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Great Beer
Jul 5, 2004

:ohdear: My meatshields teammates head. Their beautiful heads!

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Pooncha
Feb 15, 2014

Making the impossible possumable
Welp, it's open cockpit party time again. :stonk:

dis astranagant
Dec 14, 2006

Pooncha posted:

Welp, it's open cockpit party time again. :stonk:

More like closed casket funeral time.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Trial By Fire: Tactical Update 7

“Just a little closer, you bastard,” Cadet Chase hissed to himself. His half-whisper was barely audible over the roar of the Sentinel’s massive engine. Although recent advances had done wonders to reduce the size of the Sentinel’s fusion-powered heart, the machine’s characteristic ‘ball on legs’ shape. While the newfound empty space inside the spherical body had done wonders for the machine’s ammunition capacity, it had done nothing for the Sentinel’s stealth. The machine was one of the loudest Chase had ever piloted, and he occasionally found himself straining to hear his teammates over the echoing cacophony.

The enemy Wolverine painted in the striking blue and red of the Republic’s Black Guard obliged, circling as though he planned to pursue the lighter Sentinel. Chase grimaced, fought the chills that machine gave him, and circled around to flank it. He fired a pair of precious armor-piercing slugs directly into the heavy medium’s broad, sloping chest. Like the ubiquitous standard ammunition found everywhere in the Inner Sphere, the outer shell of the armor-piercing rounds was formed from depleted uranium isotopes but unlike their more common brethren, these heavy isotopes surrounded a core not of high explosives but of a stable and proprietary blend of osmium-carbide. Each shell was literally worth its mass in gold.

Although the chances of a single shell striking something vital was negligible in theory, in practice the armor-piercing shells had proven so successful at defeating ferro-fibrous armor that the ammunition’s common deployment to planetary militia forces had prompted the Republic’s mad rush to develop new armors—like the high-density Ferro-Lamellor protecting Chase’s own Sentinel—which were capable of resisting the heavy-core slugs.

Chase’s first shot struck the Wolverine’s sloping chest dead center—it was a beautiful hit that practically guaranteed the shell’s osmium core would lodge itself in the Wolverine’s fusion reactor. The enemy machine didn’t even rock at the impact as the shot’s core bled off all its energy trying to punch through the Wolverine’s standard ceramet. An outer layer cracked and fell away, revealing a second layer that simply shouldn’t have been present.

“Oh, gently caress my life,” Chase broadcast. “The Wolverine’s a mark 7! That’s not fair at all!”

“Suck it up,” Ariana’s reply was instantaneous. Unlike Chase, she’d been born and raised a member of the 331st. “This is a battle, plan for the unexpected! Kintaro’s a Mark 2, an SLDF Royal junkpile—I never thought I’d see a machine that old in person! Chase, Rayford’s down and he’s not targeting anything. He’s probably out cold but he’s still on the scoreboard which means he’s still a valid target. We’re going to try to buy him some breathing room. Anything you can do? Safely?”








Combat Phase
Crab (Player)
- Fires ER Large Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 11, hit Left Arm (17/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 4, miss!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Left Arm (12/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Center Torso (33/46 armor remaining)!
- Gains heat 27, sinks 36!

Battlemaster (Player)
- Torso-twists to threaten hex 1522!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, hit Left Torso (17/29 armor remaining)!
- Fires Plasma Rifle at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 4, miss!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 4, miss!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, hit Right Leg (27/37 armor remaining)!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Left Torso (12/29 armor remaining)!
- Fires Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, hit Left Torso (7/29 armor remaining)!
- Gains heat 38, sinks 34!

Coyote (Player)
- Fires Snub-Nose PPC w/ PPC Capacitor (drained) at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 8, hit Right Leg (17/37 armor remaining)!
- Fires ER Large Laser at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 9, hit Left Arm (4/29 armor remaining)!
- Fires Streak SRM-6 at Cyclops (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 6, 6 missiles hit Right Leg (25/37 armor remaining), Left Arm (2/29 armor remaining), Right Leg (15/37 armor remaining), Left Leg (23/37 armor remaining), Right Arm (22/29 armor remaining), Right Arm (20/29 armor remaining)!
- Gains 26 heat, sinks 30!

