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Oh poo poo, that was probably the worst possible crit to take.
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# ? May 25, 2014 23:27 |
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# ? Apr 28, 2024 16:53 |
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PoptartsNinja posted:Oh poo poo, that was probably the worst possible crit to take. I love these little pre-update comments.
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# ? May 25, 2014 23:28 |
Oh good, I am expecting an ammo crit for .
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# ? May 25, 2014 23:54 |
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PoptartsNinja posted:Oh poo poo, that was probably the worst possible crit to take. Double gyro? Triple engine? Cockpit?
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# ? May 26, 2014 00:00 |
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PoptartsNinja posted:Edit: I finally got home. Out of sheer curiosity, the (adjusted) BV is: 129,364 vs 59,653 I take it that BV is NRWR vs Clan and not the other way around? Otherwise I'll need to get surgery to allow my eyebrows to raise high enough in incredulity at that. Shoeless fucked around with this message at 00:23 on May 26, 2014 |
# ? May 26, 2014 00:19 |
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AJ_Impy posted:Double gyro? Triple engine? Cockpit? The Kraken has CASE, right?
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# ? May 26, 2014 00:20 |
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goatface posted:The Kraken has CASE, right? All clan mechs have CASE.
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# ? May 26, 2014 00:21 |
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fool_of_sound posted:All clan mechs have CASE. Though it wouldn't surprise me if some of them often get disabled by the techs at the pilot's orders. Probably stuff like the Hunchback IIC and other suicide mechs.
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# ? May 26, 2014 00:24 |
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Shoeless posted:I take it that BV is NRWR vs Clan and not the other way around? Otherwise I'll need to get surgery to allow my eyebrows to raise high enough in incredulity at that. Yup. It's slightly more than double in the same approximate ratio that there're slightly more than twice as many enemy units. Funny that! The Seraphim "Unknown Assaults" have an adjusted BV of about 5k. About the same as the Warhawk.
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# ? May 26, 2014 00:35 |
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PoptartsNinja posted:Yup. It's slightly more than double in the same approximate ratio that there're slightly more than twice as many enemy units. Funny that! Though the fact that neither side is bringing all their forces to bear at the same time does mean that the current BV on the board in any given turn can swing closer to or away from that, I would wager. And as has been said, things like the "gain Ace from 10+ heat" and the players always moving after all enemies have effects on the game that BV can't represent accurately.
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# ? May 26, 2014 01:38 |
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Ultimatum: Tactical Update 19 The Donar Attack Helicopter’s rotors spun for an instant and then stopped as the engine died with a choking whine. Akara slammed her gloved hands against the controls in frustration—she’d known better. The engine compartment had still been open when she’d thrown herself into her vehicle’s cockpit. The technicians had still been working on her machine. There’d been no risk, they’d said. Now was the perfect opportunity for a complete overhaul. She pressed the ignition again, but this time only silence greeted her. Something was probably damaged, but she didn’t care. If it took a thousand attempts for a miracle to happen, she’d push the button a thousand times. The enemy had knocked out the other half of her recon point in the first few moments of battle: and understandably so, a high-flying helicopter could monitor their entire force from safety—yet they’d ignored her machine and left her screaming in frustration for what was starting to feel like hours. The enemy’s pilots were either very observant or their sensors