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I think the only other possibility is the Clint, because it's already taken some hits but I don't remember where Zest moved to this turn. so, yeah, most likely the Shadow Hawk cements itself as Opfor MVP, but you never know.
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# ? Dec 7, 2014 23:10 |
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# ? Apr 28, 2024 04:43 |
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King of the Pirates: Tactical Update 13 “Just put it down already,” Idris growled, leveling his Large Laser at the crippled husk of the enemy Shadow Hawk. His skillful shot decapitated the machine at a blow, putting the doubtless wounded pilot out of his or her misery. The Shadow Hawk took a jerking half-step before falling, but even watching it Idris couldn’t tell whether it’d landed on its front, back, or side. “How is it,” the hateful voice of Susie Ryan grated away at his speakers like prisoner with a file, “that common pirates have more courtesy than the soldiers of the vaunted DCMS? You should always allow a lady to finish a kill she’s earned.” “When I encounter a lady on this soggy ball of excrement,” Idris replied, “I shall remember that.” Movement Phase Battle Cobra - Enters building hex 1831 (3 base + 0 light building = 3): rolled 7, succeeds! - Building collapses! - - Battle Cobra suffers damage to Left Torso (6/15 armor remaining)! Assassin - Exits building hex 1932 (4 base + 0 light building = 4): rolled 7, succeeds! - Enters building hex 1831 (4 base + 0 light building = 4): rolled 5, succeeds! - Exits building hex 1831 (4 base + 0 light building = 4): rolled 5, succeeds! Combat Phase Charger (Player) - Fires Small Laser at Quickdraw (4 base + 4 range + 3 movement + 3 enemy movement = 14): automatic miss! - Fires Small Laser at Quickdraw (4 base + 4 range + 3 movement + 3 enemy movement = 14): automatic miss! - Gains 7 heat, sinks 10! Warhammer (Player) - Fires ER PPC at Awesome (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 8, hit Right Leg (17/27 armor remaining)! - Fires ER PPC at Awesome (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 4, miss! - Gains 34 heat, sinks 34! Catapult (Player) - Fires SRM-4 at Truck 1633 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss! - Fires SRM-4 at Truck 1633 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 3 missiles hit Front (3/5 armor remaining), Front (1/5 armor remaining), Front (0/5 armor, 0/1 structure remaining)! Vehicle Destroyed! - Fires SRM-4 at Truck 1633 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 3 missiles hit! - Fires SRM-4 at Truck 1633 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, 4 missiles hit! - Fires SRM-4 at Truck 1634 (3 base + 0 range + 1 movement + 0 enemy movement + 1 damage + 1 secondary target = 6): rolled 9, 3 missiles hit Front (3/5 armor remaining), Front (1/5 armor remaining), Front (0/5 armor, 0/1 structure remaining)! Vehicle Destroyed! - Fires SRM-4 at Truck 1634 (3 base + 0 range + 1 movement + 0 enemy movement + 1 damage + 1 secondary target = 6): rolled 5, miss! - Fires SRM-4 at Truck 1634 (3 base + 0 range + 1 movement + 0 enemy movement + 1 damage + 1 secondary target = 6): rolled 6, 2 missiles hit! - Fires SRM-4 at Truck 1634 (3 base + 0 range + 1 movement + 0 enemy movement + 1 damage + 1 secondary target = 6): rolled 5, miss! - Gains 25 heat, sinks 28! Hunchback (Player) - Fires Apollo MRM-40 at Awesome (4 base + 2 range + 2 movement + 0 enemy movement + 1 fear = 9): rolled 6, miss! - Gains 14 heat, sinks 13! Centurion (Player) - Holds fire! - Gains 1 heat, sinks 12! Blackjack (Player) - Holds fire! - Gains 5 heat, sinks 13! Assassin (Player) - Fires Large Laser at Shadow Hawk (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 10, hit Head (0/9 armor, 0/3 structure remaining)! `Mech destroyed! - Gains 19 heat, sinks 22! Battle Cobra (Player) - Fires Large Pulse Laser at Shadow Hawk, target already destroyed! - Fires Large Pulse Laser at Awesome (3 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover - 2 pulse laser = 6): rolled 8, hit Right Leg (damage blocked by terrain)! - Fires Medium Pulse Laser at Shadow Hawk, target already destroyed! - Fires Medium Pulse Laser at Awesome (3 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover - 2 pulse laser = 6): rolled 5, miss! - Gains 16 heat, sinks 28! Clint (Player) - Fires ER PPC at Quickdraw (2 base + 0 range + 2 movement + 0 enemy movement + 1 fear = 5): rolled 6, hit Left Torso (0/14 armor, 13/14 structure remaining)! Crit! - Gains 