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Rick_Hunter posted:And I don't want to start a derail about people's worst BattleTech experience, so if you have a story, post it in the worst/best game experiences thread. I'd really like to read some BT stories. Which is here, to encourage posting. EDIT: poo poo, latest update is on the bottom of last page if anyone missed it.
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# ? Jan 9, 2015 00:16 |
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# ? Apr 28, 2024 14:05 |
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King of the Pirates: Tactical Update 18 “They’re retreating,” Gale’s radio warbled. His machine had never been in good condition and it was a rare day when he could recognize a speaker. It didn’t matter, Margaret was his family’s machine—named after some long dead great, great, great, great, great aunt before the family had lost their fortune and been driven to piracy. Gale was still Lyran in virtue—the machine was hereditary, proof of his nobility even among Redjack Ryan’s band. He was better than the others in every meaningful way, even if his family hadn’t had a c-bill to their name for five hundred years. “So push them out of the city,” Redjack’s voice was the only one he recognized instantly, there was something about the way the man spoke that carried through even when his radio was at its worst. “The rest of the battalion is waiting for them. We win if they fight, we win if they run—” The rest of Redjack’s rallying cry was lost as a rocket fell out of the sky. A massive explosion enveloped the Hunchback’s head and shoulders and sent the machine’s gyros tumbling. Gale lurched, deafened, his head pounding like someone had taken a sledgehammer to the back of his neurohelmet, but Margaret kept to its feet. The Hunchback was old and battered, but it was stable. Dependable. The only thing in the galaxy a Von Müller could trust. “—want that missile launcher intact.” Redjack finished. “I want to see it up close.” Welp, looks like this broke again. Indirect-Fire Artillery Targeting Phase Marauder - Fires Arrow IV missile at hex [unknown]! Flight time is 1 turns (target within 17 hexes)! Movement Phase Centurion - Stands carefully in hex 0818 (3 base - 2 careful stand = 1): automatic success! Indirect-Fire Artillery Phase Marauder - Fires Arrow IV missile at hex 0617 (3 base + 1 movement + 7 indirect fire artillery = 11): rolled 8, missile lands in scatter radius 3! - - Rolled 6, scatters to hex 0517! - - Rolled 1, scatters to hex 0516! -- Rolled 6, scatters to hex 0415! - Hunchback suffers 20 damage in the explosion to: Head (4/9 armor remaining (Pilot hit!)), Center Torso (16/26 armor remaining), Center Torso (11/26 armor remaining), Right Torso (15/20 armor remaining)! - Building hex 0315 suffers 10 damage! Building collapses! - Building hex 0515 suffers 10 damage! Building collapses! - Building hex 0516 suffers 10 damage! Building collapses! Combat Phase Charger (Player) - Holds fire! - Gains 3 heat, sinks 10! Catapult (Player) - Holds fire! - Gains 2 heat, sinks 28! Hunchback (Player) - Holds fire! - Gains 2 heat, sinks 28! Warhammer (Player) - Fires ER PPC at Building Hex 1412 (3 base + 2 range + 2 movement - 4 enemy movement = 3): rolled 4, building destroyed! - Fires ER PPC at Mansion 1711: no Line of Sight to target! - Gains 32 heat, sinks 34! Centurion (Player) - Holds fire! - Gains 2 heat, sinks 12! Blackjack (Player) - Fires Medium Laser at building hex 1217: automatic hit! - Fires Medium Laser at building hex 1217: automatic hit! Building destroyed! - Fires 10x Machine Guns at infantry 1217: Infantry 1217 destroyed! - Gains 11 heat, sinks 13! Assassin (Player) - Holds fire! - Gains 7 heat, sinks 22! Battle Cobra (Player) - Holds fire! - Gains 1 heat, sinks 28! Clint (Player) - Fires ER PPC at King Crab (2 base + 4 range + 2 movement + 0 enemy movement + 1 partial cover = 9): rolled 4, miss! - Gains 17 heat, sinks 14! Overheating! Griffin - Fires PPC at Building Hex 0906 (3 base + 0 range + 1 movement - 4 enemy movement = 0): automatically hit! building destroyed! - Fires PPC at Building Hex 0906 (3 base + 0 range + 1 movement - 4 enemy movement + 1 secondary target = 1): automatically hit! Building destroyed! - Gains 25 heat, sinks 22! King Crab - Torso-twists to threaten hex 0708! - Fires Medium Laser at Building Hex 1006 (3 base + 2 range + 2 movement - 4 target movement = 3): rolled 4, hit! - Fires Medium Laser at Building Hex 1006 (3 base + 2 range + 2 movement - 4 target movement = 3): rolled 5, hit! Building destroyed! - Fires Large Laser at Assassin (3 base + 0 range + 2 movement + 2 target movement + 1 secondary target = 8): rolled 8, hit Left Leg (8/16 armor remaining)! - Fires Large Laser at Assassin (3 base + 0 range + 2 movement + 2 target movement + 1 secondary target = 8): rolled 2, miss! - Fires Large Laser at Assassin (3 base + 0 range + 2 movement + 2 target movement + 1 secondary target = 8): rolled 11, hit Left Leg (0/16 armor remaining)! - Fires Large Laser at Assassin (3 base + 0 range + 2 movement + 2 target movement + 1 secondary target = 8): rolled 6, miss! - Gains 40 heat, sinks 44! Marauder - Holds fire! - Gains 12 heat, sinks 17! End Phase: Hunchback - Must pass a 3+ consciousness test: rolled 6, succeeds! - Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled 5, succeeds! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (4/11) Orders Due: Saturday Night! PoptartsNinja fucked around with this message at 07:00 on Jan 9, 2015 |
# ? Jan 9, 2015 00:26 |
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Charger jumping to 0207 facing 0206.
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# ? Jan 9, 2015 00:31 |
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PTN, I really like Redjack Ryan. If we win this match without him dying it'd be way cool if you could do a "where are they at" update sometime in the future. Even just mentioning the other units goons haven controlled would be nice. Like what are the kell hounds doing, what is up with rolling thunder, Comanches caballeros and is Terrence Williams still a badass?
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# ? Jan 9, 2015 00:37 |
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I'm still wondering what happened to Nioclas and his infection from Outfoxed, and if Clan Diamond Shark are all hallucinating bird-aliens by this point.
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# ? Jan 9, 2015 00:39 |
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Decision time for the Catapult! I could go Left (0716 (slight chance of PPC fire), 0513, 0609) and be part of the main thrust against our foes, or go Right (1014, 1111, 1105) and hopefully try and make sure none of them escape east. I'm leaning toward going right at the moment, but thought I should run this plan past the thread for a sanity-check.
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# ? Jan 9, 2015 00:43 |
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PTN: the clothesline maneuver is a knockdown thing, yeah?
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# ? Jan 9, 2015 00:52 |
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Cloud Potato posted:Decision time for the Catapult! I could go Left (0716 (slight chance of PPC fire), 0513, 0609) and be part of the main thrust against our foes, or go Right (1014, 1111, 1105) and hopefully try and make sure none of them escape east. I'm leaning toward going right at the moment, but thought I should run this plan past the thread for a sanity-check. My thoughts are go right up the 13** line
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# ? Jan 9, 2015 01:05 |
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Dolash posted:I'm still wondering what happened to Nioclas and his infection from Outfoxed, and if Clan Diamond Shark are all hallucinating bird-aliens by this point.
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# ? Jan 9, 2015 01:27 |
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apostateCourier posted:PTN: the clothesline maneuver is a knockdown thing, yeah? Sorta? It's a charge that will deal half damage to you if you land it. So it's a charge but safer (but you still charge normally if you fail)
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# ? Jan 9, 2015 01:53 |
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PoptartsNinja posted:King Crab At least it wasn't the other leg! The other good news is that those two hills over there are positioned so that it should be possible for you to finagle a 7-hex jump between them every turn so you can always end with a +4 move mod, another +1 from the hill, and protected legs. Just...uh...try to stay away from any obvious Arrow bait, I guess. Voyager I fucked around with this message at 02:20 on Jan 9, 2015 |
# ? Jan 9, 2015 01:55 |
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Ignore the Marauder. At this rate it'll only have a few rounds left after the Crab and Griffin, plus its a beautiful mech to keep pristine.
Readingaccount fucked around with this message at 02:05 on Jan 9, 2015 |
# ? Jan 9, 2015 02:01 |
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apostateCourier posted:PTN: the clothesline maneuver is a knockdown thing, yeah? Your best knockdowns are normal kicks, the flying cross body and some of your grab followups. A charge is more like a knockback with some extra emphasis.