Sentinel (Player)
- Fires Light Autocannon/5 (Armor-Piercing) at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, hit Center Torso (45/50 armor remaining)! Armor-Piercing negated by Heavy Armor!
- Fires Light Autocannon/5 (Armor-Piercing) at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Left Torso (35/40 armor remaining)! Armor-Piercing negated by Heavy Armor!
- Fires ER Medium Laser at Wolverine (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 2, miss!
- Gains 9 heat, sinks 20!

Shadow Hawk (Player)
- Fires Light Autocannon/5 (Armor Piercing) at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Right Leg (21/26 armor remaining)! Armor-Piercing Critical Chance!
- Fires ER Medium Laser at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires ER Medium Laser at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss!
- Fires iNarc (Explosive) at Kintaro (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Arm (12/18 armor remaining)!
- Gains 15 heat, sinks 20!

Crusader (Player)
- Fires iNarc (Homing) at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 7, hit Left Leg!
- Fires SRM-6 (Narc Capable) at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement - 1 iNarc = 5): rolled 10, 6 missiles hit Left Leg (21/37 armor remaining), Left Torso (5/29 armor remaining), Right Torso (17/29 armor remaining), Right Arm (18/29 armor remaining), Right Leg (13/37 armor remaining), Left Torso (3/29 armor remaining)!
- Fires ER Medium Laser at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Center Torso (28/46 armor remaining)!
- Fires LRM-15 at Cyclops (3 base + 0 range + 1 movement + 1 enemy movement - 1 iNarc= 4): rolled 11, 15 missiles hit Center Torso (23/46 armor remaining), Left Leg (16/37 armor remaining), Center Torso (18/46 armor remaining)!
- Gains 16 heat, sinks 20!

Commando
- Fires Narc Missile Beacon at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Right Torso!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 12, hit Center Torso (17/33 armor remains)!
- Fires ER Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, hit Left Arm (5/10 structure remains)! Crit!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, 5 missiles hit Center Torso (16/33 armor remains), Left Torso (21/22 armor remains), Left Leg (23/28 armor remains), Left Leg (22/28 armor remains), Left Arm (3/10 structure remains (Crit!))!
- Gains 16 heat, sinks 20!

Coyotl
- Fires Plasma Rifle at Crusader (3 base + 2 range + 3 movement + 1 enemy movement + 2 heavy woods = 11): rolled 5, miss!
- Gains 15 heat, sinks 20!

Kintaro
- Fires Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, hit Left Torso (17/22 armor remaining)!
- Fires Medium Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 3 missiles hit Left Torso (16/22 armor remaining), Head (8/9 armor remaining (pilot hit)), Right Torso (21/22 armor remaining)!
- Fires SRM-6 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 6, 5 missile hit Right Torso (20/22 armor remaining), Left Leg (27/28 armor remaining), Left Torso (15/22 armor remaining), Head (7/9 armor remaining (pilot hit)), Right Arm (11/20 armor remaining)!
- Fires Narc Missile Beacon at Battlemaster (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target = 9): rolled 7, miss!
- Fires LRM-15 (Narc Capable) at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 1 secondary target + 1 minimum range = 8): rolled 5, miss!
- Gains 21 heat, sinks 20!

Wolverine
- Torso-twists to threaten hex 1012!
- Fires ER Large Laser at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 3, miss!
- Fires ER Medium Laser at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Right Leg (16/20 armor remaining)!
- Fires SRM-6 at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 4 missiles hit Right Leg (15/20 armor remaining), Center Torso (16/17 armor remaining), Right Leg (14/20 armor remaining), Head (8/9 armor remaining (pilot hit))!
- Fires SRM-6 at Sentinel (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss!
- Gains 27 heat, sinks 28!

Thunderbolt
- Torso-twists to threaten hex 0716!
- Fires ER PPC at Sentinel (3 base + 0 range + 0 movement + 2 enemy movement + 1 light woods = 6): rolled 9, hit Right Leg (6/20 armor remaining)!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 7, miss!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 5, miss!
- Fires Medium Laser at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 8, hit Right Torso (10/14 armor remaining)!
- Fires Streak SRM-2 at Sentinel (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods = 8): rolled 7, fails to lock-on!
- Gains 24 heat, sinks 28!

