|
You don't get any benefit from MASC if you don't run. You don't have to use all of the extra running MP it gives you, but if you don't use more than your walking MP turning MASC on is taking a risk for no benefit. Edit: It's possible you guys may regret blobbing so hard and not contesting more of the field. We'll see how sanguine everyone still is when [Redacted] shows up. PoptartsNinja fucked around with this message at 21:10 on May 1, 2016 |
# ? May 1, 2016 21:03 |
|
|
# ? Apr 28, 2024 08:28 |
PoptartsNinja posted:Edit: It's possible you guys may regret blobbing so hard and not contesting more of the field. We'll see how sanguine everyone still is when [Redacted] shows up. There are more things that are [Redacted]? Are we facing a Gundam? vorebane fucked around with this message at 21:52 on May 1, 2016 |
|
# ? May 1, 2016 21:24 |
|
vorebane posted:There are more things that are redacted? Are we facing a Gundam? A nearby Leo has yet to explode, so I think everyone is safe for now.
|
# ? May 1, 2016 21:26 |
|
Player machines were a bit too hard to spot, so I'm taking 30 minutes to give the sprites a white outline.
|
# ? May 1, 2016 21:40 |
|
PoptartsNinja posted:Edit: It's possible you guys may regret blobbing so hard and not contesting more of the field. We have a large number of objectives that need multiple turns of fire to kill, an exit point we'll have to run for at some point, and you've made us all scared to get too close to forests I figured we'd all be turning north after this turn of firing anyway, but there was no way for even my uber-sniping gun to get anything into effective range for both this and the last turn.
|
# ? May 1, 2016 21:41 |
If I've learned anything from MWO, it's that blobbing up is always the answer.
|
|
# ? May 1, 2016 21:47 |
|
It's all fun and games until the Huitzilopochtlis show up.
|
# ? May 1, 2016 21:49 |
|
The main objective is still to make sure as many Revenants are loose in the Clan's rear area as possible, not necessarily to wipe out the airfield yourselves. Wiping out the airfield yourselves is just a nice perk. (Also likely impossible since it's guarded by three times your number of mechs plus infantry and possible vehicle support.) E: \/ \/ \/ In this weather? Teledahn fucked around with this message at 22:01 on May 1, 2016 |
# ? May 1, 2016 21:59 |
|
Who do you think you're fighting, the Hell's Horses? It'll be the Solamha Pilot Corps piloting Mechbuster Fighters instead.
|
# ? May 1, 2016 21:59 |
|
Oh god! This is going to be bad isn't it.
|
# ? May 1, 2016 22:03 |
|
ProtoMech Ambush Squad, deploy! (It won't happen but a bunch of Revenants and ProtoMechs having derpy headbutting matches in a hurricane would be amazing.)
|
# ? May 1, 2016 22:09 |
|
For the unaware, MechBusters are conventional fighters armed with a single AC20 and protected by only three tons of armour. They are flying coffins that explode if you so much as look at them funny.
|
# ? May 1, 2016 22:22 |
|
Scintilla posted:For the unaware, MechBusters are conventional fighters armed with a single AC20 and protected by only three tons of armour. They are flying coffins that explode if you so much as look at them funny. And if you don't look at them funny, you deserve the AC/20 shot to the backside.
|
# ? May 1, 2016 22:47 |
|
Amusingly enough, the best use for Mechbuster fighters is landing interference, since they can fly high enough to do the job. DropShips (and aerospace fighters but LOL engaging fighters with Mechbusters) crossing the Atmospheric Interface line can't fire that turn. A lance of 6 `Mechbusters does 12 capital damage which is enough to seriously hurt a lot of landing DropShips. Especially if they can force a spheroid DropShip to make a control roll (which they get penalties to due to being not especially aerodynamic).
|
# ? May 1, 2016 23:02 |
|
What's the point of conventional fighters? I assume the point of their whole existence is to be cheaper?
|
# ? May 1, 2016 23:14 |
|
Artificer posted:What's the point of conventional fighters? I assume the point of their whole existence is to be cheaper? To be cheap air support which explodes when you look at it funny, mostly.