17 heat, sinks 14! King Crab - Holds fire! - Gains 2 heat, sinks 44! Griffin - Holds fire! - Gains 5 heat, sinks 22! Awesome - Fires Autocannon/10 at Charger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 7, hit Left Torso (42/52 armor remaining)! TAC! - Fires Autocannon/10 at Charger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 4, miss! - Fires Autocannon/10 at Charger (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 4, miss! - Gains 0 heat, sinks 10! Quickdraw - Fires Medium Laser at Clint (6 base + 2 range + 3 movement + 0 enemy movement = 11): rolled 8, miss! - Fires Medium Laser at Clint (6 base + 2 range + 3 movement + 0 enemy movement = 11): rolled 6, miss! - Fires Medium Laser at Clint (6 base + 2 range + 3 movement + 0 enemy movement = 11): rolled 5, miss! - Gains 14 heat, sinks 13! Shadow Hawk - Fires SRM-2 at Clint (5 base + 0 range + 0 movement + 0 enemy movement + 1 fear = 6): rolled 10, 2 missiles hit Right Arm (10/12 armor remaining), Center Torso (15/17 armor remaining)! - Fires SRM-2 at Clint (5 base + 0 range + 0 movement + 0 enemy movement + 1 fear = 6): rolled 7, 2 missiles hit Left Leg (7/19 armor remaining), Right Torso (13/15 armor remaining)! - Gains 4 heat, sinks 14! End Phase: Quickdraw - Critical chance in Left Torso! 1 critical hit sustained! - SRM-4 hit! Charger - Through-armor critical chance in Left Torso! 1 critical hit sustained! - - Jump Jet hit! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (1/11) Orders Due: Tuesday Night! (Thanks for getting me to the next page, guys!)
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# ? Dec 7, 2014 23:54 |
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I'm assuming that TAC against me took into account the -2 from Hardened Armor? Either way, Charger running to 0619 and Irish Whipping the Awesome into the building hex. apostateCourier fucked around with this message at 00:06 on Dec 8, 2014 |
# ? Dec 8, 2014 00:03 |
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Excellent. Time for the Catapult to jump to 1232 and eat some more trucks.
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# ? Dec 8, 2014 00:42 |
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All that song and dance, and the Shadowhawk gets headcapped anyway! Poor pilot, he'd put up a good fight. Did the Charger just lose his jump jets? Because that'd be a travesty.
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# ? Dec 8, 2014 00:48 |
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Dolash posted:All that song and dance, and the Shadowhawk gets headcapped anyway! Poor pilot, he'd put up a good fight. Depending on whether or not Poptarts remembered the penalty TACs take against hardened armor, I just lost one. It's fine, I lost one hex of distance at worst.
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# ? Dec 8, 2014 00:49 |
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apostateCourier posted:Depending on whether or not Poptarts remembered the penalty TACs take against hardened armor, I just lost one. It's fine, I lost one hex of distance at worst. If you weren't sporting hardened armor it would've been two chances for engine hits rather than just one.
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# ? Dec 8, 2014 00:51 |
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PoptartsNinja posted:If you weren't sporting hardened armor it would've been two chances for engine hits rather than just one. Hey, just making sure! That's one of the few numbers that you don't show, so I felt it prudent to ask.
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# ? Dec 8, 2014 00:52 |
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No point procrastinating. Catapult orders in.
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# ? Dec 8, 2014 00:57 |
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Same here, just without a cool gif. Centurion running into hex 1022, setting up for next turn. I'm hoping I can do mean things to Sal and the Awesome on their way as they retreat like cowardly cowards! We'll see.
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# ? Dec 8, 2014 01:23 |
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Psion posted:Same here, just without a cool gif. Centurion running into hex 1022, setting up for next turn. If things go my way, the Awesome won't get to retreat. It'll be too busy getting taken to the turf.
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# ? Dec 8, 2014 01:29 |
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Just watch out for the Marauder.