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# ? Jan 9, 2015 02:07 |
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Cloud Potato posted:Decision time for the Catapult! I could go Left (0716 (slight chance of PPC fire), 0513, 0609) and be part of the main thrust against our foes, or go Right (1014, 1111, 1105) and hopefully try and make sure none of them escape east. I'm leaning toward going right at the moment, but thought I should run this plan past the thread for a sanity-check. if you go to the right you have a ton of room to maneuver and are unlikely to eat an Arrow IV, sooooo maybe? I was thinking about it myself, but I wasn't in a good position. Redjack should probably detour over that way to wreck one more mansion to complete that bonus objective though! dis astranagant posted:Your best knockdowns are normal kicks, the flying cross body and some of your grab followups. A charge is more like a knockback with some extra emphasis. yeah but apostatecourier needs to get a third wrestling move in. That objective is the entire reason we're rushing the Crab and company. e: oh haha an off-map charge 'kill'? That'd be fantastic. Like a ring-out, except with mechs. I want this to happen and then I want the Crab to get introduced to the dirt. Psion fucked around with this message at 02:15 on Jan 9, 2015 |
# ? Jan 9, 2015 02:13 |
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Readingaccount posted:Ignore the Marauder. At this rate it'll only have a few rounds left after the Crab and Griffin, plus its a beautiful mech to keep pristine. Eh. If PTN is silly enough to give me the option to charge it off the map, I will.
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# ? Jan 9, 2015 02:13 |
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Sel Nar posted:I still think the biggest dick move in the entire Inner Sphere is the introduction of the Savannah Master. It's 'gently caress you' fast, armoured just enough to laugh off a PPC to the front, and has a single medium laser so its bite is just enough to be threatening. The fact that the speedy little bastards are focused in Lyran space notwithstanding, just about every player will threaten to punch someone that says 'I brought a lance of Savannah Masters' I actually had a friend who brought twenty of the blasted things to a Megamek game. I ended up winning though, because there was a big forest I managed to park my lance in to prevent him from getting backshots on me, while my guys were armed with Pulse weapons and other -To Hit weapons. Course, this was before Megamek was capable of supporting Fire or terrain clearing, so chances are if I tried that now, my friend would just set the forest ablaze and wait me out.
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# ? Jan 9, 2015 02:20 |
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Sel Nar posted:I still think the biggest dick move in the entire Inner Sphere is the introduction of the Savannah Master. It's 'gently caress you' fast, armoured just enough to laugh off a PPC to the front, and has a single medium laser so its bite is just enough to be threatening. The fact that the speedy little bastards are focused in Lyran space notwithstanding, just about every player will threaten to punch someone that says 'I brought a lance of Savannah Masters' Nah, a lance will get a pass with most people. It's when you bring a company or more of the little shits that people might want to start punching you. Personally, I like the less cheesy stuff like bringing a couple of solid heavy or assault tanks screened by some lighter stuff. The good designs can hold their own against Mechs in a slugfest without making the whole thing annoying and gimmicky.
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# ? Jan 9, 2015 05:44 |
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Think you posted the same map twice, PTN. Doubled up on the after enemy movement map, instead of posting the after player movement map.
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# ? Jan 9, 2015 06:38 |
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PoptartsNinja posted:
Voyager I posted:At least it wasn't the other leg! I misunderstood how cover works, I thought that any level 1 terrain between me and an enemy would count, including the ones next to the Crab but nowhere near me. Guess that could have gone a lot worse ! If enough people can make it forwards I might get brave and go to 0801 behind the Griffin, otherwise I might hide for a turn around 1101.
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# ? Jan 9, 2015 08:46 |
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Trundel posted:I misunderstood how cover works, I thought that any level 1 terrain between me and an enemy would count, including the ones next to the Crab but nowhere near me. Guess that could have gone a lot worse ! Voting for hiding. Going to be another turn before everyone is nearby. Be careful about 1101, the Crab can blow through two buildings fairly easily.