|
# ? May 1, 2016 23:24 |
|
There's something to be said for getting an AC20 where you need it as fast as possible.
|
# ? May 1, 2016 23:44 |
|
Artificer posted:What's the point of conventional fighters? I assume the point of their whole existence is to be cheaper? You can afford 2 50-ton Mechbusters for the price of a 25-ton Thrush. You can afford a squadron of `Mechbusters for the price of a lance of actually good Aerospace Fighters. They're a very affordable way to give your PDF an aerial presence. Of course, two MechBuster Fighters are about the only thing that a single Thrush can take in a fair fight, but 6 Stukas (36,936,000 c-bills) is going to be demolished by the 48 MechBusters you can afford for the same price. PoptartsNinja fucked around with this message at 23:49 on May 1, 2016 |
# ? May 1, 2016 23:46 |
|
Whatever they are, I'm going to melt their faces with plasma. Or die. Probably die.
|
# ? May 1, 2016 23:47 |
|
Conventional Fighters also have hardpoints for delivering ordnance or even Air to Air Arrow missiles. One of the more popular Capellan conventional fighters is just built around delivering a bunch of built in and hardpoint attached rocket launchers.
|
# ? May 1, 2016 23:55 |
|
Ah. The classic "We have more people than money or hardware" strategy.
|
# ? May 2, 2016 00:10 |
|
Picard Day posted:One of the more popular Capellan conventional fighters is just built around delivering a bunch of built in and hardpoint attached rocket launchers. That's kinda brilliant. Rocket launchers are hilarious on any fast unit that doesn't track heat but these can probably fly home and rearm in very little time.
|
# ? May 2, 2016 01:10 |
|
dis astranagant posted:That's kinda brilliant. Rocket launchers are hilarious on any fast unit that doesn't track heat but these can probably fly home and rearm in very little time. Yep! It's a lot safer than the Mechbuster - loitering looking for shots in a conventional is just way too dangerous. Drop em and go reload like that is actually the safest. Or there's the other Capellan conventional that is just a drone with a booby trap. Couldn't be safer for pilot! Edit: and you don't even need to learn how to land it!
|
# ? May 2, 2016 01:19 |
|
That stuff is smart, but it shouldn't be in Battletech because the second you start doing smart things you have to throw Mechs completely out the window because they're totally impractical.
|
# ? May 2, 2016 01:28 |
|
So, uhm... the clanners have artillery then, I recommend not bunching up now.
|
# ? May 2, 2016 01:34 |
|
Air Raid: Tactical Update 3 “Alright,” Marshal Romero broadcast to the company as a whole. She had to admit, at least to herself, most of her attention had been on the `Mechs behind her rather than the ones in front. One of her secondary monitors displayed the basic machine-logic transmissions from the first pair of Revenants. “Now that the first few Revenants are through they’ve signaled the rest that it’s safe to advance. For the next thirty seconds or so the Revenants will be so tightly packed together that we will be unable to retreat. After thirty seconds the Revenants remaining in the tunnel will begin spacing themselves out enough to let us through if need be.” “Understood,” Duncan replied grimly. He didn’t much like the idea of being trapped behind enemy lines by friendly forces, even for thirty seconds—but during those thirty seconds nearly a full company of Revenants would emerge from the tunnel network. He’d reluctantly signed off on the plan knowing that if the Demon Hawks got pressed too hard they could retreat a bit and let the Revenants take the bulk of the punishment. Central command likely wouldn’t be pleased with that turn of events, but they still preferred the Demon Hawks alive and fighting and had greenlit Duncan’s back-up plan with only a little grumbling. “Woah,” Amazon broadcast, drawing Romero’s attention back to the battle. “Something just put the fear of God himself into that light lance. They seemed hesitant before but