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Scintilla posted:I hope the Wasp did something amazing. Nope. Waiting for the tanks.
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# ? May 3, 2015 22:30 |
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# ? May 24, 2024 16:19 |
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Sludge Factory: Tactical Update 20 “Hell with this,” Kolar grunted, tapping his driver on the shoulder. He motioned for the man to advance and the Manticore’s engine roared as it scaled the embankment. The treads ground soft mud into the slick clay beneath as the tank’s driver struggled to make any headway. Kolar wished he could’ve opened the cupola to guide the driver towards a shallower incline. “Give it more power,” he yelled over the hum of the engine and the metallic shriek of the Manticore’s brutalized treads. “We snap the tread, we’re stuck,” his driver cautioned. “We don’t risk it,” Kolar grunted, “We’re equally stuck. Or do you want me to radio that Davion Hunter and beg them for a tow?” (Only realized after the fact that the Manticore didn’t have enough MP to drive up that hill. Whoops!) ACE Mars Assault Vehicle - Fires Gauss Rifle at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss! - Fires LB 10-X Autocannon (Slug) at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss! - Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, 9 missiles hit Left Arm (0/10 armor remaining), Right Leg (8/12 armor remaining)! - Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 8, 12 missiles hit Right Leg (3/12 armor remaining), Right Torso (3/8 structure remaining (Crit!)), Right Arm (2/10 armor remaining)! - Fires LRM-15 at Panther (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 10, 9 missiles hit Left Leg (7/12 armor remaining), Right Arm (0/10 armor, 4/6 structure remaining (Crit!))! Manticore (LBX) - Fires LB 10-X Autocannon (Slug) at Horned Owl (4 base + 2 range + 2 movement + 3 enemy movement + 2 light woods = 13): automatic miss! - Fires Streak SRM-6 at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 1 secondary target = 9): rolled 6, fails to lock-on! - Medium Pulse Laser at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 1 secondary target - 2 pulse laser = 7): rolled 11, hit! 1 trooper killed! Wasp - Holds fire! - Gains 4 heat, sinks 10! Hunter 1 - Fires ER Large Laser at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods = 8): rolled 9, hit! 1 trooper killed! - Fires LRM-15 at Infantry 1212 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods + 3 minimum range = 11): rolled 7, miss! Tokugawa 2 - Fires Artemis SRM-6 at Infantry 2208 (4 base + 2 range + 0 movement + 0 enemy movement = 6): rolled 7, 2 missiles hit! Point destroyed! Partisan 2 - MARS declines Line of Sight! - No Line of Sight to secondary target! PNT 10K2 Panther - Fires ER PPC at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 5, miss! - Fires SRM-4 at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 8, 3 missiles hit Front (11/50 armor remaining), Front (9/50 armor remaining), Front (7/50 armor remaining)! - Fires SRM-4 at Mars Assault Vehicle (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 2, miss! - Gains 25 heat, sinks 24! Sylph Point - Fires Micro Pulse Laser at M.A.S.H. (4 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 3): rolled 10, hit (14/50 CF remaining)! Athena Combat Vehicle - Fires ER Medium Laser at Building Hex 2707 (4 base+ 4 range + 0 movement - 4 enemy movement - 1 targeting computer = 3): rolled 10, hit (5/90 CF remaining)! - Fires ER Medium Laser at Building Hex 2707 (4 base+ 4 range + 0 movement - 4 enemy movement - 1 targeting computer = 3): rolled 5, hit (0 CF remaining)! Building hex collapses! - Fires Gauss Rifle at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target - 1 targeting computer = 5): rolled 10, hit Left Side (1/33 armor remaining)! - Fires Gauss Rifle at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target - 1 targeting computer = 5): rolled 6, hit Turret (0/36 armor, 3/6 structure remaining)! Crit! Armor Breached! Crew Stunned! - Fires LRM-10 at Tokugawa (4 base + 4 range + 0 movement + 0 enemy movement + 2 light woods - 4 immobile target = 6): rolled 6, 6 missiles hit Front (5/40 armor remaining), Front (4/40 armor remaining)! Horned Owl - Torso-twists to threaten hex 2015! - Fires Large Pulse Laser at Manticore (4 base + 2 range + 3 movement + 0 enemy movement + 2 light woods - 2 Pulse Laser = 9): Rolled 4, miss! - Gains 20 heat, sinks 20! Elementals - Hold fire! Zardos Squad - Fire Gauss SMGs at Hunter (4 base + 4 range + 0 enemy movement + 2 light woods = 10): rolled 8, miss! End Phase Panther - Critical chance in Right Torso! 2 critical hits sustained! - - Double Heat Sink hit! - - Double Heat Sink hit! - Critical chance in Right Arm! No critical hit sustained! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 2, fails! - - Suffers 4 damage in the fall to Center Torso (0/14 armor remaining)! - Must pass a piloting test to avoid pilot damage (5 base + 1 massive damage + 2 fall = 8): rolled 7, fails! - Must pass a 3+ consciousness test: rolled 2, fails! Tokugawa - Crew stunned 1 turn! - Critical chance in Turret! Turret Locks (Forward)! Next Turn’s Movement Phase Mars Assault Vehicle - Designates Mars Assault Vehicle as Ace! Player Status: Opposing Force Status: Mission Objective: Capture the Coolant Factory (0/1) Secondary Objectives: Protect the Mobile Army Support Hospital from detection (Failed) Defend the Mobile Army Support Hospital (0/1) Locate the Clan Ammunition Dump (1/1) Destroy the Clan Ammunition Dump (0/1) Special Rules: Caustic, Tainted Atmosphere (TacOps p56) Vehicles suffer an automatic Crew Stunned if armor is breached, Mechwarriors take double damage from cockpit hits. Point Commanders As long as they are active combatants, the Mars Assault Vehicle and Epona Pursuit Tank may designate one unit each as an Ace for two turns. New Ace units may not be designated until Ace status expires. Units which opt to remain immobile for at least two turns gain Ace status on the first turn they move. BattleMechs and VTOLs may not be Aces. Orders Due: Midnight Tuesday!