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# ? Dec 8, 2014 01:30 |
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PoptartsNinja posted:Just watch out for the Marauder. Yeah I noticed Crab and Crab Bodyguard are coming out to play. e: oh wait, the Marauder is new on map. I SEE YOU UP THERE, MARAUDER. arrived in hex 0701. apostateCourier posted:If things go my way, the Awesome won't get to retreat. It'll be too busy getting taken to the turf. I'm fine with that.
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# ? Dec 8, 2014 01:32 |
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PoptartsNinja posted:Just watch out for the Marauder. That's one of the nasty ones. How does the Arrow work?
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# ? Dec 8, 2014 02:02 |
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Bout time that loving thing died. We need fan art of it as Fortune from MGS2 now. Anyway thing of heading to 0726 and firing at the Awesome.
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# ? Dec 8, 2014 04:51 |
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I am also curious how that Arrow IV artillery works because according to sarna it has a range of like 8 maps, meaning it can stand in that hex and shoot every hex on this map and then some. I'm guessing for us to counteract it, don't stand still is the first thing to do, but ... any details you want to share, PTN?
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# ? Dec 8, 2014 04:59 |
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Psion posted:I am also curious how that Arrow IV artillery works because according to sarna it has a range of like 8 maps, meaning it can stand in that hex and shoot every hex on this map and then some. I'm guessing for us to counteract it, don't stand still is the first thing to do, but ... any details you want to share, PTN? It needs someone actively spotting for it or line of sight, just like any other indirect attack. They're non-homing so someone would have to give up their shooting phase to spot and they do 20 damage on a direct hit, 10 splash damage if they just hit the hex. dis astranagant fucked around with this message at 05:11 on Dec 8, 2014 |
# ? Dec 8, 2014 05:05 |
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Alright. I've read most of this thread and I still have no idea how the game is really played, but gently caress it. Can you add me to the pilot list? In a few years when it's my turn I might figure it out.
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# ? Dec 8, 2014 05:07 |
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dis astranagant posted:It needs someone actively spotting for it or line of sight, just like any other indirect attack. in game terms what counts as actively spotting for it, just having line of sight themselves, or is there more to it?
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# ? Dec 8, 2014 05:11 |
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Psion posted:in game terms what counts as actively spotting for it, just having line of sight themselves, or is there more to it? To spot for indirect fire, you have to see the target and declare you're spotting. If you fire while spotting, the beneficiaries of your spotting take a +1 penalty to hit. So, basically, if one of them can see you, the Arrow can hit you.
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# ? Dec 8, 2014 05:13 |
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Psion posted:in game terms what counts as actively spotting for it, just having line of sight themselves, or is there more to it? Spotting without a TAG is .... bad. For both mechs. Gunnery+Range+Target's Movement Mod + Attacker's movement Mod +any damage-related penalties. Additionally, add a +1 penalty for firing indirectly. Finally, add the spotter's movement penalty to weapons fire. If the spotting unit makes any attacks that turn, those attacks suffer a +1 penalty, AND the indirect fire penalty suffered by the LRM-carrying unit becomes a +2 instead of +1 (not 100% on this bit). Great chance to put the hurt on the Awesome this turn. Kial fucked around with this message at 05:24 on Dec 8, 2014 |
# ? Dec 8, 2014 05:17 |
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Artillery is a little different. For one thing, if it's more than 18 hexes out it won't arrive on the same turn.
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# ? Dec 8, 2014 05:27 |
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Kial posted:Spotting without a TAG is .... bad. For both mechs. Not really. On the plus side, the spotter's gunnery doesn't matter. At all.
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# ? Dec 8, 2014 06:36 |
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PoptartsNinja posted:Not really. On the plus side, the spotter's gunnery doesn't matter. At all. I guess Blind Sal is good for something.
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# ? Dec 8, 2014 07:30 |
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Kial posted:I guess Blind Sal is good for something. yeah, I was thinking about that. I want to remove that particular usefulness. I admit, I'm a bit tired of chasing that drat Quickdraw across the map. I wish you could leg enemies in this game as easily as in Mechwarrior 2. Psion fucked around with this message at 07:57 on Dec 8, 2014 |
# ? Dec 8, 2014 07:50 |
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What's so good about 20 damage, 10 for a mere hex hit, if someone has to give up their shooting phase, are there multiple clusters of hits; like maybe 3, or a special hit location roll?