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# ? Jan 9, 2015 16:51 |
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PoptartsNinja posted:Just tack on an improvised "multiple redundant systems" quirk that gives a -2 to rolls on the vehicrit table unless the crit was a result of structural damage. OK! This tank evolved simply by thinking about what are the coolest thing you could do if you were a nutbar pirate that had no regard for your own safety. So naturally, you find the most imposing hunk of metal possible, strap as many guns to it as you can, and then strip out anything resembling reasonable safety measures in the interests of POWERRRRRRRRRRRRRRRRR. Hence the RAC-5s, which I think of as the most pirate-y weapon out there. The XXL isn't supposed to be a "real" one, but instead is just a normal XL with enough shielding stripped out so that the pilot's going to end up having two headed kids. (Yes I know fusion doesn't work like that, but this is battletech!) Red paint, supercharger, and pile of hardened armor is because I basically picture our pirates as 40k Orks. Quirk wise, the tank's guns have been set up for almost point blank convergence, because what's the point of all that firepower if you can't see the damage you're doing up close and personal? (variable ranged targeting: Short, -1 at short range + 1 at long) The tank is also such a hulking mass of metal that despite the massive engine and supercharger, it takes a long time to get up to speed. (Poor acceleration, takes 1 turn at cruising speed before being able to use flank speed.) The tracks are buried deep enough behind the side armor skirts that motive system damage rolls get a -3 modifier. While the vehicle as a whole is very well protected from critical hits, the ammo feeds required for keeping up with the 3/4 RAC-5s have complicated the turret to such a degree that hits against it are very likely to lock it up and render it unable to traverse. ( -2 to crit rolls unless armor is breached, rolls of 6, 7, and 8 on the turret crit table lock the turret in addition to other effects.) Pirate Deathtrap Dakkatank (I am really bad at names) IS unofficial 125 tons BV: 2,630 Cost: 152,615,243 C-bills Movement: 3/5(6) (Tracked) Engine: 375 XXL Internal: 65 Armor: 216 (Hardened) Internal Armor -------------------------------------- Front 13 54 Right Side 13 40 Left Side 13 40 Rear 13 28 Turret 13 54 Weapon Loc Heat ---------------------------------------- Rotary AC/5 TU 1 Rotary AC/5 TU 1 Rotary AC/5 TU 1 Ammo Loc Shots ---------------------------------------- Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Equipment Loc ---------------------------------- Hardened BD Supercharger BD Very likely silly and terrible, but I thought it was funny. I couldn't decide between this version with plenty of armor and ammo, or one with a 4th RAC-5, less armor, and only enough ammo for 8 turns of full auto fire. This one is probably better from a silly pirate POV. Because let's face it, after 4 turns in range of someone you're going to be disabled or your weapons will all jam anyhow so who needs spare ammo! Light em up! Alt version: IS unofficial 125 tons BV: 2,466 Cost: 152,900,993 C-bills Movement: 3/5(6) (Tracked) Engine: 375 XXL Internal: 65 Armor: 160 (Hardened) Internal Armor -------------------------------------- Front 13 40 Right 13 30 Left 13 30 Rear 13 20 Turret 13 40 Weapon Loc Heat ---------------------------------------- Rotary AC/5 TU 1 Rotary AC/5 TU 1 Rotary AC/5 TU 1 Rotary AC/5 TU 1 Ammo Loc Shots ---------------------------------------- Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Rotary AC/5 Ammo BD 20 Equipment Loc ---------------------------------- Hardened BD Supercharger BD
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# ? Jan 9, 2015 20:28 |
Gwaihir posted:The XXL isn't supposed to be a "real" one, but instead is just a normal XL with enough shielding stripped out so that the pilot's going to end up having two headed kids. (Yes I know fusion doesn't work like that, but this is battletech!) Fusion does work that way! D/T fusion produces a ton of neutrons that could cause tremendous damage to a person. Granted they'd die before their nuts would get that jacked, but still.
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# ? Jan 9, 2015 20:33 |
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If you tinker with fractional accounting and XXL engines in SAW, you can get a 2 ton boat to flank at almost 900km/h. Not a hovercraft or a hydrofoil, a displacement boat. It's basically just a kinetic weapon at that point.
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# ? Jan 9, 2015 20:34 |
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Charger here, before I commit to jumping further forward, how long will it be before I have backup?