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# ? May 3, 2015 22:36 |
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PoptartsNinja posted:End Phase Oh. Oh dear.
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# ? May 3, 2015 22:38 |
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rip goonlance. They tried, they died.
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# ? May 3, 2015 22:42 |
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drat, snake eyes on the consciousness roll. Talk about awful luck.
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# ? May 3, 2015 22:57 |
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Your dice are cursed Poptarts.
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# ? May 3, 2015 23:05 |
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Clanners usually don't fire on downed opponents, even when they aren't following Zell, so maybe the Panther will live to wake up? The Drillson getting pasted for free really pushed the mission over the edge.
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# ? May 3, 2015 23:13 |
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paragon1 posted:Your dice are cursed Poptarts.
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# ? May 3, 2015 23:13 |
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Yeah that was pretty ridiculous. Beyond the Panther getting knocked the hell out, the goons' weapons just keep missing on reasonable shots they can't afford to lose while the Clans keep bringing the pain. How much damage did the goons do this turn? Three dead troopers and three SRMs on the Mars? And now their one remaining big gun is out. We're just grinding out the painful inevitability now. Dolash fucked around with this message at 23:19 on May 3, 2015 |
# ? May 3, 2015 23:16 |
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Few things are more battletech than double snake eyes on one of your best remaining threats. Come, goonRCT! Die gloriously in the face of superior technology wielded by battle-mad idiots!
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# ? May 3, 2015 23:46 |
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AJ_Impy posted:Few things are more battletech than double snake eyes on one of your best remaining threats. Come, goonRCT! Die gloriously in the face of superior technology wielded by battle-mad idiots! But they are the Davions.
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# ? May 3, 2015 23:47 |
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Wow, those are some unlucky crits. I think I'm going to move to 0914 facing 1013 next turn to shoot some more at the Horned Owl, and I would propose that the Manticore move to 1114, that looks to me like the best option for this turn. Other opinions?
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# ? May 4, 2015 00:12 |
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Collate the rolls for the Panther over the course of this round. They've been poo poo the entire match with making even average to-hit rolls a lucky occurrence - making the lack of confirmation on movement last turn even more frustrating, as the SRMs SHOULD HAVE HIT if I had been moved where I wanted. It somewhat sucks when you have done basically nothing the entire match, and the one time it would have mattered you still don't due to a misunderstanding. Not helping that some people are just refusing to look over the situation, even when it was pointed out to them. Multiple people pointed to hooman that LoS was dubious to the Mars from where his projected orders put him, and that he should probably change them as the Mars needed to be focus-fired. Not understanding mechanics is one thing - lots of us have had trouble with that. But leaving the other players out to dry because you just want to get your orders submitted quickly is lovely. Stuff like that and the Drillson dying idiotically kind of just screws over the other players for no reason. Lord Koth fucked around with this message at 00:26 on May 4, 2015 |
# ? May 4, 2015 00:19 |
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While I understand the necessity to not retcon, and think sending in orders early is a good thing, how about giving him and any eliminated player an urbie PTN? Just to make it more exciting as the Manticore and Hunter are very unlikely to make it close enough to the ammo dump or get the 10 turns they need to take potshots at it from the other side of the river. You could just call it when their original units are all dead on the understanding that they keep them in danger.
