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  • Locked thread
Iymarra
Oct 4, 2010




Survived AGDQ 2018 Awful Games block!
Grimey Drawer

PoptartsNinja posted:

The Raven's movement is technically illegal (moving through an enemy unit). He gets to do it anyway because otherwise only the Firebee will have acted this turn.

I already sent in alternate orders for the Griffin should Ferrosol not communicate his own, unless I am misunderstanding something.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
He sent in orders, so we're good. I do appreciate your quick response.

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



PoptartsNinja posted:

I know, I know. Normally I would've asked for a correction, but he's never played tabletop before and for some reason I feel like I should let this slide.

Fake Edit: Oh look, orders from the Blackjack. I haven't rolled a single dice for that half of the mission yet so as sorely tempted as I am to let them sit in my inbox new and unopened, I think I'm going to accept them.

Which is also the cue for Carbolic to get me orders for the Watchman. If they turn up before I start rolling dice (which is going to be in, oh, five to ten minutes (or less)) I'll take them. Black has built a silly dice maze, GO!

I meant only two orders in and you know it.

Tiny
Oct 26, 2003
My leg hurts....
I feel partially responsible for Carbolic being late. I just saw in the google doc that he was waiting to see what I would do before he sent his in.

Doesn't help, but honesty is good. My bad.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Innerguard posted:

I already sent in alternate orders for the Griffin should Ferrosol not communicate his own, unless I am misunderstanding something.

Look at this guy. He's got the loving fire. He's going to keep pushing even if his mech has gone all 187 because he is hungry for it. That's what it's all about.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
'Kay, so, I'm going to buy Carbolic a little more time by posting this:



PoptartsNinja's Basic Guide for Getting Your Orders In on Time

If you're just looking for basic tactics, that's fine--ask in the thread, ask me for some tips, bug the MegaMEK channel on--synIRC? Most everyone you talk with here in the thread is a vet, they can help point you in the right direction.


Think Hex
BattleTech is a game of hexagons. There are no circles. There are no squares. There are only hexagons. All ranges are determined with hexagons.



Think Hex!



Don't Overplan
It seems like there's a growing tendency among my players to waste hours or even days waiting to hear back from someone. This is totally understandable, you don't want to step on any toes or offend anyone after all, but it will absolutely slow your planning to a crawl and it will make your orders late.

Your first plan, the first thing that pops into your head, is almost always the right plan. Do that thing. Apologize later if your thing stops someone else from doing their thing; or send me a correction if their thing is better and you want to do it instead.

Instead of saying "I may do X, unless you do Y" instead say "I'm going to do X, it'd help me out a lot if you could do Z" and then send me orders. If you then find out the other person has done Y and your plan falls apart, you can always send me a correction.



Take charge of your planning sessions
I don't allow accidental ramming or accidental death-from-aboves for a reason, and if I get your orders early enough a lot of times I can send a quick "Hey, you're trying to end in the same hex, you might want to consider an alternate route" to the person who sent their orders second.



You are responsible for the unit(s) under your control, and no one else's

Carbolic
Apr 19, 2007

This song is about how America chews the working man up and spits him in the dirt to die
Orders have been sent. My apologies.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I hope next time where more than half the players don't submit orders that they all die of radiation leaks from the nukes.

I'm a little sad he started accepting orders late after standing firm on it last turn. :saddowns:

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


It's a game, the priority should be having fun, not procedural rigidity. A few last-minute orders aren't a big deal. Hopefully.

Runa
Feb 13, 2011

While that's true, watching the hard deadlines tick down is also fun, in its way.

Scurry, Goonlance!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Steel Will: Tactical Update 7

Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Bobcat (4 base + 0 range + 3 movement + 2 enemy movement + 1 EM Radiation = 10): rolled 7, miss!
- Fires SRM-6 at Bobcat (4 base + 0 range + 3 movement + 2 enemy movement + 1 EM Radiation = 10): rolled 7, miss!
- Fires SRM-6 at Bobcat (4 base + 0 range + 3 movement + 2 enemy movement + 1 EM Radiation = 10): rolled 12, 3 missiles hit Right Torso (11/17 armor remains), Right Torso (9/17 armor remains), Right Leg (10/15 armor remains)!