Mountain Lion
- Fires Large Variable-Speed Pulse Laser at Coyote (3 base + 0 range + 2 movement + 0 enemy movement - 1 VSPL = 4): rolled 7, hit Left Leg (14/28 armor remains)!
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 secondary target = 9): rolled 3, miss!
- Fires Plasma Rifle at Battlemaster (3 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 secondary target = 9): rolled 11, hit Right Torso (19/28 armor remains)! Battlemaster gains 5 heat!
- Gains 32 heat, sinks 26! Overheating!

Woodsman
- Holds fire!

Cyclops
- Fires Heavy Gauss Rifle at Crusader (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Right Leg (1/21 armor remains)!
- Fires ER Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 7, miss!
- Fires ER Medium Laser at Crusader (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires SRM-4 (Narc Capable) at Coyote (3 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target = 6): rolled 7, 3 missiles hit Right Torso (19/22 armor remains), Center Torso (15/33 armor remains), Right Arm (10/20 armor remains)!
- Gains 24 heat, sinks 24!



End Phase:
Coyote (Player)
- Critical chance in Left Arm! No critical hit sustained!
- Critical chance in Left Arm! No critical hit sustained!
- Must pass a 5+ consciousness test: rolled 2, failed!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): automatic fall!
- Suffers falling damage to Right Torso (15/22 armor remaining), Right Torso (no damage sustained)!
- PA(L) prevents falling damage to pilot!

Sentinel (Player)
- Must pass a 3+ consciousness test: rolled 10, succeeds!

Crusader (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds!

Cyclops
- Must pass a piloting test or fall (4 base - 1 Assault moved while firing Heavy Gauss + 1 massive damage = 4): rolled 11, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Kintaro
- Armor-Piercing critical chance in Right Leg (rolled (12 - 3 = 9))! 1 critical hit sustained!
- - Upper Leg Actuator hit! Movement reduced!
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 6, succeeds!



Physical Combat Phase:
Sentinel
- Kicks Wolverine (4 base + 2 movement + 1 enemy movement - 2 kick = 5): rolled 7, hit Left Leg (44/52 armor remaining)!



End Phase:
Wolverine
- Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 5, succeeds!









Player Status:


Neutral Forces:


Opposing Force (level)
Cyclops (Mk. 6) – Stationary +0
Woodsman Prime (Mk. 6) – Stationary +0
Mountain Lion (Mk. 4) – Ran +0
Thunderbolt (Mk. ?) – Walked +0
Kintaro (Mk. 2) – Ran +1
Wolverine (Mk. 7) – Walked +0
Coyotl A (Mk. 6) – Jumped +3
Commando (Mk. 4) – Ran +2



Mission Objective:
Plunder Recovered (0/1500 points)

Secondary Objectives:
Enemy Units Damaged (0/400 points)
Penalty Accrued (-25/-300 points)



Orders Due: Tuesday Night!

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


"Don't aim for cockpits, cadets"

Veterans promptly score several headshots.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
With SRMs. It's not like those are precision weapons that you aim.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Narc capable precision munitions from veteran pilots :colbert: They're just showing off.

apostateCourier
Oct 9, 2012


Chronojam posted:

"Don't aim for cockpits, cadets"

Veterans promptly score several headshots.

Hey, they were also told to not get shot in the head, because the vets weren't going to pull their punches.

Runa
Feb 13, 2011

I had wondered how Hardened Armor would look in a text update and straight up doubling the armor number gets the point across pretty well.

dis astranagant
Dec 14, 2006

Since gauss slugs are constantly described as "iron footballs" I decided to figure up how big the quarter ton iron footballs coming out of that Cyclops are: Just about twice as long as a regular one, 21 inches or 54 cm for you foreigners. Leaves a hole right about a foot wide.

