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Gwaihir
Dec 8, 2009
Hair Elf

hooman posted:


The two light tanks on the right hand side both have minimum range of 3 on at least 1 of their weapons each. So jumping the wasp into 3710 and shooting the Zorya light tank in the side with everything. If Lord Koth's panther joins you I think you should be able to wreck it. It's only moved 3 spaces this turn which is a pretty low move mod. You will take shots from it and the scout tank next to it though.

Alternatively, you can jump the wasp to 3006 or 2907 as a more defensive maneuver which should take it out of the line of fire and you can find a better place for it next turn.


I think walking the wasp to 3709 gets you the best shots on the Zorya, but that min range 3 on the Medium Pulses from the Odin has to be a typo. And you're definitely going to get lit up/possibly mission killed with that bared leg, but, well, it's a wasp, that's working as intended :v: It should be able to take out most of the Zorya with it at least. .

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hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe

Gwaihir posted:

I think walking the wasp to 3709 gets you the best shots on the Zorya, but that min range 3 on the Medium Pulses from the Odin has to be a typo. And you're definitely going to get lit up/possibly mission killed with that bared leg, but, well, it's a wasp, that's working as intended :v: It should be able to take out most of the Zorya with it at least. .

I suggested 3710 because of the extra hex of light woods between it and the scout tank. You're right that min range 3 must be a typo.

Gwaihir
Dec 8, 2009
Hair Elf
Would that open it up from long range Mars fire though? I'm not sure if that hex of woods way down south would intersect LoS to make for 3 woods/blocked LoS or not.

That and I think you really want to avoid running or jumping with that actuator hit (I think it was on the wasp's leg, can't remember)

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe

Gwaihir posted:

Would that open it up from long range Mars fire though? I'm not sure if that hex of woods way down south would intersect LoS to make for 3 woods/blocked LoS or not.

That and I think you really want to avoid running or jumping with that actuator hit (I think it was on the wasp's leg, can't remember)

It might do, it's a bit hard to tell. 3709 is definitely out of line of sight because it passes through 3 light woods hexes before it reaches there from one square ahead of the mars, not sure about 3710. Thanks for reminding me about that Mars.

This is what I'm thinking:

Sending my two mobile tanks up the map to shoot the remaining Hephaestus with contingency orders if one kills it to fire at the epona or the sylphs if it comes into LOS or the light tanks on right if it doesn't.

The immobile hunter will fire a final volley of LRMs at the helicopter in 1117.

sheep-dodger
Feb 21, 2013

Nooooo! Chu-i Makon! You truly were to good for this world.
One question though PTN: did you execute the facing change to 0510 that I specified? Because if so I don't think that the Tokugawa would have needed to turret-twist and would have fired the pulse lasers as well (not that it matters much, as the Hunchback is down) and while I'm not sure about hit-locations, but the different facing could mean that the UAC-20 hit the front instead of the side.
I'd like to check it myself, but I'm on the train to a class atm and my phone won't load the maps.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
No ejection seats on those ground vehicles huh? This really is gonna be a bloodbath.

And players, remember that almost always, any order is better than no orders at all. I flailed around and lost a beautiful Kraken but I lost it spitting missiles everywhere which is honestly not too bad I guess.

You guys can do it!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Lord Koth posted:

Sent artillery orders 5.5 hours ago, PTN. Also, I included tertiary orders to target the other Hephaestus in my orders to you. :(

Aaaand that's the problem. That's well after the midnight deadline and doesn't give our third party enough time to tell me what your targets are. He just had time now to send me the target location (I haven't looked at the actual hex). I guess your round was a UXB and it's going off next turn. :shrug:

If you're firing at a target within 17 hexes it's OK to just tell me the hex. The shot's landing the same turn so it's not like I'll be able to move anything but an ACE unit out of the blast radius.

Lord Koth
Jan 8, 2012

PoptartsNinja posted:

Aaaand that's the problem. That's well after the midnight deadline and doesn't give our third party enough time to tell me what your targets are. He just had time now to send me the target location (I haven't looked at the actual hex). I guess your round was a UXB and it's going off next turn. :shrug:

If you're firing at a target within 17 hexes it's OK to just tell me the hex. The shot's landing the same turn so it's not like I'll be able to move anything but an ACE unit out of the blast radius.

