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garland336 posted:
who won?
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# ? Feb 18, 2015 19:16 |
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# ? Apr 27, 2024 16:14 |
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What no no just no no how
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# ? Feb 18, 2015 19:20 |
Saint Celestine posted:who won?
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# ? Feb 18, 2015 19:24 |
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Silly gif everyone knows a tiger's turret traverse is waaaay slower than that jeeze
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# ? Feb 18, 2015 19:29 |
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Saint Celestine posted:who won? Shame on you for encouraging this apostasy.
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# ? Feb 18, 2015 19:30 |
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Ardlen posted:The drifting tank, of course! Triple Track Train Drifting! https://www.youtube.com/watch?v=86PUB4u2s2A
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# ? Feb 18, 2015 19:33 |
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PoptartsNinja posted:Any fast hover can be a real bastard to deal with. Any fast hover with good armor tends to be even more so. I think every player would have picked that Hover Assault team. I remember one time when I ran a company of only Saladins. I got yelled at.
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# ? Feb 18, 2015 19:33 |
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KnoxZone posted:I think every player would have picked that Hover Assault team. I remember one time when I ran a company of only Saladins. I got yelled at. I once put all my battle value in infantry against a binary with a star of hellstars. It was pretty fun.
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# ? Feb 18, 2015 19:38 |
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SIGSEGV posted:I once put all my battle value in infantry against a binary with a star of hellstars. What happened? And how much infantry is that? A battalion?
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# ? Feb 18, 2015 20:07 |
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Artificer posted:What happened? And how much infantry is that? A battalion? I won pretty handily in C-bills and BV lost but not in casualty count. Also, it's called "a carpet".
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# ? Feb 18, 2015 20:18 |
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It's the perfect counter. Each ERPPC can only kill two men per shot! Under the old rules, an ER PPC used to kill 15
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# ? Feb 18, 2015 20:34 |
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PoptartsNinja posted:Any fast hover can be a real bastard to deal with. Any fast hover with good armor tends to be even more so. It took me a moment to remember which one the Saladin was. Then I remembered that it's the tank that's essentially a mobile 8/12 Hovertank with the fuckoff AC/20. It's nasty, trust me.
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# ? Feb 18, 2015 20:41 |
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Sludge Factory: Tactical Update 2 The report of the Long Tom shook what Eadan Baxter hoped was just dust from the nearer surface of one of Chatham’s massive, laminate buildings. He shuddered at the thought of what that dust would’ve done to his lungs if he weren’t wearing heavy-duty environmental gear. He didn’t want to dwell at all on the horror stories he’d heard from the locals about Chatham’s acid rains eating straight through protective gear and into the men beneath. Every building on Chatham was designed with those rains in mind: there were no windows, the doors were recessed, and every single one had been constructed of layered ceramics, metal, and glass that kept as much of the atmosphere out as possible and helped serve as an early warning system if something nasty were trying to eat its way through. Every layer was colored, so as their outsides started to melt property owners would always know when to hire a construction crew or bring in a portable kiln to re-glaze the exteriors. Some pricier buildings even had sensor mesh layered in, which would automatically warn the occupants when their walls were getting thin. Nearly all underground constructions on Chatham had been abandoned centuries ago. The soil was simply too caustic to dig into, and any seepage was likely to be even more concentrated than the ambient murk. Eadan’s support trailer gave a jerk as the clamps holding his little loading cart released. It was barely even a vehicle by anyone’s standards: a few electric batteries and a top speed just fast enough to be completely outclassed by a fully loaded Mobile Long Tom. It was his job to deploy, load a shell of the type his gunners specified, and lock back into his support trailer before the carriage gun needed to move again. The whole process took eighteen seconds if he were on the ball, and the loaders had to alternate to keep their gun supplied. In theory the Mobile Long Tom’s secondary gunners could load the vehicle by hand but it was a slow process. Without the support trailers, the gun could still fire once every ten seconds provided it wasn’t moving, but if it did need to roll out it wouldn’t be able to reload until it came to a complete stop. No gunner worth his salt would let themselves be left behind. Especially not on Chatham. (Manticore movement is inaccurate) Indirect-Fire Artillery Targeting Phase Mobile Long Tom fires indirectly at hex [target hex greater than 17 hexes away]! Movement Phase Hunter 2 - High-speed turn on concrete in hex 3803! