berryjon posted:Well, there's only three combinations to reach 8 (2/6, 3/5, 4/4) and I fired 4 weapons on 5's or 6's, so it probably wasn't me.
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# ? May 21, 2014 19:21 |
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# ? Apr 28, 2024 15:20 |
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berryjon posted:I fired 4 weapons on 5's or 6's.
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# ? May 21, 2014 19:22 |
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That's the math I was given in the Google Docs! I took the efforts of my fellow Goons at face value! If they were wrong, I'm sorry!
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# ? May 21, 2014 19:41 |
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Don't apologize, it actually explains a fair bit. Did they take into account the long range penalty, and that you'd be shooting through trees?
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# ? May 21, 2014 20:09 |
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Now I wounder if we will see an explanation for that bad decision in the fluff...
Nektu fucked around with this message at 20:34 on May 21, 2014 |
# ? May 21, 2014 20:31 |
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berryjon posted:That's the math I was given in the Google Docs! I took the efforts of my fellow Goons at face value! If they were wrong, I'm sorry! Col. Reese is facepalming at you right now.
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# ? May 21, 2014 20:43 |
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berryjon posted:That's the math I was given in the Google Docs! I took the efforts of my fellow Goons at face value! If they were wrong, I'm sorry! And this is why I wish the players would talk more in the thread.
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# ? May 21, 2014 20:56 |
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I'll be doing just that when my turn rolls around in fifteen years time. Googledocs are for the weak, bad advice from this thread is the only way!
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# ? May 21, 2014 21:09 |
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Ultimatum: Tactical Update 17 “They have brought in more artillery,” Ranvig didn’t flinch as LRMs rained down around her Ebon Jaguar. The machine shook with dozens of hits and red-hot shrapnel pinged from her transplex cockpit. The enemy seemed innumerable even though Clan forces probably outnumbered them by dozens to one. No matter how few of them there really were, they had seized local superiority and there was nowhere she could gain even a moment’s respite. “We should hunt them down,” Thresher suggested. To Ranvig’s ears the other Sea Fox sounded distracted, even tired. “Hunt them and kill the—” “Can we afford to, quineg?” Ranvig asked, “We do not know where they are and we are already badly outnumbered. I do not wish to let a Smoke Jaguar into my rear while I go into the jungles hunting for a Steel Viper.” “Your analogy would make more sense if Steel Vipers could fire LRMs from their fangs,” Thresher replied humorlessly, “also if Smoke Jaguars—” Ranvig flipped open her transplex face shield to rub her eyes, “Shut up.” Movement Phase Kraken 3 - Insufficient MP to turn! Combat Phase Warhawk B - Torso-twists to threaten hex 1920! - Fires Gauss Rifle at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods + 1 minimum range - 1 targeting computer = 8): rolled 7, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 7, hit Center Torso (14/21 armor remains)! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 8, hit Left Arm (9/16 armor remains)! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 8, hit Left Torso (11/18 armor remains)! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 6, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 9, hit Left Torso (4/18 armor remains)! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 6, miss! - Fires Streak SRM-6 at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods = 8): rolled 8, 2 missiles hit Left Torso (2/18 armor remains), Left Arm (14/16 armor remains (TAC!))! - Fires Streak SRM-6 at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods = 8): rolled 12, 2 missiles hit Right Leg (16/18 armor remains), Right Torso (9/18 armor remains)! - Fires ER Small Laser at Phoenix (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 light woods - 1 targeting computer = 7): rolled 10, hit Center Torso (11/21 armor remains)! - Gains 44 heat, sinks 40! Kraken 3 - Torso-twists to threaten hex 2327! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 12, 15 missiles hit Left Leg (5/20 armor remains), Right Arm (5/16 armor remains), Right Torso (14/20 armor remains)! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 7, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 5, miss! - Gains 42 heat, sinks 38! Wolf Spider B - Fires ER PPC at Phoenix (3 base + 2 range + 2 movement + 2 enemy movement + 2 light woods + 0 Void Signature System = 11): rolled 5, miss! - Fires Gauss Rifle at Phoenix (3 base + 2 range + 2 movement + 2 enemy movement + 2 light woods + 0 Void Signature System = 11): rolled 3, miss! - Gains 17 heat, sinks 32! Ebon Jaguar - Torso-twists to threaten hex 0718! - Fires ER PPC at Crab (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System = 7): rolled 5, miss! - Fires ER PPC at Crab (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System = 7): rolled 5, miss! - Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System = 9): rolled 8, miss! - Fires ER Medium Laser at Crab (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System = 9): rolled 9, hit Left Torso (7/14 armor remains)! - Fires Streak SRM-6 at Crab (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System = 9): rolled 5, fails to lock on! - Fires Streak SRM-6 at Crab (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System = 9): rolled 5, fails to lock on! - Gains 42 heat, sinks 40! Huntsman A - Fires Large Pulse Laser at Longbow (2 base + 4 range + 3 movement + 0 enemy movement + 2 light woods - 2 Pulse Laser = 9): rolled 4, miss! - Fires Large Pulse Laser at Longbow (2 base + 4 range + 3 movement + 0 enemy movement + 2 light woods - 2 Pulse Laser = 9): rolled 11, hit Head (0/9 armor, 2/3 structure remains)! Crit! - Fires LB 2-X Autocannon (slug) at Longbow (2 base + 4 range + 3 movement + 0 enemy movement + 2 light woods = 11): rolled 6, miss! - Fires LRM-10 at Longbow (2 base + 2 range + 3 movement + 0 enemy movement + 2 light woods = 9): rolled 6, miss! - Gains 30 heat, sinks 24! Overheating! Unknown Assault - Fires Light PPC w/ PPC Capacitor (charged) at Warhawk B (2 base + 4 range + 2 movement + 0 enemy movement + 2 smoke + 1 void signature system = 11): rolled 9, miss! - Fires Light PPC w/ PPC Capacitor (charged) at Warhawk B (2 base + 4 range + 2 movement + 0 enemy movement + 2 smoke + 1 void signature system = 11): rolled 2, miss! - Gains 36 heat, sinks 36! Longbow - Torso-twists to threaten hex 0637! - Fires Large Laser at Huntsman (2 base + 4 range + 0 movement + 3 enemy movement + 2 light woods = 11): rolled 8, miss! - Fires TAG at Huntsman (2 base + 4 range + 0 movement + 3 enemy movement + 2 light woods = 11): rolled 8, miss! - Gains 8 heat, sinks 26! Longbow - Holds fire! - Gains 16 heat, sinks 26! Black Knight - Holds fire! Excalibur - Fires Gauss Rifle at Ares (2 base + 0 range + 0 movement -4 enemy movement + 1 Void Signature System = -1): automatically hit Rear (1/16 armor remains)! - Gains 11 heat, sinks 22! Coyote - Charges PPC Capacitor! - Gains 17 heat, sinks 28! Hunchback - Fires ER Medium Laser at Huntsman (2 base + 4 range + 2 movement + 3 enemy movement + 2 light woods = 13): automatic miss! - Fires ER Medium Laser at Huntsman (2 base + 4 range + 2 movement + 3 enemy movement + 2 light woods = 13): automatic miss! - Gains 12 heat, sinks 22! Crab - Fires ER Large Laser at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 2 light woods + 1 Void Signature System = 9): rolled 4, miss! - Fires ER Large Laser at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 2 light woods + 1 Void Signature System = 9): rolled 7, miss! - Gains 36 heat sinks 36! Chameleon - Fires Large Laser at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 9, miss! - Fires Large Laser at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 5, miss! - Fires TAG at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 8, miss! - Gains 28 heat sinks 32! Chameleon - Fires Large Laser at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 9, miss! - Fires Large Laser at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 2, miss! - Fires TAG at Cauldron Born (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke + 1 Void Signature System = 10): rolled 11, hit! - Gains 28 heat sinks 32! ??? - Fires LRM-20 w/ Artemis IV (Semi-Guided) indirectly at Cauldron Born (2 base + 2 range + 0 movement + enemy movement ignored + indirect fire penalty ignored + 1 smoke + 1 Void Signature System = 6): rolled 8, 12 missiles hit Right Arm (12/17 armor remains), Left Arm (10/17 armor remains), Right Arm (10/17 armor remains)! - Fires LRM-20 w/ Artemis IV (Semi-Guided) indirectly at Cauldron Born (2 base + 2 range + 0 movement + enemy movement ignored + indirect fire penalty ignored + 1 smoke + 1 Void Signature System = 6): rolled 2, miss! - Gains 22 heat, sinks 26! ??? - Fires LRM-20 w/ Artemis IV (Semi-Guided) indirectly at Cauldron Born (2 base + 4 range + 0 movement + enemy movement ignored + indirect fire penalty ignored + 1 smoke + 1 Void Signature System = 8): rolled 10, 20 missiles hit Right Leg (14/19 armor remains), Left Torso (15/20 armor remains), Left Arm (5/17 armor remains), Right Arm (5/17 armor remains)! - Fires LRM-20 w/ Artemis IV (Semi-Guided) indirectly at Cauldron Born (2 base + 4 range + 0 movement + enemy movement ignored + indirect fire penalty ignored + 1 smoke + 1 Void Signature System = 8): rolled 2, miss! - Gains 22 heat, sinks 26! Phoenix - Torso-twists to threaten hex 2019! - Fires Large