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Orcs and Ostriches
Aug 26, 2010


The Great Twist

Fil5000 posted:

And the start of the battle is delayed because one guy in the lance refuses to check in and say he's good to go.

That basically sounds like every turn.

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Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
In general for the Yantai players, I would recommend trying to stay at the edge of your effective ranges for your PPC and Large Laser. You've got enough health left that even a worst-case-scenario of taking a return PPC bolt into the CT won't drop you without some catastrophically unlucky crit rolling, but letting yourself get chewed on by batteries of secondary weapons is exposing yourself to a lot of additional risks for minimal payoff when you can still work perfectly well just trying to punch holes in things. For the Watchman, specifically, if you're at range 10 from the Cicada then you're still at Medium Range for your LL but too far away from his MLs to reach you.

The Caesar is a crappy shot, but he's also pretty well armored. Have him put himself in positions where he can't be ignored (and maybe even mitigates his lovely gunnery skill) while the rest of you do your work from a safe distance. The Raven will probably be worth a meta victory if you can at least get it off the field intact, and I would honestly try pretty hard to hold on since I doubt the people who just nuked the planet are here to bring congratulations to the survivors.

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
PTN, will Spiders in this LP have a phantom hitbox that negates all damage?

Octatonic
Sep 7, 2010

Personally I'm ready for ppcs and large lasers to have different stats each scenario.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Large Lasers now generate 30% more heat than any other weapon in the game.




Edit: Welp, the Enfield doesn't have a single bit of undamaged frontal armor.

PoptartsNinja fucked around with this message at 21:17 on Nov 2, 2013

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Octatonic posted:

Personally I'm ready for ppcs and large lasers to have different stats each scenario.

Mid-scenario rules changes announced as Patch Notes; notes describe approximately sixty percent of all the rules changes that actually happen, so you get to discover the rest yourself, the hard way! Whee!

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Hills go from having no affect on movement to being borderline impassable mid-mission, and the rules for Jump Jet movement change every turn (but water will never slow you down).

landcollector
Feb 28, 2011

DivineCoffeeBinge posted:

Mid-scenario rules changes announced as Patch Notes; notes describe approximately sixty percent of all the rules changes that actually happen, so you get to discover the rest yourself, the hard way! Whee!

One such unmentioned change is the small (2/36) chance to have your engine detonate every time you fire an energy weapon*.


*Likely does not exist in MWO, yet

Iymarra
Oct 4, 2010




Survived AGDQ 2018 Awful Games block!
Grimey Drawer

PoptartsNinja posted:

Large Lasers now generate 30% more heat than any other weapon in the game.




Edit: Welp, the Enfield doesn't have a single bit of undamaged frontal armor.

:stonklol: I may have made a bit of a colossal mistake. This should be interesting, I hope.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Steel Will: Tactical Update 14

Initiative Phase
- Delta Battle Lance, Sirdar DNS Militia: Rolled 6!
- 2nd Lance, 3rd Chesterton Voltigeurs: Rolled 5!
New Syrtis Forces win initiative!



Movement Phase
Caeser
- Insufficient MP to reach hex 1229!



Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Huron Warrior (4 base + 0 range + 3 movement + 2 enemy movement + 1 EM Radiation = 10): rolled 5, miss!
- Gains 20 heat, sinks 22!

3) Enfield
- Fires LB-10X (SLUG) at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 9, hit Left Torso (0/20 armor, 12/13 structure remains)! Crit!
- Fires Large Pulse Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference - 2 Pulse Laser = 7): rolled 6, miss!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 11, hit Left Torso (7/13 structure remains)! Crit!
- Fires Medium Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 5, miss!
- Fires Small Laser at Wolverine (4 base + 0 range + 1 movement + 3 enemy movement + 1 EM Interference = 9): rolled 8, miss!
- Gains 13 heat, sinks 22!

7) Huron Warrior
- Fires Gauss Rifle at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 4, miss!
- Fires ER Large Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover = 9): rolled 5, miss!
- Fires Medium Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference + 1 partial cover - 2 pulse = 7): rolled 8, hit Right Torso (12/20 armor remains)!
- Gains 24 heat, sinks 17! Overheating!