See, that's the thing. I assumed he was doing something with the orders other than just passing them on, or I could just send you separate orders directly, regardless of where I'm aiming. I was deliberately waiting for clarification, as stated in my initial orders, in the hope of getting a clear idea where everyone else was moving given I'm using an area-effect weapon. Scatter I can only somewhat account for, but accidentally dropping the initial location of a shot directly on someone's head just because I couldn't figure out where they would be doesn't sit right.

They probably would have still been on time though, had I known that one of the locations I was considering, right on top of Hephaestus 1, was an illegal shot. Something I wasn't aware of since you've done it before in this very thread. Remembering which was actually the inspiration for that idea in the first place.


In addition, the Panther orders got parsed wrong and ended up shooting nothing when it really should have.

Relevant part reprinted: Panther will jump to 3406, facing 3405. Fire all weapons at Hephaestus 1. Should it be dead, fire all weapons at the Sylphs should they be visible, or Hephaestus 2.

Lord Koth fucked around with this message at 09:01 on Mar 12, 2015

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe

sheep-dodger posted:

Nooooo! Chu-i Makon! You truly were to good for this world.
One question though PTN: did you execute the facing change to 0510 that I specified? Because if so I don't think that the Tokugawa would have needed to turret-twist and would have fired the pulse lasers as well (not that it matters much, as the Hunchback is down) and while I'm not sure about hit-locations, but the different facing could mean that the UAC-20 hit the front instead of the side.
I'd like to check it myself, but I'm on the train to a class atm and my phone won't load the maps.

It seems like you didn't make the turn (from the maps), and it also seems like the hit would have been on the front rather than the side if you had (8 being front from the front on the table I googled up). PTN should probably confirm that though.

Congratulations! You Won.
Mar 21, 2007


THE FUTURE IS UNWRITTEN



PoptartsNinja posted:

Player hovertanks are going to be flanking this turn, so they're risking sideslips. Remember, hills cost vehicles an extra MP to go up (3 mp per level instead of 2, no extra cost going down).

Do you want me to end your turns a hexside early to keep you cruising?

I just got around to checking the thread so, uh, I guess making those skid checks are OK. At least it worked out, in the sense that we destroyed the Hunchback.

Sorry, I was really busy yesterday.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Lord Koth posted:

See, that's the thing. I assumed he was doing something with the orders other than just passing them on, or I could just send you separate orders directly, regardless of where I'm aiming.

For clarity, my actions with your orders:

*Verify distance of shot. If <=17 hexes, pass straight to PTN. If >17 hexes, inform PTN a shot has been taken, then pass on the coordinates and shell type in the subsequent turn.

I checked around and after the deadline for orders. I processed the ones you did send as soon as I saw them subsequently.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Lord Koth posted:

See, that's the thing. I assumed he was doing something with the orders other than just passing them on, or I could just send you separate orders directly, regardless of where I'm aiming. I was deliberately waiting for clarification, as stated in my initial orders, in the hope of getting a clear idea where everyone else was moving given I'm using an area-effect weapon. Scatter I can only somewhat account for, but accidentally dropping the initial location of a shot directly on someone's head just because I couldn't figure out where they would be doesn't sit right.

I'm not calling you out but I can't redo the entire turn to account for your shell. The Panther orders sure, but I told you at the start of the fight to send shots within 17 hexes to me directly along with some other special instructions you missed (it's not a big deal). I just want you to understand: sometimes you can't account for your teammates and just have to do your best, but deadlines are doubly important for you because of the nature of your unit. I can't know where your long-range shots are going to land or I'd be tempted to try to evade them because, and this is the important bit: Your shells land before the shooting phase happens, so you can remove something from play before it gets the chance to fire.