Variable Speed Pulse Laser at Warhawk B (2 base + 0 range + 3 movement + 0 enemy movement + 1 smoke + 1 Void Signature System - 2 pulse laser = 5): rolled 7, hit Left Leg (19/35 armor remains)! - Fires SRM-4 (Inferno) at Warhawk B (2 base + 0 range + 3 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 6, miss! - Fires SRM-4 (EMP) at Warhawk B (2 base + 0 range + 3 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 12, 3 missiles hit! Target gains 1 heat! EMP Threshhold reached! - Gains 28 heat, sinks 30! Phoenix - Fires Large Variable Speed Pulse Laser at Huntsman A (2 base + 2 range + 3 movement + 3 enemy movement + 3 light woods + 1 Void Signature System - 2 pulse laser = 12): rolled 9, miss! - Gains 25 heat, sinks 30! Bobcat - Holds fire! - Gains 16 heat, sinks 24! Locust - Holds fire! - Gains 2 heat, sinks 20! End Phase: Longbow - Critical chance in Head! No critical hit sustained! - Must pass a 3+ consciousness test: rolled 8, succeeds! Phoenix - Through-armor critical chance in Left Arm! No critical hit sustained! Arrow IV Counter: 1 Turn Special Rules Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more! Blind: Enemy units are only visible in direct Line of Sight Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight. Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a Phase 3 unit. Some of these units start on the map, others will enter from elsewhere. Player Status: Glorious Deaths Phase 2 / Phase 3 Objectives: - Defeat as many enemy `Mechs as possible (8/39 defeated) - Defend Clan HQ Vehicles (2/3 remaining) - Defend Clan Personnel (I lost count again, thanks smoke! ) - Defend Clan Equipment (23/36 units remaining) Enemy Status: Black Knight – Damaged Excalibur – Damaged Hunchback – Damaged Longbow – Damaged, Pilot injured Longbow – Damaged Phoenix – Damaged Enemy Movement Mods: - Unknown Assault +0 - Longbow +0 - Longbow +0 - Black Knight +1 - Excalibur +0 - Coyote +2 - Crab +0 - Chameleon +2 - Chameleon +2 - Hunchback +2 - Hunchback +1 - Phoenix +2 - Phoenix +0 - Bobcat +3 - Locust +4 Orders Due: Saturday Night! PoptartsNinja fucked around with this message at 22:28 on May 21, 2014 |
# ? May 21, 2014 21:29 |
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Oh poo poo, there are two Assaults. Welp. Edit: Also watch out Artificer, that Coyote is gunning for you.
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# ? May 21, 2014 21:32 |
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Does the Longbow pilot need a consciousness test from the head hit?
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# ? May 21, 2014 21:37 |
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What pilot? fixed
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# ? May 21, 2014 21:39 |
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Phoenix took a TAC to the LA that you forgot to roll, PTN. Decent turn overall, but stop forgetting about that Excalibur, goons.
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# ? May 21, 2014 21:40 |
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Kraken just blew the hell out of some dirt somewhere.
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# ? May 21, 2014 21:42 |
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Also the Ebon Jaguar is hilariously screwed.
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# ? May 21, 2014 21:47 |
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OpFor missed a hell of a lot this round. Was gonna mention the arm TAC but Zeroisanumber beat me to it. The Warhawk B's small laser hit, but the damage is missing - probably just from the battle report and not your own damage tracking notes.
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# ? May 21, 2014 21:47 |
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Walk the Kraken straight forward and down-hill into those woods, annihilate a Phoenix? edit - Can the Ebon Jag run through the burning things? goatface fucked around with this message at 21:52 on May 21, 2014 |
# ? May 21, 2014 21:49 |
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Comedy option for the Ebon Jaguar - run to 0218, unload into the back of the original Unknown Assault. Edit: Or 0419, for the new one. You'd need to torso twist, but it could be done. I think. Scintilla fucked around with this message at 22:02 on May 21, 2014 |
# ? May 21, 2014 21:56 |
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Scintilla posted:Also the Ebon Jaguar is hilariously screwed. The Hunchback walking out of the fog on what would have been the closest thing it had to an escape route was a nice touch. I hope you're excited for some more Cantankerous Clanner fluff updates!
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# ? May 21, 2014 22:03 |
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Run 8 hexes into the hex directly behind the hunchback (hex 1011), torso twist left and unload into his rear? Torso-mounted weapons can't shoot into the rear arc, right? And there's no movement penalty for moving through the ruined tent at 0715, right?