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# ? Jan 9, 2015 20:39 |
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Olothreutes posted:Fusion does work that way! D/T fusion produces a ton of neutrons that could cause tremendous damage to a person. Granted they'd die before their nuts would get that jacked, but still. Even better! Dropping the XXL to XL works fine with 3 RACs/20t armor/8t ammo, too, but what fun is a machine that isn't also likely to kill it's owner? Gwaihir fucked around with this message at 20:55 on Jan 9, 2015 |
# ? Jan 9, 2015 20:44 |
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I either drank to much or I took an Arrow IV to the HEAD! Going to move to 0513, facing 0612. Could also move to 0212, but I don't want to be close to a bunch of targets. apostateCourier posted:Charger here, before I commit to jumping further forward, how long will it be before I have backup? I could more to 0712 this turn and start shooting the crab out of the King Crab. That allows me to shoot the MRM at a 9. Or just saunder forward to be in a good position for next round.
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# ? Jan 9, 2015 20:58 |
Gwaihir posted:Even better! For reference, if you were to sit about a yard from a D/T fusion device that put out somewhere in the region of 5 watts you would receive a lethal dose in about half an hour. This is also a pretty good sanity check for things like the Pons and Fleischmann cold fusion claim (they'd all be dead if it actually worked).
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# ? Jan 9, 2015 21:01 |
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apostateCourier posted:Charger here, before I commit to jumping further forward, how long will it be before I have backup? I can't find a way for me to get into the fight in fewer than like 4 turns so count me out also, I'm pretty sure if I move forward into 0413 or whatever Tank Boy Ken, OptimusShr and I will be eating Arrow IV so ... I'm not sure how to move up. Psion fucked around with this message at 22:50 on Jan 9, 2015 |
# ? Jan 9, 2015 22:39 |
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Turn 1: 0515, wreck house in 0514. Turn 2: 0612 blart missiles at long range. Turn 3: be in like 0609 or 0709 and blart more missiles at hopefully medium range?
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# ? Jan 9, 2015 22:49 |
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wouldn't my rolls for a hit with SRMs at long range be like 11 maybe I should just bulldoze my way straight up the 05xx hex row. Wrecking ball buildings, ask my teammates to shred some buildings on their way up.
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# ? Jan 9, 2015 22:55 |
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You know you want to trust in the dice.
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# ? Jan 9, 2015 22:59 |
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goatface posted:You know you want to trust in the dice. good joke! the dice have been kind to me overall and I'd like to keep that going by not tempting dice fate more often than I have to. Everything's coming up Jag Cordeaux right now and it'd be a shame to ruin that! another thing I could do is move over to 01xx and start bulldozing my way up that way but I think it'd be pretty slow and I'm not sure how effective my weapons are at building-killing.
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# ? Jan 10, 2015 05:31 |
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Reminder that anyone with a half decent piloting skill can simply walk through the shanties for 2 MP a hex with minimal risk.
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# ? Jan 10, 2015 05:37 |
Warhammer is probably going to jump to 0815, blast the mansion in 1711 to finish my sub objective, and if I have LOS I'll shoot at the Griffin or the King Crab. From then on it's knife fighting time. I've got a damned near pristine mech and if I try to do any fancy flanking/sniping bullshit the fight will be over by the time I get to shoot again.
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# ? Jan 10, 2015 06:40 |
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Throwing in my bit for the pirate contest and well... I got Elagabalus in my head from listening to too many episodes of history of rome podcast in a row: It is rarely known that the vicious and hedonistic pirate currently making his living along the "north-eastern" border of Federated suns, whose band calls him the "Unconquered Sun" is really a member of the noble House Davion. His victims refer to him as "The Common Enemy of All Mankind" and probably only his grandmother still calls him by his birth name Sextus Varius Aurelius Davion, in truth a young heir to a minor but ambitious branch of the Davion family from the planet Emesa in the When his maternal grandmother Julia Emesa tried to orchestrate a coup that would decimate the whole main branch of the Davion family, she