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Keru posted:You could always turn heel, it'd make for a great twist. The crowd won't see this coming, Gene. I'm literally kicking down buildings in a petulant fit over not having mans to rip apart, how much more of a heel do you want me to be?
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# ? Oct 29, 2014 19:41 |
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# ? Apr 27, 2024 18:20 |
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apostateCourier posted:I'm literally kicking down buildings in a petulant fit over not having mans to rip apart, how much more of a heel do you want me to be? All great heel turns come with cutting a vicious promo.
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# ? Oct 29, 2014 22:42 |
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King of the Pirates: Tactical Update 6 “You’re not really planning to cross the city’s sewage outflow, are you?” “Why not?” The Clint pilot Susie Ryan had called ‘Dead Eyes’ replied in a voice devoid of anything resembling human emotion. As she spoke a bubble of methane broke the surface of the unidentifiable sludge with a hideous belch. Jag watched it in silence for a few moments, memories of his first BattleMech kill returning unbidden. His Revenge had been in much better condition back then, with a functioning autocannon and long before he’d been forced to install the makeshift SRM array in his machine’s chest. He’d been attacked by a pair of Locusts who thought he’d make an easy kill, one had fled but the other Jag had pinned between the sewage outflow and the old methane power plant. In a fit of desperation the Locust had tried to flee through the mire and its spindly, bird-like legs had sunk so deep in the soft mud that it’d only taken a single shot to finish off. Neither the Locust’s broken corpse nor the old plant were still visible, what little the brave scavengers of Tortuga hadn’t salvaged had had sunk into the mire, and the other had exploded more than five years ago. Jag hadn’t been around to see it, back then he’d still been a Death’s Consort. The ruins of the plant were still hidden somewhere in that morass, waiting to trip an unlucky pilot and trap them face-down in the bog until they ran out of air. “Because,” Jag grunted. “It’s a really bad idea.” Movement Phase Centurion (Player) - No orders received! - Gains 0 heat, sinks 12! Clint (Player) - Attempts to enter hex 2036, but it is occupied by an allied machine! Combat Phase Charger (Player) - Torso-twists to threaten hex 1140! - Fires small laser at row houses 1829: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (7/10)! - Fires small laser at row houses 1829: (4 base + 0 range + 3 movement - 4 enemy movement = 3): adjacent buildings are hit automatically (4/10)! - Gains 7 heat, sinks 10! Warhammer (Player) - Holds fire! - Gains 4 heat, sinks 34! JagerMech (Player) - Holds fire! - Gains 2 heat, sinks 12! Catapult (Player) - Holds fire! - Gains 2 heat, sinks 28! Chameleon (Player) - Holds fire! - Gains 2 heat, sinks 15! Hunchback (Player) - Holds fire! - Gains 2 heat, sinks 13! Centurion (Player) - No orders received! - Gains 0 heat, sinks 12! Blackjack (Player) - Holds fire! - Gains 2 heat, sinks 13! Assassin (Player) - Fires Large Laser at Armored Technical 1924 (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 8, hit Front (0/4 armor, 0/1 structure remaining)! Vehicle destroyed! - Gains 9 heat, sinks 22! Battle Cobra (Player) - Holds fire! - Gains 2 heat, sinks 28! Clint (Player) - Fires ER PPC at private bunker 1529: no Line of Sight to target! - Gains 1 heat, sinks 16! King Crab - Torso-twists to threaten hex 2409! - Fires Medium Laser at corner store 1814 (3 base + 4 range + 0 movement - 4 enemy movement = 3): rolled 11, hit (5/10 CF remaining)! - Fires Medium Laser at corner store 1814 (3 base + 4 range + 0 movement - 4 enemy movement = 3): rolled 3, hit (0/10 CF remaining)! Building destroyed! - Fires Large Laser at row house 1918 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 11, hit (2/10 CF remaining)! - Fires Large Laser at row house 1918 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 4, hit (0/10 CF remaining)! Building destroyed! - Fires Large Laser at row house 1818 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 8, hit (2/10 CF remaining)! - Fires Large Laser at row house 1818 (3 base + 4 range + 0 movement - 4 enemy movement + 1 secondary target = 4): rolled 5, hit (0/10 CF remaining)! Building destroyed! - Gains 44 heat, sinks 44! Quickdraw - Fires Medium Laser at row house 1727 (6 base + 0 range + 2 movement - 4 enemy movement = 4): adjacent attacks always hit buildings (5/10 CF remaining)! - Fires Medium Laser at row house 1727 (6 base + 0 range + 2 movement - 4 enemy movement = 4): adjacent attacks always hit buildings (0/10 CF remaining)! Building destroyed! - Fires Medium Laser at blackbeard & sons law firm 1827 (6 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 5): rolled 7, hit (5/10 CF remaining)! - Fires Medium Laser at blackbeard & sons law firm 