4) Wolverine
- Torso-twists to threaten hex 1016!
- Fires Large Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 3, miss!
- Fires Medium Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 5, miss!
- Fires Small Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 8, hit Left Torso (12/20 armor remains)!
- Fires SRM-6 at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 11, 4 missiles hit Left Torso (10/20 armor remains), Left Torso (8/20 armor remains), Center Torso (3/16 structure remains (Crit!)), Head (7/9 armor remains (Pilot Hit!))!
- Fires SRM-6 at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 5, miss!
- Gains 27 heat, sinks 24!

Cronus
- Holds fire!
- Gains 0 weapon heat!

Hunter Light Support Tank
- Fires LRM-20 at Griffin (4 base + 2 range + 0 movement + 3 enemy movement + 1 EM Interference = 10): Rolled 9, miss!



Yantai Reservation
9) Watchman
- Holds fire!
- Gains 2 heat, sinks 12!

10) Blackjack
- Reverses Right Arm!
- Fires PPC at Plainsman (4 base + 0 range + 3 movement + 3 enemy movement + 1 minimum range = 11): rolled 7, miss!
- Fires Medium Laser at Plainsman (4 base + 0 range + 3 movement + 3 enemy movement = 10): rolled 8, miss!
- Gains 15 heat, sinks 20!

11) Raven
- Gains 2 heat, sinks 12!

Caesar
- Fires Gauss Rifle at Plainsman (5 base + 2 range + 2 movement + 3 enemy movement + 2 steam = 14): automatic miss!
- Fires Medium Laser at Plainsman (automatic miss): automatic miss!
- Fires Medium Laser at Plainsman (automatic miss): automatic miss!
- Gains 10 heat, sinks 28!

Cicada
- Fires ER PPC at Watchman (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 8, miss!
- Gains 15 weapon heat!

Phoenix
- Fires PPC at Watchman (4 base + 2 range + 2 movement + 0 enemy movement + 2 light woods = 10): rolled 7, miss!
- Gains 10 weapon heat!

Plainsman Hovertank
- Fires SRM-2 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss!
- Fires SRM-6 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!
- Fires SRM-6 at Blackjack (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss!



End Phase:
Wolverine
- Critical Chance in Left Torso! No critical hit sustained!
- Critical Chance in Left Torso! 2 critical hits sustained!
- - Heat Sink destroyed!
- - SRM-6 destroyed!

Enfield
- Must pass a 3+ consciousness test: rolled , !
- Critical Chance in Center Torso! No critical hit sustained!




Physical Combat Phase:
Watchman
- Extracts the Firebee’s Cockpit (5 base + 1 movement + 5 environmental hazard - 1 both hands - 4 immobile target = 6): rolled 11, succeeds!

Raven
- Kicks Plainsman (5 base + 2 movement + 3 enemy movement - 2 kick = 8): rolled 11, hit Turret (6/18 armor remains)!




End Phase:
Watchman
- Must dedicate at least one hand to carrying the Firebee’s cockpit, the cockpit will be automatically dropped if the arm holding it is blown off. This can be avoided if the Watchman carries the Firebee’s cockpit with both hands.





The autoloader clicked incessantly as a computer glitch forced it to try to feed missiles from the Hunter’s empty magazines into its equally empty missile tubes. In another few minutes it was going to get really irritating but for now Corporal Asher had bigger things on her mind. Namely, the four BattleMechs that had, until very recently, been intent on killing her. Now, they were slugging it out with each other like the giant monsters from imported Capellan holocinema. And just like the tanks in those giant monster movies, Asher knew when to get the hell out of dodge.

She leaned forward, slapping the back of her driver’s helmet and shouted “Drive!” as loudly as she could manage in the smoke-filled crew cabin. Most of the Hunter’s electrical systems had been shot away and Eris, who pulled double duty as the tank’s gunner, had been forced to eyeball her shots through the gaping hole that had once been the front of her support vehicle. The chances of hitting anything with the main targeting computer offline had been slim but she’d still winced when her final flight of missiles slammed harmlessly into the low hill between her battered machine and the airborne Griffin.