3) Enfield
- Fires Large Pulse Laser at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference + 1 partial cover - 2 Pulse Laser = 5): rolled 4, miss!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference + 1 partial cover = 7): rolled 9, hit Right Torso (10/18 armor remains)!
- Fires Medium Laser at Talos II (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference + 1 partial cover = 7): rolled 7, hit Left Leg (damage blocked by terrain)!
- Fires Small Laser at Talos II (4 base + 2 range + 1 movement + 0 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 10, hit Center Torso (8/21 armor remains)! TAC!
- Fires LB-10X (CLUSTER) at Talos II (4 base + 0 range + 1 movement + 0 enemy movement + 1 EM Interference + 1 partial cover - 1 Cluster = 6): rolled 9, 6 submunitions hit Left Arm (7/13 armor remains), Center Torso (7/21 armor remains (TAC!)), Left Arm (6/13 armor remains (TAC!)), Left Torso (9/18 armor remains), Left Torso (8/18 armor remains), Right Leg (damage blocked by terrain)!
- Gains 20 heat, sinks 22!

7) Huron Warrior
- Fires ER Large Laser at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 3, miss!
- Fires Gauss Rifle at Talos II (4 base + 0 range + 2 movement + 0 enemy movement + 1 EM Interference = 7): rolled 8, hit Right Torso (0/18 armor, 6/13 structure remains)! Crit!
- Gains 15 heat, sinks 17!

4) Wolverine
- Fires Large Pulse Laser at Talos II (4 base + 0 range + 3 movement + 0 enemy movement + 1 EM Interference + 1 partial cover - 2 Pulse Laser = 7): rolled 4, miss!
- Fires Medium Pulse Laser at Talos II (4 base + 2 range + 3 movement + 0 enemy movement + 1 EM Interference + 1 partial cover - 2 Pulse Laser = 9): rolled 5, miss!
- Fires SRM-6 at Talos II (4 base + 0 range + 3 movement + 0 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 8, miss!
- Gains 23 heat, sinks 26!

Talos II
- Fires Large Laser at Enfield (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 7, miss!
- Fires SRM-6 at Enfield (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 8): rolled 10, 4 missiles hit Right Arm (14/16 armor remains), Left Arm (14/16 armor remains), Center Torso (13/26 armor remains), Center Torso (11/26 armor remains)!
- Fires Machine Gun at Enfield (4 base + 2 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 10): rolled 10, hit Right Leg (damage blocked by terrain)!
- Fires Machine Gun at Enfield (4 base + 2 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 10): rolled 9, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 10): rolled 8, miss!
- Fires Machine Gun at Enfield (4 base + 2 range + 1 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 10): rolled 7, miss!
- Gains 12 weapon heat!

Bobcat
- Fires PPC at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 minimum range = 9): rolled 7, miss!
- Fires Medium Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 12, hit Center Torso (6/26 armor remains)!
- Fires Medium Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 6, miss!
- Gains 20 weapon heat

Cronus
- Fires Large Laser at Wolverine (4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 11, miss!
- Fires SRM-4 at Wolverine (4 base + 2 range + 2 movement + 3 enemy movement + 1 EM Interference = 12): rolled 4, miss!
- Gains 11 weapon heat!

Rommel Heavy Tank!
- Fires LRM-5 at Huron Warrior (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 8, 4 missiles hit Right Torso (13/17 armor remains)!
- Fires Autocannon/20 at Huron Warrior (4 base + 4 range + 2 movement + 1 enemy movement + 1 EM Interference = 12): rolled 6, miss!

Hunter Light Support Tank
- Fires LRM-20 at Huron Warrior (4 base + 2 range + 0 movement + 1 enemy movement + 1 EM Interference = 8): Rolled 8, 6 missiles hit Left Torso (12/17 armor remains), Left Leg (14/20 armor remains)!



Yantai Reservation
9) Watchman
- No Orders Received!
- Gains 1 heat, sinks 12!

10) Blackjack
- Fires PPC at Cicada (4 base + 0 range + 3 movement + 3 enemy movement + 2 minimum range = 12): rolled 6, miss!
- Fires Medium Laser at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 6, miss!
- Fires Medium Laser at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 7, miss!
- Fires Medium Laser at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 9, miss!
- Fires Medium Laser at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 3, miss!
- Gains 26 heat, sinks 20!

11) Raven
- Fires Medium Laser at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 6, miss!
- Fires SRM-6 at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Fires Machine Gun at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Fires Machine Gun at Cicada (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Gains 13 heat, sinks 12! Overheating!

