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Yeah, LB-X cluster gets a total of -3 to hit aircraft iirc.
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# ? Feb 24, 2015 21:54 |
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# ? Apr 27, 2024 23:19 |
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Losanda posted:Fixed the LRM/LBX mixup. It doesn't have LRMs either.
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# ? Feb 24, 2015 22:00 |
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PoptartsNinja posted:It doesn't have LRMs either. Doesn't it have an LRM-10 on the front?
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# ? Feb 24, 2015 22:01 |
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PoptartsNinja posted:It doesn't have LRMs either.
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# ? Feb 24, 2015 22:06 |
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You heard it here, folks - PTN has bid away the use of his LRMs.
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# ? Feb 24, 2015 22:32 |
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Oh, whoops. They're such a non-factor compared to the ER Mediums and Gauss Rifles I forgot they existed. Other LRMs I always forget: the ones on the Warhawk Prime.
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# ? Feb 24, 2015 22:38 |
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Unguided, not turreted long range missiles are so Battletech. Even more in space fights.
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# ? Feb 24, 2015 22:59 |
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PoptartsNinja posted:Oh, whoops. They're such a non-factor compared to the ER Mediums and Gauss Rifles I forgot they existed. Sarna says that that LRM-10 is intended for long range combat. It has a bit less range than the ERPPCs. This is one of those cases where I wouldn't spit on a few machine guns instead in case there's another infantry maniac like me with a small box of cork based infantry markers.
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# ? Feb 24, 2015 23:28 |
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Losanda posted:Unguided, not turreted long range missiles are so Battletech. LRMs are guided, they're just prone to oversteering and susceptible to the high levels of handwaved electronic warfare going on. The only unguided missiles are MRMs, rocket launchers and mech mortars, all of which are primarily noted for being inexpensive. dis astranagant fucked around with this message at 00:03 on Feb 25, 2015 |
# ? Feb 25, 2015 00:00 |
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dis astranagant posted:LRMs are guided, they're just prone to oversteering and susceptible to the high levels of handwaved electronic warfare going on. The only unguided missiles are MRMs, rocket launchers and mech mortars, all of which are primarily noted for being inexpensive. I remember them being unguided and the targeting system can estimate a moving object, but once the missile has left the building, it is not guided, can not change direction, switch target or do anything else an actual guided missile could do. I mean what does "vaguely guided" mean? Either the missile is able to follow a radar guidance, a heat source or something optical, or it is not, right? Correct me if I'm wrong, but that's what I remember from the readouts.
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# ? Feb 25, 2015 00:10 |
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It's Battletech guided, which means it's guided in a fashion which defies all logic. Just roll your dice and don't think about it.
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# ? Feb 25, 2015 00:18 |
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Losanda posted:I mean what does "vaguely guided" mean? Either the missile is able to follow a radar guidance, a heat source or something optical, or it is not, right?
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# ? Feb 25, 2015 01:35 |
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Losanda posted:I remember them being unguided and the targeting system can estimate a moving object, but once the missile has left the building, it is not guided, can not change direction, switch target or do anything else an actual guided missile could do. I mean what does "vaguely guided" mean? Either the missile is able to follow a radar guidance, a heat source or something optical, or it is not, right? LRMs are specifically complicated 2 stage rockets that would hardly even get in the same ballpark as the target without active guidance. The setting handwaves an off camera ewar arms race that keeps missiles at roughly standard accuracy levels. Listen-kill LRMs were basically an attempt at bringing the arms race into the spotlight briefly by giving advantage to a new guidance package until a means to defeat it was found.
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# ? Feb 25, 2015 02:20 |
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dis astranagant posted:Listen-kill LRMs were basically an attempt at bringing the arms race into the spotlight briefly by giving advantage to a new guidance package until a means to defeat it was found. And when things are getting so bad that having your missiles track the sound made by a fusion engine is superior to optical targeting, you know there's some heavy jamming going on. Psion posted:It's Battletech guided, which means it's guided in a fashion which defies all logic. Just roll your dice and don't think about it. This is the best answer though. PoptartsNinja fucked around with this message at 02:43 on Feb 25, 2015 |
# ? Feb 25, 2015 02:36 |
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So, considering just walking forwards into one of the hexes between 2210-2212, and firing my PPC at the Hunchback which, if I recall correctly, is technically height 2. It doesn't look like anything else has angle on me due to the complex, but wondering if I'm missing anything. Another low odds shot on an 11, but there's nothing else that seems critical for him to do, and the position seems relatively safe. Unless someone has a place they really want another minefield dropped, probably switching over to other rounds this turn. edit: Call it 2210, because forward of that might put only a single forest between the Panther and the Athena. Lord Koth fucked around with this message at 03:10 on Feb 25, 2015 |
# ? Feb 25, 2015 03:03 |
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Don't forget that the Hunchback is standing behind a hill and has the benefits of partial cover.