had been able to determine that her machine wasn’t flight-capable—and so they’d left her, surrounded and helpless. Akara was freeborn, she understood that feeling of helplessness very well. She hated it. She hated feeling it again after three years as a Clan Warrior. And she raged at her useless machine while her gunner spouted useless platitudes in an attempt to calm her down. Her eyebrow twitched involuntarily as her hand fell on the canopy’s quick-release. It snapped upward, and smashed against one of the rotors. Either the transplex or the rotor would be damaged by the impact but Akara didn’t spare it a moment’s thought. Her copilot raised a hand to restrain her but Akara’s glare stopped him cold. She stepped out onto the hard-baked mud. All she had was a combat knife. She didn’t care. She’d show those damned Rim Worlders she wasn’t helpless even if she had to climb a moving `Mech and knife the pilot to do it! Combat Phase Warhawk B - Fires Gauss Rifle at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 4, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 7, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 7, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 5, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 7, miss! - Fires ER Medium Laser at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 11, hit Center Torso (4/21 armor remains)! - Fires Streak SRM-6 at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 3, fails to lock-on! - Fires Streak SRM-6 at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 10, 4 missiles hit Center Torso (2/21 armor remains), Center Torso (0/21 armor remains), Left Arm (12/16 armor remains), Center Torso (14/16 structure remains (Crit!))! - Gains 31 heat, sinks 40! Kraken 3 - No Line of Sight to primary target! - Fires LRM-15 at Chameleon (2 base + 4 range + 2 movement + 2 enemy movement + 1 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 5, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 5, 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 6, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 9, miss! - Fires LRM-15 at Hunchback (2 base + 4 range + 2 movement + 1 enemy movement + 2 light woods = 11): rolled 4, miss! - Gains 42 heat, sinks 38! Overheating! Wolf Spider B - Fires ER PPC at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 smoke + 3 Void Signature System = 12): rolled 9, miss! - Fires Gauss Rifle at Crab (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 smoke + 3 Void Signature System = 12): rolled 10, miss! - Gains 17 heat, sinks 32! Ebon Jaguar - Torso-twists to threaten hex 0511! - Fires ER PPC at Hunchback (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 2 smoke = 9): rolled 7, miss! - Fires ER PPC at Hunchback (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 2 smoke = 9): rolled 7, miss! - Fires ER Medium Laser at Hunchback (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 2 smoke = 9): rolled 7, miss! - Fires TAG at Hunchback (3 base + 0 range + 2 movement + 2 enemy movement + 0 Void Signature System + 2 smoke = 9): rolled 7, miss! - Gains 42 heat, sinks 40! Huntsman A - Fires Large Pulse Laser at Phoenix (2 base + 0 range + 3 movement + 0 enemy movement + 2 light woods + 3 void signature system + 2 heat - 2 Pulse Laser = 10): rolled 7, miss! - Gains 25 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 - Fires Large Laser at Huntsman A (2 base + 4 range + 2 movement + 3 enemy movement = 11): rolled 9, miss! - Fires TAG at Huntsman A (2 base + 4 range + 2 movement + 3 enemy movement = 11): rolled 7, miss! - Gains 8 heat, sinks 26! Longbow - Holds fire! - Gains 16 heat, sinks 26! Black Knight - Fires Heavy PPC w/ PPC Capacitor (charged) at Huntsman A (2 base + 2 range + 2 movement + 3 enemy movement + 1 Void Signature System = 10): rolled 3, miss! - Gains 30 heat, sinks 36! Excalibur - Torso-twists to threaten hex 1446! - Fires Gauss Rifle at Huntsman (2 base + 0 range + 0 movement + 3 enemy movement + 1 Void Signature System + 1 partial cover = 7): rolled 3, miss! - Gains 11 heat, sinks 22! Coyote - Holds fire! - Gains 17 heat, sinks 28! Hunchback - Fires ER Medium Laser at Ares (2 base + 0 range + 2 movement - 4 enemy movement = 0): automatically hits Front (14/19 armor remains)! - Fires ER Medium Laser at Ares (2 base + 0 range + 2 movement - 4 enemy movement = 0): automatically hits Front (9/19 armor remains)! - Gains 12 heat, sinks 22! Crab - Torso-twists to threaten hex 1214! - Fires ER Large Laser at Ebon Jaguar R (2 base + 2 range + 0 movement + 2 enemy movement + 2 smoke + 1 Void Signature System = 9): rolled 7, miss! - Fires ER Large Laser at Ebon Jaguar R (2 base + 2 range + 0 movement + 2 enemy movement + 2 smoke + 1 Void Signature System = 9): rolled 4, miss! - Gains 34 heat sinks 36! Chameleon - Fires Large Laser at Beta Galaxy Maher Mobile Command Center (2 base + 2 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 11, hit Rear (69/98 armor remains)! - Fires Large Laser at Beta Galaxy Maher Mobile Command Center (2 base + 2 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 9, hit Rear (61/98 armor remains)! - Gains 28 heat sinks 32! Chameleon - Fires Large Laser at Beta Galaxy Maher Mobile Command Center (2 base + 2 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 3, miss! - Fires Large Laser at Beta Galaxy Maher Mobile Command Center (2 base + 2 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 10, hit Rear (53/98 armor remains)! - Gains 28 heat sinks 32! Phoenix - Torso-twists to threaten hex 2019! - Fires Large Variable Speed Pulse Laser at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 2 light woods + 1 Void Signature System - 2 pulse laser = 6): rolled 8, hit Left Torso (5/26 armor remains)! - Fires SRM-4 (EMP) at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 2 light woods + 1 Void Signature System = 10): rolled 6, miss! - Fires SRM-4 (EMP) at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 1 smoke + 2 light woods + 1 Void Signature System = 10): rolled 6, miss! - Gains 28 heat, sinks 30! Phoenix - Torso-twists to threaten hex 1147! - Fires Large Variable Speed Pulse Laser at Huntsman A (2 base + 0 range + 0 movement + 3 enemy movement + 1 light woods + 1 Void Signature System - 2 pulse laser = 5): rolled 5, hit Center Torso (0/25 armor, 15/16 structure remains)! Crit! - Fires SRM-4 (Inferno) at Huntsman A (2 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 1 Void Signature System = 9): rolled 11, 2 missiles hit! Huntsman A gains 4 heat! - Fires SRM-4 (Inferno) at Huntsman A (2 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 1 Void Signature System = 9): rolled 9, 3 missiles hit! Huntsman A gains 6 heat! - Gains 25 heat, sinks 30! Bobcat - Holds fire! - Gains 16 heat, sinks 24! Locust - Holds fire! - Gains 2 heat, sinks 20! Arrow IV Salvo - Must roll a 4+ to strike the map: rolled 7, succeeds! - Must roll a 4+ to strike the map: rolled 10, succeeds! - Missile explodes harmlessly! - Missile explodes harmlessly! End Phase: Phoenix - Critical chance in Center Torso! No critical hits sustained! Huntsman A - Critical chance in Center Torso! Jump Jet destroyed! Physical Combat Phase: Unknown Assault - Kicks Beta Galaxy Maher Mobile Command Center (2 base + 2 movement - 4 target movement - 2 kick = 0): automatically hit Rear (33/98 armor remains)! Chameleon - Attacks Mad Dog with Lance (2 base + 2 movement - 4 target movement = 0): automatically hit Rear Center Torso (0/20 structure remains)! `Mech destroyed! 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 Primary Objectives: - Defend Clan HQ Vehicles (2/3 remaining) Phase 2 / Phase 3 Secondary Objectives: - Defeat as many enemy `Mechs as possible (8/39 defeated) - Defend Clan Equipment (22/36 units remaining) - Defend Clan Personnel (I lost count again, thanks smoke! ) Enemy Status: Everything is a hair’s breadth from exploding. Probably. Enemy Movement Mods: - Unknown Assault +? - Longbow +1 - Longbow +0 - Black Knight +1 - Excalibur +0 - Coyote +?? - Crab +0 - Chameleon +?? - Chameleon +?? - Hunchback +2 - Hunchback +1 - Phoenix +2 - Phoenix +2 - Bobcat +3 - Locust +4 Orders Due: Tuesday Night! PoptartsNinja fucked around with this message at 02:06 on May 26, 2014 |
# ? May 26, 2014 01:42 |
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Yeah I'm just going to sit the gently caress down and stop shooting at things for a while until I get better shots on things....
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# ? May 26, 2014 01:47 |
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Long range isn't your friend. You're still doing fine, but it might be better to just push the 'some of the missiles' or 'half of the missiles' buttons if you're looking for a long-range lucky hit.
