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That doesn't sound good.
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# ? Apr 13, 2014 23:59 |
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# ? May 24, 2024 13:50 |
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It might be! Maybe PTN was hoping they would and they did!
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# ? Apr 14, 2014 00:03 |
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PoptartsNinja posted:I was really hoping those Arrow IVs would hit something. I'm sure they'll hit something. Maybe not on the mapsheet but by god those missiles are gonna hit something, and that something is gonna feel the pain.
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# ? Apr 14, 2014 00:21 |
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Ultimatum: Tactical Update 6 Star Captain Ren Sukhanov’s hands crossed his Warhawk’s controls with the practiced ease of a man who’d been fighting for nearly two decades. He’d been one of the first to clamber up to his machine before the attack had begun, and unlike the young hatchlings in his command he’d kept the engine running at a low power setting rather than shutting his machine down completely. He’d tried to drill it into the heads of the younger Snow Raven warriors that the difference between a sixty-second warm start and a five- to fifteen-minute cold start were huge, but of course none of them had listened. Why would they? He was still a Star Captain at only two years shy of forty, if the Clans had still been in the homeworlds he’d soon have been relegated to a training facility or a solamha unit. Nevermind that he’d beaten warriors half his age to the cockpit—at least most of his command would be lucky enough to die in their machines, he doubted the Snow Hunters had kept their pilots on ready status. It was just another sign of the laziness and decadence that’d infected the Clans since their misguided return to the Inner Sphere, he brooded to himself. Surely he hadn’t been so foolish when he’d been young—but as he watched the Ghost Bear Fire Moth charge boldly into the guns of the Talon the enemy was using to bait it into an untenable position, he knew that was precisely the ploy he’d have taken as a youth. Not for the first time, Star Captain Ren Sukhanov found himself questioning the Clan ideal of youthful superiority. Combat Phase Arrow IV Salvo - Explodes harmlessly in mid-air! One-Turn ACE Huntsman A - Fires Large Pulse Laser at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System + 1 Light Woods - 2 Pulse Laser = 7): rolled 9, hit Rear Right Torso (0/7 armor, 15/18 structure remains)! Crit! - Fires Large Pulse Laser at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System + 1 Light Woods - 2 Pulse Laser = 7): rolled 7, hit Left Arm (0/9 armor, 13/14 structure remains)! Crit! - Fires LB 2-X Autocannon at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System + 1 Light Woods + 4 minimum range = 13): automatic miss! - Fires LRM-10 at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System + 1 Light Woods = 9): rolled 5, miss! - Gains 30 heat, sinks 24! Overheating! One-Turn ACE Wolf Spider B - Fires ER PPC at Talon (3 base + 2 range + 1 movement + 4 enemy movement = 10): rolled 5, miss! - Fires ER PPC at Talon (3 base + 2 range + 1 movement + 4 enemy movement = 10): rolled 7, miss! - Fires Gauss Rifle at Talon (3 base + 2 range + 1 movement + 4 enemy movement = 10): rolled 6, miss! - Fires Flamer at Talon (3 base + out of range + 1 movement + 4 enemy movement = automatic miss): automatic miss! - Gains 35 heat, sinks 32! ACE Hunchback - Holds fire! - Gains 12 heat, sinks 22! Fire Moth Prime - Fires ER Medium Laser at Talon (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 10, hit Left Torso (5/12 armor remains)! - Fires ER Medium Laser at Talon (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 6, miss! - Fires SRM-6 at Talon (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 7, miss! - Fires SRM-4 at Talon (3 base + 0 range + 1 movement + 4 enemy movement = 8): rolled 9, 3 missiles hit Left Torso (3/12 armor remains), Center Torso (15/17 armor remains), Center Torso (13/17 armor remains)! - Gains 28 heat, sinks 20! Overheating! Mist Lynx B - Fires ER Medium Laser at Talon (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 7, miss! - Fires ER Medium Laser at Talon (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 10, hit Right Leg (9/16 armor remains)! - Gains 26 heat, sinks 20! Overheating! Arctic Cheetah - Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 9, miss! - Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 8, miss! - Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 9, miss! - Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 8, miss! - Gains 17 heat, sinks 20! Unknown Assault - Fires Gauss Rifle at Mad Dog Prime (2 base + 2 range + 0 movement - 4 enemy movement + 1 Void Signature System = 1): automatically hit Rear Center Torso (0/7 armor, 12/20 structure remains)! - Fires Plasma Rifle at Mad Dog Prime (2 base + 2 range + 0 movement - 4 enemy movement + 1 Void Signature System = 1): automatically hit Rear Center Torso (2/20 structure remains)! - Gains 21 heat, sinks 32! Thug - Charges Heavy PPC! - Gains 15 heat, sinks 34! Longbow - Torso-twists to threaten hex 1749! - Fires Large Laser at Huntsman A (2 base + 0 range + 1 movement + 3 enemy movement + 1 Void Signature System + 1 partial cover = 8): rolled 7, miss! - Gains 9 heat, sinks 26! Longbow - Holds fire! - Gains 26 heat, sinks 26! Black Knight - Holds fire! - Gains 2 heat, sinks 36! Excalibur - Torso-twists to threaten hex 1942! - Fires Gauss Rifle at Huntsman A (2 base + 0 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 partial cover = 7): rolled 10, hit Right Torso (but the target is invulnerable this turn)! - Fires LRM-20 w/Artemis IV at Huntsman A (2 base + 0 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 partial cover = 7): rolled 4, miss! - Gains 0 heat, sinks 22! Coyote - Fires ER Large Laser at Kraken 3 (2 base + 0 range + 2 movement - 4 immobile target + 1 Void Signature System = 1): automatically hits Center Torso (38/16 armor remains)! - Gains 24 heat, sinks 28! Chameleon - Fires Large Laser at Fire Moth Prime (2 base + 2 range + 2 movement + 2 enemy movement + 1 Void Signature System = 9): rolled 9, hit Left Torso (0/4 armor, 1/5 structure remains)! Crit! - Fires Large Laser at Fire Moth Prime (2 base + 2 range + 2 movement + 2 enemy movement + 1 Void Signature System = 9): rolled 7, miss! - Fires TAG at Fire Moth Prime (2 base + 2 range + 2 movement + 2 enemy movement + 1 Void Signature System = 9): rolled 5, miss! - Gains 28 heat, sinks 22! Overheating! Crab - Torso-twists to threaten hex 1825! - Fires ER Large Laser at Arctic Cheetah Prime (2 base + 0 range + 0 movement + 2 enemy movement + 1 Void Signature System + 3 light woods = 9): rolled 3, miss! - Fires ER Large Laser at Arctic Cheetah Prime (2 base + 0 range + 0 movement + 2 enemy movement + 1 Void Signature System + 3 light woods = 9): rolled 6, miss! - Gains 34 heat, sinks 36! Bobcat - Fires Snub-Nose PPC w/PPC Capacitor at Mist Lynx B (2 base + 0 range + 0 movement + 3 enemy movement + 1 Void Signature System = 6): rolled 12, hit Rear Right Torso (0/5 armor, 0/6 structure remains)! Torso destroyed! Engine hit! Engine hit! - - Damage transfers to Rear Left Torso (2/6 armor remains)! - Fires Light PPC at Mist Lynx B (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System = 8): rolled 5, miss! - Gains 30 heat, sinks 24! Overheating! Talon - Fires Light PPC w/ PPC Capacitor at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement + 3 minimum range = 9): rolled 5, miss! - Fires Light PPC w/ PPC Capacitor at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement + 3 minimum range = 9): rolled 7, miss! - Fires ER Small Laser at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 6, hit Left Arm (0/3 structure remains)! Limb blown off! - - Damage transfers to Left Torso (0/5 structure remains)! Torso