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PoptartsNinja posted:It's also got 105 rockets it can dump directly into someone's face if it needs to. Truly the best news network.
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# ? Nov 17, 2014 22:33 |
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# ? May 27, 2024 04:03 |
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Hey, you can't have an exclusive if you're not the only one still in the air!
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# ? Nov 17, 2014 22:51 |
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Magni posted:Truly the best news network. Is it wrong that I kinda want to grab the thing and use it as a rocket-firing assault rifle?
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# ? Nov 17, 2014 22:52 |
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apostateCourier posted:Is it wrong that I kinda want to grab the thing and use it as a rocket-firing assault rifle? No, cut a wicked promo and lure them into wrassling range,
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# ? Nov 18, 2014 00:18 |
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PoptartsNinja posted:It's height 7. Sadly, VTOLs and Aerospace Fighters can only be melee'd if they've landed. Anybody got 7 jumping MP?
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# ? Nov 18, 2014 00:26 |
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Me, but my pilot check is bad enough that I'd probably cut my head off on the rotors.
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# ? Nov 18, 2014 00:43 |
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Charger hops onto a building for the extra height?
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# ? Nov 18, 2014 02:51 |
Can we offer them exclusive interviews in exchange for fire support?
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# ? Nov 18, 2014 03:35 |
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Tank Boy Ken posted:I'd suggest ending one hex further south, making room for the Centurion to move besides you. He has less MP and can at least get a +1 mod this way. It's certainly not optimal. I did add some more possible movements. There was a suggestion earlier of me heading to 1825 where the Blackjack is now. The Dragon wouldn't get debuffed but neither would you.
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# ? Nov 18, 2014 03:57 |
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This move isn't possible (you can't jump through enemy units either).
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# ? Nov 18, 2014 04:27 |
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PoptartsNinja posted:This move isn't possible (you can't jump through enemy units either). You can't jump over enemy mans?
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# ? Nov 18, 2014 04:44 |
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Orders in: I HAVE to move to 1026 to maintain +3 mod
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# ? Nov 18, 2014 04:54 |
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apostateCourier posted:You can't jump over enemy mans? You could run to 1830 facing south east and give him the noise still! Everyone should remember to place contingency targeting orders, particularly those at the end of the list. Kial fucked around with this message at 05:10 on Nov 18, 2014 |
# ? Nov 18, 2014 05:08 |
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Zest posted:Orders in: I HAVE to move to 1026 to maintain +3 mod Keep in mind if you chain activate your Supercharger that the chance of it exploding gets higher and higher. Gotta give it a turn to cool down.
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# ? Nov 18, 2014 06:23 |
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I can run to 1027 instead of walking (eh, whatever) but once I'm there, what do I shoot? I'm concerned about this Phoenix Hawk that'll be right next to me.
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# ? Nov 18, 2014 17:56 |
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Catapult orders in, stepping back to 1430 and firing everything at the Gladiator.
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# ? Nov 18, 2014 22:30 |
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Psion posted:I can run to 1027 instead of walking (eh, whatever) but once I'm there, what do I shoot? I'm concerned about this Phoenix Hawk that'll be right next to me. You could go for the Shadow Hawk. You'd be shooting from the left side, giving you decent odds of hitting the exposed LT containing at least one ton of ammo. Taking off the Pixie's AC/20 would normally be a higher priority but it will be on the far side of his body from you. Also note that he can shoot you from that position, but I don't think there are many good ways for you to get up a +2 movement modifier or get out of his close range thanks to being a slow mech in a clusterfuck map. EDIT, orders in, jumping to 1830 and going for backshots. Voyager I fucked around with this message at 22:59 on Nov 18, 2014 |
# ? Nov 18, 2014 22:55 |
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Orders in! Let's do this Tank Boy Ken, Voyager I! quote:Overall: Running to 1828, firing everything at the Dragon, and then punching it.
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# ? Nov 18, 2014 23:59 |
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PoptartsNinja posted:This move isn't possible (you can't jump through enemy units either). Why would you be able to jump over buildings, but not over enemy units. Is this a new houserule, or have we somehow been playing this way all along but I never noticed?
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# ? Nov 19, 2014 00:30 |
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Leperflesh posted:Why would you be able to jump over buildings, but not over enemy units. Is this a new houserule, or have we somehow been playing this way all along but I never noticed? It's a standard printed rule. It came up in the Taurian mission. I've never used it at my home table(s), and I didn't think it was commonly used for the reason you imply, though it does make mechanical sense in certain situations.
