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fool_of_sound posted:Catapult, why don't you move to 1336 to kick that truck and get behind cover. I'll follow right behind you to 1236. 1336 is 3 hexes away from the truck. Are you looking at the Player Movement map? The truck's moved to 1233 on the Enemy Movement map.
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# ? Oct 23, 2014 18:26 |
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# ? May 4, 2024 10:10 |
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Keep in mind that kicking is a pilot check, and if you miss it forces another pilot check that could make you fall over.
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# ? Oct 23, 2014 18:42 |
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PoptartsNinja posted:I did answer. It didn't save. It's already fixed. Sorry, must have missed that, was in a morning rush at the time!
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# ? Oct 23, 2014 18:45 |
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Yeah, I really wouldn't advise kicking anyone with the Catapult.
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# ? Oct 23, 2014 19:36 |
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With a 7 in piloting, I'd suggest barely moving to be honest.
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# ? Oct 23, 2014 19:58 |
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Cloud Potato posted:1336 is 3 hexes away from the truck. Are you looking at the Player Movement map? The truck's moved to 1233 on the Enemy Movement map. Whoops. Yes, I was I'll be moving to 1336 then.
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# ? Oct 23, 2014 20:05 |
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I'm sauntering into 1236 and will thin out the fat bikers in the north. Happy MRM day. I didn't want the ammo anyway. And I want to use up some of it, before getting one-hit-TACed by a technical (It's going to happen).
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# ? Oct 23, 2014 21:26 |
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I think the infernos on our boss whammy still do massive damage to infantry. (warcrimes are fun)
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# ? Oct 24, 2014 09:10 |
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Infantry units have a chance of being immediately destroyed whenever they pass through burning hexes IIRC.
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# ? Oct 24, 2014 09:19 |
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Elliotw2 posted:With a 7 in piloting, I'd suggest barely moving to be honest. Truckosaurus will fall in case of attempted kicking. Srms arq good enough. (Save ammo for the real threats though!)
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# ? Oct 24, 2014 09:24 |
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Scintilla posted:Infantry units have a chance of being immediately destroyed whenever they pass through burning hexes IIRC. "Pass through" almost always means "enter" and not exit. There're very few things that happen when you exit a hex.
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# ? Oct 24, 2014 11:46 |
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Catapult orders in. Running to 1134, firing 6 SRM4s at the truck.
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# ? Oct 24, 2014 20:35 |
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Orders will be in after I walk my dog, but I plan to run to 1629 and face 1628. Those five mechs can't shoot through the buildings to get at me, right?
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# ? Oct 24, 2014 20:35 |
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Cloud Potato posted:firing 6 SRM4s at the truck. That's uh... that's probably overkill.
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# ? Oct 24, 2014 20:37 |
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fool_of_sound posted:That's uh... that's probably overkill. AND a nice explosion!
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# ? Oct 24, 2014 20:38 |
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Cloud Potato posted:Catapult orders in. Running to 1134, firing 6 SRM4s at the truck. awww yeah gonna see some trucks get 'et
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# ? Oct 24, 2014 20:52 |
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fool_of_sound posted:That's uh... that's probably overkill. You're right; it would be much better if Cloud Potato could fire 8 instead.
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# ? Oct 24, 2014 21:12 |
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It's only overkill if they all hit, otherwise it's just pretty lights.
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# ? Oct 24, 2014 22:18 |
There is no "overkill." There is only "open fire" and "I need to reload."
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# ? Oct 24, 2014 23:21 |
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So if I destroy the building in 3058, the infantry that have moved into it are hosed?
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# ? Oct 25, 2014 18:16 |
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They will take damage as if the building collapsed on them. So one or two guys will die and most will be pelted with chunks of drywall. PoptartsNinja fucked around with this message at 18:22 on Oct 25, 2014 |
# ? Oct 25, 2014 18:20 |
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Drywall is lostech. They'll be pelted with horshair & plaster and they'll like it.
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# ? Oct 25, 2014 20:48 |
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Hmm, that doesn't sound that promising then. I'm probably going to keep heading north, attacking infantry doesn't look too efficient in the mech I'm in. Going to jump to 3132, facing south. Hobo fucked around with this message at 23:20 on Oct 25, 2014 |
# ? Oct 25, 2014 22:16 |
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Would there happen to be a convenient list of lostech somewhere online that anyone knows about? I would enjoy a good lostech laugh.