If you want to pick a long-range target for your shell instead I'd be perfectly ok with that. You came within a hex of doing some serious damage the last time you fired at my side of the board. I'll also say my hidden objective started in a non-road hex adjacent to one of my units at the start of the match. If you hit it with a shell I'll reveal it for your whole side. :shobon:



Lord Koth posted:

They probably would have still been on time though, had I known that one of the locations I was considering, right on top of Hephaestus 1, was an illegal shot. Something I wasn't aware of since you've done it before in this very thread. Remembering which was actually the inspiration for that idea in the first place.

I didn't refresh myself on the artillery rules before that mission since that unit wasn't supposed to fire at all.

And as a one-time cinematic thing from a non-player unit suggested by the thread I allowed it because it was awesome. I do the same for player units from time to time too if the plan is hilarious enough, but in this case you weren't in any immanent danger. There's something my Clanners have to do before they can target your artillery. I just didn't want you to know because knowing you're "safe" takes the pressure off. Now that I've told you, will I keep to their guidelines? I dunno. Guess all bets are off now!



Edit: Panther shooting is fixed. :shobon:

PoptartsNinja fucked around with this message at 17:40 on Mar 12, 2015

sheep-dodger
Feb 21, 2013

PoptartsNinja posted:

Edit: Panther shooting is fixed. :shobon:

since you are updating the turn, did you see my post here;

sheep-dodger posted:

Nooooo! Chu-i Makon! You truly were to good for this world.
One question though PTN: did you execute the facing change to 0510 that I specified? Because if so I don't think that the Tokugawa would have needed to turret-twist and would have fired the pulse lasers as well (not that it matters much, as the Hunchback is down) and while I'm not sure about hit-locations, but the different facing could mean that the UAC-20 hit the front instead of the side.
I'd like to check it myself, but I'm on the train to a class atm and my phone won't load the maps.
I ask because the facing may change where the UAC 20 hit.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I do not recommend moving the wasp into close range of those tanks down south... or anything into close range of those tanks down south


:getin: Direct fire on them with the long tom, remember last game (pirates) and what ptn said about grouping up units. :getin:

MJ12
Apr 8, 2009

AtomikKrab posted:

I do not recommend moving the wasp into close range of those tanks down south... or anything into close range of those tanks down south


:getin: Direct fire on them with the long tom, remember last game (pirates) and what ptn said about grouping up units. :getin:

Clusters and artillery are always fun. Remember that even if you miss by a hex, your artillery does more damage than a LRM-20 does on average to those enemies (25/15/5 splash), and if you miss by 2 it's still a medium laser's worth of damage.

sheep-dodger
Feb 21, 2013

Ok, I talked with PTN about the Tokugawa and in return for the mixup, he offered to remove the crew stunned from the Partisan for this turn instead of the next (or to reroll the attacks on the Hunchback, but while a severe blow, I figured that taking down the Hunchback in 1 turn for sure at the price of the Tokugawa was worth it, compared to the possibility of having to fight him 1-3 turns longer, so goodbye poor Chu-i :patriot:)
So, for my next turn I plan on doing this:

Firing orders will have Zorya 2 as the primary target, which the Hunter should hit on 8s and the Partisan on 10s, with secondary targeting orders should either the Epona or the BA get close enough to offer halfway decent shots.
One thing I'd like to know: Does the Anhur have LOS to 1208?
I'm assuming he does not as long as the Anhur and Hunter don't both decide to fire on one another, but I don't know how it works if LOS is traced exactly along the line between two Hexes.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

sheep-dodger posted:

Ok, I talked with PTN about the Tokugawa and in return for the mixup, he offered to remove the crew stunned from the Partisan for this turn instead of the next (or to reroll the attacks on the Hunchback, but while a severe blow, I figured that taking down the Hunchback in 1 turn for sure at the price of the Tokugawa was worth it, compared to the possibility of having to fight him 1-3 turns longer, so goodbye poor Chu-i :patriot:)
So, for my next turn I plan on doing this:

Firing orders will have Zorya 2 as the primary target, which the Hunter should hit on 8s and the Partisan on 10s, with secondary targeting orders should either the Epona or the BA get close enough to offer halfway decent shots.
One thing I'd like to know: Does the Anhur have LOS to 1208?
I'm assuming he does not as long as the Anhur and Hunter don't both decide to fire on one another, but I don't know how it works if LOS is traced exactly along the line between two Hexes.