12) Firebee
- Fires SRM-2 at Toro (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 10, 1 missile hit Head (7/9 armor remains)! Pilot Hit!
- Fires SRM-2 at Toro (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 8, 1 missile hit Left Leg (12/14 armor remains)!
- Fires SRM-2 at Toro (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 6, 1 missile hit Right Leg (2/8 structure remains)! Crit!
- Fires SRM-2 at Toro (4 base + 0 range + 0 movement + 0 enemy movement = 4): rolled 8, 2 missiles hit Center Torso Right Torso (9/11 armor remains), Right Torso (7/11 armor remains)!
- Gains 8 heat, sinks 10!

Cicada
- Fires ER PPC at Watchman (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 5, miss!
- Gains 15 weapon heat

Phoenix
- Fires PPC at Watchman (4 base + 0 range + 3 movement + 0 enemy movement + 1 minimum range = 8): rolled 6, miss!
- Fires SRM-2 at Watchman (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, 1 missile hits Left Torso (10/14 armor remains)!
- Fires SRM-2 at Watchman (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 3, miss!
- Gains 14 weapon heat

Toro
- Fires LRM-5 at Raven (4 base + 2 range + 0 movement + 2 enemy movement + 1 steam = 9): rolled 9, 4 missiles hit Left Torso (2/8 structure remains)! Crit!
- Fires LRM-5 at Raven (4 base + 2 range + 0 movement + 2 enemy movement + 1 steam = 9): rolled 9, 3 missiles hit Right Torso (6/11 armor remains)!
- Gains 10 weapon heat

Quasit II
- Fires Light AC/5 at Watchman (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 8, hit Left Arm (7/12 armor remains)!
- Fires Medium Laser at Watchman (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 3, miss!
- Fires SRM-2 at Watchman (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires SRM-2 at Watchman (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 3, miss!
- Fires SRM-2 at Watchman (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 9, 1 missile hit Right Arm (8/12 armor remains)!
- Fires SRM-2 at Watchman (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 6, miss!
- Gains 12 weapon heat

Drillson Heavy Hovertank
- No Line of Sight to target!

Plainsman Hovertank
- Fires SRM-6 at Watchman (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 2, miss!
- Fires SRM-6 at Watchman (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, 4 missiles hit Right Leg (16/20 armor remains), Center Torso (5/16 armor remains), Center Torso (3/16 armor remains), Right Leg (14/20 armor remains)!



End Phase:
Talos II
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 11, succeeds!
- Through-Armor Critical Chance in Center Torso! No critical hit sustained!
- Through-Armor Critical Chance in Center Torso! No critical hit sustained!
- Through-Armor Critical Chance in Left Arm! No critical hit sustained!
- Critical Chance in Right Torso! No critical hit sustained!

Toro
- Must pass a 3+ consciousness test: rolled 8, succeeds!
- Critical Chance in Right Leg! No critical hit sustained!

Raven
- Critical chance in Left Torso! No critical hit sustained!



Physical Combat Phase:
Firebee
- Kicks Toro (5 base + 0 movement + 0 enemy movement - 2 kick = 3): rolled 9, Left Leg (7/14 armor remains)!

Raven
- Kicks Cicada (5 base + 3 movement + 3 enemy movement - 2 kick = 9): rolled 8, miss!

Toro
- Punches Firebee with Left Arm (5 base + 0 movement + 0 enemy movement = 5): rolled 3, miss!



End Phase:
Toro
- Must pass a piloting test or fall (5 base + 2 hip damage + 1 foot damage + 0 kicked = 8): rolled 4, fails!
- Falls into hex 0914! Chain falls into hex 0813!
- Right Leg floods!
- `Mech disabled!

Raven
- Must pass a piloting test or fall (5 base + 0 missed kick = 5): rolled 6, succeeds!



Heat spiked in Anong’s cockpit as she feathered her jets for a landing so soft she had to check one of her secondary monitors to make sure she’d really touched down. The new New Syrtis design she’d originally taken as an Enforcer strode towards her with the arrogant swagger she’d long associated with the Capellan March’s Mechwarriors. Its arms rose in her direction, weapons dark and threatening—but it turned away at the last moment, the enemy’s disgust for Confederation pilots overridden by abject hatred of an enemy that’d brought ruin to this world.