The Concordat may have had ammo to spare, but that didn’t mean Asher felt good about wasting it. Not if the New Syrtis fighters were as stubborn as the one’s they’d met so far. She frowned as the Marshal’s words of encouragement before the landing came into her head unbidden.

“So much for an easy victory over a demoralized enemy,” she mumbled. “I think we just pissed them off.”

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

Cy felt a moment of elation as his father’s Caesar cleared the rubble of what had once been a `Mech hangar. He held his pistol-like Large Laser at the ready, and goosed the machine’s Jump Jets to clear their leg-mounted nozzles of debris. He couldn’t help but feel vindicated as the lance—or most of a lance—of New Syrtis troops appeared on his sensors, along with a couple of unknowns.

Without a second thought, Cy dropped his crosshairs over the only hostile target in sight and squeezed the trigger—the Gauss Rifle’s kick surprised him and the weapon’s melon-shaped projectile blew a meter-wide crater in the hillside a dozen meters from his target. He’d have to try another tact—what was it his father had always said? Act, don’t react?

His crosshairs flashed a lock as he kept tracking the fast-moving enemy vehicle, and Cy squeezed the trigger. The Caesar’s medium lasers seemed hellishly bright for the few fractions of a second they’d lasted, and the atmospheric refraction left green afterimages momentarily seared in Cy’s vision. It’d been a clean hit, the two lasers had seemed to converge perfectly on the enemy vehicle; but it showed no damage from the attacks. Some new Capellan armor? It would explain why his father’s troops were so beaten up. He’d have to come up with some strategy to beat them, and could only nod in understanding as the scorched and blackened Raven smashed its birdlike foot into the tank’s turret. It seemed as though his father’s people had already figured out the trick!

It never even occurred to Cy that his lasers had simply been out of range.



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

Delta Battle Lance “The Avenging Angels” Secondary Objectives:
- Rescue Capellan Survivors (failed)
- Defeat Taurian Forces (failed)

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

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Secondary Objectives:
- Link up with the New Syrtis Rescue Party (failed)
- Defeat Taurian Forces (failed)

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

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







Point Zero Enemy Movement Mods:
- Cronus – Stationary +0
- Hunter – Flanked +2

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Jumped +3
- Plainsman – Flanked +3

Player Status:


Enemy Status:

Dolash
Oct 23, 2008

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


Yantai Reservation had one of the more interesting turns I've seen where nobody managed to hit anyone else.

And it's starting to look like the Taurians can squeak out a win on Impact Point Zero if the DNS and Capellans keep tearing each other apart.

paragon1
Nov 22, 2010

FULL COMMUNISM NOW
loving pubbie teammates man.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
That was a pretty tense turn. Glad to see Tiny back in the game.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
The Watchman extracting the Firebee's cockpit is awesome. :3: :allears:

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I will say to the Yantai crew that there is no shame at all in just hiding behind the 4-height hills for a turn while the Caesar gets into position (also it would give you an opportunity to shoot at the Plainsman while his allies are unable to retaliate).

Soylent Pudding
Jun 22, 2007

We've got people!


Voyager I posted:

I will say to the Yantai crew that there is no shame at all in just hiding behind the 4-height hills for a turn while the Caesar gets into position (also it would give you an opportunity to shoot at the Plainsman while his allies are unable to retaliate).

Blackjack is considering staying in place and just turning to throw some PPCs at the Plainsman.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
If you can arrange things so that your side gets decent shots at the Plainsman while none of the Taurians have shots at any of you, that's a setup for a solid turn. The Plainsman isn't necessarily a high-priority target, but it does present a serious danger to your open mechs, so being able to safely eliminate it from play before confronting the rest of the enemy forces removes a substantial source of liability from the field and will make the main confrontation much simpler. If this also happens to take place on a turn when you are already waiting for the Caesar to move up to start the proper fight, all the better.

Just keep in mind that you are in range of his SRMs from behind the hill, and having no movement modifier is going to offset that range penalty pretty nicely. Turning around and showing him your backside may still be worth considering.