1827 (6 base + 0 range + 2 movement - 4 enemy movement + 1 secondary target = 5): rolled 6, hit (0/10 CF remaining)! Building destroyed! - Fires SRM-4 at Assassin (6 base + 0 range + 2 movement + 0 enemy movement = 8): rolled 5, miss! - Gains 15 heat, sinks 13! Shadow Hawk - Fires Medium Laser at Row House 1826 (5 base + 0 range + 3 movement - 4 enemy movement = 4): rolled 8, hit (5/10 CF remaining)! - Fires Medium Laser at Row House 1826 (5 base + 0 range + 3 movement - 4 enemy movement = 4): rolled 9, (0/10 CF remaining)! Building destroyed!! - Fires Autocannon/5 at Assassin (5 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 10): rolled 8, miss! - Fires SRM-2 at Assassin (5 base + 2 range + 3 movement + 1 enemy movement + 1 secondary target = 12): rolled 12, 2 missiles hit Left Torso (14/16 armor remaining), Right Leg (14/16 armor remaining)! - Fires SRM-2 at Assassin (5 base + 2 range + 3 movement + 1 enemy movement + 1 secondary target = 12): rolled 7, miss! - Gains 14 heat, sinks 14! Griffin - Fires PPC at circuit city 1613 (3 base + 2 range + 0 movement - 4 enemy movement = 1): automatically hit (0/10 CF remaining)! Building destroyed! - Fires PPC at row house 1614 (3 base + 2 range + 0 movement - 4 enemy movement + 1 secondary target = 2): automatically hit (0/10 CF remaining)! Building destroyed! - Gains 20 heat, sinks 22! Firestarter - Attempts to start fire in corner store 1627 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement = 2): automatically hit, needs a 2+ to start a light building on fire: rolled 6, succeeds! - Attempts to start fire in row house 1327 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks always hit, needs a 2+ to start a light building on fire: rolled 6, succeeds! - Attempts to start fire in dirty magazine publisher 1326 with Flamer (2 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target = 3): adjacent attacks always hit, needs a 2+ to start a light building on fire: rolled 10, succeeds! - Gains 11 heat, sinks 10! End Phase: Corner Store 1627 - Will burn down in 4 turns! Row House 1327 - Will burn down in 4 turns! Dirty Magazine Publisher 1326 - Will burn down in 4 turns! Physical Combat Phase: Charger (Player) - Rebel kicks pirate row house 1829: adjacent attacks always hit (0/10 structure remaining)! Building destroyed! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (0/11) Orders Due: Saturday Night!
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# ? Oct 29, 2014 22:49 |
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Cowards! Charger considering jumping to 1525. They can't run forever! Does AC/20 guy on the building have LOS to 1525? Looking at it in Excel it doesn't seem to. Sending orders now. apostateCourier fucked around with this message at 23:11 on Oct 29, 2014 |
# ? Oct 29, 2014 22:54 |
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apostateCourier posted:Does AC/20 guy on the building have LOS to 1525? No
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# ? Oct 29, 2014 23:17 |
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I suspect Mr. Teach will be most displeased at the destruction of his property.
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# ? Oct 29, 2014 23:29 |
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Should I stop shooting/kicking buildings? Or did my PM not contain valid firing orders?
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# ? Oct 29, 2014 23:29 |
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I would prefer that the 1324-1523 and 1424-1623 blocks of buildings remain intact. Please do not shoot those buildings.
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# ? Oct 29, 2014 23:43 |
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Hmm, I think I might run to 2221 and fire everything at the Bobcat. I can use all 11 MP to get there, and then torso twist to 2322 to get him in my front arc, right?
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# ? Oct 30, 2014 00:23 |
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Trundel posted:Hmm, I think I might run to 2221 and fire everything at the Bobcat. I can use all 11 MP to get there, and then torso twist to 2322 to get him in my front arc, right? Probably, or you could stop in 2122 and use the extra MP to turn right towards him. Catapult will most likely jump to 0931. No shooting just yet, sorry thread.
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# ? Oct 30, 2014 01:12 |
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Trundel posted:Hmm, I think I might run to 2221 and fire everything at the Bobcat. I can use all 11 MP to get there, and then torso twist to 2322 to get him in my front arc, right? That's a really ballsy move. You'd be hitting on ... 3 base + 2 move + 3 enemy move. He'll return fire with one large laser on 2 base + 3 move + 3 enemy move. His rear armour is very thin, and your jump jets gives an easy escape. I like it. A lot. Cloud Potato posted:Probably, or you could stop in 2122 and use the extra MP to turn right towards him. He won't get rear arc if he stops early though.