Its previously been ruled as defender's choice as to which hex the line counts as.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I think the Anhur is parked on the building.


SO SHOOT THE BUILDING AND MAKE IT EXPLODE AND THE VTOL CRASH

dis astranagant
Dec 14, 2006

AtomikKrab posted:

I think the Anhur is parked on the building.


SO SHOOT THE BUILDING AND MAKE IT EXPLODE AND THE VTOL CRASH

This will also make the infantry inside die. Win-win.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

dis astranagant posted:

This will also make the infantry inside die. Win-win.

It's heavy though. We're talking 75-90 damage or about three of my tanks worth.

dis astranagant
Dec 14, 2006

PoptartsNinja posted:

It's heavy though. We're talking 75-90 damage or about three of my tanks worth.

It doesn't have the move mod your tanks do, either :v: Still probably not a super great plan since foot infantry without heavy weapons are kinda meh, especially ones that are that far from the main brawl.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Is burning the building with a flamethrower still a viable option?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Yes.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

PoptartsNinja posted:

It's heavy though. We're talking 75-90 damage or about three of my tanks worth.

On the other hand, a building is a bit easier to successfully hit than most things.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Artificer posted:

Is burning the building with a flamethrower still a viable option?

Good thing Johnny Warcrimes still has at least on turn left in his good arm.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Voyager I posted:

Good thing Johnny Warcrimes still has at least on turn left in his good arm.

Pity the flamer's in his leg.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe
PTN:
Can my Tokugawa move to 3303 or will that cause issues with stacking with the Long Tom carriages?

Runa
Feb 13, 2011

PoptartsNinja posted:

Pity the flamer's in his leg.

So we should call him Hotpants then.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe


Here's the orders I've submitted. Can someone please sanity check them.

Movement:
Hunter
No movement

---------
Tokugawa
Cruise Speed
Turn to 3304
Advance to 3203

---------
Partisan
Cruise Speed
Turn to 3505
Advance to 3505

////////////////
Shooting

Hunter
Fire everything at the Donar in 1117.

---------
Tokugawa

If the Epona moves to within line of sight and is 6 hexes or less away from the Tokugawa fire LB 10-x (cluster) and all weapons that the Epona is within the fire arc of at the Epona.
If the Epona moves to within line of sight and is 12 hexes or less away from the Tokugawa fire LB 10-x (cluster) and SRM at the Epona.
If the Hephaestus in 3201 is destroyed and the Epona is not within 12 hexes fire turret mounted weapons (cluster) at Zorya Light tank 3 in 3809 and if that's destroyed Odin scout tank in 4010.
Fire any (which may be all of them) remaining weapons (cluster) at the Hephaestus in 3201.

---------
Partisan

If the Epona moves to within line of sight and is 12 hexes or less away from the Tokugawa fire all Autocannons at the Epona.
If the Hephaestus is destroyed and the Epona is in range of the Autocannons, fire all autocannons at the Epona. If it isn't in range or is destroyed fire all autocannons at the Zorya light tank in 3809.
Otherwise fire all autocannons at the Hephaestus in 3201.
Fire all machine guns at the Epona if it moves to be within 3 squares.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

hooman posted:

PTN:
Can my Tokugawa move to 3303 or will that cause issues with stacking with the Long Tom carriages?

They're considered a large support vehicle when stacked, there's no more room in the hex.

Lord Koth
Jan 8, 2012

PoptartsNinja posted:

They're considered a large support vehicle when stacked, there's no more room in the hex.

I'm guessing this includes mechs too? Have a few ideas, but double-checking never hurts.

Friar John
Aug 3, 2007

Saint Francis be my speed! how oft to-night
Have my old feet stumbled at graves!
OK, I need advice (i.e. someone in Goonforce to tell me what to do). Does the motive damage mean I can't move at all, even turning?

I should have thought to ask about line of sight to the Anhur :negative:

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Nah, just don't try to do anything fancy. Move slow, move safe, don't cause any driving rolls.