they’re rushing towards my position now. I’m going to need a little back—wait a sec.” The comms crackled ominously for a few moments as the Salamander’s pilot muttered under her breath. “We’ve got another lance incoming, fast. Looks like a pack of fast mediums—all Phoenix Hawk speed, at least. Looks like the boss just showed and the line slime didn’t want to be caught with their thumbs up their asses.” “They will be in a rush to engage us before their Star Captain arrives, I would think,” Noretti announced in a derisive monotone. “None of them will wish to add the stigma of letting late arrivals engage us first to their likely dismal records. Nonetheless,” she paused, and the Marshal wasn’t sure if the captured Clanner’s next statement was born of surprise or abject contempt, “those new arrivals seem a very well-drilled Star.” Movement Phase Grasshopper - Insufficient MP to complete movement: needs 6, has 5! Stag - Insufficient MP to complete movement: needs 12, has 9! Dragoon II - Ronin of Dreams assumes direct control! Space Marine Infantry - Platoon 1 breaks line of sight! - Platoon 2 uses fast movement! - Platoon 3 begins digging in! - Platoon 4 moves normally! Heavy Jump Infantry - Platoon 1 breaks line of sight! - Platoon 2 breaks line of sight! - Platoon 3 moves normally! - Platoon 4 breaks line of sight! Clan Foot Infantry - Platoon 1 flees the battle! - Platoon 2 uses fast movement! - Platoon 3 takes partial cover behind immobile vehicle! - Platoon 4 uses fast movement! - Platoon 5 uses fast movement! - Platoon 6 uses fast movement! - Platoon 7 takes cover in building! - Platoon 8 takes cover in building! Shooting Phase Space Marine Infantry 4 - Attacks Chameleon (4 base + 4 range + 1 enemy movement + 1 heavy rain = 10): rolled 7, miss! Heavy Jump Infantry Platoon 3 (ACE!) - Attacks Komodo (3 base + 0 range + 3 enemy movement + 1 heavy rain = 7): rolled 7, dealing 16 damage to Left Arm (9/14 armor remaining), Left Torso (13/18 armor remaining), Center Torso (17/22 armor remaining), Center Torso (16/22 armor remaining)! Clan Foot Infantry Platoon 2 (ACE!) - Attacks Komodo (4 base + 4 range + 3 enemy movement + 1 heavy rain = 12): rolled 5, miss! Clan Foot Infantry Platoon 3 (ACE!) - Attacks Chameleon (4 base + 4 range + 1 enemy movement + 1 heavy rain = 10): rolled 2, miss! Atlas III - Fires Heavy Gauss Rifle at Kirghiz 0945 (3 base + 2 range + 2 movement - 4 immobile target + 1 heavy rain = 4): rolled 4, hit Nose (64/84 armor remaining)! - Fires Snub-Nose PPC at Kirghiz 0945 (3 base + 2 range + 2 movement - 4 immobile target + 1 heavy rain = 4): rolled 11, hit Right Wing (54/62 armor remaining)! - Fires Snub-Nose PPC at Kirghiz 0945 (3 base + 2 range + 2 movement - 4 immobile target + 1 heavy rain = 4): rolled 9, hit Right Wing (46/62 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Flashman - Delays turn! - Gains ?? heat, sinks 34! Grasshopper - Fires Medium Laser at Visigoth 0941 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 6, miss! - Fires Medium Laser at Visigoth 0941 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 10, hit Nose (60/65 armor remaining)! - Fires Medium Laser at Visigoth 0941 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 4, miss! - Fires Medium Laser at Visigoth 0941 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 3, miss! - Fires Large X-Pulse Laser at Visigoth 0941 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 3): rolled 4, hit Nose (51/65 armor remaining)! - Gains 28 heat, sinks 30! Salamander - No Line of Sight to primary target! - Attempts to start a fire but has no Line of Sight to target hex 2023! - Gains 2 heat, sinks 20! Dragoon II - Fires Republic ER PPC at Vandal 0739 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 6): rolled 9, hit Nose (19/29 armor remaining)! - - Plasma arcs to Right Wing (15/20 armor remaining)! - Gains 17 heat, sinks 26! Copperhead Charlie - Fires ER Medium Laser at Vandal 0741 (2 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 8, hit