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Call in Harpy man. Need all the Stilletos.
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# ? Feb 21, 2016 07:20 |
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# ? Apr 27, 2024 19:01 |
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Zaodai posted:We got a little ol' convoy, rockin' through the night! CONVOOOOOOOY. Fact: no convoy vehicle has ever been lost under the protection of the Demon Hawks.
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# ? Feb 21, 2016 08:58 |
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Artificer posted:I'm having flashbacks to that one MW4: Mercenaries mission. Lousy treadheads... edit: Speaking of the Hrothgar dropship, was there ever a reason MW4 and it's spinoffs never used a canon dropship design in-game (save for the Overlord)? PBJ fucked around with this message at 10:04 on Feb 21, 2016 |
# ? Feb 21, 2016 09:44 |
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Telamon posted:Fact: no convoy vehicle has ever been lost under the protection of the Demon Hawks. True, but they've also never successfully completed a mission OR survived a contract.
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# ? Feb 21, 2016 10:35 |
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PBJ posted:edit: Speaking of the Hrothgar dropship, was there ever a reason MW4 and it's spinoffs never used a canon dropship design in-game (save for the Overlord)? Scale. They wanted something that looked the part without dominating the entire map.
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# ? Feb 21, 2016 12:43 |
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Telamon posted:Fact: no convoy vehicle has ever been lost under the protection of the Demon Hawks. That's true, and they'll also be able to identify precisely where each and every piece of debris is after the battle, I'm sure.
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# ? Feb 21, 2016 20:30 |
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Zaodai posted:True, but they've also never successfully completed a mission OR survived a contract. Demon Hawks Marketing division chooses not to include that tidbit in the promotional materials.
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# ? Feb 21, 2016 21:52 |
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Auxilia: Tactical Update 1 “Demon, Hawk,” Jason’s radio crackled for a moment before the speaker’s voice returned to almost crystal clarity. He’d been skeptical of the laser-based communications but they seemed to work well enough when things were quiet. How they’d handle combat, when direct line-of-sight would be sketchy at best he couldn’t begin to guess. “Central’s reporting a small Clan raiding force in our OA. Probably somewhere between ten to twenty.” “I thought you were keeping them bottled up in their landing zones?” Duncan’s question likely would’ve been impertinent if the man he’d addressed had been anything more than a liaison officer. Lt. Delwyn was earnest enough, Duncan clearly liked the kid—who was probably a couple of years older than both of them—and Jason didn’t mind him. He hadn’t earned a callsign yet, but likely would on this outing if he cared about such things. For the time being they were just calling him ‘Lieutenant,’ since the lasercomms were theoretically impossible to intercept and the bright blue-and-red parade colors used by the Amaris Dragoons would make his `Mech an obvious target for the Clans even if they never realized he was an officer. “No, we’re keeping them occupied. We’re not trying to trap them at all.” Delwyn explained. “This is exactly the kind of scenario command wants. Little groups of scouts and raiders slinking off to glory-hunt by themselves where we can pick them off with local superiority and minimal risk. That they stumbled into our supply route is unfortunate but probably not unexpected.” “I’d say not,” Jason prodded, “given that guarding the convoy is exactly why we’re here.” “One of their ships or fighters probably spotted our column,” Delwyn didn’t seem to mind the interruption. “Central says we can bypass the Clan raiders by diverting to an alternate route two kilometers back, but that’ll take extra time. We can also engage them if you’d like. Our analysts say the Clan psyche probably won’t let them attack trucks while there’s an operational enemy BattleMech around.” “I’m all for a fight,” Duncan announced. “What do you think, Jason? Put the team through their paces and earn a little bounty besides?” “The tactician in me says ‘hell no,’” Jason admitted wryly, “but the mercenary in me doesn’t want to pass this up. Bring `em on, Delwyn. We’ll get your ammo to the staging area on time.” Without another word to either, Jason flipped a toggle and waited the half-second for his Phoenix Hawk to establish a connection with the entire company. “Head’s up, everyone. A couple lances of Clanners think they can stop our convoy. Let’s prove `em wrong and make some money!” [N/A] Player Status: Demon Lance Hawk Lance Ally Status: Opposing Force Status: Mission Objective: - Defend the Convoy (5/5) - Assist Allied Forces - Drive off the Clans (0/?) - Bounty Collected: c-bills - - Light: - - Medium: - - Heavy: - - Assault: Attention, Mechwarriors! You will be receiving a PM / E-Mail soon. PoptartsNinja fucked around with this message at 17:13 on Feb 22, 2016 |
# ? Feb 21, 2016 23:04 |
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So many clan lights, lots of firepower, not too fast though.