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# ? Nov 19, 2014 00:35 |
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every brave soul facing an AC/20 on a 7+ or better this turn.
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# ? Nov 19, 2014 00:39 |
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The Merry Marauder posted:It's a standard printed rule. It came up in the Taurian mission. Wow. I've been playing it wrong since the early 90s. ...granted, I've only played it like three times.
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# ? Nov 19, 2014 00:52 |
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It is really bizarre that you can jump on mans but not jump over mans.
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# ? Nov 19, 2014 00:55 |
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Counterpoint: even the DI computer can't miss your high-heat jumpjet nozzles when it's standing directly below them.
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# ? Nov 19, 2014 00:58 |
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You can jump over infantry right?
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# ? Nov 19, 2014 01:25 |
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So what's the rational behind not being able to jump over other mechs?
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# ? Nov 19, 2014 01:40 |
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Trundel posted:So what's the rational behind not being able to jump over other mechs? Probably because you'd see the BattleTech equivalent of this.
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# ? Nov 19, 2014 02:23 |
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Gonna sub these orders unless I get a better idea: Centurion: run to 1027, shoot Shadow Hawk in 0727 with some number of SRMs. I think I can shoot, what, two without overheating? three gives me a +2. I don't know SRM to-hit rolls so I want to shoot everything but being +heat in this thing is no fun. What are the odds I hit something juicy like the Shadow Hawk's LT with two or three SRM-6s? It looks like I'll be at short range so I shouldn't be rolling awful dice. That won't prevent the plausible scenario of me rolling straight snake eyes, but poo poo happens Psion fucked around with this message at 04:39 on Nov 19, 2014 |
# ? Nov 19, 2014 02:30 |
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Psion posted:Gonna sub these orders unless I get a better idea: You should be looking at 6s to hit (3 gunnery + 2 running + 1 enemy movement). That's quite a good number and a mess of SRMs will roll for far, far more hit locations than he wants to deal with in an exposed, ammo-bearing torso section. You could also try walking to 1026 and doing the same thing. It still gives you a +1 movement modifier, but it only costs 4 mp so it's a walk for you; that's one less heat generated and one better shooting modifiers, to give yourself 5s on the Shadow Hawk. If you walk and fire all your SRMs, you'd end up at +4 overheat, which is just short of giving you a movement penalty for next turn. You'll need to cut back on firing a bit next round, but you'll still be able to move just fine (with a potential bid for physicals as well) Considering how much incoming fire you're likely to face this turn, it may be worth ah....emphasizing the present when it comes to your heat management Regarding SRMs; first you roll to hit with them like any other weapon. A miss means the salvo misses entirely. A hit means you roll on the cluster table to see how many missiles actually connect with the target (for an SRM-6, it'll average around 4). Then, for each missile that hit, you roll its hit location individually, which each missile being able to inflict a critical hit if it hits an exposed section. This is what makes weapons like SRMs so murderous at fishing for crits against exposed targets. In this instance, you'd also be attacking the Shadow Hawk from the left side, giving you better odds of hitting his left torso and inflicting potentially-fatal crits. As to heat, the magic numbers to worry about are +5 and +8. +5 is -1 mp, +8 is a +1 penalty to your attacks. +4 just means you have to run a little cooler next turn. Voyager I fucked around with this message at 03:34 on Nov 19, 2014 |
# ? Nov 19, 2014 03:24 |
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I have to say I'm not crazy about that move. + 1 move mod in the middle of 4 mechs? I understand the desire to play aggressive (which is the correct play) but this seems like a high chance of being down a Ravager.
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# ? Nov 19, 2014 04:06 |
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The Merry Marauder posted:It's a standard printed rule. It came up in the Taurian mission. The rules and examples on pages 58 and 59 of Total Warfare seem to indicate that jumping over enemy units is allowed.