Oh right, it took an engine hit. Yeah, it's a stationary turret now.

goatface fucked around with this message at 19:10 on Mar 14, 2015

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Friar John posted:

OK, I need advice (i.e. someone in Goonforce to tell me what to do). Does the motive damage mean I can't move at all, even turning?

I should have thought to ask about line of sight to the Anhur :negative:

Your regular Manticore is now immobile, but it can still twist its turret towards wherever your chosen target is. You've lost your PPC and Medium Laser, so all you have left are your missiles. I'm pretty sure you don't have LOS to the Anhur, so your only real options are the Epona, Sylphs and the Zorya. The Epona and Sylphs are Aces so there's no telling where they'll be. The Zorya is a much better target since it hasn't moved and has paper thin armour - you'll be hitting on 8's for your SRMs and 6's for your LRMs. It might be worth including contingency orders to target them in case they move in, but my money is on the Zorya.

Your LBX Manticore has more options since it hasn't lost any of its mobility. Honestly, I recommend shooting at the Zorya with that too, with contingency orders to shoot the Sylphs if they get too close.

Edit: drat, forgot that the PPC Manticore's crew is stunned. Yeah, you really can't do anything with it.

Scintilla fucked around with this message at 00:25 on Mar 15, 2015

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Friar John posted:

OK, I need advice (i.e. someone in Goonforce to tell me what to do). Does the motive damage mean I can't move at all, even turning?

It wasn't the motive system damage that immobilized you, it was the engine hit that did that. Fortunately, you have a fusion engine so that fuel tank hit (i.e. instant and spectacular vehicle death) got downgraded.

Try to shoot my hovers in the side arcs (i.e. be slightly behind and to either side but not so far behind that you hit rear armor) and you can do the same right back to me. As I mentioned before: side hits score a critical chance on an 8. Side crits are the tamest ones but even a crew stunned can be a death sentence for a fast and fragile hover.



SRM hits turret! Crit! Turret blown off!

PoptartsNinja fucked around with this message at 19:24 on Mar 14, 2015

sheep-dodger
Feb 21, 2013

Friar John posted:

OK, I need advice (i.e. someone in Goonforce to tell me what to do). Does the motive damage mean I can't move at all, even turning?

I should have thought to ask about line of sight to the Anhur :negative:

Since your PPC Manticore is now immobilized and has a stunned crew, it won't be able to do anything this turn at all.
If I were you, I think I'd move your other Manticore to 1607, as that is 12 range from the Zorya (so still Medium range for your LB 10-X), more than 5 Hexes away from the Sylphs, out of LOS of the Anhur (it still has weapons) and likely within the rough direction that the Epona will be moving.
As targeting priorities, I think you should set up contingency orders to fire at the Epona if you get a to-hit of 10 or better on your cluster LB 10-X shots (that would be the case if the Epona remains in Medium range at +4 move mod), but otherwise shoot either the Zorya, or the Sylphs if the Sylphs do what I think that they will do, which is swarming your other Manticore.

You could also move to 1608, facing 1609 if you want to be able to use the SRM and Pulse Laser against the potentially swarming Sylphs, but that would give enemies better to-hits while still costing you 1 for using cruise speed.

anakha
Sep 16, 2009


Yeah, the PPC Manticore is likely toast with the stunned crew status.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Man, it's been so long since I've used Battle Armor I forgot non-infantry attackers got a blanket +1 ToHit penalty to shoot them.

Oh well, next time.


Edit: Well, that's one way to stop my elementals from killing a tank.

PoptartsNinja fucked around with this message at 00:13 on Mar 16, 2015

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Sludge Factory: Tactical Update 8

“Jesus Christ!” Private Luther Maine screamed as he yanked the Drillson’s steering column hard left. The tan-and-brown streaks of an enemy hovertank on a collision course filled his periscope as one of the terrifyingly quick Hell’s Horses machines made a near-suicide charge. The Drillson’s gunner, already hunting for that enemy transport VTOL, was in no position to open up as the enemy vehicle blew past.

“The hell are you doing?” Sergeant Major Bachchan cursed down at him. “You just spoiled our—holy poo poo! Swing this turret around! Fire, fire, fire! Good driving, Luther!”

Luther shook in silence for a moment, his eyes wide at the near-miss that likely would’ve destroyed both vehicles.