destroyed! Engine hit! Engine hit! - - - Damage transfers to Center Torso (5/6 structure remains)! Crit! - Fires ER Small Laser at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 9, hit Right Torso (1/4 armor remains)! - Fires ER Small Laser at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 7, hit Center Torso (2/6 structure remains)! Crit! - Fires ER Small Laser at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 6, hit Right Arm (0/3 armor remains)! - Fires ER Small Laser at Fire Moth Prime (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 2, miss! - Gains 32 heat, sinks 22! Overheating! ACE! Stinger - Torso-twists to threaten hex 1323! - Fires ER Medium Laser at Fire Moth Prime (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 9, hit Right Torso (0/4 armor, 1/5 structure remains)! Crit! - Fires ER Small Laser at Fire Moth Prime (2 base + 2 range + 3 movement + 2 enemy movement = 9): rolled 10, hit Center Torso (0/6 structure remains)! `Mech destroyed! - Gains 14 heat, sinks 20! End Phase: Talon - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 5, succeeds! Longbow - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 7, succeeds! - Critical chance in Right Torso! 1 critical hit sustained! - - LRM-20 Semi-Guided Ammo hit! - Right Torso ammunition explosion! Pilot hit! Pilot hit! - - Suffers 100 damage to the Right Torso (14/18 structure remains)! Crit! - - - Remaining damage vented safely by CASE II! - Critical chance in Left Arm! 1 critical hit sustained! - - LRM-20 hit! - Must pass a 5+ consciousness test: rolled 6, succeeds! - Critical chance in Right Torso! No critical hit sustained! Physical Combat Phase: Bobcat - Attacks Nova D with Lance (3 base + 0 movement - 4 immobile target = -1): automatically hit Head (0/9 armor remains)! End Phase: Turn End Phase: Next Turn’s Movement Phase Hunchback - Triple Strength Myomer deactivates! - Loses Ace status! Talon - Triple Strength Myomer activates! - Gains Ace status! Arrow IV Counter: 2 Turns Special Rules Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more! Blind: Enemy units are only visible in direct Line of Sight Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight. Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a weaker Phase 3 unit. Some of these units start on the map, others will enter from elsewhere. Player Status: Glorious Deaths Phase 1 Objectives: - Die Gloriously! Phase 2 / Phase 3 Objectives: - Defeat as many enemy `Mechs as possible (1/39 defeated) - Defend Clan HQ Vehicles (3/3 remaining) - Defend Clan Personnel (63/84 tents remaining) - Defend Clan Equipment (27/36 units remaining) Enemy Status: Stinger –Structure damage Hunchback – Armor damage Longbow – Structure damage! Pilot injured! Crab – Armor penetrated Enemy Movement Mods: - Unknown Assault +0 - Longbow +0 - Longbow +0 - Thug +0 - Black Knight +1 - Excalibur +2 - Coyote +0 - Chameleon +1 - Hunchback +1 - Crab +0 - Bobcat +0 - Talon ACE - Stinger +4 Orders Due: Tuesday Night! PoptartsNinja fucked around with this message at 01:52 on Apr 14, 2014 |
# ? Apr 14, 2014 00:39 |
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PoptartsNinja posted:Arrow IV Salvo By attacking the air the players will destroy the atmosphere which will defeat the enemy!
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# ? Apr 14, 2014 00:53 |
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For what its worth, I missed with an LRM-10, not an LRM-5. And I should be facing 1948, as per my orders, not 2046.
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# ? Apr 14, 2014 01:12 |
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How can it suffer 100 damage to the right torso and have structure left?
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# ? Apr 14, 2014 01:23 |
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goatface posted:How can it suffer 100 damage to the right torso and have structure left? CASE II, chief. You take one point of structure, and the rear armor (if extant) evaporates.