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# ? Oct 25, 2014 23:27 |
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Trundel posted:Would there happen to be a convenient list of lostech somewhere online that anyone knows about? I would enjoy a good lostech laugh. Most everything that used to be called "level 2 tech" was lostech til sometime between 3030 and 3070.
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# ? Oct 26, 2014 00:33 |
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Hobo posted:Hmm, that doesn't sound that promising then. I'm probably going to keep heading north, attacking infantry doesn't look too efficient in the mech I'm in. Yeah, we can do damage but killing infantry is much harder. I'm gonna continue north too. Heading for 2936.
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# ? Oct 26, 2014 03:40 |
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Trundel posted:Would there happen to be a convenient list of lostech somewhere online that anyone knows about? I would enjoy a good lostech laugh. There's a full table in, I think StratOps but it won't be recirculated because that's basically :files:
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# ? Oct 26, 2014 07:51 |
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Moving to 2039. Shooting random poo poo!
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# ? Oct 26, 2014 11:05 |
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I put my orders in the other night because I was heading out for the weekend, I'm shifting over to the right side of the map in preparation for cleaning up some more infantry.
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# ? Oct 26, 2014 20:42 |
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Defiance Industries posted:There's a full table in, I think StratOps but it won't be recirculated because that's basically :files: We've come up with better stuff here anyway.
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# ? Oct 26, 2014 21:35 |
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King of the Pirates: Tactical Update 5 The azure whip of a PPC flashed past Susie’s cockpit. The harsh, actinic flare set her machine’s painted skull-mask aglow for an instant. The Battle Cobra twisted, arms raised menacingly. The left was still blackened and torn where Susie had shot off the original. The replacement had been taken from a ruined Guillotine and heavily modified on the pirates’ nearly year-long trek across the Inner Sphere. Susie had been surprised how well the Battle Cobra’s alien computers had integrated some of the dodgy components. The machine hadn’t lost any mobility, or been overbalanced by the bulky additions hastily welded to the least-damaged structural frames. “Dead Eyes,” she glowered, “you do realize that I’m never going to let you live-down missing that building, don’t you?” “The building,” Dead Eyes’ voice was emotionless. Broken. “Right.” Movement Phase Hunchback (Player) - Exits building hex 1038! - Must pass a piloting test to avoid damage (2 base + 0 light building = 2): rolled 7, succeeds! Clint - Attempts to enter hex 2039, insufficient MP! Combat Phase Charger (Player) - Torso-twists to threaten hex 1140! - Fires small laser at disreputable casino 1032: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (7/10)! - Fires small laser at disreputable casino 1032: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (4/10)! - Gains 7 heat, sinks 10! Warhammer (Player) - Torso-twists to threaten hex 0838! - Fires ER PPC at Armored Technical 1047: (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 9, hit Front (0/5 armor, 0/1 structure remaining)! Crit! Vehicle destroyed! - Fires ER PPC at Armored Technical 1047: (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 4, miss! - Gains 32 heat, sinks 34! JagerMech (Player) - Holds fire! - Gains 2 heat, sinks 12! Catapult (Player) - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, 3 missiles hit Left Side (0/4 armor remaining), Front (3/5 armor remaining), Front (1/5 armor remaining)! - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, 4 missiles hit Front (0/5 armor, 0/1 structure remaining (Vehicle destroyed!)), Right Side, Front, Left Side! - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss! - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, 1 missile hit Front! - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 4, miss! - Fires SRM-4 at Armored Technical 1233: (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, 3 missiles hit Left Side, Left Side, Left Side! - Gains 20 heat, sinks 28! Chameleon (Player) - Fires Medium Laser at corner drug store 3038 (4 base + 4 range + 3 movement - 4 enemy movement = 7): rolled 9, hit (5/10 CF remaining)! - Fires Medium Laser at corner drug store 3038 (4 base + 4 range + 3 movement - 4 enemy movement = 7): rolled 2, miss! - Fires Small Laser at corner drug store 3038: target is out of range! - Fires Small Laser at corner drug store 3038: target is out of range! - Fires Small Laser at corner drug store 3038: target is out of range! - Fires Small Laser at corner