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# ? Feb 25, 2015 03:27 |
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Oh, I'm aware there's a decent chance the shot will go into the hill even if it "hits." But maneuvering for even a low-odds shot seems better than not shooting at all, if I can do it without getting particularly out of position or exposing myself to disproportionate return fire. Like I could move to shoot at one of the Zoryas or the Athena too, but don't feel like tangling with either of those at long range, due to them having a better chance to hit. And as far as I can tell all other sightlines to the Panther, except possibly the Donar, seem to be obscured from around there, and that's the general position I want him staying in for now anyways.
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# ? Feb 25, 2015 04:25 |
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Lord Koth posted:Oh, I'm aware there's a decent chance the shot will go into the hill even if it "hits." But maneuvering for even a low-odds shot seems better than not shooting at all, if I can do it without getting particularly out of position or exposing myself to disproportionate return fire. Like I could move to shoot at one of the Zoryas or the Athena too, but don't feel like tangling with either of those at long range, due to them having a better chance to hit. And as far as I can tell all other sightlines to the Panther, except possibly the Donar, seem to be obscured from around there, and that's the general position I want him staying in for now anyways. welllllllllllllll, I think you're wasting a shot, tbh. Hitting on 11 and then having height in the way? What's the point? Position yourself to get good shots next turn, don't commit to a location where you almost certainly won't hit and might take return shots for nothing. I mean if your math is right and you're shooting on 11s, what are they shooting at you on? I know, I'd be impatient to shoot all the mans too. I certainly was my first few turns digging that Centurion out of a stupid swampy corner of nowhere, let me tell you what.
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# ? Feb 25, 2015 04:36 |
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Psion posted:I mean if your math is right and you're shooting on 11s, what are they shooting at you on? Probably infinity, given the Hunchback's range. It's pretty much relying on the ER Mediums for long range firepower.
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# ? Feb 25, 2015 04:48 |
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Eh, it's more like I'm slightly tweaking my movement to take an opportunistic potshot, while also staying in a position that lets me quickly access most sightlines on our side in a single move. I'd probably want to be somewhere around there anyways, even if I wasn't taking a shot at the Hunchback. As for the other targets: The Athena would be shooting back on the same number as me(11), but would be shooting two Gauss Rifles and an LRM-10 in response to my single IS ER PPC. I could engage the Zorya on a 10, and get shot back on the same(or a 9 if it uses cluster ammo)with it again engaging with two weapons to my one. Though in that case if I did hit I'd be into its internals with the one shot.
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# ? Feb 25, 2015 05:09 |
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Ok, just sent in my orders:quote:Movement:
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# ? Feb 25, 2015 06:49 |
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Lots of stuff can go wrong with vehicles so popping off a few risky shots isn't necessarily a bad thing. Just think of it as maximising combat value.
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# ? Feb 25, 2015 15:22 |
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Waiting on orders from one player. I'm going to go buy groceries, which means you've got until I get back to get them in.
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# ? Feb 25, 2015 19:13 |
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Sorry for the delay, guys, I have a rough week... Davion Assault Orders Challenger - Move to 3010, facing 2911. Hold fire. Wasp - Run to 3511, facing 3611. Hold fire. I will move out next turn. Some help on putting the Athena out of business would be highly appreciated!