Aft (10/17 armor remaining)! - Fires ER Medium Laser at Vandal 0741 (2 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 5, hit Right Wing (13/20 armor remaining)! - Fires ER Medium Laser at Vandal 0741 (2 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 6, hit Nose (22/29 armor remaining)! - Fires LB-10X Autocannon (slug) at Vandal 0741 (2 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 3): rolled 5, hit Right Wing (3/20 armor remaining)! - Fires LRM-20 w/Artemis IV at Vandal 0741 (2 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 1): 20 missiles automatically hit Right Wing (0/20 armor, 12/14 structure remaining), Right Wing (7/14 structure remaining), Aft (5/17 armor remaining), Right Wing (2/14 structure remaining)! - Gains 23 heat, sinks 24! Lancelot - No line-of-sight to primary target! - Torso-twists to threaten hex 1139! - Fires Plasma Rifle at Clan Foot Infantry 3 (4 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain = 9): rolled 11, 8 troopers killed! Damage halved by armor! - PTN’s Note: I missed part of the Lancelot’s attack, so the rest of this entry is happening after the Champion. Komodo - Fires AP Gauss Rifle at Heavy Jump Infantry 3 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 10, 4 troopers killed! - Fires AP Gauss Rifle at Heavy Jump Infantry 3 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 8, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 3 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 8, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 3 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 10, 11 troopers killed! - Fires AP Gauss Rifle at Heavy Jump Infantry 3 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 8, miss! - Fires AP Gauss Rifle at Clan Foot Infantry 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 8): rolled 5, miss! - Fires AP Gauss Rifle at Clan Foot Infantry 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 8): rolled 8, 10 troopers killed! - Fires AP Gauss Rifle at Clan Foot Infantry 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 8): rolled 11, 11 troopers killed! - Fires AP Gauss Rifle at Clan Foot Infantry 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 8): rolled 8, 4 troopers killed! Platoon Annihilated! - Fires AP Gauss Rifle at Clan Foot Infantry 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 secondary target = 8): rolled 10, hit! - Gains 12 heat, sinks 22! Flashman - Torso-twists to threaten hex 2036! - Fires Large R-e Laser at Heavy Jump Infantry 3 (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 2, miss! - Fires Large R-e Laser at Heavy Jump Infantry 3 (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 7, miss! - Fires Large Pulse Laser at Heavy Jump Infantry 3 (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 6, miss! - Fires Medium at Heavy Jump Infantry 3 (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 6, miss! - Gains 33 heat, sinks 34! Champion - Fires Gauss Rifle at Visigoth 0941 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 5): rolled 12, hit Aft (17/42 armor remaining)! - Fires ER PPC at Visigoth 0941 (4 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 7): rolled 10, hit Right Wing (7/47 armor remaining)! - Gains 16 heat, sinks 20! Lancelot (continued) - Fires Large Laser at Visigoth 0941 (4 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain + 1 secondary target = 4): rolled 6, hit Aft (9/42 armor remaining)! - Fires Large Laser at Visigoth 0941 (4 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain + 1 secondary target = 4): rolled 3, miss! - Fires Medium Pulse Laser at Visigoth 0941 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain + 1 secondary target - 2 pulse laser = 4): rolled 7, hit Right Wing (1/47 armor remaining)! - Gains 32 heat, sinks 32! Chameleon - Fires ER Large Laser at Visigoth 0943 (4 base + 0 range + 1 movement - 4 enemy movement + 1 heavy rain = 2): automatically hit Right Wing (39/47 armor remaining)! - Fires Medium Laser