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# ? Apr 14, 2014 01:24 |
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goatface posted:How can it suffer 100 damage to the right torso and have structure left? CASE II also I hope that at least cuts into his ammo. e:f,b
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# ? Apr 14, 2014 01:25 |
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PoptartsNinja posted:Combat Phase
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# ? Apr 14, 2014 01:26 |
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berryjon posted:And I should be facing 1948, as per my orders, not 2046. Whoops! Fortunately, it doesn't matter at all, I'll fix it. PoptartsNinja fucked around with this message at 01:53 on Apr 14, 2014 |
# ? Apr 14, 2014 01:26 |
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Oh, ok. Having looked that up, that's fancy. Is every one of these mechs worth about three-to-five times normal?
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# ? Apr 14, 2014 01:29 |
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Stinger STG-3R: 1,614,240 c-bills Stinger STG-OB "Blackguard": 6,158,540 c-bills That experimental 100 ton Assault `Mech? 39,497,333 c-bills So, any advice for GA about his new Murderbot?
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# ? Apr 14, 2014 01:53 |
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PoptartsNinja posted:So, any advice for GA about his new Murderbot? Only relevant thing I can think of that I learned from this thread: always fire your Streak SRMs, every turn, since you don't waste ammo if the shot would miss.
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# ? Apr 14, 2014 01:59 |
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Well that update was a trainwreck.
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# ? Apr 14, 2014 02:04 |
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PoptartsNinja posted:So, any advice for GA about his new Murderbot? Personally, I'd go around taking out as many of the lights and mediums as you can. A combination of the Targeting Computer and the sheer number of medium lasers means that you'll probably hit something. It's probably worth saving Gauss ammo for the heavier units, though.
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# ? Apr 14, 2014 02:10 |
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Fire the Gauss Rifle every turn unless you literally have nothing to shoot at. You have 16 turns of ammo in an overwhelming engagement; bullets are not going to be your limiting factor. Don't be shy about shooting it at little things, either, since one shot from that thing has a realistic chance of crippling them.
Voyager I fucked around with this message at 02:21 on Apr 14, 2014 |
# ? Apr 14, 2014 02:14 |
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That Warhawk has enough heatsinks to run and shoot everything but the small laser without giving a gently caress, so it needs to get in range to do so. Try to be within at least 8 so you have medium range on everything. 7, 5 and 4 range are all even better if you can get them without getting shot to pieces. Always fire the gauss and SSRMs, you have plenty of ammo in them both. Well, maybe not shoot the gauss on 11s, there's always the chance that you'll be on the board for the 17+ turns. Try to get the remaining lights and mediums to herd things into you where possible, that will help you get better shots and let your absurd firepower do what it does best.
dis astranagant fucked around with this message at 02:19 on Apr 14, 2014 |
# ? Apr 14, 2014 02:15 |
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I was really impressed with that volley of shots into the Longbow, until I saw the CASE II. It almost felt like the wall of baddies on the field is enough to justify the LPL-boat version of the Warhawk, but then I came to my senses and remembered nothing justifies that thing. This one's a good vehicle, though. A good hole-puncher and lots of little guns to take advantage of it. Never not-fire the Streaks and lasers, like everybody else says. Maybe hold off on the Gauss if the shots are bad. Assuming decent TNs, you'll get lots of tries for TACs and head-hits. Also, if you see targets who've had holes opened up by the other big 'Mechs on the field, you've got one of the best shots at putting something fun into those holes.
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# ? Apr 14, 2014 02:24 |
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Yeah, the biggest problem the Warhawk is going to have is picking its targets. It really needs to find some heavy and assault mechs to work over, blowing its load all over a bug mech will likely kill the drat thing 2 or 3 times over. If you feel like getting fancy, try to make sure your left side faces the meanest enemies. Losing a gauss rifle and a small laser is less painful than losing 6 ER medium lasers. dis astranagant fucked around with this message at 02:33 on Apr 14, 2014 |
# ? Apr 14, 2014 02:28 |
Did the TAG miss?