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# ? Feb 25, 2015 19:38 |
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Ah, Hunchback IIC, you are worth your BV in distraction alone. Edit: Ok, so, you know how over the past few turns you guys have had very few targets to shoot at? PoptartsNinja fucked around with this message at 23:15 on Feb 25, 2015 |
# ? Feb 25, 2015 22:26 |
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PoptartsNinja posted:Ah, Hunchback IIC, you are worth your BV in distraction alone. Let's be fair, that is probably going to be his primary contribution to the fight. (which isn't to say that "but wait, wouldn't you rather take long-range shots at this terrifying Hunchback conveniently making an appearance from behind low cover than throw LBX at my waify Epona" is not a valid strategy)
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# ? Feb 25, 2015 23:56 |
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Sludge Factory: Tactical Update 4 “—think maybe if we pick off one of their `Mechs the tanks will run?” “Captain.” “I wouldn’t count on it. These Clan monsters don’t care about anyone’s casualties.” “Captain,” Chu-i Sato Tsubaki repeated softly. Her knuckles were white as she clutched her Panther’s right joystick, thumb hovering over the primary target interlock circuit. Her shot against the distant Hunchback had been spoiled by a flurry of activity that lit up her targeting computer like a Coordinator’s Day tree. Coordinator-Prince’s Day tree, she mentally corrected. “What is it, Chu-i?” Captain Ferraro didn’t use her name, which she appreciated. Whether he hadn’t learned it or was afraid he’d butcher the traditional honorifics she didn’t much care, the Davion officers only cared about rank and her record. It was always a relief to be treated like a professional rather than a disgusting oddity, and the First Draconis Suns RCT alone had more female DCMS officers than she’d ever seen in one place before. At numerous times prior, the young Chu-i found herself hoping that Janneke Kurita-Davion’s “Grand Experiment” would succeed. If they managed to take Chatham away from the Clans, the status of women officers in the DCMS would likely be significantly elevated. “I believe,” she swallowed, Tai-i Harcourt had always said the quickest way to keep a Davion happy was humor. Her mind whirled as she attempted to find a humorous way to deliver her bad news. “I believe the Clan commander must have gotten bored.” Indirect-Fire Artillery Targeting Phase Mobile Long Tom fires indirectly at hex [target hex greater than 17 hexes away]! Movement Phase Partisan 2 - High-speed turn on concrete in hex 1205! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 7, succeeds! Regulator - High-speed turn in hex 2108! - - Must pass a sideslip test (5 base + 0 distance traveled = 5): rolled 5, succeeds! Drillson - High-speed turn in hex 2108! - - Must pass a sideslip test (5 base + 1 distance traveled = 6): rolled 10, succeeds! Indirect-Fire Artillery Phase - In a previous turn Mobile Long Tom fires ??? - No shells land this turn! Combat Phase Partisan 1 - Fires Autocannon/5 at Hunchback IIC (4 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 12): rolled 6, miss! - Fires Autocannon/5 at Hunchback IIC (4 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 12): rolled 7, miss! - Fires Autocannon/5 at Hunchback IIC (4 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 12): rolled 8, miss! - Fires Autocannon/5 at Hunchback IIC (4 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 12): rolled 7, miss! Tokugawa 1 - Fires LB 10-X Autocannon (Slug) at Hunchback IIC (4 base + 4 range + 2 movement + 1 enemy movement + 1 partial cover = 12): rolled 10, miss! Hunter 1 - Fires ER Large Laser at Hunchback IIC (4 base + 4 range + 1 movement + 1 enemy movement + 1 partial cover = 11): rolled 5, miss! - Fires LRM-15 at Hunchback IIC (4 base + 4 range + 1 movement + 1 enemy movement + 1 partial cover = 11): rolled 3, miss! PNT 10K2 Panther - Fires ER PPC at Hunchback IIC (4 base + 4 range + 1 movement + 1 enemy movement + 1 partial cover = 11): rolled 7, miss! - - Gains 16 heat, sinks 24! Zorya 1 - Fires LB 5-X Autocannon (Cluster) at Manticore Heavy Tank (4 base + 4 range + 2 movement + 2 enemy movement + 1 light woods - 1 cluster = 12): rolled 11, miss! Next Turn’s Movement Phase Odin - High-speed turn on concrete in hex 2120! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 4, succeeds! Zorya 2 - High-speed turn on concrete in hex 2126! - - Must pass a skidding test (5 base - 1 distance traveled = 4): rolled 5, succeeds! Anhur - Ascends to Height 5 in hex 1728 (2 MP)! - High-speed turn in hex 1728! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 7, succeeds! Donar - Ascends to Height 6 in hex 2528 (2 mp)! Hephaestus 1 - High-speed turn in hex 2323! - - Must pass a sideslip test (5 base - 1 distance traveled = 4): rolled 5, succeeds! - High-speed turn in hex 2920! - - Must pass a sideslip test (5 base + 1 distance traveled = 6): rolled 6, succeeds! - Deploys Sylph Battle Armor at Height 0 in hex 2915! Hephaestus 2 - High-speed turn in hex 2821! - - Must pass a sideslip test (5 base + 0 distance traveled = 5): rolled 3, fails! - Sideslips into hex 3020! Movement continues! - Deploys Sylph Battle Armor at Height 1 in hex 3014! Epona Pursuit Tank - Designates Sylph 1 as Ace! Mars Assault Vehicle - Designates Sylph 2 as Ace! 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 00:27 on Feb 26, 2015 |
# ? Feb 26, 2015 00:17 |
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Oh, expletive deleted. Sylphs!