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# ? May 21, 2014 22:09 |
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There's a slope in the way, he can only get as far as 1012.
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# ? May 21, 2014 22:13 |
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Well, that is definitely not where I wanted the Phoenix to be this turn. Any suggestions on what I should be doing aside from getting continually out-maneuvered by that nimble little bastard?
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# ? May 21, 2014 22:16 |
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27/89 Tents The Trouts are rather obsessed about staying hidden (it must be in their OOB) and fighting, with so many immobile targets. Y'all have been able to explot this thankfully. 3-4 rounds of the Rimmers going all out will kill all remaining targets, so keep them close and busy, but not close enough for them to stop sneaking. Readingaccount fucked around with this message at 22:36 on May 21, 2014 |
# ? May 21, 2014 22:16 |
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Scintilla posted:There's a slope in the way, he can only get as far as 1012. Ohh, it's obscured on the map by the burning stuff. Yeah he's fairly well screwed.
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# ? May 21, 2014 22:18 |
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I said it as a joke but the more I look at it the safest place for him to go is probably 0218. For a given value of 'safe', that is. The first Unknown Assault won't be able to shoot at him, the Chameleons will be taking movement penalties to hit and there's smoke in the way, and the other Assault won't be able to bring all of its weapons to bear. The Locust will fill him full of inferno rounds, but...I can't see any safer options. And a really ballsy move might be the thing we need to turn the tide.
Scintilla fucked around with this message at 22:28 on May 21, 2014 |
# ? May 21, 2014 22:25 |
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Scintilla posted:I said it as a joke but the more I look at it the safest place for him to go is probably 0218. For a given value of 'safe', that is. The first Unknown Assault won't be able to shoot at him, the Chameleons will be taking movement penalties to hit and there's smoke in the way, and the other Assault won't be able to bring all of its weapons to bear. The Locust will fill him full of inferno rounds, but...I can't see any safer options. And a really ballsy move might be the thing we need to turn the tide. Yeah, I can agree with this. Audere est facere.
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# ? May 21, 2014 22:29 |
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It might be a long shot: 3 base + 0 range + 2 movement + 0 enemy movement + 3 Void Signature System = 8's to hit with everything, I think. If he goes to 0419 and targets the second Assault it'll be: 3 base + 0 range + 2 movement + 1 enemy movement + 0 Void Signature System = 6's to hit (NOT sure about this one, I may have cocked up the Void Sig / movement penalty/bonus thinger, someone please check my maths), but it's a far more dangerous position since he'll be eating fire from the first Assault.
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# ? May 21, 2014 22:37 |
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Maybe you guys could physical enemies for more damage? There's been very little of that on both sides this battle, mostly for the better, but it's an untapped source of potential damage. Also, with heavier mechs coming up in Phase 3 the worst thing is for your mech to be crippled, so if that happens more suicidal plays might be called for.
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# ? May 21, 2014 22:51 |
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Scintilla posted:I said it as a joke but the more I look at it the safest place for him to go is probably 0218. For a given value of 'safe', that is. The first Unknown Assault won't be able to shoot at him, the Chameleons will be taking movement penalties to hit and there's smoke in the way, and the other Assault won't be able to bring all of its weapons to bear. The Locust will fill him full of inferno rounds, but...I can't see any safer options. And a really ballsy move might be the thing we need to turn the tide. Agreed. And I mean, if you do manage to fill his rear with missiles and lasers and MAN MAD LIGHTNING then that might get some crits that could really ruin its day. So that's a really nice option you have there, Kial.
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# ? May 21, 2014 22:54 |
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Gay Abortions posted:Well, that is definitely not where I wanted the Phoenix to be this turn. Any suggestions on what I should be doing aside from getting continually out-maneuvered by that nimble little bastard? Well the Crab seems to be going after you, so it's probably a good idea to stay near the smoke/woods. You could take a risk and simply turn on the spot, then unload everything into the Phoenix. Unfortunately with the busted leg your movement options are incredibly limited.
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# ? May 21, 2014 23:02 |
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berryjon posted:That's the math I was given in the Google Docs! I took the efforts of my fellow Goons at face value! If they were wrong, I'm sorry! That would be me! That way in which forests effect line of sight sometime ... well no matter. Ouch that turn hurt. Those rolls .... two PPCs on 7s and both misses. Jesus. Kial fucked around with this message at 23:16 on May 21, 2014 |
# ? May 21, 2014 23:10 |
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It's NBD. If you figure out how I choose where to bring you guys in you can actually use it tactically.
