get a penalty for splitting his shots?
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# ? Feb 27, 2011 04:32 |
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Bobbin Threadbare posted:Someone else can finish off the Goblin, I'm going to take up a forward position. I just double-checked the Goblin's status - it's down to 2 internal on the left side, which I'll be shooting at this next turn. Considering it's immobilized I've got like a 99% chance of a kill. So yeah - everybody else can bugger off after more important targets, I've got this one handled. Unless the single machine gun TAC crits my ammo and I whiff everything on (I believe) 3s.
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# ? Feb 27, 2011 05:02 |
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Tempest_56 posted:I just double-checked the Goblin's status - it's down to 2 internal on the left side, which I'll be shooting at this next turn. Considering it's immobilized I've got like a 99% chance of a kill. So yeah - everybody else can bugger off after more important targets, I've got this one handled. Can't you guys just step on it as you move and crush it? Or at least walk up to it and kick it upside-down?
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# ? Feb 27, 2011 05:22 |
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Follow my lead! USE YOUR FEET OF DOOM!
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# ? Feb 27, 2011 05:27 |
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Gothsheep posted:Can't you guys just step on it as you move and crush it? Or at least walk up to it and kick it upside-down? No - only the left side is weak enough to guarantee a kill. Every other side requires at least 15 damage to kill; the left side only needs 2. Since it's immobilized and the left side is facing south, you have to be standing south of it to have a solid chance of getting that kill. Also, physical attacks come last in the turn order, after you move. I (or Skinwalker) couldn't advance and retroactively kick the Goblin afterwards.
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# ? Feb 27, 2011 05:40 |
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Kenlon posted:. . . When I speak of 'low morale', I mean planetary defense forces which generally consist of criminals of all types who're given .22 rifles and told to go stand in front of the enemy tank battalions. Brandy Collins posted:If the way was clear, could one or more of the protagonist infantry units make their way to the infantry-occupied hostage hex and engage/kill/capture that infantry unit directly without killing the hostages? Yes. Brandy Collins posted:Just thinking there has to be a reason for the "Hostages may only be killed if a unit of Capellan infantry occupies a 'Hostage' hex" rule. 5 hostages per medium building, 10 in the heavy building. They can theoretically exhaust a building's worth of hostages and have to spend a turn or two moving into the next building. Alternatively, the sapper could've lured the infantry out in the open then re-hid in the woods; although that would've been pretty risky. Bobbin Threadbare posted:Poptarts, if I might ask, how come D1 didn't get a penalty for splitting his shots? 'cause both of his shots were at Firewalker. That was an editing mistake.
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# ? Feb 27, 2011 06:38 |
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Alas, poor Engine Joe. Still, I guess having Sir gently caress You kick the Warhammer's head off was worth it... Maybe. Probably. Most likely... I dunno, I want to root for the Space Chinese, but after this round, I don't know if I can...
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# ? Feb 27, 2011 08:21 |
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Brandy Collins posted:A Warhammer knocked out of a fight by a kick to the head is a beautiful thing. I guess that's how Camacho's Caballeros get the job done! For the record, we've got an IRC channel going on for megamekkery (#megamek on synirc)
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# ? Feb 27, 2011 08:49 |
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Kicks are always better then punches I've found out, the hard way. And on that note! Boot to the head
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# ? Feb 27, 2011 09:25 |
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Brandy Collins posted:If the way was clear, could one or more of the protagonist infantry units make their way to the infantry-occupied hostage hex and engage/kill/capture that infantry unit directly without killing the hostages? That's what I'm thinking, S2 should just head north. They've got the range to open fire from the woods, and the infantry to their east is easy pickings for S3 already. It would be a waste for them to shoot over there.
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# ? Feb 27, 2011 11:08 |
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At this point, rooting for the Space Chinese is even more unconscionable than it already was! Rest in Peace, Engine Joe. But at least Red_Mage has... the Techies? (As a very, very old and outdated aside: Robot Jox predates G Gundam. Just felt the need to point that out.)