The autocannon in the machine’s right arm roared as it peppered the bulbous enemy `Mech with tiny explosives. Thick gouts of smoke rose from pinholes in the Taurian `Mech’s ceramet armor, suggesting some of those munitions had struck more deeply then they should’ve. Anong’s own fire was only marginally effective, her attention too focused on keeping track of the Griffin and the Not-Quite-An-Enforcer. She could probably take them in her current condition, but if one of them snuck into her rear arc and found the hole in her armor she had no doubts the treacherous Duchy Mechwarriors would take the shot.

“I would give much for the aid of another survivor from the Battalion,” she said mostly to herself, “to turn the odds in our favor.”

“There are none,” was Otaktay’s stoic reply. “Make plans only with what we now have—and make peace with your ancestors. We will not be leaving this planet alive.”

She smiled darkly as her SRMs, confused by the strong electromagnetic interference, somehow managed to completely avoid the enemy Talos. She wasn’t ready to lie down and die for Madame Chancellor just yet, not until she’d made the Taurians pay for stranding her here.

“I mean to prove you wrong.”

Otaktay only grunted in reply.



************************************************************************



“Goddamn,” Anne cursed as four flights of missiles crossed the dozen-meter expanse between her Firebee and her target. One went ballistic the moment it left the launcher but most of her missiles struck the Toro directly only to glanced off without exploding as their detonators failed. At least one struck the target square in the chest with the flash-and-bang of exploding propellants, but it too failed to detonate. She shook her head in exasperation. The Toro ignored her, firing twin flights of LRMs at Troy’s vulnerable Raven. Most of his missiles even exploded when they hit the target! It wasn’t fair.

“Munitions,” she said darkly, “have gone to poo poo since we pulled out of the AFFS.”

“I think you mean the AFDS,” her husband corrected automatically. He sounded distracted and Anne cringed to see his `Mech hadn’t moved so much as a centimeter. She strode forward, dodging the Toro’s hasty punch and driving her Firebee’s heel into the back of the Toro’s left knee. All it took was a small push and the enemy `Mech’s crippled leg gave way and sent it tumbling down the hill into the river below.

“Did your electrical systems short out or something?” Anne taunted her husband, trying to spur him into action. “Don’t just stand there squinting like a Capellan! When we get back to base, you’re going to see the Doc about getting some damned glasses.”

“I do not need glasses,” Dorian said a bit too quickly. “I just had a little something in my eye!”

“Was it a little bullshit?” Anne replied, “because it sounds like a little bullshit to me!”

“Mommy, daddy, please don’t fight,” Troy teased as his Raven leapt through the air in an attempt to deliver a flying kick to the Cicada. The enemy pilot was too canny for the maneuver and simply ducked beneath the blow on its bizarre doubly-articulated legs. “I don’t think our family can survive this battle with you two arguing like this; much less the divorce proceedings that’ll come after.”

“Sergeant,” they shouted in unison, “shut the hell up!”



Delta Battle Lance “The Avenging Angels” Primary Objectives:
- Survive (incomplete)
- Rescue Capellan Survivors (complete)

Delta Battle Lance “The Avenging Angels” Secondary Objectives:
- Destroy the Capellan Survivors* (incomplete)
- Defeat Taurian Forces (incomplete)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Primary Objectives:
- Survive (incomplete)
- Link up with the New Syrtis Rescue Party (complete)

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Primary Objectives:
- Destroy the New Syrtis Rescue Party* (incomplete)
- Defeat Taurian Forces (incomplete)

India Recon Lance “The Last Report” Primary Objectives:
- Survive (incomplete)
- Defeat Taurian Forces (incomplete)

India Recon Lance “The Last Report” Secondary Objectives:
- Defend the Fallout Bunker Entrance (incomplete)
- Use the Raven’s equipment to confirm the condition of the six bunkers and the number (if any) of the survivors (1/6)







Point Zero Enemy Movement Mods:
- Talos II – Ran +2
- Bobcat – Jumped +3
- Cronus – Walked +1
- Hunter – Flanked +1
- Rommel – Flanked +0

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Stationary +0
- Quasit II – Ran +1
- Drillson – Cruised +2
- Plainsman – Cruised +2

Player Status:


Enemy Status:

PoptartsNinja fucked around with this message at 12:35 on Sep 23, 2013

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
And first blood on the reservation goes to a 35 ton antique kicking something into a river.

:battletech:

Olothreutes
Mar 31, 2007

Yay, I actually hit something with the gauss rifle. But how the hell is that Talos still standing? Wonderful.

