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Back Hack
Jan 17, 2010


The dice, we've incurred their wrath. All is lost. :supaburn:

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evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Back Hack posted:

The dice, we've incurred their wrath. All is lost. :supaburn:

Finally, a good solid win for the home team.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Air Raid: Tactical Update 8

“Yul’s down.”

Duncan jerked in his command couch, turning to look behind him—a futile gesture in an Atlas of any kind, he had few windows and none of them would let him see over his machine’s colossal shoulders. He needn’t have bothered anyway, Yul Liao’s Stag lay face-down on the tarmac, its v-shaped cockpit scarred and blackened from a laser hit. He couldn’t see her, but the way her machine lay still spoke volumes.

“Down, or dead?” Duncan demanded, pulling his attention back to the battle. He couldn’t afford to worry about one downed soldier when fourteen others were counting on him, but he didn’t necessarily need to. Not when he could delegate to someone less busy.

“Vitals are erratic,” IRIS was the first to reply, her Ostscout’s advanced sensor suite letting her peek inside the downed machine. “She’s probably unconscious, but alive.”

“drat,” Jason interjected. “Buy her some time, and once she’s on her feet we’ll get her back to—”

Jason’s voice was silenced with a static hiss as a lucky shot caught the Screamer in the cockpit. The Screamer writhed, but didn’t fall and Duncan breathed a sigh of relief. Jason was alright, but a hit like that would wreak havoc on cockpit monitors and electronics. His comms had undoubtedly been damaged, but as long as he was moving Duncan wouldn’t worry.








Movement Phase
Gunsmith
- Activates MASC!
- Unable to enter hex 2120: needs 23 MP, has 20!
- Movement ends in hex 2321!



Shooting Phase
Lucerne Hawk Hunter
- Fires ER Large Pulse Laser at Screamer (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 7): rolled 2, miss!
- Fires ER Large Pulse Laser at Screamer (2 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 7): rolled 8, hit Right Torso (10/20 armor remaining)!
- Gains 27 heat, sinks 42!

Space Marine Infantry 4
- Attacks Copperhead Charlie (4 base + 2 range + 2 enemy movement + 1 heavy rain = 9): rolled 5, miss!

Atlas III
- Fires Heavy Gauss Rifle at Peregrine (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 8): rolled 12, hit Center Torso (0/13 armor, 0/11 structure remaining)! `Mech destroyed!
- Fires Snub-Nose PPC at Peregrine (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 8): rolled 6, miss!
- Fires Snub-Nose PPC at Peregrine (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 8): rolled 10, hit Left Arm (0/9 armor, 5/6 structure remaining)! Crit!
- Fires Snub-Nose PPC at Peregrine (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 8): rolled 2, miss!
- Gains 33 heat, sinks 24! Overheating!

Flashman
- Fires Large R-e Laser at Nidhogg C (4 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 4, miss!
- Fires Large R-e Laser at Nidhogg C (4 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 7, miss!
- Fires Large Pulse Laser at Nidhogg C (4 base + 4 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 R-e pulse laser = 9): rolled 7, miss!
- Fires Medium Laser at Nidhogg C (4 base + 4 range + 1 movement + 1 enemy movement + 1 heavy rain = 11): rolled 11, hit Left Leg (23/28 armor remaining)! TAC!
- Gains 20 heat, sinks 34!

Grasshopper
- Torso-twists to threaten hex 0834!
- Fires Large X-Pulse Laser at Wolverine IIC (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 8, hit Center Torso (15/23 armor remaining)!
- Fires Medium Laser at Wolverine IIC (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 7, miss!
- Fires Medium Laser at Wolverine IIC (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 6, miss!
- Fires Medium Laser at Wolverine IIC (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 8, miss!
- Fires Medium Laser at Wolverine IIC (4 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain = 12): rolled 4, miss!
- Gains 30 heat, sinks 30!

Salamander
- Torso-twists to threaten hex 2031!
- Fires LRM-20 (High Explosive) at Grendel D (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain + 0 wind = 9): rolled 7, miss!
- Fires LRM-20 (High Explosive) at Grendel D (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain + 0 wind = 9): rolled 3, miss!
- Fires LRM-20 (High Explosive) at Grendel D (4 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain + 0 wind = 9): rolled 9, 12 missiles hit Left Torso (11/16 armor remaining), Left Arm (7/12 armor remaining), Right Leg (18/20 armor remaining)!
- Gains 19 heat, sinks 20!