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# ? Feb 27, 2011 20:31 |
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Can someone explain the details of how Engine Joe died? I'm not familiar with PnP or Battletech stuff at all. I'm guessing it was the flaming hit to the head, but I thought the head still had like 2 structure left or something. I was thinking that he was alive until I read pilot killed in the log, and I was like where did that come from? I guess I was expecting some big notification when the damage was dealt or something.
enigma74 fucked around with this message at 21:20 on Feb 27, 2011 |
# ? Feb 27, 2011 21:12 |
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The infantry who fired on Firewalker with their SRMs killed him. One of the missiles hit the head and did 2 damage, just enough to kill him.
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# ? Feb 27, 2011 21:17 |
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enigma74 posted:Can someone explain the details of how Engine Joe died? I'm not familiar with PnP or Battletech stuff at all. I'm guessing it was the flaming hit to the head, but I thought the head still had like 2 structure left or something. I was thinking that he was alive until I read pilot killed in the long, and I was like where did that come from? I guess I was expecting some big notification when the damage was dealt or something. The DC SRM infantry fired conventional missiles at the Cat last round. One scored a headshot, taking out the last 2 points of internal structure.
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# ? Feb 27, 2011 21:18 |
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^^^^ Thanks!
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# ? Feb 27, 2011 21:21 |
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So I suppose this means a headshot to the cockpit means no auto-eject? Poor engine joe...
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# ? Feb 27, 2011 22:21 |
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Artificer posted:So I suppose this means a headshot to the cockpit means no auto-eject? Poor engine joe... Speaking of ejecting, how are we going to handle them in this thread? Is it possible for a player to say "gently caress it, I'm ejecting" if he so chooses, and what happens after he bails out (irregardless if it was auto-ejection or not)?
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# ? Feb 27, 2011 22:49 |
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I've noticed that the Zhukov has no right armour remaining. So, good chance I can either shoot it to death, or the justice foot will finish it off.
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# ? Feb 28, 2011 00:40 |
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bunnyofdoom posted:I've noticed that the Zhukov has no right armour remaining. So, good chance I can either shoot it to death, or the justice foot will finish it off. Oh no you don't. That tank has been dogging me all game. I will end it.
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# ? Feb 28, 2011 00:43 |
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bunnyofdoom posted:I've noticed that the Zhukov has no right armour remaining. So, good chance I can either shoot it to death, or the justice foot will finish it off. You can't kick it - you're standing a level higher than it. Since tanks are only 1 level high, you'd be kicking at the air over it rather than the tank. You would have to step down into it's hex to do so, but then you could hit any one of the faces rather than hitting the right for sure. Also, you would be standing still on top of a hill range 7 from the Vindicator and Blackjack AND range 1 from the Zhukov that still has two functional AC10s. They will shoot you full of many many holes. Edit: ^^^ Yes, the Hunchback running up and ending it is a much better idea. You can get into the right arc AND not be a blatant stationary target.
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# ? Feb 28, 2011 00:45 |
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awww. I wanted to use my justice foot. Maybe the MG APC?
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# ? Feb 28, 2011 00:48 |
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I have hands. I will beat it to death with the remains of the Warhammer!
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# ? Feb 28, 2011 00:49 |
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If I move to 1409 or 1410, I can fire on the SRM carrier too if I read that right.
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# ? Feb 28, 2011 00:57 |
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bunnyofdoom posted:If I move to 1409 or 1410, I can fire on the SRM carrier too if I read that right. Nope. LOS is always decided in favor of the defender. Go on and crush that APC, though. We gotta take it out anyway sooner or later... Just be careful about making yourself a target to those mechs! Remember that you're fragile!
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# ? Feb 28, 2011 01:18 |
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Well, if nothing else we took out one Space Mexican and a few women and children. Rock on, Death Commandos. You may live up to your reputation yet.
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# ? Feb 28, 2011 01:37 |
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Zaodai posted:Well, if nothing else we took out one Space Mexican and a few women and children. Bunnyofdoom Justice Kick list: Slaan Zaodai
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# ? Feb 28, 2011 01:38 |
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Just so you guys know, I'll be making full use of S3's "double damage if in the same hex" rule next turn.
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# ? Feb 28, 2011 01:42 |
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# ? Apr 27, 2024 21:22 |
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Bobbin Threadbare posted:Just so you guys know, I'll be making full use of S3's "double damage if in the same hex" rule next turn. Then I'll provide cover by punting the APC. Also, will laser it too.
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# ? Feb 28, 2011 01:43 |