Olothreutes fucked around with this message at 05:00 on Sep 23, 2013

Narsham
Jun 5, 2008

PoptartsNinja posted:

Don't Overplan
It seems like there's a growing tendency among my players to waste hours or even days waiting to hear back from someone. This is totally understandable, you don't want to step on any toes or offend anyone after all, but it will absolutely slow your planning to a crawl and it will make your orders late.

Your first plan, the first thing that pops into your head, is almost always the right plan. Do that thing. Apologize later if your thing stops someone else from doing their thing; or send me a correction if their thing is better and you want to do it instead.

Instead of saying "I may do X, unless you do Y" instead say "I'm going to do X, it'd help me out a lot if you could do Z" and then send me orders. If you then find out the other person has done Y and your plan falls apart, you can always send me a correction.

Also, going out in a blaze of glory after doing something awesome and stupid? Highly entertaining. Doing something dumb but memorable? Highly entertaining. Doing nothing because you didn't get orders in? Shameful and boring. I'd rather see a Goonlance die gloriously playing in the spirit of fun than lock the thread down through analysis paralysis or go stale on us.

Readingaccount
Jan 6, 2013

Law of the jungle
PTN: The watchman's heat says 3, I think it's supposed to be 1?

That cluster-box and it's massive number of 1 point hits (more than an MRM 40)... it's fearsome without even hitting exposed parts.

Doesn't seem like PTN will let us know whatever the Drillson did down there at the bunker, but it'll probably take a bit of time since it wasn't just opening fire. Time to boldly split party and venture forth separately, there's no way that can go wrong, and you need a round to lose heat.
... what, you're not convinced? Then think of the lives soldiers, your victory will be hollow without that bunker! You've probably got relatives in there... you need it for imprisoning the Capellans after their brutal interrogation...?

Nice kick btw., bold yet perfect time to stand still with the nearly untouched armor, that Firebee is giving a dazzling performance.

Readingaccount fucked around with this message at 07:25 on Sep 23, 2013

Runa
Feb 13, 2011

The Toro was kicked, fell, and stumbled sixty meters into the river.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

PoptartsNinja posted:

The Raven's movement is technically illegal (moving through an enemy unit). He gets to do it anyway because otherwise only the Firebee will have acted this turn.

I mention this for posterity; when the MVP vote rolls around the Firebee and the Raven deserve extra consideration for being, you know, able to get orders in without prompting/shaming.

Mind you, if the Firebee keeps this performance up it'll be a lock. drat.

Gniwu
Dec 18, 2002

PoptartsNinja posted:

The New New Syrtis design she’d originally taken as an Enforcer...

Was this deliberate? As in, is it a new - meaning recent - New Syrtis design, or just a typo? Even after following this thread for so long, I still don't know my BattleTech machines very well, so aside from the really common ones, they all sound the same to me!

Also voicing my support for the strict enforcement of the order deadline. BattleTech is serious business. :reject:

Readingaccount
Jan 6, 2013

Law of the jungle
I'm not so sure the mass shotgun concept is so bad anymore. While the optimal mix of weapons of course includes some hole-punchers on the platform or the battlefield each LB 10X AC gives a 1/36th chance of a TAC, but also a 1/36th chance of a headshot per cluster projectile, for a total of 2 per 36. I don't know the average of projectiles that hit per successful shot, 6-7 perhaps, but 1/3rd of a TAC or Headshot on average is pretty drat good. Three shotguns would get you roughly an average of a TAC/Headshot EACH turn.
Holes help, but at that rate they're not needed as badly.

Readingaccount fucked around with this message at 15:28 on Sep 23, 2013

Runa
Feb 13, 2011

Gimmick Account posted:

Was this deliberate? As in, is it a new - meaning recent - New Syrtis design, or just a typo? Even after following this thread for so long, I still don't know my BattleTech machines very well, so aside from the really common ones, they all sound the same to me!

Yeah, the Enfield is a `Mech that's based on the Enforcer, and this is its debut. It makes sense that the Capellans wouldn't recognize it.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

Readingaccount posted:

I'm not so sure the mass shotgun concept is so bad anymore. While the optimal mix of weapons of course includes some hole-punchers on the platform or the battlefield each LB 10X AC gives a 1/36th chance of a TAC, but also a 1/36th chance of a headshot per cluster projectile, for a total of 1/18th. I don't know the average of projectiles that hit per successful shot, 6-7 perhaps, but 1/3rd of a TAC or Headshot on average is pretty drat good. Three shotguns would get you roughly an average of a TAC/Headshot EACH turn.
Holes help, but at that rate they're not needed as badly.