Gwaihir
Dec 8, 2009
Hair Elf
Sooo to fit all that armor on there, the only way I could find was XL engine, XL Gyro, small cockpit, and the SRMs only have 1 ton of ammo. And since I didn't see the small cockpit in the piloting check, that's still not enough. I give up :< Or PTN just shaved enough armor off sections that we didn't see get hit, but the armor layout looks like it should be 23 tons of hardened armor.

e: Soo is the coyote pilot also just trying to throw the game for you all orrrr? Doesn't seem to be posting. :(

Gwaihir fucked around with this message at 00:23 on Aug 18, 2014

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
It is kinda weird for someone to wait two loving years for their turn to then spend it making impenetrable decisions while not communicating at all with their team. Kinda feel bad for the other players.

Runa
Feb 13, 2011

Sometimes you might binge on the LP then enthusiastically sign up, only to forget about it while the list slowly ticks down to your name a year later. It happens.

KnoxZone
Jan 27, 2007

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

T.G. Xarbala posted:

Sometimes you might binge on the LP then enthusiastically sign up, only to forget about it while the list slowly ticks down to your name a year later. It happens.

Do you mean to tell me that there are some people that haven't clicked on this stupid thread multiple times every day for the last few years like I have? I find that hard to believe.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

KnoxZone posted:

Do you mean to tell me that there are some people that haven't clicked on this stupid thread multiple times every day for the last few years like I have? I find that hard to believe.

poo poo, I do that and I didn't (and don't plan to) sign up to play.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

T.G. Xarbala posted:

Sometimes you might binge on the LP then enthusiastically sign up, only to forget about it while the list slowly ticks down to your name a year later. It happens.

Then why respond to the call to game then. If you can't be bothered to even put in a minimum of effort then you shouldn't play just to dick over your team. Goonlance/star has enough coordination issues already. AFAIK PTN doesn't pull his punches if you're playing stupid.

Anyway he's pretty much chum now.

PTN - If the coyote is on the ground do we still have the benefits of its C3i?

Edit -

1.If we have c3i to the Cyclops then we should keep shooting him.

2. If not we should focus on either the mountain lion or the commando - not clear on the loadouts for these fellas.

3. Crusader needs to keep moving up.

4. Sentinel I think it would be a good idea to move into the woods to continue your shootout with the Wolverine.

Z the IVth fucked around with this message at 01:55 on Aug 18, 2014

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Pilot's unconscious, so no (if I'm misremembering, I'm sure someone will correct me).

Also, no matter your feelings, please refrain from attacking any of the players. It's likely to make them communicate less, which doesn't help anyone.

Paingod556
Nov 8, 2011

Not a problem, sir

There's also the fact he's still posting orders...


Options for me- run south and rear shot Cyclops, jink east at limit exposure to the Commando who I can shoot, or run west to cover and shoot more boxes.

Edit- better plan, I can get a good rear shot on... The one next to the Commando, the white one.

phone posting

Paingod556 fucked around with this message at 01:55 on Aug 18, 2014

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

Pilot's unconscious, so no (if I'm misremembering, I'm sure someone will correct me).

Also, no matter your feelings, please refrain from attacking any of the players. It's likely to make them communicate less, which doesn't help anyone.

Well if he isn't communicating to begin with doesn't make a difference. It's not like we bullied him into silence.

If c3i isn't up and paingod can get backshots on the mountain lion then we should take it. Paingod you can be quite exposed so have a care out there. 1019 would be a decent spot and gets you the move mod and cover from the other guys on that side.

Z the IVth fucked around with this message at 02:01 on Aug 18, 2014

Saint Celestine
Dec 17, 2008

Lay a fire within your soul and another between your hands, and let both be your weapons.
For one is faith and the other is victory and neither may ever be put out.

- Saint Sabbat, Lessons
Grimey Drawer
What should I be doing?

Runa
Feb 13, 2011

Oh wait JT Tag is the Coyote player. Of course he's here. He's just silently judging you, that's all. :v:

Also now the pilot he's playing as just got conked upside the head.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Saint Celestine posted:

What should I be doing?

Jump to 1119 and backshot the Mountain Lion?