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# ? Feb 21, 2016 23:09 |
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ArbitaryTA, I know you're around but I don't have PMs, please get your e-mail to me ASAP. Lenisto, you posted a couple of days ago so I know you're here too. Same deal! PoptartsNinja fucked around with this message at 23:21 on Feb 21, 2016 |
# ? Feb 21, 2016 23:14 |
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The players have the enemy outgunned and their forces are split? Okay, where are the elementals hidden.
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# ? Feb 21, 2016 23:15 |
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From the ammo counts of the Revenants and the existing damage to the Kit Fox C's leg it looks like the battle has already begun. This should be an interesting match!
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# ? Feb 21, 2016 23:18 |
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Back Hack posted:The players have the enemy outgunned and their forces are split? Okay, where are the elementals hidden. There's an assault star with a Warhawk Prime and some other poo poo some number of turns off the south of the map.
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# ? Feb 21, 2016 23:21 |
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That convoy needs a mobile bistro...
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# ? Feb 21, 2016 23:22 |
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dis astranagant posted:There's an assault star with a Warhawk Prime and some other poo poo some number of turns off the south of the map. Goddamn it, spoilers! (but not really) PoptartsNinja fucked around with this message at 23:41 on Feb 21, 2016 |
# ? Feb 21, 2016 23:22 |
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By the way, what's Proximity Fused LB10X ammo when it's at home?
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# ? Feb 21, 2016 23:29 |
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FLAK ammo, basically. It's the Aerospace-fighter specific version of LB-X cluster ammo. It does half damage to anything that isn't flying (or infantry) but always does full damage to both of those things. PoptartsNinja fucked around with this message at 23:34 on Feb 21, 2016 |
# ? Feb 21, 2016 23:31 |
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I could have sworn I asked to be a pilot like two years ago but I don't see myself on the list That said, sign me up! I have PMs.
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# ? Feb 21, 2016 23:31 |
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Is the Clan Kit Fox C (Pilot: Ruben) supposed to start with a damaged leg?
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# ? Feb 21, 2016 23:31 |
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berryjon posted:Is the Clan Kit Fox C (Pilot: Ruben) supposed to start with a damaged leg? I think it's to show that a round of combat with the Revenant drones has already elapsed. Check the latter's ammo counts.
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# ? Feb 21, 2016 23:32 |
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A full Trinary hitting this convoy. You guys are about to earn your keep, especially once what appears to be the command Should be one hell of a light show.
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# ? Feb 21, 2016 23:37 |
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PoptartsNinja posted:Goddamn it, spoilers! Is it deliberate that your Trinary is missing a Star Captain?
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# ? Feb 21, 2016 23:42 |
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Alchenar posted:Is it deliberate that your Trinary is missing a Star Captain? Maybe the assault star is a separate force that's gonna smell blood in the water and come chasing the glory.
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# ? Feb 21, 2016 23:47 |
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Maybe it's not a Trinary at all, but parts of two Binaries and the remaining unseen elements are bunch of fighters (or 25 Elementals). He had to give us the Prox ammo for a reason!
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# ? Feb 21, 2016 23:51 |
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Hi friends. Double Locust pilot checking in. I'm definitely going to need some help. Having kept up with the entire thread doesn't make me any more confident then the next guy that I understand all of the rules although I get the concepts just fine. So I'll be asking tons of questions to the thread and PTN. So I have one Locust with an LPL and another with ECM and a Beagle Probe. The first one seems designed for harassing attacks, but I don't know what to do with the other one that has all the sensor goodies. General tips there and/or a quick explanation of what bonuses/penalties each applies? 2nd - One of my locusts is starting in 0705. What terrain is that (along with all of the other outlined hexes)? What movement penalty does it provide? Also everything else seems like light woods. There is a -1 movement penalty for entering light woods right? But it also provides a cover bonus? Thanks for putting up with my noob questions. Really looking forward to this.