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# ? May 21, 2014 23:13 |
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Scintilla posted:Well the Crab seems to be going after you, so it's probably a good idea to stay near the smoke/woods. You could take a risk and simply turn on the spot, then unload everything into the Phoenix. Unfortunately with the busted leg your movement options are incredibly limited. I could show the Phoenix my good leg again and go for another round of blasting, or I could turn to face and back up 1 south maybe? Nothing looks good :|
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# ? May 21, 2014 23:26 |
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Scintilla posted:It might be a long shot: For the first, he's in smoke so it would be 9s. The second would be 9s as well. +2 for void and +1 for smoke. Additionally, the PPCs would hit on far worse. Here's my first thought. Race over to 511 and shoot the Hunchback on 8s (3 base + 2 movement + 1 enemy movement + 1 void + 1 smoke.) including the TAG. Return fire from the Hunchback at (2 base + 1 movement + 2 enemy movement + 2 smoke + 1 void). 8s as well. Of course with the way PTN has been nailing the big shots lately it's risky. Any fire from the Crabs/Chams will be at medium range though 2 smoke. Kial fucked around with this message at 00:39 on May 22, 2014 |
# ? May 22, 2014 00:29 |
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Readingaccount posted:Maybe you guys could physical enemies for more damage? Could charge the hunchback I suppose. But he gets free shots on you while you do it, and if you miss the charge, it's a massive waste of a turn.
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# ? May 22, 2014 02:14 |
Also you're dirty Clanners which means a penalty to all physical attacks. I wouldn't do it, myself.
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# ? May 22, 2014 02:29 |
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Gay Abortions posted:Well, that is definitely not where I wanted the Phoenix to be this turn. Any suggestions on what I should be doing aside from getting continually out-maneuvered by that nimble little bastard? Perhaps back up into 2019, have another turn of shooting it out with the Phoenix. Right now the Wolf Spider and Kraken look to be moving into position to join up with you and will be able to contribute fire against things in your vicinity very soon, so you don't want to do anything rash like running into the open in your big, slow 'Mech with a frail leg and get shot to bits while allies are on their way. This doesn't give you much of a move mod, but the only way you're getting one of those is by exposing yourself to unpleasantness. That big smoke cloud is your friend here. Kial posted:For the first, he's in smoke so it would be 9s. I feel there are merits to the notion of playing their own game against them. Disappear behind the veil of smoke (0312 facing north, maybe?), pop back out next turn in a hopefully more advantageous position. Meanwhile, your other allies are moving in to put fire on them from the southeast. ...Although it wastes the Arrow IVs. Kind of a harsh cost. If you do go that route, you may want to issue some provisional orders for targeting things that might become visible on the other side. Also, I apologize for suggesting what turned out to be such a precarious route! I should have expected there might be further enemies in the mist. On that particular note, two hidden 'Mechs fired on you this turn. They are at long-range for LRMs, meaning they must be at least 15 hexes out. That means they are either in the extreme northwest beyond the line 0104-0601, or they are to the northeast behind 0601-2008 or 2008-2022. That looks huge, but the helpful thing is that this excludes the area behind the ridge directly to you north. Hopefully that's helpful!
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# ? May 22, 2014 04:08 |
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Kial posted:For the first, he's in smoke so it would be 9s. drat, I forgot about the smoke. Whilst I'm pretty sure Clan PPC's don't suffer minimum range penalties, that still puts a damper on that idea. Shooting the Hunchback might expose you to further bombardment from the two Longbows in hiding up there, but it's your call and anything that causes damage to the enemy is good. Edit: I've also updated the list with what we know about the second Assault, and I've also added the number of heat sinks each enemy has based on the amount they sink each turn. Scintilla fucked around with this message at 07:10 on May 22, 2014 |
# ? May 22, 2014 06:24 |
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Man, gently caress this round. Edit: Horribly ineffective missile attack. drat. Okay, I'm definitely open to suggestions. Someone mentioned opening up on the Phoenix? There's a really fast mech coming at me from the South too so I'm worried about that. This mech is so drat slow. Not sure what to do. Artificer fucked around with this message at 07:27 on May 22, 2014 |
# ? May 22, 2014 07:23 |
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# ? Apr 28, 2024 15:20 |
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The lack of information makes it difficult, no ones fault! Imagine if I'd tried to attack the rear of the 100 ton .... I mean, who expects a Hunchback and 2 more Longbows to appear? Ugh. Also, how on earth are we going deal with 2 100 ton Assaults that get +4 to hit just from standing still in the smoke? Depressing turn.
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# ? May 22, 2014 08:24 |