Dragoon II
- Fires Medium Pulse Laser at Grendel D (3 base + 4 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 9, miss!
- Fires Medium Pulse Laser at Grendel D (3 base + 4 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 5, miss!
- Fires Medium Pulse Laser at Grendel D (3 base + 4 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 6, miss!
- Fires Medium Pulse Laser at Grendel D (3 base + 4 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Grendel D (3 base + 4 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 6, miss!
- Gains 21 heat, sinks 26!

Copperhead Charlie
- Fires ER Medium Laser at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 4, miss!
- Fires ER Medium Laser at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 10, hit Left Leg (13/20 armor remaining)!
- Fires ER Medium Laser at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Fires LB-10X Autocannon (Slug) at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 7, miss!
- Fires Streak SRM-6 at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 8, 6 missiles hit Left Arm (10/12 armor remaining), Rear Left Torso (4/6 armor remaining), Right Leg (18/20 armor remaining), Rear Right Torso (4/6 armor remaining), Right Leg (16/20 armor remaining), Rear Right Torso (2/6 armor remaining)!
- Fires Streak SRM-6 at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 7, fails to lock-on!
- Fires LRM-20 w/Artemis IV at Goshawk II 2 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 wind = 9): rolled 4, miss!
- Gains 28 heat, sinks 24!

Lancelot
- Torso-twists to threaten hex 1038!
- Fires Plasma Rifle at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 12, hit Right Leg (6/20 armor remaining)! Target gains 5 heat!
- Fires Large Laser at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 2, miss!
- Fires Large Laser at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires Medium Pulse Laser at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 3, miss!
- Gains 32 heat, sinks 32!

Komodo
- No orders received!
- PTN’s note: I’ve spoken with Axe-man, he’s been pretty sick lately. I’m moving the Komodo somewhere safe this turn, and with luck he’ll be back soon. Everyone wish him well!
- Gains 5 heat, sinks 22!

Champion
- Torso-twists to threaten hex 2032!
- Fires Gauss Rifle at Goshawk II 4 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Fires ER PPC at Goshawk II 4 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Gains 16 heat, sinks 20!

Chameleon
- Fires ER Large Laser at Wolverine IIC (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires Medium Laser at Wolverine IIC (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires Medium Pulse Laser at Wolverine IIC (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss!
- Gains 25 heat, sinks 20! Overheating!

Screamer
- Fires Medium Pulse Laser at Wolverine IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser + 1 heat = 7): rolled 3, miss!
- Fires Medium Pulse Laser at Wolverine IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser + 1 heat = 7): rolled 4, miss!
- Gains 13 heat, sinks 25!

Stag
- Fires Medium Laser at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 10, hit Right Torso (11/16 armor remaining)!
- Fires Medium Laser at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Fires SRM-4 at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires SRM-4 at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Gains 24 heat, sinks 24!

Gunsmith
- Target out of range!
- Gains 2 heat, sinks 20!

Ostscout
- Torso-twists to threaten hex 1637!
- Fires ER Medium Laser at Goshawk II 2 (3 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain = 12): rolled 8, miss!
- Fires ER Medium Laser at Goshawk II 2 (3 base + 2 range + 2 movement + 4 enemy movement + 1 heavy rain = 12): rolled 9, miss!
- Gains 12 heat, sinks 20!

Phoenix Hawk
- Fires Large Pulse Laser at Goshawk II 4 (3 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 9, hit Left Leg (10/20 armor remaining)!
- Gains 16 heat, sinks 20!

Peregrine
- Fires Large Pulse Laser at Atlas III (4 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Atlas III (4 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Atlas III (4 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 10, hit Right Arm (29/34 armor remaining)!
- Gains 20 heat, sinks 20!

Wolverine IIC
- Torso-twists to threaten hex 0434!
- Fires Large Pulse Laser at Screamer (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 11, hit Head (0/9 armor, 2/3 structure remaining)! Pilot hit! Crit!
- Fires ER Medium Laser at Screamer (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 12, hit Left Arm (11/18 armor remaining)!
- Fires ER Medium Laser at Screamer (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Gains 22 heat, sinks 20! Overheating!

Goshawk II 1
- Torso-twists to threaten hex 0627!
- Fires ER Large Laser at Stag (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 7): rolled 7, hit Left Arm (0/14 armor, 1/7 structure remaining)! Crit!
- Fires Small Pulse Laser at Stag (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 7, hit Left Torso (8/16 armor remaining)!
- Fires Small Pulse Laser at Stag (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 7, hit Head (6/9 armor remaining)! Pilot hit!
- Gains 23 heat, sinks 20!