drug store 3038: target is out of range! - Gains 16 heat, sinks 15! Hunchback (Player) - Fires Apollo MRM-40 at Motorized Infantry 1227 (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 11, 32 missiles hit (24/30 troopers remaining)! - Gains 13 heat, sinks 13! Centurion (Player) - Holds fire! - Gains 2 heat, sinks 12! Blackjack (Player) - Holds fire! - Gains 2 heat, sinks 13! Assassin (Player) - Holds fire! - Gains 2 heat, sinks 22! Battle Cobra (Player) - Holds fire! - Gains 2 heat, sinks 28! Clint (Player) - Fires ER PPC at dive bar 2935 (3 base + 2 range + 2 movement - 4 enemy movement = 3): rolled 2, miss! - Gains 12 heat, sinks 16! King Crab - Torso-twists to threaten hex 2409! - Fires Medium Laser at pirate mansion 2113 (3 base + 2 range + 0 movement - 4 enemy movement = 1): automatically hit (5/10 CF remaining)! - Fires Medium Laser at pirate mansion 2113 (3 base + 2 range + 0 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)! Building destroyed! - Fires Large Laser at grocers 2015 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (2/10 CF remaining)! - Fires Large Laser at grocers 2015 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (0/10 CF remaining)! Building destroyed! - Fires Large Laser at club pîråtë 2016 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (2/10 CF remaining)! - Fires Large Laser at club pîråtë 2016 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (2/10 CF remaining)! Building destroyed! - Gains 44 heat, sinks 44! Griffin - Fires PPC at row house 1915 (3 base + 2 range + 0 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)! Building destroyed! - Fires PPC at row house 1916 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (0/10 CF remaining)! Building destroyed! - Gains 22 heat, sinks 22! Physical Combat Phase: Charger (Player) - Rebel kicks pirate holovid broadcaster 1032: adjacent attacks always hit (0/10 structure remaining)! Building destroyed! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (0/11) Orders Due: Tuesday Night! PoptartsNinja fucked around with this message at 22:50 on Oct 26, 2014 |
# ? Oct 26, 2014 22:35 |
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I thought that I had enough movement to make it to hex 1629. By my count I had enough movement to do it. I turn left twice, move forward two hexes, turn right once, move forward six hexes, making 11.
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# ? Oct 26, 2014 22:41 |
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1) Missing on a 3 to-hit. 2) Looks like the fun starts next turn.
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# ? Oct 26, 2014 22:42 |
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Trundel posted:I thought that I had enough movement to make it to hex 1629. By my count I had enough movement to do it. I turn left twice, move forward two hexes, turn right once, move forward six hexes, making 11. Oh, whoops. No, that was a total brain thing on my part. For some reason, I thought you were a 6/9/6. I'll fix that. Man, I'm making a ton of mistakes lately.
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# ? Oct 26, 2014 22:48 |
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Charger running to 1729, the fun starts turn after this one.
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# ? Oct 26, 2014 23:11 |
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Hunchback going to run to 1633 facing "north". I'll be able to support stuff on the left of me next turn. Or shamefully hide my metal rear end.
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# ? Oct 26, 2014 23:16 |
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PoptartsNinja posted:Oh, whoops. Hey no prob, it's easy to make given everything that's going on in any one round. Plus, you don't have to re-roll anything because nothing targeted me. Edit: Ooo, if I jump to 1224 the Shadow Hawk can only torso twist enough to get me with its MGs and not the AC20, right? Trundel fucked around with this message at 23:33 on Oct 26, 2014 |
# ? Oct 26, 2014 23:25 |
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Not Club Pîråtë!! That Crab bastard must be killed!
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# ? Oct 26, 2014 23:34 |
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Trundel posted:Edit: Ooo, if I jump to 1224 the Shadow Hawk can only torso twist enough to get me with its MGs and not the AC20, right? You mean the other Hawk. It's probably on a flippy-arm, so it might be able to twist the "wrong" way and shoot you.
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# ? Oct 26, 2014 23:41 |
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# ? May 4, 2024 10:10 |
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So, looks like we're hitting actual mechs next turn. Should we (Battle Cobra and Chameleon) carry on down the right, or hook a left and then hit that groups of mechs from their flank? edit: if we get the Battle Cobra in that group, the -1 to hit penalty will add up pretty quickly. Hobo fucked around with this message at 23:47 on Oct 26, 2014 |
# ? Oct 26, 2014 23:44 |