Voyager I fucked around with this message at 04:23 on Nov 3, 2013

Red_October_7000
Jun 22, 2009
Given my options of "Stand still with thumb up rear end" and "run around like a chicken(walker) with its head cut off", I'll be doing the latter, but I'm open to suggestions as to where, precisely, I should run. And don't say "away".

Tiny
Oct 26, 2003
My leg hurts....
So, it looks like I can walk to 1327.

or run to 1425.

Either way, running on concrete is a bad idea with a pilot this horrible, right?

Readingaccount
Jan 6, 2013

Law of the jungle

Dolash posted:

Yantai Reservation had one of the more interesting turns I've seen where nobody managed to hit anyone else.

And it's starting to look like the Taurians can squeak out a win on Impact Point Zero if the DNS and Capellans keep tearing each other apart.

The Raven hit with its foot.

Runa
Feb 13, 2011

Tiny posted:

So, it looks like I can walk to 1327.

or run to 1425.

Either way, running on concrete is a bad idea with a pilot this horrible, right?

You only have 6 running MP and changing facing takes one MP, so you could run to 1427 and face north. Or just keep running to 1527. With 4 walking MP, you could walk to 1328. Pavement skidding rolls depend on hexes moved before the attempted turn. Moving 2 hexes before turning gives you a -1 bonus to your piloting skill roll to avoid skidding. At 5 piloting that means a 2d6 roll of 4+, which aren't bad odds. Jumping lets you move 4 hexes, avoid skidding, and bypass obstacles altogether.

To maximize movement, I'd run to 1527, then run to 1522 next turn, which would allow the Caesar to run to 1120 or jump to 1518 on the turn after that. This sacrifices a couple of turns of not being able to get a good shot in, but since you're in a slow heavy while a bunch of fast mediums are off on the other side of the map, it's understandable.

If mud doesn't interfere with jumping, or if the Caesar's jump jets are in the torso (I'm pretty sure the model seen here is a PTN original variant), then instead I would jump to 1226, and then from there to 1023 or 1123 depending on if either of those opens up a good shot on anybody. "Good" being a relative term, considering this means jumping and shooting with a Gunnery 5 unit. But at least you have a Large Pulse Laser to help make up for it.

Always got to think a couple turns ahead, leaving room to account for PTN's actions since he can pretty much control the flow of the game thanks to the Taurians' superior mobility. Putting the Caesar in the middle column of the map means making it harder for the Taurians to escape it. Heading to the left side of the map (jumping to 0828) lets you run interference on the Plainsman but the only way for you to stay at all mobile on the left side is to keep jumping, and that too will hurt your already bad accuracy. Heading left also delays your arrival at the front line, and that's basically like sending a pubbie Atlas to chase after a squawking Jenner, so I really wouldn't. Hell, this is one enemy where it may be smarter to show your backs to, anyway. Those SRMs won't be punching any holes that aren't already there.

They're all options, may as well discuss them with the other pilots. The Caesar would normally be the anvil and the rest of the lance the hammer, but right now you'll just have to be a very slow, jumpy hammer while the rest of the lance acts as a theoretical anvil area control and hold the line. Preferably while keeping those hills between them and the Taurians. If they play defensively, it'll buy you time to bring the pain.

EDIT: Waitaminute, TacOps says that `Mechs and hover vehicles ignore mud. Or maybe this is campaign-specific mud that gives `Mechs trouble. Like that one icon of the Atlas waist-deep in the brown sea would imply.

Runa fucked around with this message at 09:55 on Nov 3, 2013

Readingaccount
Jan 6, 2013

Law of the jungle
Doesn't this Tryne have the same piloting skill as the militia pilots (who're on par with regular pilots)? And his gunnery is just 1 point worse, though it's at a sensitive level where it makes more difference than 0-2 and 6-7.

Red_October_7000 posted:

Given my options of "Stand still with thumb up rear end" and "run around like a chicken(walker) with its head cut off", I'll be doing the latter, but I'm open to suggestions as to where, precisely, I should run. And don't say "away".

Not sure if you're as vicious as me with my limbs chopped off (nasty frpg crits), but you could jump up to 1216 for a high move mod and cave in the Quasit's cockpit with your foot. They've certainly earned a departure from conventions on taking prisoners, and if they're reinforced they might recover the pilot, and it might even tilt the behavior of the Taurian pilots.