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 7, succeeds! Manticore: - High speed turn on concrete in hex 1603! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 7, succeeds! - High speed turn on concrete in hex 1305! - - Must pass a skidding test (5 base + 0 distance traveled = 5): rolled 8, succeeds! Manticore (LBX): - High speed turn on concrete in hex 1603! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 5, succeeds! Hephaestus 1 - High-speed turn in hex 0932! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 7, succeeds! Hephaestus 2 - High-speed turn in hex 0732! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 8, succeeds! Odin Scout - High-speed turn on concrete in hex 2227! - - Must pass a skidding test (5 base + 0 distance traveled = 5): rolled 7, succeeds! - High-speed turn on concrete in hex 2127! - - Must pass a skidding test (5 base + 0 distance traveled = 5): rolled 8, succeeds! Anhur - High-speed turn in hex 1929! - - Must pass a sideslip test (4 base - 1 distance traveled = 3): rolled 7, succeeds! - Descends to Height 0 in hex 1225 (3 MP)! Zorya 1 - High-speed turn on concrete in hex 2432! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 5, succeeds! Indirect-Fire Artillery Phase No rounds land this turn! Final Player Status: Opposing Force Status: Mission Objective: Capture the Coolant Factory (0/1) Secondary Objectives: Protect the Mobile Army Support Hospital from detection (0/1) Defend the Mobile Army Support Hospital (0/1) Locate the Clan Ammunition Dump (0/1) Destroy the Clan Ammunition Dump (0/1) Special Rules: Caustic, Tainted Atmosphere (TacOps p56) Vehicles suffer an automatic Crew Stunned if armor is breached, Mechwarriors take double damage from cockpit hits. Point Commanders As long as they are active combatants, the Mars Assault Vehicle and Epona Pursuit Tank may designate one unit each as an Ace for two turns. New Ace units may not be designated until Ace status expires. Units which opt to remain immobile for at least two turns gain Ace status on the first turn they move. BattleMechs and VTOLs may not be Aces. Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 01:03 on Feb 19, 2015 |
# ? Feb 18, 2015 21:33 |
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haha yes, all the skid tests. This will be magic once people start to fail them.
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# ? Feb 18, 2015 21:44 |
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So how can players find the Ammo dump? Was that an active probe only thing? Or just by being in the same hex as it? e: Also that Athena with dual tarcomp'd Gauss and LRM10 is in range of the right side now, so don't sit outside of cover when the shooting starts next turn! That Odin is also just begging to eat an ERPPC to the face which will OHKO it as well, haha. Gwaihir fucked around with this message at 22:07 on Feb 18, 2015 |
# ? Feb 18, 2015 22:02 |
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Gwaihir posted:So how can players find the Ammo dump? Was that an active probe only thing? Or just by being in the same hex as it? PoptartsNinja posted:Edit: Oh, I should also mention that there is a secondary objective the players are going to have to find and/or destroy (you can absolutely destroy it with the Long Tom even if you haven't found it). Since they don't have active probes, as long as they get any unit at all within 4 hexes they can find it whether they have line-of-sight or not.
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# ? Feb 18, 2015 22:05 |
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Gwaihir posted:e: Also that Athena with dual tarcomp'd Gauss and LRM10 is in range of the right side now, so don't sit outside of cover when the shooting starts next turn! Hmm, should that Athena still be in 2927 because it costs 3MP to go up the hill?
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# ? Feb 18, 2015 22:13 |
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H1 hills can see over trees, right? Because it looks like that Athena just took a pretty commanding position. If it can, Ba Donk a Bonk may want to clear his Drillson out of there, posthaste. Wasp needs to be careful too. Some other things to note, it looks like they're making a concerted push up the center, so we probably want to redirect forces nearby to shoot that Odin and/or the Hephaestus as they come in along that straight road. Currently considering jumping the Panther to either 2110 or 2312, to overwatch that entrance. First spot gives me clear sightlines, but also gives them clear sight lines back with everything pushing up that way. On the other hand, the second possibly puts me in the sights of the Athena(somewhat uncertain on this). Also, do remember that the Coolant Plant basically block all non-flying LOS on the map, so it's doing a good job of blocking the Athena's sight to anything not directly in front of it. One final point of interest is that the Mars did not move. Obviously this means most of its weapons can't shoot but, if it can indirectly fire its 3 LRM-15s with a spotter, it can potentially hit well beyond the eastern bridge on our side so watch that range.