“poo poo. poo poo, Sarge. We’re still alive.”








Indirect-Fire Artillery Targeting Phase
- Mobile Long Tom fires



Movement Phase
Challenger
- High-speed turn in hex 3007 (5 base + 3 motive damage - 1 distance traveled = 7): rolled 2, fails with Margin of Failure 5!
- - Maximum skid distance: 0 hexes! Movement continues as normal.



Indirect-Fire Artillery Phase
- Mobile Long Tom previously fired a shell at hex 3812 (4 base + 4 direct fire = 8): rolled 4, Margin of Failure 4! Shell scatters 4 hexes!
- - Shell scatters to hex 3813!
- - Shell scatters to hex 3914!
- - Shell scatters to hex 4014!
- - Shell lands off the board!

- Mobile Long Tom fires a shell at hex 3910 (4 base + 4 direct fire = 8): rolled 7, Margin of Failure 1! Shell scatters 1 hex!
- - Shell lands in hex 4009!
- - - Odin Scout Tank suffers 15 damage to Front (1/6 armor remaining), Left Side (1/6 armor remaining (CfMSD)), Right Side (1/6 armor remaining (CfMSD))!
- - - Zorya 3 suffers 5 damage to Rear (4/9 armor remaining (CfMSD))!



Combat Phase
ACE Sylph Point
- Initiates Swarm attack on Hunter 2 (4 base + 0 target movement - 2 vehicle - 4 immobile target + 0 living troopers = -2): automatic success!

ACE Epona
- Fires Medium Pulse Laser at Regulator (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Fires Medium Pulse Laser at Regulator (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 7, hit Rear (10/16 armor remaining)!
- Fires Medium Pulse Laser at Regulator (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 8, hit Right Side (10/16 armor remaining)! CfMSD!
- Fires Medium Pulse Laser at Regulator (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Fires Streak SRM-4 at Regulator (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, fails to lock-on!

Manticore
- Crew Stunned!

Manticore (LBX)
- Turret twists to threaten rear arc!
- Fires LB 10-X Autocannon (Cluster) at Zorya 2 (4 base + 2 range + 1 movement + 0 enemy movement - 1 cluster = 6): rolled 10, 4 submunitions hit Right Side (8/9 armor remaining (CfMSD)), Front (14/15 armor remaining (CfMSD)), Front (13/15 armor remaining), Left Side (8/9 armor remaining (CfMSD))!

Challenger X
- Turret twists to threaten rear arc!
- Fires Gauss Rifle at Sylph (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 9, hit Trooper 4 (0/5 armor, 0/1 elemental remaining)! Trooper destroyed!
- - Hunter 2 suffers 9 damage to Rear (0/14 armor, 3/4 structure remaining)! Crit!
- Fires LB 10-X Autocannon (Cluster) at Sylph (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods - cluster = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Zorya 3 (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods + 1 secondary target - 2 pulse laser = 9): rolled 3, miss!
- No orders received!

Wasp
- Fires Medium Laser at Zorya 2 (4 base + 4 range + 3 movement + 0 enemy movement = 11): rolled 9, miss!

Partisan 1
- In order to make up for my gently caress-up which cost sheep-dodger his/her Tokugawa, the Partisan gets to automatically hit its target this turn.
- Turret twists to threaten right arc!
- Fires Autocannon/5 at Donar (4 base + 2 range + 2 movement + 4 enemy movement = 12): rolled 12, hit Front (11/16 armor remaining)!
- Fires Autocannon/5 at Donar (4 base + 2 range + 2 movement + 4 enemy movement = 12): rolled 12, hit Front (6/16 armor remaining)!
- Fires Autocannon/5 at Donar (4 base + 2 range + 2 movement + 4 enemy movement = 12): rolled 12, hit Right Side (9/14 armor remaining)!
- Fires Autocannon/5 at Donar (4 base + 2 range + 2 movement + 4 enemy movement = 12): rolled 12, hit Right Side (4/14 armor remaining)!

Hunter 1
- Fires ER Large Laser at Sylph (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 7, miss!
- Fires Artemis LRM-15 at Sylph (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 3, miss!