Don't forget the -1 TH you get from firing LBX cluster munitions. There is a reason most people consider the LB/10X Autocannon to be one of if not the strongest weapon in the IS arsenal for quite some time.

Readingaccount
Jan 6, 2013

Law of the jungle
Aaand a -1? Yikes.
And it comes in 2, 5, 10, and 20!
...
The Google Docs have really minimized the scenario discussion on the thread.

Readingaccount fucked around with this message at 15:40 on Sep 23, 2013

Congratulations! You Won.
Mar 21, 2007


THE FUTURE IS UNWRITTEN



The LBX 10 and 20 pretty much obsolete the original versions of those weapons. Even if you never use cluster rounds, the LBX is lighter, smaller, and has increased range. The only downside is that it's more expensive, but who cares about that?

As much as the original autocannons are kinda bad, the advanced technology ones are pretty good. The AC2 and AC5 aren't the best, but once you replace them with Light ACs and/or give them special ammo they can be pretty great at mid-long range. Ultra ACs and Rotary ACs can do some serious damage, jam chance aside. And, as you can see here, the LBX can shred 'Mechs with critical hits.

Also, I have to agree that the google docs stuff is kinda dumb. I'd much rather see people talk in the thread then some off-site thing.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Yeah, the whole Google Docs thing is the worst thing that ever happened to this thread.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

KnoxZone posted:

Don't forget the -1 TH you get from firing LBX cluster munitions. There is a reason most people consider the LB/10X Autocannon to be one of if not the strongest weapon in the IS arsenal for quite some time.

And that they count as flak against aircraft (even bigger bonus to hit).

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Readingaccount posted:

Aaand a -1? Yikes.

Yeah, the LB-10X is one of the best generalist weapons in the game. It's got range, an accuracy bonus, solid damage, and critseeking. And the ammo bins are standardized so a cluster bin can be used for solid slugs without any problems at all.



Readingaccount posted:

The Google Docs have really minimized the scenario discussion on the thread.

Yeah, as much as I like having players not constantly trying to occupy the same hex, I really miss seeing all of the post-update mission planning / thread suggestions / etc.

So, help me plan my next turn Goons! What would you do if you were me?

TildeATH
Oct 21, 2010

by Lowtax

PoptartsNinja posted:

So, help me plan my next turn Goons! What would you do if you were me?

Artillery strike.

Nuclear artillery.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

Yeah, the LB-10X is one of the best generalist weapons in the game. It's got range, an accuracy bonus, solid damage, and critseeking. And the ammo bins are standardized so a cluster bin can be used for solid slugs without any problems at all.


Yeah, as much as I like having players not constantly trying to occupy the same hex, I really miss seeing all of the post-update mission planning / thread suggestions / etc.

So, help me plan my next turn Goons! What would you do if you were me?

Battle armor pouring out of the bunkers shanking all comers in the legs.

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

PoptartsNinja posted:

What would you do if you were me?

Horrible, horrible, evil things. Be glad I'm not him.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

PoptartsNinja posted:

So, help me plan my next turn Goons! What would you do if you were me?

DFA. The answer is always DFA.

No, I don't know how that would work with you always going first.

EDIT: poo poo, I don't even remember if any of your Mechs have jump jets and I can't be arsed to look. FIND A WAY, DAMMIT.

EDIT 2: Now I have an idea for what I should have submitted for the 'Mech Design Contest. Say, what are the rules on the max number of jump jets a 'Mech can have? I've never seen a 'Mech that can jump farther than it can walk, for instance; is that a hard-and-fast rule, or just a design standard?

DivineCoffeeBinge fucked around with this message at 17:03 on Sep 23, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I do have one recourse for physical attacks. I've been holding off on attempting it because it's risky, but it IS something that resolves immediately in the movement phase. :ssh:

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

DivineCoffeeBinge posted:

EDIT 2: Now I have an idea for what I should have submitted for the 'Mech Design Contest. Say, what are the rules on the max number of jump jets a 'Mech can have? I've never seen a 'Mech that can jump farther than it can walk, for instance; is that a hard-and-fast rule, or just a design standard?

With regular jumpjets, the maximum allowed is that of the mechs walk distance. IJJ's can go to their run distance, but that isn't a thing to worry about for now.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

KnoxZone posted:

With regular jumpjets, the maximum allowed is that of the mechs walk distance. IJJ's can go to their run distance, but that isn't a thing to worry about for now.