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# ? Apr 14, 2014 02:35 |
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PoptartsNinja posted:So, any advice for GA about his new Murderbot? You have enough heat sinks to sustain fire of everything but the ER Small Laser. The Streaks should always fire as long as it is in range. You have a Targeting Computer, which will give all your direct-fire (basically everything but missiles and arty) weapons -1 to hit. Try to avoid firing the Gauss if your target number ends up at 11+ to hit, but otherwise you should be okay, and obviously lasers don't worry about ammo, and Streaks won't expend ammo unless they hit so always fire them if it's possible for them to hit (ie, not needing 13+). You've got a lot of Clan ER Medium Lasers, which hit astoundingly hard for their weight and have the range of an Inner Sphere Large Laser, Abuse this as much as possible. Again, you've got great heat coverage, and even if you go over a little, you should be okay by just nixing an ER Medium the following turn. Ardlen posted:Did the TAG miss? Appears that it was not fired at all. Which is odd.
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# ? Apr 14, 2014 02:40 |
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Ardlen posted:Did the TAG miss? ..I didn't even see the Arctic Cheetah fire it at all.
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# ? Apr 14, 2014 02:43 |
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Yeah wow this has pretty much gone tits up.
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# ? Apr 14, 2014 02:44 |
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But ..... I'll chat to PTN about it. I was told it was next turn that the Arrow VI hit. Otherwise I would have done something totally different.
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# ? Apr 14, 2014 02:49 |
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Jeez how much advanced tech do these Rim Worlders possess? I am so looking forward to seeing them get utterly destroyed later in this universe. Got an answer for everything it seems.
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# ? Apr 14, 2014 03:11 |
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Kial posted:But ..... I'll chat to PTN about it. I was told it was next turn that the Arrow VI hit. Otherwise I would have done something totally different. I said it hit when the counter hit '0'
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# ? Apr 14, 2014 03:15 |
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Crazy Joe Wilson posted:Jeez how much advanced tech do these Rim Worlders possess? I am so looking forward to seeing them get utterly destroyed later in this universe. Got an answer for everything it seems. All of it. Much like the Clans, they never lost the Star League stuff. Unlike the Clans, who continued to make Star League tech more efficient without doing anything new or interesting, the NRWR built stuff like lances and VSPLs.
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# ? Apr 14, 2014 03:18 |
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Crazy Joe Wilson posted:Jeez how much advanced tech do these Rim Worlders possess? I am so looking forward to seeing them get utterly destroyed later in this universe. Got an answer for everything it seems. The Trouts are basically our stand-ins for the Word of Blake, which has been pretty obvious for a while now. It's 3075 on Apollo and they're ready to wreck some poo poo. On the bright side they PROBABLY aren't rich enough to field mass quantities of these Blackguard/Manei Domini units. They just wanted to be sure they had their best ready when they were done stringing Duncan Marik along.
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# ? Apr 14, 2014 03:21 |
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dis astranagant posted:The Trouts are basically our stand-ins for the Word of Blake, which has been pretty obvious for a while now. It's 3075 on Apollo and they're ready to wreck some poo poo. On the bright side they PROBABLY aren't rich enough to field mass quantities of these Blackguard/Manei Domini units. They just wanted to be sure they had their best ready when they were done stringing Duncan Marik along. Hmm, that brings up the question of how they're taking pilot hits. If they're VDNIed, they should either be taking pilot hits (avoid on 8+) every time there's a critical chance on their machines, or they're using Pain Shunts and they ignore pilot hits from that, heat, and anything short of being shot in the head. Also, the NRWR is fielding tech that's basically 3080 prototype Manei Domini crazytown, so we can expect all of the Tactical Operations Hilarity Handbook on display, I assume. Wait 'till you guys see Hardened Armor in action.