at Visigoth 0943 (4 base + 2 range + 1 movement - 4 enemy movement + 1 heavy rain = 4): rolled 5, Right Wing (34/47 armor remaining)! - Fires Medium Pulse Laser at Visigoth 0943 (4 base + 2 range + 1 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 2): automatically hit Right Wing (28/47 armor remaining)! - Gains 21 heat, sinks 20! Screamer - Fires Medium Pulse Laser at Foot Infantry 3 (2 base + 2 range + 3 movement + 1 heavy rain - 2 pulse laser = 6): rolled 6, 2 troopers killed! Damage halved by armor! - Fires Medium Pulse Laser at Foot Infantry 3 (2 base + 2 range + 3 movement + 1 heavy rain - 2 pulse laser = 6): rolled 7, 2 troopers killed! Damage halved by armor! - Fires ER PPC at Visigoth 0941 (2 base + 0 range + 3 movement - 4 target movement + 1 heavy rain = 2): automatically hit Nose (41/65 armor remaining)! - - Plasma arcs to nothing! - Gains 20 heat, sinks 20! Stag - Fires ER Large Laser at Vandal 0739 (4 base + 2 range + 2 movement - 4 enemy movement + 1 heavy rain = 5): rolled 8, hit Nose (11/29 armor remaining)! - Gains 14 heat, sinks 24! Gunsmith - Fires Medium X-Pulse Laser at Visigoth 0942 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 5, hit Right Wing (41/47 armor remaining)! - Fires Medium X-Pulse Laser at Visigoth 0942 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 6, hit Right Wing (35/47 armor remaining)! - Fires Medium X-Pulse Laser at Visigoth 0942 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 7, hit Right Wing (29/47 armor remaining)! - Fires Medium X-Pulse Laser at Visigoth 0942 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 8, hit Right Wing (23/47 armor remaining)! - Gains 22 heat, sinks 20! Ostscout - Fires ER Medium Laser at Visigoth 0943 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 6): rolled 3, miss! - Fires ER Medium Laser at Visigoth 0943 (3 base + 4 range + 2 movement - 4 enemy movement + 1 heavy rain = 6): rolled 4, miss! - Gains 12 heat, sinks 20! Phoenix Hawk - Torso-twists to threaten hex 0939! - Fires Large Pulse Laser at Visigoth 0941 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain - 2 pulse laser = 0): automatically hit Left Wing (37/47 armor remaining)! - Fires Medium Laser at Visigoth 0941 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 2): rolled 7, hit Left Wing (32/47 armor remaining)! - Fires Medium Laser at Visigoth 0941 (3 base + 0 range + 2 movement - 4 enemy movement + 1 heavy rain = 2): rolled 7, hit Right Wing (0/47 armor, 3/7 structure remaining)! - Gains 18 heat, sinks 20! End Phase Atlas III - Must pass a piloting test or fall (5 base + 0 fired Heavy Gauss Rifle while running = 5): rolled 11, succeeds! Physical Combat Phase: Screamer - Kicks Vandal 0542 (4 base + 3 movement - 4 target movement - 2 kick = 1): automatically hit aft (6/17 structure remaining)! Turn End Phase: Hurricane Nebuchadnezzar - 2 lightning strikes this turn! - - Lightning Strikes Hex 2227! - - Lightning Strikes Hex 2812! Next Turn’s Movement Phase David - Activates MASC! Vandal 0637 - Takes off! Player Status: Demon Hawks Ally Status: Opposing Force Status: Objective Status Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck. Mission Objective: Primary Objectives - Raid the Clan Airfield (0/1) - Don’t Be Captured (0/1) Secondary Objectives - Accrue Bounty (1,050,0000 c-bills / 1,600,000 goods) - - Infantry Units: 1 (50,000 c-bills each) - - Light `Mechs: (1,000,000 c-bills each) - - Medium `Mechs: x (2,000,000 c-bills each) - - Heavy `Mechs: (3,000,000 c-bills each) - - Assault `Mechs: (4,000,000 c-bills each) - - Grounded Aircraft: 4 (250,000 c-bills each) - Revenants Unleashed: 6 - Total Accumulated Bounty: 19,000,000 c-bills (28,500,000 goods) Orders Due: Midnight Tuesday! PoptartsNinja fucked around with this message at 03:23 on May 2, 2016 |
# ? May 2, 2016 01:45 |
|
gently caress ptn has deployed the rear end in a top hat brigade, look at all those potential warcrimes the clans brought... To an assault party, keep the range and hammer them apart.