Readingaccount fucked around with this message at 12:45 on Nov 3, 2013

ArchangeI
Jul 15, 2010
Uh, PGI fix conversion please

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

T.G. Xarbala posted:

EDIT: Waitaminute, TacOps says that `Mechs and hover vehicles ignore mud.

They do, to some extent; but jumping into mud will still get you bogged down.

Runa
Feb 13, 2011

PoptartsNinja posted:

They do, to some extent; but jumping into mud will still get you bogged down.

Well, that settles that then!

Nevermind my mud-hopping suggestion.

Carbolic
Apr 19, 2007

This song is about how America chews the working man up and spits him in the dirt to die

DivineCoffeeBinge posted:

The Watchman extracting the Firebee's cockpit is awesome. :3: :allears:

Leave no woman behind!

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
While the Taurians have better overall mobility, the LoS-blocking hill combined with the fact that the players always win initiative and are capable of jumping over it means that they ultimately decide who gets to have shots at each other. That's an extremely powerful advantage, and you should be utterly shameless in abusing it for as long as you can or need to, though it will limit your ability to rack up movement modifiers.

GhostStalker
Mar 26, 2010

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

Nice to see the Watchman going to extract the cockpit of his wife's mech there. No one left behind, eh? Now if only he'll be able to eliminate the Taurian that shot her mech out from under her. With the Caesar lending reinforcement, it just might happen...

Or he could just choose to retreat instead... But I doubt that's what's going to happen here, at least until the Caesar proves to be ineffective at providing backup or something like that...

Red_October_7000
Jun 22, 2009

Readingaccount posted:

Not sure if you're as vicious as me with my limbs chopped off (nasty frpg crits), but you could jump up to 1216 for a high move mod and cave in the Quasit's cockpit with your foot. They've certainly earned a departure from conventions on taking prisoners, and if they're reinforced they might recover the pilot, and it might even tilt the behavior of the Taurian pilots.

This is entirely my fault for failing to clarify that I'm piloting the Raven 4X in the right-hand map!

Readingaccount
Jan 6, 2013

Law of the jungle

Red_October_7000 posted:

This is entirely my fault for failing to clarify that I'm piloting the Raven 4X in the right-hand map!

No worries, I got it though, what I mean is that on Yantai there's probably a still living pilot in his cockpit amidst the ruins of the Quasit on hex 1216 whom you could kick or DFA.

> :doh:

Readingaccount fucked around with this message at 11:04 on Nov 5, 2013

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
If he didn't have life support, wouldn't the environmentals have killed him before he started?

Carbolic
Apr 19, 2007

This song is about how America chews the working man up and spits him in the dirt to die
Orders are in (and fully quoted in the google doc). Not jumping behind the L4 - someone else (Raven) needs it more than me.

Red_October_7000
Jun 22, 2009
I should have orders in tomorrow. That is, Tuesday.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
That's when they're due, so you're fine.

DarthXaos
Oct 27, 2010
Last minute orders sent, sorry about that, been sick today

Wales Grey
Jun 20, 2012

PoptartsNinja posted:

Enfield
- Must pass a 3+ consciousness test: rolled , !

I'm guessing the Enfield is still upright?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Steel Will: Tactical Update 15

Initiative Phase
- Delta Battle Lance, Sirdar DNS Militia: Rolled 5!
- 2nd Lance, 3rd Chesterton Voltigeurs: Rolled 2!
New Syrtis Forces win initiative!



Combat Phase
Impact Point Zero
2) Griffin
- Fires ER PPC at Huron Warrior (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Radiation = 8): rolled 4, miss!
- Fires SRM-6 at Huron Warrior (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Radiation = 8): rolled 10, 4 missiles hit Center Torso (15/22 armor remains), Left Arm (1/16 armor remains), Right Torso (9/17 armor remains), Left Arm (0/16 armor, 7/8 structure remains (Crit!))!
- Fires SRM-6 at Huron Warrior (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Radiation = 8): rolled 9, 4 missiles hit Right Leg (13/20 armor remains), Right Leg (11/20 armor remains), Left Arm (5/8 structure remains (Crit!)), Right Leg (9/20 armor remains)!
- Gains 25 heat, sinks 22! Overheating!