Goshawk II 2
- Fires ER Large Laser at Stag (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 7): rolled 5, miss!
- Gains 24 heat, sinks 20!

Goshawk II 4
- Fires ER Large Laser at Stag (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 11, hit Rear Center Torso (0/7 armor, 11/14 structure remaining)! Crit!
- Gains 14 heat, sinks 20!

Goshawk 5
- Fires Large Pulse Laser at Stag (4 base + 4 range + 1 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 5, miss!
- Gains 11 heat, sinks 24!

Grendel D
- Fires ER PPC at Flashman (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain = 6): rolled 7, hit Center Torso (10/25 armor remaining)!
- Fires Medium Pulse Laser at Flashman (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 6, hit Center Torso (3/25 armor remaining)!
- Gains 20 heat, sinks 20!

Unknown `Mech D
- Fires ER Large Laser at Grasshopper (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Gains 14 heat, sinks 44!

Nidhogg C
- Fires ER Large Laser at Flashman (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 partial cover - 1 targeting computer = 8): rolled 9, hit Left Leg (damage blocked by terrain)!
- Fires ER Large Laser at Flashman (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 partial cover - 1 targeting computer = 8): rolled 7, miss!
- Gains 26 heat, sinks 38!

Copperhead Alpha
- Holds fire!
- Gains 2 heat, sinks 28!



End Phase
Niddhogg C
- Through-armor critical chance in Left Leg: rolled 7, no critical hits sustained!

Goshawk II 2
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 4, fails!
- - Suffers damage in the fall to Right Leg (1/20 armor remaining)!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding damage = 7): rolled 7, succeeds!

Screamer
- Critical chance in Head: rolled 6, no critical hit sustained!
- Must pass a 3+ consciousness test: rolled 3, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Stag
- Critical chance in Left Arm: rolled 10, 2 critical hits sustained!
- - Shoulder hit!
- - Upper arm actuator hit!
- Critical chance in Center Torso: rolled 11, 2 critical hits sustained!
- - XL engine hit! +5 heat/turn!
- - XL engine hit! +10 heat/turn!
- Must pass a 5+ consciousness test: rolled 4, fails! (PTN’s note: I need to think up a new achievement to commemorate Vorenus’s bad luck :gonk:)
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): automatic failure!
- - Suffers damage in the fall to Right Leg (17/22 armor remaining)
- Must pass a piloting to avoid pilot damage (5 base + 1 massive damage + 2 avoiding damage = 8): automatic failure!



Physical Combat Phase:
Copperhead Charlie
- Kicks Goshawk II 2 (3 base + 1 movement + 4 enemy movement + 1 Clanner - 2 kick = 7): rolled 9, hit Left Leg (1/20 armor remaining)!

Chameleon
- Kicks Wolverine IIC (4 base + 3 movement + 2 enemy movement - 2 kick = 7): rolled 6, miss!



End Phase:
Goshawk II 2
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 10, succeeds!

Chameleon
- Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 12, succeeds!



Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!








Player Status:




Ally Status:




Opposing Force Status:





Objective Status




Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes

Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck.

Wind Vortices – +1 penalty to-hit with missile weapons. Streak missiles and semi-guided LRM attacks against Tagged targets ignore this penalty. +2 penalty to all Aerospace Fighter control rolls.



Mission Objective:
Primary Objectives
- Endure for at least 1 minute (5 turns remaining)
- - Endure for at least 2 minutes (11 turns remaining) (optional)
- Raid the Airfield
- Don’t be Captured

Secondary Objectives
- Accrue Bounty (8,050,000 c-bills / 12,075,000 goods)
- - Infantry Units Killed: 1 (50,000 c-bills each)
- - Light `Mechs: 4 (1,000,000 c-bills each)
- - Medium `Mechs: 1 (2,000,000 c-bills each)
- - Heavy ` Mechs: 0 (3,000,000 c-bills each)
- - Assault `Mechs: 0 (4,000,000 c-bills each)
- Grounded Aircraft: 8 (250,000 c-bills each)
- Revenants Unleashed: 24

- Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 26,050,000 c-bills (39,075,000 goods)



Orders Due: Midnight Tuesday!

PoptartsNinja fucked around with this message at 01:05 on May 31, 2016

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.
Vorenus, you are supremely unlucky.

Edit: or incredibly lucky that didn't kill you.

Olothreutes
Mar 31, 2007

That was a hell of a turn.

Vorenus, you are like a sponge for bad luck and punishment. But you are somehow still alive!