|
# ? May 2, 2016 01:52 |
|
The Star Commander is Indecisive and the Star Captain isn't feeling too jolly at the moment either. What the hell? Is the entire second lance drugged up? Edit: The fact that the fighters can escape means that it might be a good idea for plane shooters to focus fire, with secondary and tertiary orders to switch targets to other planes if their original targets are destroyed. Make sure they're dead instead of letting them take off with severe damage. Artificer fucked around with this message at 02:13 on May 2, 2016 |
# ? May 2, 2016 02:06 |
|
Wait, the Vandals are at Ready 5? Wait, they're actually gonna try flying in this poo poo? This got interesting real fast. EDIT- or not, I thought it was them being stupid / desperate enough to try CAS, but if they're just escaping then eh. Paingod556 fucked around with this message at 02:18 on May 2, 2016 |
# ? May 2, 2016 02:13 |
|
Paingod556 posted:Wait, the Vandals are at Ready 5? Are they going to try and engage? If so, even MORE reason to focus them down.
|
# ? May 2, 2016 02:15 |
|
I think I'm going to focus on the aerospace for one more turn to try to capitalize on the stuff we just opened up the armor on and then I'll swing around to face the enemy mechs. How threatening is infantry platoon 3 right now? I want to close for some physical attacks on the aerospace and to position for movement on the next turn, but I don't want to get to close if they can still gently caress me up.
|
# ? May 2, 2016 02:24 |
|
Those ASF pilots are loving insane if they're trying to take off in a literal hurricane. Also poo poo, not 100% sure where to move now. I wasn't expecting the entire light star to turn like that instead of heading more for you guys - one or two, yeah, but not the whole set. Getting that angle is way too risky now. Probably going to turn towards 2430, use the woods for cover before the David can break through 'em. Alternately, head to 2926 to draw them further from the rest of the crew. I'll have partial (which in this weather/terrain/range should be reasonable safety) and can put some fire into the Vixen. If the whole light star keeps coming for me, that should expose them for a side-pick from the Champion/Komodo/Dragoon II. We need to start burning some of them down before the Goshawks get here in 2 turns.
|
# ? May 2, 2016 02:37 |
|
First of all, at the OpFor moods. It does suggest there's something up, though. Second, I suppose the ASF assets are desperate enough that they'd rather take their chances with the hurricane than be slaughtered like sitting ducks. If they're going to die anyway, may as well do it fighting even if the odds aren't too good.
|
# ? May 2, 2016 02:55 |
|
I need to get north and start sniping. That means one of the warcrimes-bots needs to take out those jump troops ASAP, I cannot have them at my back when I engage.
|
# ? May 2, 2016 02:57 |
|
Things are getting spicy down in hurricane town. Don't let those rascally ASFs get away! Even if odds are they'll probably just crash due to weather. Because you don't get the credit if the hurricane steals your kills.
|
# ? May 2, 2016 03:01 |
|
Dang, those jump infantry are dedicated. 75% casualties in one round and morale is still at high.
|
# ? May 2, 2016 03:05 |
|
Grizzwold posted:Dang, those jump infantry are dedicated. 75% casualties in one round and morale is still at high. The jump infantry are Elemental washouts desperate for any honor they can scrape up.
|
# ? May 2, 2016 03:07 |
|
PoptartsNinja posted:
Shouldn't the Komodo be at 16 armor in the CT? Assuming the last group should only do 1 damage.
|
# ? May 2, 2016 03:15 |
|
T.G. Xarbala posted:Things are getting spicy down in hurricane town. But airplanes pay less than robuts!
|
# ? May 2, 2016 03:18 |
|
|
# ? Apr 28, 2024 08:28 |
|
Are the clan pilots just sitting in their planes, waiting for the hurricane to pass? Or was it just that guy? Or are they running to their planes now, so they can get them out of the way of the mechstorm heading their way? And at first I thought you were just loosing six revenants, which would make this pretty trivial, but if it's a whole company that'll require a couple more turns. Still, the Mighty Goshawk Squad doesn't look too formidable, even if it's just the tip of the iceberg. I guess once the lights and mediums make contact there won't be much time to spare shooting at planes anymore (and mechs pay better anyway), but still better to fight them all together rather than a few people messing with infantry and planes and a few others getting shot up piecemeal by the first mechs on the scene. Side note, I was reading the players' unit cards and briefly thought the Atlas had "Infected" next to pilot status before realizing that was the player - gave me a start wondering if Nioclas's space-bird-disease was still spreading among the Sea Foxes and those who come into contact with them!
|
# ? May 2, 2016 03:28 |