was however caught and was slated for execution, but with the help of a few now-desperate loyalists she and her extended family fled outside the Inner Sphere. Sextus then grew up to be both bitter and brutal in his familial war against anything Davion, raiding border-worlds more for the pleasure of the suffering inflicted upon the people than the resources stolen in the process. With the Davion attention now wholly focused on the coming of the Clans, Sextus's band has grown wealthy and more pirates flock to his banner every day, he is now, after many years of just raiding and pillaging Davion space, starting once again to consider of his grandmothers larger ambitions and arguing with himself if he really might be able to inflict a coup de main on the newly minted Draconis Suns. Quirks: "Son of the Sun", Elagabalus's experimental XL engine is designed to run much hotter than usual, as a result it ignores the first point of movement penalty from overheating, if it gains further penalties the first one is also included. "Rallying point", for all his personal faults, Sextus is also known for his courage in battle and the way he punishes cowardice. All allied 'mechs inside 12 hex radius of the "Elagabalus" ignore the "Forced Retreat" rules. Emperor "Elagabalus" EMP-6Asol Mass: 90 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: All Eras (non-canon) Tech Rating/Era Availability: E/X-X-E-A Production Year: 0 Cost: 25 886 550 C-Bills Battle Value: 2 284 Chassis: Unknown Standard Power Plant: Unknown 360 Fusion XL Engine Walking Speed: 43,2 km/h (54,0 km/h) Maximum Speed: 64,8 km/h (86,4 km/h) Jump Jets: Unknown Jump Capacity: 90 meters Armor: Unknown Standard Armor w/ CASE Armament: 1 LB 20-X AC 5 Light PPCs 2 Small Pulse Lasers 2 Searchlights Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 138 points 9,00 Engine: XL Fusion Engine 360 16,50 Walking MP: 4 (5) Running MP: 6 (8) Jumping MP: 3 Standard Jump Jet Locations: 1 CT, 1 LL, 1 RL 6,00 Heat Sinks: Double Heat Sink 10(20) 0,00 Gyro: Standard 4,00 Cockpit: Small 2,00 Actuators: L: SH+UA R: SH+UA+LA TSM Locations: 1 CT, 1 LT, 1 RT, 1 RA, 1 LL, 1 RL Armor: Standard Armor AV - 256 16,00 CASE Locations: 1 LT 0,50 Internal Armor Structure Factor Head 3 9 Center Torso 29 40 Center Torso (rear) 13 L/R Torso 19 25 L/R Torso (rear) 13 L/R Arm 15 26 L/R Leg 19 33 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 4 Light PPCs RA 20 8 12,00 (R) Small Pulse Laser RT 2 1 1,00 Searchlight RT 0 1 0,50 LB 20-X AC LT/LA 6 1/10 14,00 (R) Small Pulse Laser LT 2 1 1,00 Searchlight LT 0 1 0,50 Light PPC HD 5 2 3,00 @LB 20-X (Cluster) (15) LT - 3 3,00 @LB 20-X (Slug) (5) LT - 1 1,00 Free Critical Slots: 6 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 23 4/2j 3 3 2 0 4 1 Structure: 4 Special Abilities: TSM, SRCH, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0 and yes, I know "The Common Enemy of All Mankind" was Caracalla and not Elagabalus but I like the title and it suits him too. In like Zinn fucked around with this message at 07:21 on Jan 10, 2015 |
# ? Jan 10, 2015 07:01 |
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dis astranagant posted:Reminder that anyone with a half decent piloting skill can simply walk through the shanties for 2 MP a hex with minimal risk. yeah ok, I'm going to go over to the 02xx line. I'll get some cover while I move up and hopefully can prevent any Arrow IV-toting jerks from retreating and playing Jerk Missile Tag. I want us to be able to focus on CRAB BATTLE. so I'll be in 0215
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# ? Jan 10, 2015 19:51 |
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I'm parking my beloved HBK in 0513, ready to get murderd by the Griffin, Crab or Arrow IV on this or the next turn. FUN! This will allow me to make it to 0809 next turn, or hide in 1110. Depending how horrible the next turn will be.
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# ? Jan 10, 2015 20:18 |
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Almost forgot about orders! Catapult orders in, I'm going Right so that we're not one big juicy clump for mean ol' missile rain. Jumping to 1014, holding fire.
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# ? Jan 11, 2015 03:07 |
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Cloud Potato posted:Almost forgot about orders! Catapult orders in, I'm going Right so that we're not one big juicy clump for mean ol' missile rain. Jumping to 1014, holding fire. Shiiiiiiiiiiiiiit. Orders in, had mine just sitting in the browser for 8 or so hours. Jumping to 1402 and trying to lame it out this turn. Hopefully the Crab can't shoot through 4 buildings this time!
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# ? Jan 11, 2015 10:25 |
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# ? Apr 28, 2024 14:05 |
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I'm not allowed to use Artillery anymore.
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# ? Jan 11, 2015 23:30 |