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# ? May 26, 2014 01:49 |
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What was your primary target?
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# ? May 26, 2014 01:57 |
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Artificer posted:Yeah I'm just going to sit the gently caress down and stop shooting at things for a while until I get better shots on things.... Shoot the Phoenix that's right behind the Warhawk, as it's both the easiest target and in a rather threatening position. Shooting at ANYTHING on 11s if you have any other target is a terrible idea, as you only have a 1/16 chance of hitting. I'm guessing the Huntsman's next likely jump is to 1847/1848?
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# ? May 26, 2014 02:00 |
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goatface posted:What was your primary target? It was the Phoenix. Turns out there were too many goddamn trees in the way.
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# ? May 26, 2014 02:01 |
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Luckily it's moved now. And I'd have thought being effectively level 3 would have let you see over some of them?
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# ? May 26, 2014 02:02 |
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PoptartsNinja posted:- Fires Streak SRM-6 at Phoenix (3 base + 0 range + 1 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 1 smoke + 1 EMP - 1 targeting computer = 9): rolled 10, 4 missiles hit Center Torso (2/21 armor remains), Center Torso (0/21 armor remains), Left Arm (12/16 armor remains), Center Torso (14/16 structure remains (Crit!))! Did the Crit on the Phoenix's CT get rolled and not shown, or lost in the confusion?
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# ? May 26, 2014 02:02 |
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PoptartsNinja posted:Ultimatum: Tactical Update 19 Are the crits missing or forgotten about?
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# ? May 26, 2014 02:05 |
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What the hell happened to the crits? Fortunately, they were easy and I remember what the results were.
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# ? May 26, 2014 02:05 |
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I'm not seeing a head crit to the Phoenix in the shooting results, so mislabeled maybe?
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# ? May 26, 2014 02:06 |
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That is a bad time to be a jumpyman.
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# ? May 26, 2014 02:08 |
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Jumping and Firing a LPL only generates 15 heat, not 25. I'm cooling off this turn, not heating up!
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# ? May 26, 2014 02:16 |
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berryjon posted:Jumping and Firing a LPL only generates 15 heat, not 25. I'm cooling off this turn, not heating up! You ate 10 heat from 5 Infernos too. PoptartsNinja fucked around with this message at 02:20 on May 26, 2014 |
# ? May 26, 2014 02:17 |
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PoptartsNinja posted:You ate 10 Infernos too. :facepalm: Well, that changes next turn slightly.
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# ? May 26, 2014 02:19 |
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Man Infernos sure were more fun when we got to be the assholes using them.
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# ? May 26, 2014 02:21 |
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Hey, guys, the layout of your objectives list has changed! That's probably worth noting.
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# ? May 26, 2014 03:07 |
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Hm. How is it possible to defend the command centers without necessarily destroying all of the enemy Mechs?
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# ? May 26, 2014 04:40 |
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Artificer posted:Hm. How is it possible to defend the command centers without necessarily destroying all of the enemy Mechs? Make this cost enough to get them to back off. They probably aren't going to be too big on continuing after 50%+ losses if there's still a fair few clanners active. It could also be timed, after so many minutes pass there could be organized reinforcements instead of a trickle of randoms. dis astranagant fucked around with this message at 05:04 on May 26, 2014 |
# ? May 26, 2014 05:01 |
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It's just a question of who survives long enough for that tactical nuke you guys didn't target the Artemis-IV at to blow up.
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# ? May 26, 2014 05:55 |
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Dolash posted:It's just a question of who survives long enough for that tactical nuke you guys didn't target the Artemis-IV at to blow up. Oh. Right. That thing.
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# ? May 26, 2014 06:05 |
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Things not looking so great for Goonstar. Situation normal, carry on. If the Kraken doesn't move it can probably hit the Phoenix on 7's (taking the woods into account). Also berryjon's Huntsman is looking to be in a world of hurt now that it's lost a jump jet and can no longer manage that +3 move mod in the woods. Good luck down there!