3) Enfield
- Torso-twists to threaten hex 1418!
- Fires Large Pulse Laser at Huron Warrior (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 5): rolled 5, hit Left Arm (0/8 structure remains)! Limb blown off!
- - Damage transfers to Left Torso (3/17 armor remains)!
- Fires Medium Laser at Huron Warrior (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference = 7): rolled 7, hit Center Torso (10/22 armor remains)!
- Fires Medium Laser at Huron Warrior (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference = 7): rolled 5, miss!
- Fires LB-10X (CLUSTER) at Wolverine (4 base + 0 range + 1 movement + 1 enemy movement + 1 EM Interference - 1 cluster = 6): rolled 3, miss!
- Gains 19 heat, sinks 22!

7) Huron Warrior
- Torso-twists to threaten hex 1321!
- Fires Gauss Rifle at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): rolled 9, Center Torso (0/16 structure remains)! TAC! `Mech destroyed!
- Fires Medium Pulse Laser at Enfield (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 pulse = 8): rolled 7, miss!
- Gains 7 heat, sinks 17!

4) Wolverine
- Torso-twists to threaten hex 1019!
- Fires Large Pulse Laser at Enfield (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 6): rolled 4, miss!
- Fires Medium Pulse Laser at Enfield (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference - 2 Pulse Laser = 8): rolled 4, miss!
- Fires SRM-6 at Enfield (4 base + 2 range + 2 movement + 1 enemy movement + 1 EM Interference = 10): rolled 12, 4 missiles hit Right Leg (2/24 armor remains), Left Arm (12/16 armor remains), Right Leg (0/24 armor remains), Right Arm (0/16 armor, 7/8 structure remains)! Crit!
- Gains 32 heat, sinks 24!

Cronus
- Holds fire!
- Gains 0 weapon heat!

Hunter Light Support Tank
- Fires Flamer (Damage) at Wolverine (4 base + 0 range + 2 movement + 1 enemy movement + 1 EM Interference = 8): Rolled 11, hit Left Torso (5/13 structure remains)! Crit!



Yantai Reservation
9) Watchman
- Holds fire!
- Gains 2 heat, sinks 12!

10) Blackjack
- Reverses Right Arm!
- Fires PPC at Plainsman (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 7, miss!
- Fires Medium Laser at Plainsman (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 5, miss!
- Fires Medium Laser at Plainsman (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 4, miss!
- Fires Medium Laser at Plainsman (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 3, miss!
- Gains 21 heat, sinks 18! Overheating!

11) Raven
- Gains 2 heat, sinks 12!

Caeser
- Torso-twists to threaten hex 1526!
- Fires Gauss Rifle at Plainsman (5 base + 2 range + 2 movement + 3 enemy movement + 1 smoke = 13): automatic miss!
- Gains 10 heat, sinks 28!

Cicada
- Holds fire!
- Gains 0 weapon heat!

Phoenix
- Holds fire!
- Gains 0 weapon heat!

Plainsman Hovertank
- Fires SRM-6 at Blackjack (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 6, miss!
- Fires SRM-6 at Blackjack (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 6, miss!



End Phase:
Wolverine
- Critical Chance in Left Torso! 1 critical hit sustained!
- - Engine hit!



Physical Combat Phase:
Wolverine
- Kicks Hunter (5 base + 2 movement + 2 enemy movement - 2 kick = 7): rolled 6, miss!




End Phase:
Wolverine
- Must pass a piloting test or fall (5 base + 0 missed kick = 5): rolled 10, succeeds!





The Enfield’s body jerked as its myomer muscles lost power and fragments of armor and engine components spun lazily through the air as its rear armor shattered. Sergeant Fynn Weber watched the tableau in what seemed like slow motion. The Enfield’s arms fell limp and dead at its sides, its joints locked—then collapsed under the machine’s weight with a piercing shriek. The Enfield collapsed in a heap, its dome-shaped head bouncing as it smashed into the hard-packed soil. The Enfield lay still, like a man who’s heart had been cut out.