Need to see what the rest of the team say first - we could focus everyone on the Mountain Lion (including you and the Sentinel doing backshots) and see if we can disable it. If we shoot at the Cyclops our modifiers will be much worse, and it doesn't look like our last round of shooting has opened up any good holes for us to exploit - we would likely just abrade more of its armor without any real chance of putting it down.

Not sure, anyone in the thread have other suggestions?

PTN - What are the rules regarding kicking? Can I shoot at one target and kick another? What sort of PSRs or TN penalties will I take?

Olothreutes
Mar 31, 2007

Z the IVth posted:

Jump to 1119 and backshot the Mountain Lion?

Need to see what the rest of the team say first - we could focus everyone on the Mountain Lion (including you and the Sentinel doing backshots) and see if we can disable it. If we shoot at the Cyclops our modifiers will be much worse, and it doesn't look like our last round of shooting has opened up any good holes for us to exploit - we would likely just abrade more of its armor without any real chance of putting it down.

Not sure, anyone in the thread have other suggestions?

PTN - What are the rules regarding kicking? Can I shoot at one target and kick another? What sort of PSRs or TN penalties will I take?

I do believe that kicking doesn't incur any penalties regardless of your shooting targets, you just need a target in that arc.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Nice shot with the AP round against the Kintaro. Those things never seem to crit anything in MegaMek.

Also, the Wolverine has Hardened Armour? Okay, I guess it's best to just assume that the NRWR has access to the full tech tree at this point.

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.

Scintilla posted:

Nice shot with the AP round against the Kintaro. Those things never seem to crit anything in MegaMek.

Also, the Wolverine has Hardened Armour? Okay, I guess it's best to just assume that the NRWR has access to the full tech tree at this point.



Research Goal: Fookin' everyfin, m8.

Great Beer
Jul 5, 2004

Hm. I could move to 1818 and continue to hammer the Cyclops. Or I could back up to 1320 and nuke that Commando before it shivs someone.

Does c3i still work if the pilots KO'd?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Both the fluff for the update AND my last post on this very page answer that question.

dis astranagant
Dec 14, 2006

Great Beer posted:

Hm. I could move to 1818 and continue to hammer the Cyclops. Or I could back up to 1320 and nuke that Commando before it shivs someone.

One is a metal babby with a pocket knife, the other is capable of blowing your head clean off whenever PTN's dice decide they're through toying with you.

Baudin
Dec 31, 2009

Great Beer posted:

Hm. I could move to 1818 and continue to hammer the Cyclops. Or I could back up to 1320 and nuke that Commando before it shivs someone.

Kill the Cyclops, it doesn't seem to have moved in the last turn.

Gwaihir
Dec 8, 2009
Hair Elf
Hm, options here are tricky. I think you guys have to just try to take down the cyclops and maybe clean up the Mountain Lion and Kintaro then just start mad dashing objectives. Especially without the coyote you just don't have enough concentrated power to take down something with hardened armor in addition to everything else. Without those few big guns you should be able to run objectives pretty successfully with your faster mechs.

Unfortunately movement options this turn are pretty messy. The sentinel can get down to 1019 safely and backshot the Mountain Lion, and the crab has good maneuverability (I think you left it listed as overheating when it's not though PTN). The problem is the Battlemaster and the Crusader. They're both really slow, and hemmed in out of the way of good cover, unable to get a spot that lets them avoid eating a lot of fire this turn. The Shadowhawk could jump to 1122 facing 1222 and be able to shoot the Cyclops, Mountain Lion, or Kintaro, as well as kicking the Mountain Lion. (There's no penalty or anything for shooting one target then kicking another.) It can get shot or potentially punched by the mountain lion in return from that spot though, but I don't thiiiink the mountain lion would be able to punch with it's left arm, where the retractable blade is. I might be wrong on that one, so check before moving there, haha. A haywire pod on the Cyclops could also potentially save you a lot of grief by throwing off that HGR's aim. He's been ruinously lucky with it so far.

Battlemaster.. Not a lot of great options. You could rush back down to 1123, which actually puts you well inside that HGR's minimum range, but exposes you to backshots from the Mountain Lion. If you can get to 1723 it should break los from you to the Mountain Lion and Commando, but you'd be more vulnerable to Gauss shots.