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# ? Feb 22, 2016 00:23 |
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Ice Fist posted:2nd - One of my locusts is starting in 0705. What terrain is that (along with all of the other outlined hexes)? Those are the Velociraptor pens. I'm kidding, they're heavy woods. I wanted to make sure they were obvious since I've rarely used heavy woods. It does not cost extra MP to move out of a hex, only into one.
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# ? Feb 22, 2016 00:27 |
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PoptartsNinja posted:Those are the Velociraptor pens. Future scenario spotted
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# ? Feb 22, 2016 00:30 |
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Ice Fist posted:Future scenario spotted You think that's a joke...
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# ? Feb 22, 2016 00:33 |
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Yikes, they're running S-variants. (Units which are generally very maneouvreable and laden with pulse weaponry.) I have fond memories of doing horrible things with a Nova S. Opfor will be hard to hit or hit hard, in some cases both, but the lights are relatively fragile. Light 'em up like they owe you money, Gooncenaries!
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# ? Feb 22, 2016 00:36 |
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Have you ever thought about finding a spot on the mech template to stick what hex it's in? We have 4 different Kit Foxes and it's hard enough to figure out what's what when they aren't all the same except for arms and a pixel wide color stripe.
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# ? Feb 22, 2016 01:01 |
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dis astranagant posted:Have you ever thought about finding a spot on the mech template to stick what hex it's in? We have 4 different Kit Foxes and it's hard enough to figure out what's what when they aren't all the same except for arms and a pixel wide color stripe. Nope, because I'd forget to update it. I already forgot to show which actuators the Clan Omnis have / don't have and that's something I only have to look at once.
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# ? Feb 22, 2016 01:07 |
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Osprey here, I'm thinking of walking straight forward from 1508 to 1511 (4 MP, one lost for woods), then shooting my Gauss and my LRM-10s at the clanner in 0627 (I believe that's one of the Kit Foxes?). I think that's 20 hexes, but I'm not sure if my LOS is blocked by the hill/woods (my monitor's not tall enough for me to see all of those at once and I haven't bothered to put together a megamek version of the map). Thoughts? I worry I'm a bit fragile to only walk, but we're far enough away that I think I can get away with it, and I don't want to get too far ahead of friendlies. Normally I will try to be running for that +2 move mod. PTN, how should we designate shooting targets if we don't know the name of our target mech? Is hex alone enough?
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# ? Feb 22, 2016 01:31 |
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Hex number is fine.
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# ? Feb 22, 2016 01:33 |
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Komodo checking in. I think I'll just chase our velociraptor Locusts through these woods on our right flank to 0708 and jump up on that hill in two or three turns. Until we get Medium Laser close I just have a TAG to play with. I've seen the Guardian ECM used in the thread several times before but, refresher time, what are my options regarding its use?
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# ? Feb 22, 2016 01:46 |
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Ice Fist posted:Hi friends. Double Locust pilot checking in. I'm definitely going to need some help. Having kept up with the entire thread doesn't make me any more confident then the next guy that I understand all of the rules although I get the concepts just fine. So I'll be asking tons of questions to the thread and PTN. Join us turbonerds on synirc in the #megamek channel if you ever want to bs it up about mech stuff or potential moves!
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# ? Feb 22, 2016 01:49 |
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While we're explaining things, would it be a possible to get a quick rundown of what the quirks we're seeing on various mechs do?
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# ? Feb 22, 2016 01:50 |
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So presently my entire plan for the awesome is to stomp my way from 1406 to 1411 in a straight line, in the hopes to get in range of something to shoot at.