Gotcha. Gonna start designing now.

(huge walk distance needed? I can work with that)

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

PoptartsNinja posted:

So, help me plan my next turn Goons! What would you do if you were me?

bearing in mind I know zero about how to play this game on the TT and my Mechwarrior experience was being a pixel-sniper jerklord in the old PC games...

Impact Point Zero:
I would go all-in on ruining the mechs you appear to have flanked or could pincer-trap in hexes 1219 and 1420. Make sure to shout out gently caress THE POLICE as you roll the dice. This has been scientifically proven to help, for a very interesting definition of scientifically.
Basically, it seems like there's a lot of rear-arc real estate available for you to shoot at, and they can't all escape.


Yantai Reservation:
if you can't just shoot and obliterate the poor bastard in 1117 then I don't even know. You have what, four units that can focus on it? Or... line up along the river-ish-area (0715-1013) so as to not eat rear-arc shots from the Raven and Blackjack while murdering the guy in 1117 (sorry Carbolic? if I'm reading it right that's you)

critique these plans, thread. I figure I ought to learn something about how to stomp around in a giant robot so I can succeed fail entertainingly later.

Psion fucked around with this message at 17:21 on Sep 23, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

T.G. Xarbala posted:

The Toro was kicked, fell, and stumbled sixty meters into the river.

Hills are steep. If you're on a hill and you fall down, I roll displacement (not technically "in the rules" but it's funnier that way) and then you fall down the hill. And then I roll displacement again to see if you keep falling down the hill. The Toro had a 66.6% chance of not falling in the river, but it managed it.




Psion posted:

Basically, it seems like there's a lot of rear-arc real estate available for you to shoot at, and they can't all escape.

The rear arc is a lot narrower than you'd think. BattleTech basically assumes that any pilot is going to be torso twisting pretty actively to take the hit somewhere well armored. `Mechs are fairly agile and can actively dodge enemy fire (they're not just the big, stationary slabs of armor you see in the video games).

I've done my best to catch the players in a position where someone's going to have to give me a rear armor shot, but they absolutely can avoid it if they move well.

PoptartsNinja fucked around with this message at 17:38 on Sep 23, 2013

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



Justice. Foot. That is it. Every mech should Justice Foot.

Ferrosol
Nov 8, 2010

Notorious J.A.M

Reassuring to know that despite alphaing it's entire arsenal my mech did not generate a single point of heat.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Since the contest is limited to only one entry, and I have already sent my entry in to PTN, and this 'Mech ended up being slightly less specialist than I'd originally planned anyways, I figured "screw it, why not share it with the thread?"

CGR-1K, "Ashigaru"

Description
With the fall of House Kurita and the absorption of their worlds into the new "Draconis Suns," Theodore Kurita found himself in a most unusual position. In every way that truly mattered he was Dead... and yet, still he walked. And still he commanded the loyalty of the Kokuryu-Kai, the Black Dragon Society.

This was the foundation upon which he laid his plans to reclaim his House's glory.

While much of the maneuvering of the Kokuryu-Kai would come to be political and economic in nature, its members knew that at some point, a show of force would be required - and while they commanded the loyalty of a surprising number of 'MechWarriors - more than Theodore originally realized, in point of fact - they knew that more would be needed... but with so many of their stores and safehouses and facilities overrun by the Clans, they were forced to improvise.

A new tool was needed - a 'Mech that could be scrounged up in respectable numbers, yet was not so valuable that the Clans would notice that the numbers in their captured warehouses were a little off. A 'Mech that could be given to their greenest warriors, the kind of zealots who would sign up to fight an overwhelmingly superior foe in the name of a vanquished Coordinator, but who was not skilled enough to be trusted with a more valuable resource. A 'Mech that was designed for a zealot, the kind of crazed neophyte who would wade into suicidal situations without hesitation for the honor of the Draconis Combine.

What they had... was a number of mothballed Chargers.

Clearly some ingenuity was called for.

Two opportunities dovetailed nicely to advance the Kokuryu-Kai's aims. Firstly, one of their number was able to procure a number of advanced 400XL Engines from a Hell's Horses storehouse; though the theft was discovered and cost its orchestrator - a Kokuryu-Kai member known only by the code-name "Ruby" - his life, the engines were smuggled into Kokyryu-Kai hands.