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# ? Feb 18, 2015 22:22 |
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Uhhh, PTN, those weren't the movements I sent in my email. But I guess I'm not too exposed, so it's not that big of a deal.
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# ? Feb 18, 2015 22:33 |
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Lord Koth posted:H1 hills can see over trees, right? Because it looks like that Athena just took a pretty commanding position. If it can, Ba Donk a Bonk may want to clear his Drillson out of there, posthaste. Wasp needs to be careful too. I don't thiiink that anything on the clan side can spot for it past the hill though. Also, while moving the panther in to position to pot the Odin, you want to walk if at all possible to make your shots better. There's nothing really in range of you (I think), and jumping 4 is just going to ruin your aim to no benefit.
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# ? Feb 18, 2015 22:38 |
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Friar John posted:Uhhh, PTN, those weren't the movements I sent in my email. But I guess I'm not too exposed, so it's not that big of a deal. Whoops, I'll get that fixed. I thought I'd deleted your orders by mistake, someone sent me orders labeled for the Battle Cobra and when I cleaned out my inbox I deleted those by accident. Edit: Time to roll more skidding tests! The Merry Marauder posted:Hmm, should that Athena still be in 2927 because it costs 3MP to go up the hill? I forgot it was only a 3/5. Edit: Fixed. And trees are Height 2, not Height 1, so a level 1 hill can't see over them. PoptartsNinja fucked around with this message at 23:12 on Feb 18, 2015 |
# ? Feb 18, 2015 23:03 |
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OK, now taking advice for what to do with the Manticores! Should I burst out of the forest and take some pot shots at that one vehicle moving straight up the middle?
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# ? Feb 18, 2015 23:22 |
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It's surrounded by height 5 buildings, you can't see it.
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# ? Feb 18, 2015 23:25 |
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Friar John posted:OK, now taking advice for what to do with the Manticores! Should I burst out of the forest and take some pot shots at that one vehicle moving straight up the middle? You haven't the movement to get past 1207/1407(8). On the up, this will put you in a good spot to stand and melt it if it continues on next turn.
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# ? Feb 18, 2015 23:25 |
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Gwaihir posted:I don't thiiink that anything on the clan side can spot for it past the hill though. Well, was trying to get into a clump of trees, which will require running/jumping regardless of which one I pick, but suppose I could do otherwise. Also, staying head-on to that corridor down the center will result in a battery of pulse fire coming at you if the two Hephaestus tanks come up the middle too, given they have range 12 for their MPLs. They ALSO have TAG, so that's of some concern given that at the very least the Athena is in range to indirectly fire. edit: Idle question, what happens if a Thunder FASCAM minefield lands on top of someone?
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# ? Feb 19, 2015 00:01 |
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"Eadan’s support trailer gave a jerk as the clamps holding his little loading cart." I think there's something wrong with that one.
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# ? Feb 19, 2015 00:08 |
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Lord Koth posted:Well, was trying to get into a clump of trees, which will require running/jumping regardless of which one I pick, but suppose I could do otherwise. Also, staying head-on to that corridor down the center will result in a battery of pulse fire coming at you if the two Hephaestus tanks come up the middle too, given they have range 12 for their MPLs. They ALSO have TAG, so that's of some concern given that at the very least the Athena is in range to indirectly fire. Sure, but the enemy has already moved- You know where they are for this coming turn's shooting so you can position totally safely, that's the biggest advantage the players have. I don't thiiiink the TAG helps out here, since all those LRMs are going to be using Artemis ammo and not semi-guided TAG homing. Maybe a tag lets something spot with less of a penalty? I don't remember those rules exactly.
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# ? Feb 19, 2015 01:03 |
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Lord Koth posted:Well, was trying to get into a clump of trees, which will require running/jumping regardless of which one I pick, but suppose I could do otherwise. Also, staying head-on to that corridor down the center will result in a battery of pulse fire coming at you if the two Hephaestus tanks come up the middle too, given they have range 12 for their MPLs. They ALSO have TAG, so that's of some concern given that at the very least the Athena is in range to indirectly fire. The Hephaestus tanks aren't Aces, and aren't in position to shoot you through the building. The Athena doesn't have any weapons that can be fired indirectly. I move after you do so if you don't like the way I'm positioning you can move to break my line of sight. Remember, the enemy movement is my movement for turn 2. You haven't submitted your movement for turn 2 yet.