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# ? Oct 30, 2014 01:16 |
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Kial posted:That's a really ballsy move. You'd be hitting on ... 3 base + 2 move + 3 enemy move. He'll return fire with one large laser on 2 base + 3 move + 3 enemy move. His rear armour is very thin, and your jump jets gives an easy escape. I like it. A lot. Ah, I wasn't considering rear armour shots. Your original plan is better.
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# ? Oct 30, 2014 01:21 |
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The mechs to the left side of the map would have to shoot through 2-3 buildings and height 1 terrain to get to me, and the only other thing that could take a shot at me would be the technical in 2722. Yep, will send orders later in case someone really wants some backup against the blue crew on the left, but I think I have my orders. I won't kick it though, since I have a bad mod to pilot checks and lasers in my legs.
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# ? Oct 30, 2014 01:54 |
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One Eye could get some nice shots on the Shadow Hawk this turn. The sprite is so big but that armour .... The Dragon can only get to 2927 as well. That mech is in deep, deep trouble if the Assassin gets behind him. Though I guess he could put his back to a building. Kial fucked around with this message at 02:24 on Oct 30, 2014 |
# ? Oct 30, 2014 02:13 |
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Cloud Potato posted:Catapult will most likely jump to 0931. No shooting just yet, sorry thread. Sounds good. I'll follow you and move to 1031.
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# ? Oct 30, 2014 02:50 |
Hmm. Warhammer is thinking about heading to 0833. From there next turn I can jump to say, 0630 and catch any enemy 'Mechs with their pants down. Alternatively I can run to 1132 and vaporize another mansion, but there's still gonna be bookoo buildings between me and the OpFor.
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# ? Oct 30, 2014 03:34 |
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Kial posted:One Eye could get some nice shots on the Shadow Hawk this turn. The sprite is so big but that armour .... Bobcat is awfully close though. He could be a problem next turn.
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# ? Oct 30, 2014 03:49 |
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Defiance Industries posted:I have faith that one day you will mature out of this phase just like people do with the cLPL/TarComp boat or eating Kraft macaroni-and-powdered-cheese-substitute. Pfft, cMPL/targ comp boating on a single mapsheet is where it's at. Speaking of, the local game store here in Texas does have a battletech group. It's sad because they are all oldnards who genuinely buy into Stackpole's stuff, still play with pulse being able to make aimed shots, and think that any pilot skills worse than 2/3 on single mapsheets are boring because then the games take forever since you can't ever hit.
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# ? Oct 30, 2014 05:54 |
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OptimusShr posted:Bobcat is awfully close though. He could be a problem next turn. True, though you would have the movement to zip away if things got real. An aggressive move by PTN would be risky given the -1 aura and the Chameleon with a big sword nearby. He could use it as bait I guess, but doesn't have much nearby to take advantage. Kial fucked around with this message at 06:45 on Oct 30, 2014 |
# ? Oct 30, 2014 06:36 |
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Rear armor shots on 8's are pretty fantastic, just saying. If that to-hit roll is correct.
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# ? Oct 30, 2014 15:25 |
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Kial posted:True, though you would have the movement to zip away if things got real. An aggressive move by PTN would be risky given the I fixed that for you. apostateCourier fucked around with this message at 15:47 on Oct 30, 2014 |
# ? Oct 30, 2014 15:40 |
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Arcturas posted:Rear armor shots on 8's are pretty fantastic, just saying. If that to-hit roll is correct. I've been known to make mistakes in the past! But I think that's correct.
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# ? Oct 30, 2014 15:43 |
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Thinking moving to 1635 to try to get an open firing lane, and continue shooting the hell out of any buildings between me and them! Edit: Also, I'm never going live down missing that drat building, am I? EDIT v.2: Changed 1638 to 1635 because I'm good at stompy robits before my first cup of coffee in the morning Zest fucked around with this message at 16:50 on Oct 30, 2014 |
# ? Oct 30, 2014 16:18 |
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Hunchback I guess I might as well move to 1729 and demolish the building in 1728 to open up some breathing room.
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# ? Oct 30, 2014 16:24 |
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Zest posted:1638... That puts you behind even more buildings. What?
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# ? Oct 30, 2014 16:42 |
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apostateCourier posted:That puts you behind even more buildings. What? WOOPS! Meant 1635!