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# ? May 26, 2014 06:18 |
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Lots of misses this turn, on both sides. Unfortunately the OpFor can afford to miss a few shots, but for Goonstar every hit counts.
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# ? May 26, 2014 07:36 |
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Wolf Spider, Warhawk B, there's a coyote coming up behind me from somewhere and we've lost sight of him. I definitely don't want him shooting at my rear but I don't see many options available to us here. Ideas? I'm thinking of running to 2142, and firing on the Phoenix. I think I hit on 9s in that case. Or I can stay immobile and shoot at him for hits on 7s. Either way I will be exposed to the invisi-coyote, but I don't know how to avoid that at this point. Edit: The thread should feel free to weigh in on my posts. This is my first Battletech tabletop game ever so I'm pretty bad at all of this. Artificer fucked around with this message at 07:52 on May 26, 2014 |
# ? May 26, 2014 07:46 |
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Artificer posted:Wolf Spider, Warhawk B, there's a coyote coming up behind me from somewhere and we've lost sight of him. I definitely don't want him shooting at my rear but I don't see many options available to us here. Ideas? He's not invis, we've just lost LOS. The plus side is that if you stand still he can't shoot you as he's out of LOS as well. Also, he doesn't have ACE anymore, so I think he's manageable. Wait for him to make a move then jump all over him. Kial fucked around with this message at 08:08 on May 26, 2014 |
# ? May 26, 2014 08:01 |
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Based on his movement profile the Coyote is probably at 2230, since that's the quickest route for him to get to where you are. You really don't want him getting up in your face because his Lance can penetrate your armour and set off all that delicious LRM ammo. The only way I can see for you to avoid him getting right next to you is to run to 2024, but that will put you next to some forests which will get in the way of aiming. Only fire six of your launchers at the Phoenix and you should sink all of your heat.
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# ? May 26, 2014 08:06 |
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Scintilla posted:Based on his movement profile the Coyote is probably at 2230, since that's the quickest route for him to get to where you are. You really don't want him getting up in your face because his Lance can penetrate your armour and set off all that delicious LRM ammo. The only way I can see for you to avoid him getting right next to you is to run to 2024, but that will put you next to some forests which will get in the way of aiming. Only fire six of your launchers at the Phoenix and you should sink all of your heat. There are forests loving everywhere anyways, and as PTN and some others have said, that means that I'll have to take the Kraken in close and personal anyways, right? But yeah, you're right. That'll get me the most distance... But I do want to help the Warhawk out with the Phoenix with my LRMs...
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# ? May 26, 2014 08:09 |
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Artificer posted:Wolf Spider, Warhawk B, there's a coyote coming up behind me from somewhere and we've lost sight of him. I definitely don't want him shooting at my rear but I don't see many options available to us here. Ideas? I'd say either go for the Phoenix, which should be hitting on 7s (2 base +2 for move (since PTN has said he's not giving Void for moving 5 hexes, I believe?) +0 for short range +0 for move (probably shouldn't move yourself) +1 for the woods it's in +1 for the woods next to it that's between it and you because even though you're on higher terrain, it's close enough that iirc it'll still take effect, +1 for heat) or that Crab that it seems did not move this round. At long range with +1 for heat you'd be looking at 7s there too, as he's out in the open and not in smoke. The intervening smoke may cover him though, depending on its height. Should probably check with PTN if you decide to try for the Crab just to be safe. Also might want to hold off on one of the LRMs this turn no matter what you go for, should cool you off back to neutral heat.
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# ? May 26, 2014 08:13 |
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Artificer posted:There are forests loving everywhere anyways, Too bad this isn't MechCommander, where burning down the forest is a viable option.
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# ? May 26, 2014 08:13 |
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# ? Apr 28, 2024 16:53 |
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If he was in 2230 I think we would have sight lines on him? If he does run up beside you next turn you can just back up a hex and blow his face in. Kial fucked around with this message at 08:16 on May 26, 2014 |
# ? May 26, 2014 08:14 |