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# ? May 4, 2015 00:45 |
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Lord Koth posted:Collate the rolls for the Panther over the course of this round. They've been poo poo the entire match with making even average to-hit rolls a lucky occurrence - making the lack of confirmation on movement last turn even more frustrating, as the SRMs SHOULD HAVE HIT if I had been moved where I wanted. It somewhat sucks when you have done basically nothing the entire match, and the one time it would have mattered you still don't due to a misunderstanding. You know, people yell at me when I say that. Partisan can at least back up into a clear firing range on the mars and shoot it. why didn't the panther jump into the nice tasty woods that provide bonus defenses PTN I don't suppose you could let the wasp? suicide DFA the athena into the water?
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# ? May 4, 2015 02:15 |
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sheep-dodger posted:Wow, those are some unlucky crits. Honestly, if it were allowed I'd say now's the time for a full retreat. I don't think the goons have enough firepower left to kill even one of the Clans' three surviving units, while running now might preserve four or five perfectly good ones of your own. I don't see a scenario over the next couple turns where you're not just feeding them a half-dozen kills for nothing in return. Maybe you could even rescue the MASH on the way out. If there's people in it you could do more good keeping it from getting destroyed during the rout than you could all dying.
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# ? May 4, 2015 02:52 |
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Lord Koth posted:Collate the rolls for the Panther over the course of this round. They've been poo poo the entire match with making even average to-hit rolls a lucky occurrence - making the lack of confirmation on movement last turn even more frustrating, as the SRMs SHOULD HAVE HIT if I had been moved where I wanted. It somewhat sucks when you have done basically nothing the entire match, and the one time it would have mattered you still don't due to a misunderstanding. The reason I didn't take the suggested orders was because of the skid test I would have had to take if I tried to turn on the asphalt. With the partisan being at driving 5 and having 4 structure left on the front I couldn't risk losing the point of movement from skidding and not being able to turn enough to leave my exposed front pointing towards a threat. I knew about the LOS issues BEFORE I submitted my orders which is why I put in secondary orders to fire on the Athena. I don't understand why I didn't have line of sight to that (the Athena) from where I was but believe me when I say I'm not rushing my orders and do give stuff due consideration. I'm sorry that my assessment of my best move doesn't line up with yours.
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# ? May 4, 2015 04:37 |
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sheep-dodger posted:I think I'm going to move to 0914 facing 1013 next turn to shoot some more at the Horned Owl, and I would propose that the Manticore move to 1114, that looks to me like the best option for this turn. Other opinions? I don't see that you have the MP to get to 0914 and face 1013? You may need to move to 1114 and face the 'Mech. hooman posted:The reason I didn't take the suggested orders was because of the skid test I would have had to take if I tried to turn on the asphalt. You only make the skid check if you turn and then try to enter a new hex.
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# ? May 4, 2015 04:54 |
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hooman posted:I don't understand why I didn't have line of sight to that (the Athena) from where I was Based on how PTN has always done his LOS, I suspect it's the fact that it's on lower level terrain. If you go back through PTN's posts, he periodically shows off block diagrams that show how you can trace it out. You're so far back from the cliff face I suspect you're clipping the ground before you hit the Athena. It was a good idea to add it as a target just in case, but I think you're just too far back to draw a proper bead on it.
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# ? May 4, 2015 05:11 |
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The Merry Marauder posted:You only make the skid check if you turn and then try to enter a new hex. GenericServices posted:Based on how PTN has always done his LOS, I suspect it's the fact that it's on lower level terrain. If you go back through PTN's posts, he periodically shows off block diagrams that show how you can trace it out. You're so far back from the cliff face I suspect you're clipping the ground before you hit the Athena. It was a good idea to add it as a target just in case, but I think you're just too far back to draw a proper bead on it. Well, turns out I'm just a fuckup.
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# ? May 4, 2015 05:17 |
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It's just for future players' reference. I've no interest in assigning blame or anything of the sort.