RA Rx
Mar 24, 2016

And this is why even the Screamer needs hardened armor.

12 points in the head is enough for five minutes of average life expectancy in intense combat.

Those infantry close to the tunnel are up to something, they might have gathered explosives to cut you off. Maybe the Komodo could go kill them while Axeman recuperates.

RA Rx fucked around with this message at 01:53 on May 30, 2016

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
Everyone needs to focus on keeping Vorenus alive, we just saw what happened when he dropped because the Screamer took a shot to the face. If he dies then at least 3 other people might just explode on the spot.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

You forgot to tick down the number of turns left in the mission objectives there, PTN.

Man, that was a really unlucky turn there for the Stag and the Screamer. Goshawks still making nuisances of themselves, and that Heavy Star is in range to engage. Better make these next couple of turns count!

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
gently caress that was some awful goddamn luck on our side. Especially that lucky cockpit shot on the Screamer. The Screamer especially needs to never not be at max movement mod now I think or else another hit on the cockpit and RIP Jason.

Even if he falls down that could kill him. :ohdear:

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
I thought ER Pulse only got a -1 pulse mod?

Gwaihir
Dec 8, 2009
Hair Elf
Couple good options for GoonMercs:

Atlas is in prime position to be a royal pain: Moving to 0931, facing 1030, unloading PPCS and HGR at the Nidhogg, and kicking the Stooping Hawk (potential one shot). The Grasshopper would need to move up as well to 0830, otherwise the Ace Lucerne hawk hunter would be able to run right down and go for a head kick against the Atlas. The grasshopper right there would protect him from kicks and backshots though.

Ostscout can run north to 1729 facing 1628, and try for a TAG on the Mad Dog, which if successful grants the Salamander an ideal shot to unload on it. (7 hex range if the sally stands still, which isn't completely insane since it's untouched.) The Goshawk leader is a good target too- Same move mod, same range, and bonus that he's already damaged.

Lancelot and Bethany can just sidle back up to the berm and have their choice of backshots, especially on the Goshawk in 1534, since it doesn't have cover from you guys like the one in 1334 does.

Gunsmith could run down to 1424 and shoot up the Mad Dog, too.

sebmojo
Oct 23, 2010


Legit Cyberpunk









quote:

Grasshopper
- Torso-twists to threaten hex 0834!
- Fires Large X-Pulse Laser at Wolverine IIC (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 8, hit Center Torso (15/23 armor remaining)!
- Gains 30 heat, sinks 30!

Did my medium lasers all miss?

RA Rx
Mar 24, 2016

Screamer just needs to stay away from the pulse weapon angles and be at medium to long range (in the case of Kaz).

RA Rx fucked around with this message at 05:46 on May 30, 2016

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

sebmojo posted:

Did my medium lasers all miss?

You didn't send a contingency target, so I took a single solid potshot at something nearby after the Peregrine died without mathing out what would or wouldn't overheat you.

Ardlen
Sep 30, 2005
WoT



Did the Goshawk that fell down make his check to stand up again?

RA Rx
Mar 24, 2016

Duncan and his HPG rifle really have been murdering everything every light and medium.
That Peregine was dangerous too. Just a pity the Wolverine lost the wrong torso.

LegendairyBovine
Oct 6, 2014

Ardlen posted:

Did the Goshawk that fell down make his check to stand up again?

I would like to know this as well.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Ardlen posted:

Did the Goshawk that fell down make his check to stand up again?

I forgot about that, so I guess he forgot to stand up.

And then jumped. poo poo.

Option 1: I fix this tomorrow.

Option 2: He jumped, but wherever he landed he's prone.

Paingod556
Nov 8, 2011

Not a problem, sir

He basically decided to fire his jets while on his back, to skid on his arse across wet concrete while firing wildly, GotG Starlord style

And suffers an immediate TAC to his rear centre torso

LegendairyBovine
Oct 6, 2014
Whichever one is less work for you is fine by me Poptarts.

Tempest_56
Mar 14, 2009

Temptation: Moving to 1433 and kicking Goshawk 2. I'll have 8s and a successful hit will leg it. I'll also be exactly 7 from the Copperhead and Goshawk 5.

Bloody Pom
Jun 5, 2011



We should try putting Vorenus on the OpFor side for one match, and see if his bad luck affects PTN instead.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Bloody Pom posted:

We should try putting Vorenus on the OpFor side for one match, and see if his bad luck affects PTN instead.