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# ? Apr 14, 2014 03:26 |
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The Longbow seems like decent evidence toward ruling out VDNI and Pain Shunts, since the pilot only took damage from the ammo explosion and had to make a consciousness roll. It could be that Commander Headshot from last mission was the only one with fun toys and the rest of these guys are just that good on their own. If the Longbow had VDNI the pilot would have needed had to try not to roll 8+ on each critical and structure hit to avoid burning out what's left of his mind.
dis astranagant fucked around with this message at 03:46 on Apr 14, 2014 |
# ? Apr 14, 2014 03:41 |
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That makes sense - NRWR doesn't have the "frenzy of religious devotion" motives for massive cyberization of their warriors. High-end rides, sure, but probably not VDNI as standard.
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# ? Apr 14, 2014 03:49 |
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It takes some serious crazy to field an entire battalion of dudes that take multiple years of surgery and physical therapy to create on top of their prior military training. Especially since VDNI tends to cause permanent and total brain damage inside of 10 years. I'd say weapons grade crazy but that's a VDNI user's 5 year prognosis.
dis astranagant fucked around with this message at 03:54 on Apr 14, 2014 |
# ? Apr 14, 2014 03:52 |
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Just debating the best location to jump to in order to stuff the back of the Longbow with more LPLs (though not the LRMs if I can avoid it). Suggestions?
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# ? Apr 14, 2014 03:57 |
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derp derp I can't read.
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# ? Apr 14, 2014 04:03 |
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dis astranagant posted:Especially since VDNI tends to cause permanent and total brain damage inside of 10 years. I'd say weapons grade crazy but that's a VDNI user's 5 year prognosis. It does when you're the Clans and don't refine your interface tech because your pilots are disposable piloting computers. It may not when you're actually competent.
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# ? Apr 14, 2014 04:07 |
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berryjon posted:Suggestions? Bug out, and come back with friends after crushing the top half of the map? I keed, I keeeed
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# ? Apr 14, 2014 04:09 |
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The Wobbie version also makes you crazy. The extra special top brass only version has a 15 year best case service life.
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# ? Apr 14, 2014 04:10 |
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Yeah the Hunchback was moved specifically to gently caress you up if you try to get into the Longbow's rear arc again. I wouldn't get into spitting distance of that guy, he's got good aim and an even better big gun. You would have a better chance keeping away from anyone capable of dealing more damage than you have actual armor in your arm or side torso locations. You could jump to 2243 to shoot the other Longbow, or maybe switch gears and start fighting the Excalibur at 2041. Or even put in contingency orders to "shoot the nearest target if the target is nearer than the Excalibur" with some of your guns if you happen to stumble onto someone hiding out of LOS nearby. In standard Double-blind, whether or not a unit is visible to you is determined after the movement phase but before you can choose targets in the firing phase. Since all of your phases are lumped up into a single set of orders sent to the GM, it's probably worth keeping a set of contingencies in mind for situations where you might accidentally find yourself facing a nearer target than you'd expected.
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# ? Apr 14, 2014 04:18 |
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# ? May 24, 2024 13:50 |
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T.G. Xarbala posted:Yeah the Hunchback was moved specifically to gently caress you up if you try to get into the Longbow's rear arc again. I wouldn't get into spitting distance of that guy, he's got good aim and an even better big gun. You would have a better chance keeping away from anyone capable of dealing more damage than you have actual armor in your arm or side torso locations. You could jump to 2243 to shoot the other Longbow, or maybe switch gears and start fighting the Excalibur at 2041. Or even put in contingency orders to "shoot the nearest target if the target is nearer than the Excalibur" with some of your guns if you happen to stumble onto someone hiding out of LOS nearby. Jumping to 2248/49F would give me sufficient range and cover from the Hunchback, while allowing me to go for the weak rear armor.
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# ? Apr 14, 2014 04:23 |