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# ? Dec 8, 2014 09:22 |
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From my experiences in MegaMek there are a couple of ways of utilizing artillery (Arrow IV and Thumper/Sniper/Long Tom Cannons). You can fire during the Artillery Phase, which is a special phase before movement occurs. You designate a hex and fire the weapon, and depending on how far away you are it hits a turn or so later. The accuracy is generally pretty shoddy, but if you manage to hit the hex in question your accuracy goes way up if you choose to attack the same hex again. You can also fire artillery weapons directly during the normal shooting phase by performing a special artillery attack. I think there's a minimum range of six hexes if you try to do that, although it's been a while since I've used artillery weapons so it's very possible that I'm talking rubbish. Readingaccount posted:What's so good about 20 damage, 10 for a mere hex hit, if someone has to give up their shooting phase, are there multiple clusters of hits; like maybe 3, or a special hit location roll? Not sure about other artillery, but Long Tom shells arc upwards and so hit an enemy's upper body, giving you a better chance of nailing the head.
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# ? Dec 8, 2014 09:36 |
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Could a Technical potentially spot for the Arrow missiles? Also apostateCourier, if you're going to charge that Awesome then I might jump to 0726 and take a shot at the Quickdraw.
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# ? Dec 8, 2014 09:47 |
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Readingaccount posted:What's so good about 20 damage, 10 for a mere hex hit, if someone has to give up their shooting phase, are there multiple clusters of hits; like maybe 3, or a special hit location roll? A single spotter can spot for multiple artillery users, which gets incredibly ridiculous very quickly when one or two guys can lead to your mechs getting absolutely devastated from coordinated artillery fire-especially because artillery is relatively cheap, BV and C-Bill wise. Also, artillery special ammunition is often incredibly vicious.
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# ? Dec 8, 2014 11:29 |
Scintilla posted:You can also fire artillery weapons directly during the normal shooting phase by performing a special artillery attack. I think there's a minimum range of six hexes if you try to do that, although it's been a while since I've used artillery weapons so it's very possible that I'm talking rubbish. 7 Hexes to 17 hexes is the sweet spot for direct fire artillery of course you need line of sight to hit what you're aiming at so it leaves your guns vulnerable. Anything you fire at in that range bracket will be hit the same turn. Beyond that range bracket is another turn on top of that. Also I think the hitting from above more only applies to cluster munitions which are special artillery rounds that only hit the punch table. Readingaccount posted:What's so good about 20 damage, 10 for a mere hex hit, if someone has to give up their shooting phase, are there multiple clusters of hits; like maybe 3, or a special hit location roll? A couple of things. Firstly you're shooting at the hex and not the mech. This means you can ignore terrain modifiers and movement modifiers and just hit based on gunnery rolls. That zippy light mech that ran for +4 into some heavy woods? just as easy to hit as the slow zeus standing in the middle of the flat plains. Secondly you hit everything in the hex you're aiming at, enemy has elementals and a mech in the same hex? you hit both of them. Thirdly some artillery has quite large splash damage for example Long toms hit for 25/15/5 that's 25 damage to the hex hit 15 damage to every hex surrounding it and 5 damage to every hex surrounding those. That's before you get into the tactical tricks you can pull with artillery. The first thing is it forces your enemy to spread out a bit meaning you pick them off in detail. Secondly you can remove terrain that clump of woods your enemy was counting on hiding in? tree stumps. That's not even getting into the advanced stuff with Homing rounds and tag which let's you do evil evil things like stack multiple turns of artillery fire on a single target. You've never lived till you've seen a dire wolf S take 4 Arrow IVs to the torso from your "cowardly hiding demolisher" and his friend with a tag. Or load up your artillery with shell dispensable minefields. Or inferno gel for roasting infantry, or cluster for when you really want your enemy to lose his head.
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# ? Dec 8, 2014 12:09 |
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MJ12 posted:Also, artillery special ammunition is often incredibly vicious. Yup. You can buy something like a battalion's worth of cheap Thumpers and put them off-board for the BV of one assault Mech. Now hand out the Copperhead shells and have a couple TAG plattforms in the field and things become pretty loving ridiculous in a hurry.