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# ? Feb 22, 2016 02:05 |
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Telamon posted:Komodo checking in. I think I'll just chase our velociraptor Locusts through these woods on our right flank to 0708 and jump up on that hill in two or three turns. Until we get Medium Laser close I just have a TAG to play with. Guardian ECM has a 6 hex range, and has three modes of operation: 1) ECM mode (the default). Disables C3 networks inside it's area of effect. Disables the bonus from Artemis IV inside it's area of effect. Disables the bonus from a Narc missile beacon on a unit inside the bubble. Also prevents Active Probes from penetrating the area of effect, although the unit with the probe will know it's being jammed. (Could be used to hide/cloak hidden units like the car carrying Acolyte Kreszentia in the mission to rescue Carlos, or prevent hidden BA or infantry from being detected) 2) ECCM Mode: Counters the effect of a hostile ECM unit. 3) Ghost Targets mode: This is a defensive mode that makes it harder for enemies to hit you (or a target you select). Alternately you can use it on an enemy in your ECM range to make any of their shots harder to hit no matter the target they're shooting. However, it needs a piloting roll +2 to work (At a minimum), and most of you are lovely pilots. Jason, however, at P2 can use it really well. For ECM effects to work, you have to have more ECM than the enemy has ECCM, because if they're balanced then nothing happens. If you're one of the ECM equipped units, I'd just get in the habit of putting your ECM mode/orders as the first line in your PMs just to help keep it straight. The really good pilots (Jason, one of the Locusts) are probably going to want to use ghost targets for the most part to make themselves potentially much harder to hit. The other guys with ECM suites and piloting 5 are probably better off sticking to just trying to keep local ECM superiority so that ghost targets keep working. The Clanners only have two ECM suites of their own, and one of those is on a super thinly armored comparatively slow light 'Mech, so you'll probably keep the ECM advantage, and keep those heavy Artemis-boosted missile launchers from getting their bonus hits in. For the Locust with ECM specifically, once those heavier units show up it would be a good play to shadow them at 6 hexes to keep them under ECM and cut down on their LRM firepower. But those haven't shown up yet luckily. e: Active Probes just let you find hidden units, like shutdown 'Mechs or BAs for example. Gwaihir fucked around with this message at 02:09 on Feb 22, 2016 |
# ? Feb 22, 2016 02:07 |
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Quirks that I recognize are: Easy to maintain/difficult to maintain/nonstandard parts- I don't thiiink these have any effect on the game, although they will come in to play if we're running a little mini-campaign and have to patch up our machines. Battle Fists give a -1 to hit when punching another mech (Which is good because Duncan is such a crappy pilot!) Unbalanced gives a +1 to make PSRs due to terrain Protected Actuators makes infantry leg attacks and swarm attacks harder to hit AA targeting gives a -2 to shooting at air units Poor targeting: Short range gives you +1 to hit anything at short range. Low Profile is super good, it's a flat +1 needed to hit you. Accurate weapon is -1 to hit for every attack with that weapon. No cooling jacket makes the weapon generate +2 heat per shot. Not sure about some of the others like fast reload or compact mech, I think PTN noted that compact mech just meant it was easier to fit more of them in a dropship.
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# ? Feb 22, 2016 02:21 |
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# ? Apr 27, 2024 19:01 |
Zaodai posted:While we're explaining things, would it be a possible to get a quick rundown of what the quirks we're seeing on various mechs do? From here. I don't have access to the actual numbers in the bonus, but this should at least give an idea. I've bolded the ones that could have an effect in the mission. The positive quirks we have: Easy to Maintain: Bonus to repair rolls on this unit. Battlefists: Bonus to TN on punch attacks. Protected Actuators: Penalty to attacking BA/Infantry attempting a leg or swarm attack. AA Targeting: This one is pretty vague, but units with it are more accurate against air units. I assume this translates to a TN bonus. Low Profile: The same as Narrow profile, the unit is harder to hit with ranged attacks. Compact Mech: the unit takes half space in a drop ship. Only for things that are narrow/low profile. Extended Torso Twist: Twist one hex further than normal. Accurate Weapon: The weapon listed is more accurate, giving a TN bonus. Improved Sensors: The unit counts as having an active probe, or if it has an active probe the range is increased. Improved Communications: Ignore some ECM effects. Fast Reload: Half time when reloading. Negative quirks: Bad Reputation: Half resale value. Difficult to Maintain: Penalty to repair rolls. Unbalanced: Penalty to some PSRs. Non-Standard Parts: It's harder to find parts for this unit. Probably a penalty to the admin roll when looking for the part on the market. Poor Targeting: Penalty to TN in the given range bracket. Hard to Pilot: Penalty to all PSRs. Minimal Arms: No arm based physical attacks, penalty to rolls to stand up. No Cooling Jacket: The listed weapon generates more heat. No Ejection System: You are a clanner. No really, you can't eject or abandon the unit. Olothreutes fucked around with this message at 02:40 on Feb 22, 2016 |
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# ? Feb 22, 2016 02:26 |