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# ? Oct 30, 2014 16:44 |
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Zest posted:Thinking moving to 1635 to try to get an open firing lane, and continue shooting the hell out of any buildings between me and them! apostateCourier posted:I would prefer that the 1324-1523 and 1424-1623 blocks of buildings remain intact. Please do not shoot those buildings. It would be really cool if you let them break those down, so they don't get a chance to focus fire into me while I still can't get to them to murder them.
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# ? Oct 30, 2014 17:01 |
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apostateCourier posted:I fixed that for you. I like your style. It's like you got the mech you were born to pilot.
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# ? Oct 30, 2014 17:05 |
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Maybe she's born with it? sorry
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# ? Oct 30, 2014 18:28 |
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Orders in. Going with my assassinate the Bobcat plan. Running to 2221, torso twisting, firing everything that I've got at it, and then punching with my left arm for good measure.
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# ? Oct 31, 2014 22:05 |
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So uh, relevant to the threads interests. These guys are trying to make giant robot fights a reality. Anyone got $5,000 dollars
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# ? Nov 1, 2014 02:08 |
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OptimusShr posted:So uh, relevant to the threads interests. These guys are trying to make giant robot fights a reality. I remember seeing these guys at New York Comic Con with their prototype giant robot earlier this month, near one of the entrances to the show floor. The thing looked a lot like a mech to me, but they hadn't got the legs mocked up yet, so it was just a torso with a cockpit and some arms with weapons emplacement looking things, along with a deteached missile launcher prototype as well. They let people climb into the cockpit and take pictures, probably the most well known of which has a bunch of Deadpools hanging off and around the thing. Would've checked out more of their display and info, but I needed to get back to my post in Artists Alley on the other side of the Javits Center and didn't have much time to explore.
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# ? Nov 1, 2014 02:57 |
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So, I just looked over the map, and I'm thinking about sprinting to 1233, waiting for last shot, and shooting 1226, 1225, or (ideally) directly hitting 1223. Thoughts?
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# ? Nov 1, 2014 03:11 |
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Planning on jumping to 3028
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# ? Nov 1, 2014 14:27 |
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I'm going to spend the next turn or two hanging out by the buildings on the extreme right of the map just so the Dragon has to worry about me shooting him in the rear end if he wants to commit to anything. His only real gun is torso mounted so auto-losing initiative to a jumper hoses him over pretty hard if he likes having rear armor. I'm not trying to commit to a brawl with him or anything, but my presence may be enough to zone him out of the fight that's about to happen. Jumping to 3132 and preparing for a dance with dragons.
Voyager I fucked around with this message at 03:22 on Nov 2, 2014 |
# ? Nov 2, 2014 03:19 |
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Voyager I posted:I'm going to spend the next turn or two hanging out by the buildings on the extreme right of the map just so the Dragon has to worry about me shooting him in the rear end if he wants to commit to anything. His only real gun is torso mounted so auto-losing initiative to a jumper hoses him over pretty hard if he likes having rear armor. I'm not trying to commit to a brawl with him or anything, but my presence may be enough to zone him out of the fight that's about to happen. Jumping to 3132 and preparing for a dance with dragons. Alternatively, the two of us could hem him in pretty badly. If the Bobcat gets dealt with we can start working on getting rid of the Dragon next turn.
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# ? Nov 2, 2014 07:52 |
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Zest posted:So, I just looked over the map, and I'm thinking about sprinting to 1233, waiting for last shot, and shooting 1226, 1225, or (ideally) directly hitting 1223. Orders in: Movement: ACTIVATE SUPERCHARGER Turn to 1937 (1 MP) Forward to 1233 (8 MP) IF 1233 counts as standard terrain Turn to 1232 (1 MP) IF 1233 counts as rough Terrain Torso Twist to threaten 1232 Walking: 10MP Hexes moved: 8 Firing: Fire last if at all possible to ensure possible target ER PPC: IF building at 1226 exists: Target building at 1226 IF building at 1226 does NOT exist and building at 1225 exists: Target building at 1225 IF buildings 1226 and 1225 do not exist: Target enemy mech at 1223
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# ? Nov 2, 2014 08:09 |
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I'd remove the conditionals. If those buildings exist, do you want to create firing lanes to your mech?
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# ? Nov 2, 2014 11:09 |
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Zest posted:Orders in: You shoot before the enemy does. Unless you've worked something out with an ally, those buildings are probably going to be there when your turn comes up.
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# ? Nov 2, 2014 12:43 |
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# ? Apr 27, 2024 18:20 |
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Edit: I'm dumb and can't read four digit numbers.
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# ? Nov 2, 2014 16:07 |