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# ? Dec 8, 2014 17:12 |
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Also keep in mind: The standard Arrow IV missile is a 20/10 area weapon (it does 20 damage in the hex it lands in, and 10 damage to all surrounding hexes).
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# ? Dec 8, 2014 17:26 |
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PoptartsNinja posted:Also keep in mind: The standard Arrow IV missile is a 20/10 area weapon (it does 20 damage in the hex it lands in, and 10 damage to all surrounding hexes). I may have to ignore the Awesome after this turn and charge down the Marauder. Edit: That's a lot of maneuvering- it'll have dumped a large chunk of it's payload before I can get close. apostateCourier fucked around with this message at 17:52 on Dec 8, 2014 |
# ? Dec 8, 2014 17:50 |
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Okay Orders sent. Hunchback is going UP! Going to end up in 0826 and shooting the Quickdraw, Awesome/´or the loving building which is in the way (depending on LoS).
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# ? Dec 8, 2014 18:08 |
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I'd suggest leaving the Quickdraw alone unless it is literally the only thing you can hit - it's about as useful as the recently deceased Shadow Hawk. The Awesome's AC/10s, on the other hand, are pointy.Trundel posted:Also apostateCourier, if you're going to charge that Awesome then I might jump to 0726 and take a shot at the Quickdraw. shoot the Awesome Psion fucked around with this message at 18:48 on Dec 8, 2014 |
# ? Dec 8, 2014 18:38 |
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Psion posted:I'd suggest leaving the Quickdraw alone unless it is literally the only thing you can hit - it's about as useful as the recently deceased Shadow Hawk. The Awesome's AC/10s, on the other hand, are pointy. Agreed. Awesome first, then Sal. If we can destroy the spotting assets quickly, we'll be able to swarm on the Marauder to deal with the Arrow IVs. Those things are NASTY- don't bunch up.
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# ? Dec 8, 2014 18:42 |
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Since the rules for direct and indirect-fire artillery are rare, I'll probably do a quick post about it once I get home to let people know exactly which targeting modifiers do apply. If anyone with access to a rulebook wants to beat me to it, you have my blessing, because off the top of my head we're looking at: 3 base + movement + 1 indirect fire penalty + spotter movement, possibly with the -4 immobile target bonus thrown in for attacking a hex rather than the unit in that hex (that may only apply to direct fire, I can't remember).
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# ? Dec 8, 2014 19:14 |
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PoptartsNinja posted:Since the rules for direct and indirect-fire artillery are rare, I'll probably do a quick post about it once I get home to let people know exactly which targeting modifiers do apply. Vaguely (take with a large grain of salt as I may be totally wrong) the -4 immobile is NOT applied for the first shot. After the hex has been targeted once it applies. I just remember initial to hits being around 9's and subsequent ones being around 5's using average pilots.
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# ? Dec 8, 2014 19:18 |
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Unfortunately I don't have any rulebooks handy. I do, however, have some revamped vehicle sprites MegaMek players might be interested in. Whilst most of the vehicle sprites are pretty good, some are pixellated abominations in dire need of replacing. Von Luckner Heavy Tank: (Original) (Revamped) This one was so bad I had to go to Sarna and check to see what the drat thing actually looked like. I'm sure I got some details wrong anyway, but at the risk of sounding arrogant I think it's still much better than it was before. SRM Carrier: (Original) (Revamped) This one was fairly simple, not much to add here. J. Edgar Hover Tank: (Original) (Revamped) I accidentally coloured this one, so enjoy a camo-ed up J. Edgar Hover. Getting the blurry lines coherent and making them all match up was a pain. Mars Assault Vehicle: (Original) (Revamped) Holy poo poo, what a terrible original. I had to use Sarna for this one too, unsurprisingly. -- Right, I should probably ask if is this the right place to be posting these things? If not (Or if people are getting irritated) I'll stop. As always feel free to use, modify, make fun of, etc. any of these however you want.
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# ? Dec 8, 2014 22:35 |
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# ? Apr 28, 2024 04:43 |
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PoptartsNinja posted:Since the rules for direct and indirect-fire artillery are rare, I'll probably do a quick post about it once I get home to let people know exactly which targeting modifiers do apply. There's a bonus or penalty based on spotter gunnery and some other bullshit. Targeting and firing artillery is like 10 pages in TacOps.
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# ? Dec 9, 2014 01:39 |