“drat it,” Sergeant Fynn Weber muttered as his retaliatory fire severed the ferrotitanium bones supporting the Huron Warrior’s large laser. The weapon hung for a few moments, suspended by the massive cables that powered it for a few moments before even those gave way and the massive weapon fell to the unforgiving earth.

“This is the last,” Fynn grumbled, “the last time that I ever try to help a damned Capellan.”

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

Sergeant Sommers landed hard, his Blackjack’s wedge-shaped feet sinking into the soft lakeside soil. Water exploded into a cloud of steam as a stream of charged particles whipped the surface of the lake in the Plainsman’s wake. His remaining trio of lasers converged harmlessly behind the swift-moving vehicle and a moment later the swift-moving hovertank was out of range and out of reach. A balled fist slammed into his secondary monitor in frustration. One more solid hit and that damned hover was a memory, but the blasted thing just refused to cooperate!

A target warning lock flashed on his secondary monitor, then returned to dead static. Without wasting a moment the Sergeant flipped a switch to toggle his damage diagnostics over to the secondary and enemy targeting information over to the tertiary monitor. The secondary remained blank and lifeless, the tertiary flashed warnings that an enemy unit had a positive lock. Sommers blinked in surprise, his jaw working for a moment like a cow working on a half-masticated bite of grass. He’d been fighting the whole battle believing he wasn’t being targeted, when truthfully his secondary monitor hadn’t been working?

Sommers twisted his joystick, spinning evasively—as he came about, the Cicada swung into view—standing like a vulture on a hilltop a few hundred meters away. It’s PPC glowed an angry blue, but the pilot, likely concerned about heat, held his fire. Instead, the Cicada’s stubby, weaponless arms waggled. It had no hands to make obscene gestures with, or even actuators to get the idea across, but Sommers found the action infuriating all the same. His jump jets were temporarily spent, his armor badly damaged, and the Cicada had a clear shot. That it didn’t bother to fire was a clear a sign of contempt as any obscene gesture.

He stared, his lips curled into a hard-edged frown. He was well aware that the enemy pilot could see him if the other pilot cared to. Sommers didn’t care anymore, he just knew that, before they withdrew, he wanted to take that rear end in a top hat down. One way or another.



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

Delta Battle Lance “The Avenging Angels” Secondary Objectives:
- Rescue Capellan Survivors (failed)
- Defeat Taurian Forces (failed)

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

2nd Lance, 1st Company, 3rd Chesterton Voltigeurs Secondary Objectives:
- Link up with the New Syrtis Rescue Party (failed)
- Defeat Taurian Forces (failed)

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

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







Point Zero Enemy Movement Mods:
- Cronus – Stationary +0
- Hunter – Flanked +2

Yantai Reservation Enemy Movement Mods:
- Cicada – Jumped +4
- Phoenix – Jumped +2
- Plainsman – Cruised +3
- ??? – Ran +2

Player Status:


Enemy Status:

PoptartsNinja fucked around with this message at 20:42 on Nov 7, 2013

Runa
Feb 13, 2011

Alas, the Enfield has fallen.

Well, at least both the Wolverine is close to getting killed by side torso loss and the Huron Warrior lost a large laser. Good luck, Ferrosol! See if you manage an upset.

the JJ
Mar 31, 2011

T.G. Xarbala posted:

Alas, the Enfield has fallen.

Well, at least both the Wolverine is close to getting killed by side torso loss and the Huron Warrior lost a large laser. Good luck, Ferrosol! See if you manage an upset.

I kinda want the Taurians to win that one. Just because it would be funny.

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Readingaccount
Jan 6, 2013

Law of the jungle
Ooooh, what's that pretty thing that just came in from the bottom left?
Wonder if it's planning to take out the bunker...

> Yeah, while I want to see the Jade Emperor that would indeed be hilarious. Too bad the Bobcat left, even as damaged as it was, but it leaving probably helped the teams turn on each sooner.

Readingaccount fucked around with this message at 00:42 on Nov 7, 2013

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