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# ? May 4, 2015 05:23 |
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Panther continues to be unlucky, can't get the hits it needs to take out the Mars, while return fire makes it fall down and knock the pilot unconscious on a really lovely roll. Unless the Mars is sporting enough to let it get back up, it's gone in the next turn or two. From what I know of Clanners in tanks, they probably won't. The Tokugawa can't really contribute anymore even if it survives its remaining crew member being stunned this next turn due to its only weapon being in the turret, which is now locked forward... From how the Athena moved, it might not target that tank this turn, instead focusing on the two others that are still capable of fighting back. Wasp might be able to do some damage to the backside of the thing, though I don't think it'll help all that much, since the armor back there is still pristine. Less than what it has up front, even after taking some hits there, so it's not likely to hurt the Athena overmuch anyway... GoonRCT really has no chance at this point, but it'll be fun to see how much damage they can do before they all get taken out. Partisan could get lucky with Autocannon fire, but they'd have to be pretty good location rolls... But there's still the Athena and Horned Owl to worry about after that even if the Mars is taken out. Really not looking good at all... GhostStalker fucked around with this message at 05:41 on May 4, 2015 |
# ? May 4, 2015 05:38 |
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Hey, so, the Mars is now a 1/2 and flanked backwards.
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# ? May 4, 2015 05:46 |
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hooman posted:Well, turns out I'm just a fuckup. Your core point still stands, though. You genuinely tried to cover all your bases, avoiding what you thought was a risky move and putting in a secondary fire order in case your LOS to the Mars was denied (which it was, so your caution was warranted). There was no other secondary you could have declared, as the Horned Owl was behind a bunch of trees and the infantry were behind buildings. You tried your best, you just had a rules botch.
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# ? May 4, 2015 05:52 |
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hooman posted:I don't understand why I didn't have line of sight to that (the Athena) from where I was Trees, the same reason it hasn't been shooting you for the past several turns. Lord Koth posted:They've been poo poo the entire match with making even average to-hit rolls a lucky occurrence I take the dice as they roll. I've already traded them out a couple of times this match, but if I roll a 2 I roll a 2. I'm afraid your Samurai may just be unlucky enough to be a member of Warlord Tetsuhara's extended family. PoptartsNinja fucked around with this message at 06:13 on May 4, 2015 |
# ? May 4, 2015 05:53 |
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Not to be a tedious shitheel about it, but the Mars has been down to 1 Cruising MP since Update 18. Just in case readers looked at the Turn 20 sheet, saw the 2/3 and were all "oh, that Marauder, such a dummy."
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# ? May 4, 2015 06:14 |
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PoptartsNinja posted:Trees, the same reason it hasn't been shooting you for the past several turns. Um, not from the location where I moved to. EDIT: Though as mentioned before if it's a height thing I understand. hooman fucked around with this message at 06:32 on May 4, 2015 |
# ? May 4, 2015 06:28 |
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The Merry Marauder posted:I don't see that you have the MP to get to 0914 and face 1013? You may need to move to 1114 and face the 'Mech. change facing to 1014 (1MP) move into 0914 (3MP) change facing to 1013 (2MP) hooman posted:Um, not from the location where I moved to. Dolash posted:Honestly, if it were allowed I'd say now's the time for a full retreat. I don't think the goons have enough firepower left to kill even one of the Clans' three surviving units, while running now might preserve four or five perfectly good ones of your own. I don't see a scenario over the next couple turns where you're not just feeding them a half-dozen kills for nothing in return. Poptartsninja: Would it be possible/would you find it interesting to give us the tools to make a retreat? What I'm thinking of are ways to a) the Partisan to evacuate the MASH b) the Hunter to help the Manticore escape (Maybe an option for the Hunter to tow the Partisan at the Hunter's cruise speed, because at 3 flank MP the Manticore is not going anywhere, at 4 it might) If you find the idea interesting, maybe you could spread some allied infantry units around that are the other crews trying to escape on foot, which we could try to pick up in our dash for the map edges (obviously they wouldn't need a score card, since they are vehicle crews and not actual soldiers)
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# ? May 4, 2015 07:03 |
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Yeah, killing the Mars would be valuable, but rather hard to achieve at this point, unless the clanners are dumb enough to let the Panther live. Maybe missions could use some contingent reinforcements on both sides that can be called in at the cost of lowering the level of victory by subtracting from efforts elsewhere? A light version of rubber-banding essentially (which isn't necessarily a bad thing if done right). ifyouseethispost fucked around with this message at 16:52 on May 4, 2015 |
# ? May 4, 2015 07:55 |
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Honestly even if they lose the players have more or less succeeded in rendering the Clan raiding party combat ineffective and removed them as a threat to DracSuns supply lines. It's a Pyrrhic victory for the Clans at best.