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# ? Feb 19, 2015 01:06 |
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PoptartsNinja posted:Remember, the enemy movement is my movement for turn 2. You haven't submitted your movement for turn 2 yet.
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# ? Feb 19, 2015 01:26 |
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Hmmm well if you run over to 2110 you'll be hitting on 4 base + 4 enemy move +2 move + 2 range. 12s. And get shot by MPLs from the Odin on like ..... 10s or so. Probably not worth it.
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# ? Feb 19, 2015 05:13 |
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PTN What's the downside of skidding? If I make a last point of movement turn on a road hex and skid off it isn't that just a free point of movement or does something else happen? Basically I want to make a 30m powerslide in a tank to put it in a better position.
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# ? Feb 19, 2015 05:58 |
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Kial posted:Hmmm well if you run over to 2110 you'll be hitting on 4 base + 4 enemy move +2 move + 2 range. 12s. And get shot by MPLs from the Odin on like ..... 10s or so. Probably not worth it. I think he could actually walk to 2208, have los, and be out of range of the Odin, but I'm not sure if I counted that correctly. hooman posted:PTN The downside is for things like hovercraft- They're not allowed in trees. If you skid in to trees, then you're flat out stuck and screwed.
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# ? Feb 19, 2015 06:15 |
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hooman posted:PTN Normal tanks risk damaging their motive systems (up to and including immobilizing themselves) on a skid, everything takes damage if it hits anything else, and there's a cap on how far you can skid (based on how far your last movement was). Even if nothing goes wrong sometimes you don't want that extra hex of movement. Positioning is important for tanks, so skidding past something and putting them out of your front arc can ruin your entire attack. Edit: I should mention also: Hovertanks and VTOLs don't risk damage when they sideslip unless they actually collide with something. It's a different mechanic but it triggers whenever they move fast, no matter the terrain. PoptartsNinja fucked around with this message at 06:51 on Feb 19, 2015 |
# ? Feb 19, 2015 06:28 |
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PoptartsNinja posted:Normal tanks risk damaging their motive systems (up to and including immobilizing themselves) on a skid, everything takes damage if it hits anything else, and there's a cap on how far you can skid (based on how far your last movement was). Even if nothing goes wrong sometimes you don't want that extra hex of movement. Positioning is important for tanks, so skidding past something and putting them out of your front arc can ruin your entire attack. Thanks a lot, I am rethinking my planned skid.
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# ? Feb 19, 2015 06:47 |
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So what are the major exports of this planet that wants to eat you alive?
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# ? Feb 19, 2015 08:54 |
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There's a coolant plant we're fighting over, right?
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# ? Feb 19, 2015 09:13 |
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hooman posted:Thanks a lot, I am rethinking my planned skid. Aww man but we could've had an entire mission of nothing but Tokyo drifts
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# ? Feb 19, 2015 09:44 |
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PoptartsNinja posted:It's a different mechanic but it triggers whenever they move fast, no matter the terrain. Basically I'm wondering if a tank can declare a Charge (probably not) to a target they can't quite reach (probably not) and hope to *fail* the skid check to get the extra hex of movement needed to sideswipe some 'mech legs. Maybe that only happens in the Tanks & Wrestling crossover mission.
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# ? Feb 19, 2015 15:06 |
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Endomorphic posted:What conditions are required to check for a skid? do you have to adjust your facing afterwards and then attempt to move after that? No, that's absolutely a thing. One of the more bullshit tactics in the game is to take a fleet of hovercraft against 'mechs, and go bowling.
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# ? Feb 19, 2015 15:08 |
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# ? Apr 27, 2024 16:14 |
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Endomorphic posted:What conditions are required to check for a skid? do you have to adjust your facing afterwards and then attempt to move after that? You don't have to declare the charge to skid into people, so you can go in guns blazing and give it a try. Problem is that you'll probably get shot to pieces at point blank range either way you roll.
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# ? Feb 19, 2015 15:22 |