You know it won't. :getin:

Ardlen
Sep 30, 2005
WoT



If an enemy mech goes in a straight line, is there any way to tell if they jumped?

Also, I am tempted to walk the Flashman to 1029 and alpha strike the Unknown in the back. On the other hand, it depends on if we are pushing in this turn.

Ardlen fucked around with this message at 04:45 on May 30, 2016

Olothreutes
Mar 31, 2007

Ardlen posted:

If an enemy mech goes in a straight line, is there any way to tell if they jumped?

You could count how many MP they used and see if it matches the jump/run amounts?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Ardlen posted:

If an enemy mech goes in a straight line, is there any way to tell if they jumped?

Ask me?

Ardlen
Sep 30, 2005
WoT



Okay. I just didn't want to bother you if there was an indicator I was missing.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I will very rarely walk if I can jump, but either way don't stand still if you see the Grendel only moved 7 hexes. It either jumped and became nigh-unhittable (in which case you need to move to return the favor) or it walked in which case it's going to shoot someone on a 6+ unless you're racking up move mods.

Goshawk IIs too, but they don't have a headcapper.

GhostofJohnMuir
Aug 14, 2014

anime is not good
Hey PTN, I'm pretty sure in my orders I specified firing only the er large and medium pulse laser since I didn't want the hit to my move mod from overheat. Am I mistaken?

edit: Just checked and yeah, that is what I said.

Picard Day
Dec 18, 2004

Not a great turn for us but it could have been a lot worse. Despite being down, The Stag just needs to wake up on a 7+ and it should be able to leave on it's own power. Which it should probably do as we don't want dead pilots and it will have limited ability to affect the engagement at this point.

However, the peregrine is down (excellent) and Goshawk II 2 can't jump or move far at all this turn. It's a sittingish duck and needs to die right now. If goon lance can drop that goshawk and the Conjuror or another Mech they should still be in damned good shape.

RA Rx
Mar 24, 2016

PoptartsNinja posted:

I forgot about that, so I guess he forgot to stand up.

And then jumped. poo poo.

Option 1: I fix this tomorrow.

Option 2: He jumped, but wherever he landed he's prone.

Option 2 means less work, and pretty much guarantees its death... Sounds like a great compromise! :)

...
I like how Kaz saw something so blindingly beautiful in Jason headshotting the Copperhead he felt the need to evolve into an ace with a -1 combined gunnery.
Other Clanners might say he is cheesing with his tarcomp pulse lasers, but I think he was prescient, as his target now has a +5 move mod.

RA Rx fucked around with this message at 06:03 on May 30, 2016

Vorenus
Jul 14, 2013
Once I wake back up, I should just uh run like hell for the tunnel yes?

dis astranagant
Dec 14, 2006

Vorenus posted:

Once I wake back up, I should just uh run like hell for the tunnel yes?

drat straight.

Gwaihir
Dec 8, 2009
Hair Elf

Vorenus posted:

Once I wake back up, I should just uh run like hell for the tunnel yes?

God yes

dis astranagant
Dec 14, 2006

There's a fine line between "don't get captured" and "don't let them take you alive" and you're one unlucky hit from the latter.

RA Rx
Mar 24, 2016

Nah, as long as there are no other enemies nearby you could stay at the edge of the tunnel outside the range of the infantry and plink away at the infantry, or the buildings if they run back in.

Again, that green infantry squad is up to something. It's had several turns to gather high explosives from the military facility it was in (if it stores those things admittedly).

I'm just saying, running out into the open with infantry-killer mechs nearby? They've gotta have a good reason. Except maybe it's baiting mechs to chase them and then running back indoors, but still... It could've done that rounds ago.

RA Rx fucked around with this message at 06:25 on May 30, 2016

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

PoptartsNinja posted:

(PTN’s note: I need to think up a new achievement to commemorate Vorenus’s bad luck :gonk:)

Achievement Unlocked! Confirmation Bias - The dice really do have it out for you.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

So that peregrine was mint, until it looked at the atlas funny and then it suddenly no longer had a torso connecting any of the other bits.

dis astranagant
Dec 14, 2006

AtomikKrab posted:

So that peregrine was mint, until it looked at the atlas funny and then it suddenly no longer had a torso connecting any of the other bits.

And that is why you don't get close to an HGR.

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Great Beer
Jul 5, 2004

Next turn it might be a good idea to use one of the smoke rounds on the downed stag to give it at least a little cover. Also I noticed a couple of the revenants are set to "defend allies". Is it possible to get those two over there to provide cover fire when the stag is limping out of there?

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