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# ? Nov 19, 2014 04:23 |
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Kial posted:I have to say I'm not crazy about that move. + 1 move mod in the middle of 4 mechs? I understand the desire to play aggressive (which is the correct play) but this seems like a high chance of being down a Ravager. whew, good thing I'm in a Centurion instead! (I know, I know ) but yes running for the move mod seems good to me. If I get hit, poo poo happens, PTN could always have terrible dice rolls. if I blow up in a glorious TAC ammo bin disaster, I'll be in good company. if I pull it off, we're in good shape to stop the Phawk, Gladiator, and Shadowhawk from existing in short order, roll up Blind Sal at our leisure, and tag-team the hell out of the King Crab. I've got untouched armor and courier's gonna be all alone out there if I don't provide another target. I'm down. Besides, with the way the pilot list works I'll get another turn in 2019. By then I hope to have learned a few rules so I can do better! Orders in: running to 1027, firing four SRMs at the Shadow Hawk. I want it dead. Psion fucked around with this message at 04:48 on Nov 19, 2014 |
# ? Nov 19, 2014 04:39 |
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I hope the dice are in your favour! Should be an exciting turn. PTN has mentioned a few times that he prefers not to ROFL focus fire if there are plenty of targets. Kial fucked around with this message at 05:11 on Nov 19, 2014 |
# ? Nov 19, 2014 05:09 |
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Kial posted:PTN has mentioned a few times that he prefers not to ROFL focus fire if there are plenty of targets. I still will if someone does something silly like sitting at short range with a +0 move mod, but I don't like to if everyone's maneuvering.
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# ? Nov 19, 2014 05:55 |
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Deadmeat posted:The rules and examples on pages 58 and 59 of Total Warfare seem to indicate that jumping over enemy units is allowed. Yeah, and there's nothing in the Jumping rules on p53 about enemy units (or any units) affecting jumping; it just says a unit can jump over and into any hex, regardless of terrain type. It might be a misinterpretation of the rule on p 57 in the Stacking section, that says entering a hex with an enemy unit automatically ends a unit's movement, but I think that's clearly not intended to apply to jumping over a hex (if it were, I'd expect that to be stated explicitly, both in the jumping rules and here). But the kicker is on page 58, in Elevation and Depth Rules, where it says basically the stacking rules always apply except for the following situations, and for Jumping, quote:Any time jumping movement is used, the This means you can jump over a hex occupied by an enemy unit, ignoring its height for the purposes of determining maximum height of hexes you can jump over. There would be no reason to state this if you couldn't jump over hexes containing enemy units. The rules on that page are mostly concerned with how mechs interact with aerospace and vice-versa, as well as illustrating stacking rules, but the example carefully avoids jumping because of course a jumping mech could ignore all the other units when deciding where to jump to. This seems to me to probably be one of those cases where a rules misinterpretation becomes canonical among players somewhere, and they all are pretty sure that it's the rule without anyone actually sitting down and researching it. e. The expanded stacking rules in TacOps do not contradict the above and specifically refer back to TW p57. Leperflesh fucked around with this message at 06:22 on Nov 19, 2014 |
# ? Nov 19, 2014 06:18 |
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Speaking for me, it was: "Hey, you can't jump over enemies by TW rules." "What? Seriously?" "Check stacking, it says you can move INTO but not THROUGH." <checks "stacking"> "That's stupid. Especially in cities. We're not doing that, are we?" "Nah." The fact that the opposite is revealed in the last paragraph of a two-page example is typical.
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# ? Nov 19, 2014 06:31 |
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Leperflesh posted:Yeah, and there's nothing in the Jumping rules on p53 about enemy units (or any units) affecting jumping; it just says a unit can jump over and into any hex, regardless of terrain type. I knew I wasn't crazy.
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# ? Nov 19, 2014 13:27 |
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Wow. Can I take credit for the massive rules sperging going on? (I proposed the most illegal moves this turn!) This will inevitable lead to thrown Mech miniaturs and lots of drama. And in the end will kill this thread. (yes/no/maybe?) Serious post: Rules discussions can be nice and stuff. But remember that the GM is always right. Unless he's an rear end. But I'm quite certain that this doesn't apply to PTN.
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# ? Nov 19, 2014 16:13 |
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Tank Boy Ken posted:Wow. Can I take credit for the massive rules sperging going on? (I proposed the most illegal moves this turn!) This will inevitable lead to thrown Mech miniaturs and lots of drama. And in the end will kill this thread. (yes/no/maybe?) On the other hand, everyone makes mistakes. Still, it is ultimately his call and I'll abide by whatever ruling he makes.
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# ? Nov 19, 2014 16:46 |
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# ? May 27, 2024 04:03 |
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The Blackjack can run to the hex anyways so it's not the biggest deal. More explosions and interesting tactics chat!
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# ? Nov 19, 2014 16:47 |