Hunter 2
- Crew stunned!

Tokugawa 2
- Fires LB 10-X Autocannon (Cluster) at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement - 1 cluster = 7): rolled 5, miss!
- Fires Artemis SRM-6 at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 11, 4 missiles hit Front (7/20 armor remaining), Front (5/20 armor remaining), Front (3/20 armor remaining), Left Side (18/20 armor remaining (CfMSD))!
- Fires Medium Pulse Laser at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse = 6): rolled 6, hit Right Side (8/20 armor remaining)! CfMSD!
- Fires Medium Pulse Laser at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse = 6): rolled 8, hit Front (0/20 armor, 2/5 structure remaining)! Crit!

Partisan 2
- Fires Autocannon/5 at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 2, miss!
- Fires Autocannon/5 at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss!
- Fires Autocannon/5 at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Autocannon/5 at Hephaestus (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss!

Regulator
- Turret rotates to threaten Rear Arc!
- Fires Gauss Rifle at Epona (4 base + 0 range + 1 movement + 3 enemy movement + 2 minimum range = 10): rolled 12, hit Right Side (5/20 armor remaining)!

Drillson
- Primary target too close!
- No Line-of-Sight to secondary target!

PNT 10K2 Panther
- Fires ER PPC at Hephaestus (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 6, miss!
- Fires SRM-4 at Hephaestus (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 9, 2 missiles hit Turret (16/18 armor remaining), Rear (16/18 armor remaining)!
- Fires SRM-4 at Hephaestus (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 4, miss!
- - Gains 4 heat, sinks 24!

Mobile Long Tom
- Holds fire!

Zorya 1
- Fires LB 5-X Autocannon (Cluster) at Hunter 1 (4 base + 4 range + 0 movement + 1 enemy movement + 2 light woods - 1 cluster = 10): rolled 5, miss!

Zorya 2
- Fires LB 5-X Autocannon (Cluster) at Wasp (4 base + 0 range + 0 movement + 3 enemy movement - 1 cluster = 6): rolled 4, miss!

Zorya 3
- Fires LB 5-X Autocannon (Cluster) at Tokugawa 2 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods - 1 cluster = 8): rolled 6, miss!

Hephaestus
- Fires Medium Pulse Laser at M.A.S.H. (4 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 3): rolled 4, hit (32/50 durability remaining)!
- Fires Medium Pulse Laser at M.A.S.H. (4 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 3): rolled 4, hit (26/50 durability remaining)!
- Fires TAG at M.A.S.H. (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 2, miss!

Mars Assault Vehicle
- Holds fire!

Anhur
- Holds fire!

Donar
- Fires ER Large Laser at Hunter 1 (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 6, miss!



End Phase
Odin
- Chance for Motive System Damage! Minor damage (+1 penalty to driving)!
- Chance for Motive System Damage! Heavy damage (Speed halved, +3 penalty to driving)!

Zorya 2
- Chance for Motive System Damage! No damage sustained!
- Chance for Motive System Damage! Heavy damage (Speed halved, +3 penalty to driving)!
- Chance for Motive System Damage! No damage sustained!

Zorya 3
- Chance for Motive System Damage! No damage sustained!

Hephaestus
- Chance for Motive System Damage! Heavy damage (Speed halved, +3 penalty to driving)
- Chance for Motive System Damage! Moderate damage (-1 mp, +2 penalty to driving)
- Critical chance in Front! Crew killed!

Regulator
- Chance for Motive System Damage! Minor damage (+1 penalty to driving)!

Hunter 2
- Critical chance in Rear! Ammunition hit!
- - Vehicle explodes!








Final Player Status:



PTN’s note: Losanda had to bow out due to real life reasons, thanks to The Merry Marauder for taking over on such short notice!



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 Tuesday!

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The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
Hahahahaha.

Take heart, Hunter crew. It's better to be vaporized by a friendly than pureed by the enemy.

(I think there's a missing MPLAS shot on Zorya 3? e: and the LRMs on the Sylphs)

The Merry Marauder fucked around with this message at 01:25 on Mar 16, 2015

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