Whatever you guys do, you just have to focus on getting the two big threats (Cyclops and Mountain Lion) dead fast down there so you have some breathing room. Don't waste damage splitting fire to junk like the commando kintaro or coyotl yet, it's just not worth it. The kintaro will die in short order as soon as either left or right torso is breached, and the commando just doesn't have enough guns to really hurt. The coyotl's plasma rifle sucks, but it's too fast to easily focus down.

Great Beer
Jul 5, 2004

I was thinking of moving to 1818 but that puts me out of medium laser range. Sacrificing up to 20 damage is risky when we're down a man as it is. If I back up to 1420 facing south I can shoot the cyclops on 5s again and get a kick in on the commando on decent numbers. Considering it's a commando that will probably snap it's leg off if i connect. I risk getting surrounded by the mountain lion and coyotl though.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Take out the Cyclops if you can. As Leperflesh is fond of saying, doing a ton of damage is a meaningless waste of turns if it doesn't kill or cripple an enemy mech.

Edit: Also I would advise not bothering trying to take out the Wolverine. It has Hardened Armour which reduces all damage done to it by half and gives a penalty to TAC rolls, at the cost of reducing its movement speed by one, adding a +1 to piloting checks and being double the weight of normal armour. As the fluff update implies it also renders mechs mounting it immune to AP and Tandem-Charge ammunition, which simply deal normal damage when they hit. As far as I know only Re-Engineered Lasers can bypass its protection, and those are crazy experimental weapons.

Scintilla fucked around with this message at 17:10 on Aug 18, 2014

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
What were the parameters for penalty damage on hostiles? Just killing them?

Gwaihir
Dec 8, 2009
Hair Elf

Great Beer posted:

I was thinking of moving to 1818 but that puts me out of medium laser range. Sacrificing up to 20 damage is risky when we're down a man as it is. If I back up to 1420 facing south I can shoot the cyclops on 5s again and get a kick in on the commando on decent numbers. Considering it's a commando that will probably snap it's leg off if i connect. I risk getting surrounded by the mountain lion and coyotl though.

If it has max leg armor you'll be one damage shot of kicking it's leg off :(

e: However I doubt it has max armor given it's displayed loadout.

Gwaihir fucked around with this message at 17:29 on Aug 18, 2014

Great Beer
Jul 5, 2004

Gwaihir posted:

If it has max leg armor you'll be one damage shot of kicking it's leg off :(

e: However I doubt it has max armor given it's displayed loadout.

Even if it stays on, that's still a crit chance and it forces the commando to stay out of melee range and avoid cluster weapons.

On the other hand I risk taking a stab from that retractable blade alluded to earlier. Which may or may not exist.

Still the opportunity to take out two mechs in one turn is very, very tempting.

Gwaihir
Dec 8, 2009
Hair Elf
You don't have any explody ammo at least, and a punch from a 25 ton commando is underwhelming damage wise, to say the least.

Baudin
Dec 31, 2009
Just to reiterate: the Cyclops hasn't moved this turn. Don't let it get easy shots off on you (especially in your back).
I can't judge the distance properly - wouldn't being in 1420 put you in short range of the Cyclops Greatbeer? With almost no movement mod?

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Gwaihir posted:

You don't have any explody ammo at least, and a punch from a 25 ton commando is underwhelming damage wise, to say the least.

A crit chance is nothing to sneeze at.

Great Beer
Jul 5, 2004

Baudin posted:

Just to reiterate: the Cyclops hasn't moved this turn. Don't let it get easy shots off on you (especially in your back).
I can't judge the distance properly - wouldn't being in 1420 put you in short range of the Cyclops Greatbeer? With almost no movement mod?

Yeah. But I can take that hit if he chooses to shoot me and we have great odds on making the cyclops dead/crippled this turn. He'd have to hit my head or left torso to do anything significant and I'm willing to play those odds.

Unless a better option is presented, of course. But I don't want them to be able to dogpile me or the crusader and with his leg about off he's at risk more than I am.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

goatface posted:

What were the parameters for penalty damage on hostiles? Just killing them?

Same as for players. Breaching armor is +/-25, forcing a surrender/disabling is +/-50.

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