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# ? May 4, 2015 08:28 |
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PoptartsNinja posted:
Shouldn't the Medium Pulse Laser kill 3 troopers, since it's a pulse weapon (6/10 + 2)?
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# ? May 4, 2015 08:33 |
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Scintilla posted:Honestly even if they lose the players have more or less succeeded in rendering the Clan raiding party combat ineffective and removed them as a threat to DracSuns supply lines. It's a Pyrrhic victory for the Clans at best. If the Clan forces aren't neutralized, the survivors might decide to destroy the coolant plant on their way out. Capturing the coolant plant is important to the invasion, not to mention possible butterfly effects where more forces have to be diverted from the front to take care of the remaining Clan forces which could tip the balance. It's basically a macro version of the one surviving elemental who's patiently destroying the MASH. Sure, combat-wise it's next to nothing, but they can still do real damage from behind the lines and turning to take them out would cost the attention of the real units.
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# ? May 4, 2015 08:35 |
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GenericServices posted:Your core point still stands, though. You genuinely tried to cover all your bases, avoiding what you thought was a risky move and putting in a secondary fire order in case your LOS to the Mars was denied (which it was, so your caution was warranted). There was no other secondary you could have declared, as the Horned Owl was behind a bunch of trees and the infantry were behind buildings. You tried your best, you just had a rules botch. And the curse of Goon 'I don't wanna die and lose my place in the game early!' strikes again. I bet the Partisan was not feeling sanguine about his movement options and decided to throw the Panther under the Mars. I do feel that the issue is that Battletech is not meant to be played like a RPG, with each player having (and getting attached to) a single unit. It's like chess, and everyone's expendable in pursuit of victory. When players start getting attached to their pieces, particularly in do-or-die situations like this, that's when poo poo happens when people try to 'hedge their bets'. People tend to overestimate their overall worth in the team - unless you're driving a Mars, you won't have enough guns to turn the battle single-handedly, and if your buddies die, your survival is irrelevant as you're following them into hell in short order.
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# ? May 4, 2015 11:13 |
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Z the IVth posted:I bet the Partisan was not feeling sanguine about his movement options and decided to throw the Panther under the Mars. Don't be mean to the players.
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# ? May 4, 2015 12:01 |
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Die gloriously, and you will never be forgotten for it. Live ignominiously, and you will never be forgotten for it. But neither of those are what really matters. Have fun. Express yourself. Enjoy playing the little robots/tanks you have been given, and smash them against other robots/tanks until one or the other goes up in a pretty explosion. Doesn't matter which.
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# ? May 4, 2015 12:12 |
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When I finally get my turn I intend to charge right into melee range and stay there until I explode, even if all my weapons have minimum range penalties. None shall escape the Justice Foot.
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# ? May 4, 2015 12:19 |
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Scintilla posted:When I finally get my turn I intend to charge right into melee range and stay there until I explode, even if all my weapons have minimum range penalties. None shall escape the Justice Foot. A true disciple. Follow my path and be saved. Looking forward to reading your antics when you get your turn.
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# ? May 4, 2015 12:29 |
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The most important and enjoyable part of Battletech: Going "pew pew pew!" and reacting to hilarious crit results, no matter who gets them. Needless to say, this battle has delivered a bunch of this. So good job, everyone involved.
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# ? May 4, 2015 12:34 |
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apostateCourier posted:A true disciple. Follow my path and be saved. Looking forward to reading your antics when you get your turn. If my performance is even half as good as yours I'll be happy. More seriously I tend to be quite an aggressive player so getting into knife-fighting range and cutting loose is usually my objective when I'm piloting most mechs above 50 tons. I also like to hot-load my LRMs and always set my Rotary AC's to 6-shot, so I'll probably take a dumb risk that gets me killed, but as long as it's entertaining I won't mind all that much.
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# ? May 4, 2015 14:25 |
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# ? May 24, 2024 16:19 |
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This battle has given me all that I desired and more. The only thing that would've made it better was if the players were controlling the clanners. Wait, would that mean the clanners would've lost? IF so, maybe not.
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# ? May 4, 2015 14:54 |