It is up to PTN whether "Ruby" does in fact refer to Hassid Ricol in this timeline

Secondly, a businessman who had risen to prominence under the new Davion order turned out to be Kokuryu-Kai, and his compatriots were to have free rein of all the IndustrialMech parts they could embezzle.

Thus, the Ashigaru was born. The stock Charger was refitted to accept the XL engine, freeing up a vast quantity of tonnage. This tonnage went towards armor - the Ashigaru carries the maximum amount of armor for a 'Mech of its size - as well as replacing the 'Mech's hands with Industrial-Mech Chainsaws. An SRM-4 with one ton of ammunition was added, as well as Target Acquisition Gear, and one of the 'Mech's Small Lasers was upgraded to a Medium. The final touch, however, was the addition of Jump Jets to the chassis, giving the already fast-for-its-size Charger a greater degree of mobility.

In combat, the Ashigaru's role is a simple one. Charge screaming at the enemy, leap into the air, disrupt the enemy formation, close to melee range and kill anything you can reach (and you can't reach very far). The 'Death From Above' tactic has become a favorite of the Kamikaze MechWarriors training on the chassis; a 'Mech that is not destroyed by having its cockpit caved in by the Ashigaru's foot will fall prey to its twin chainsaws and short-ranged firepower. The SRM-4 is typically loaded with Inferno rounds, blunting an enemy's attempt to retreat to a more palatable range by making it harder for them to manage their heat.

In mixed formations, the rough battle plan that has been sketched out allows for Ashigaru units to charge forward screaming, without much in the way of oversight or command; their role is not to win victories, their role is to cause as much chaos and carnage as possible before dying in a blaze of glory, allowing the more skilled and trained warriors following them to mop up whatever they have not carved into small pieces.

The Ashigaru is not a subtle 'Mech. But for the purposes to which it will be deployed, it does not need to be.

Specifications

Mass: 80 tons
Chassis: Standard
Power Plant: LTV 400 Fusion XL
Cruising Speed: 54 kph
Maximum Speed: 85 kph
Advanced Motive: none
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Cockpit: Standard
Armament:
Medium Laser
Small Laser
Small Laser
Small Laser
Small Laser
SRM 4
TAG
Chainsaw
Chainsaw
Manufacturer: Inner Sphere
Communications System: Standard
Targeting & Tracking System: Standard


Technology Base: Inner Sphere / PTN
Ruleset: PTN
Tonnage: 80
Cost: 20,445,000 C-bills
Battle Value: 1,029
Equipment Mass
Internal Structure: Standard 8.0
Engine: 400 26.5
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 11 [11] 1.0
Gyro: Standard 4.0
Cockpit: 3.0

Armor Factor: 247 15.5
Internal Structure Armor Value
Head 3 9
Center Torso 25 37
Center Torso (rear) 13
L/R Torso 17/17 25/25
L/R Torso (rear) 9/9
L/R Arms 13/13 26/26
L/R Legs 17/17 34/34

Weapons and Ammo Location Crits Tons
Medium Laser H 1 1.0
Small Laser CTR 1 0.5
Small Laser RT 1 0.5
Small Laser RT 1 0.5
Small Laser RT 1 0.5
SRM 4 LT 1 2.0
TAG LT 1 1.0
Chainsaw LA 5 5.0
Chainsaw RA 5 5.0
Ammo (SRM 4) 25 LT 1 1.0

*****

If Improved Jump Jets were a thing it would have even fewer weapons and even more jumpy; I envision it as a DFA Machine. The guns are basically just there because I had the space for 'em. It's a 'Mech for Banzai Charges, no more, no less - though the TAG means it could conceivably spot for missile boats, too, but that's really not what the Ashigaru - or the pilots who are stupid brave enough to pilot it - are really meant for.

(EDIT: I considered just taking a standard Charger and pulling out all the weapons and giving it Jump Jets instead, but then I couldn't have fit Chainsaws. And since Swords haven't been invented yet - hell, Hatchets are still brand-new, so no one's had a chance to invent a Sword in response - Chainsaws were the next-best thing.)

DivineCoffeeBinge fucked around with this message at 18:25 on Sep 23, 2013

Soylent Pudding
Jun 22, 2007

We've got people!


Blackjack pilot here. I'm feeling stumped as to what my best move is this round. Since y'all want in thread discussion I'd love to hear suggestions on what to do. My gut instinct is to hop down to 1428 to hit that tank with medium lasers and the justice foot.

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goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Are there rules for landing on rubble, or is it as easy as anything else?

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