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# ? Feb 26, 2015 00:55 |
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...Actually, why is half our force deployed to face down the two mechs, which are relatively slow compared to a significant portion of the Clan force? Everything else seems to be coming up the middle or eastern side of the map, and we've got 7 tanks covering the western side. edit: Also, Losanda's Challenger and hooman's Hunter(?) need to back the gently caress up immediately. You're within the battle armor's movement range, and you really, really do not want to be there. Lord Koth fucked around with this message at 01:14 on Feb 26, 2015 |
# ? Feb 26, 2015 01:06 |
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Lord Koth posted:Actually, why is half our force deployed. I would've swept in wherever most of you weren't no matter what. Clan hovers. You still outnumber me, take advantage of that.
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# ? Feb 26, 2015 01:48 |
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Why no Long Tom shot? Did you guys forget to fire it last turn?
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# ? Feb 26, 2015 01:54 |
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Leperflesh posted:Why no Long Tom shot? Did you guys forget to fire it last turn? Two shots landed last turn, because the shot location targeted on that turn was within 17 hexes.
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# ? Feb 26, 2015 01:56 |
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ACE SLYPHS.... Wait they were just deployed, as in they won't get to move until next turn I'm pretty sure, unless ptn is an utter monster or i'm wrong. Fire that long tom within 17 hexes, RAIN FIRE DOWN ON THEM. Also if they use their vtol movements does that mean flak applies against them. SHELL THEEEEEEM
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# ? Feb 26, 2015 02:10 |
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AtomikKrab posted:ACE SLYPHS.... I think it's like: we are in Turn 4. The non-Ace OpFor just moved at the beginning of the turn: the players will now make their moves, and then the ACE units will move. Unless the act of deploying uses up their movement for this turn, which might be the case, I forget how infantry deployment works exactly.
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# ? Feb 26, 2015 02:14 |
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SHOOT. THE SYLPHS.
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# ? Feb 26, 2015 02:18 |
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Leperflesh posted:I think it's like: we are in Turn 4. The non-Ace OpFor just moved at the beginning of the turn: the players will now make their moves, and then the ACE units will move. I think it does, it might be the best time to HIT THEM actually. Also back up the long tom, back it up if you can, get it more room. You need to get it clear of their range until their ace status runs out.... and turn those hovers back around and do a rescue.
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# ? Feb 26, 2015 02:20 |
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Does the LBX bonus apply to shooting at the Sylphs?
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# ? Feb 26, 2015 02:22 |
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So exactly how hosed are tanks with battle armor crawling over them? Because from the reactions in the thread so far it sounds like even more hosed than Mechs, which set a fairly high bar for "you are about to regret your recent decisions".
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# ? Feb 26, 2015 02:22 |
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Voyager I posted:So exactly how hosed are tanks with battle armor crawling over them? Because from the reactions in the thread so far it sounds like even more hosed than Mechs, which set a fairly high bar for "you are about to regret your recent decisions". Ranging from Very to Eat your Needler? Basically, Sylphs are lightly armored but fast elementals. The most important thing about Elementals is that You Don't Want Them Near You. Swarm attacks are nasty on regular 'mechs, I can only imagine it's worse if you're in a tank.
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# ? Feb 26, 2015 02:24 |
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# ? Apr 27, 2024 23:19 |
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So I havn't followed this thread for a while and I thought pffft tank game, no thanks. Now I get to see everyone get torn apart by goddamn slyphs. I'm alright with this.
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# ? Feb 26, 2015 02:25 |