PoptartsNinja posted:No, just worried one of the players doesn't realize they jumped right into the Dire Wolf's field of fire. I can't wait to watch someone eat four AC-20 slugs
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# ? Jul 27, 2016 22:43 |
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# ? Apr 28, 2024 11:51 |
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PoptartsNinja posted:Just a reminder: anyone with an Active Probe or the Command `Mech or Improved Communications quirk can peek in on the remote sensors, but the sensors don't do anything if no one's watching them. Ok, so I had no idea what any of this actually meant, and assumed that none of the other Goons knew either since no one brought it up. Thankfully, my begging to a few boardgame nerds I met back when I was playing D&D got me something approaching an answer. Still kinda lost, honestly, but I think I...kinda get it, I guess? PTNs house rules might be different, so take this with a grain of salt: quote:"With the exception of magscan, sensors will not pass through the surface of a water hex, so a sensor in a location above or below water cannot detect a unit that is below or above water, respectively. The one exception occurs if a sensor is located in the “body” of a naval vessel on the surface, in which case the sensor can detect units both above and below the surface of the water. To make a Sensor Check, the player rolls 2D6. A result of 7 or 8 means the sensor detects any unit within its short range. A result of 5 or 6 means the sensor detects units out to its medium range. A result of 2 to 4 means the sensor detects units out to its long range. A roll of 9 to 12 means the sensor failed to detect any units; a spotting unit may use only one type of sensor per turn, which is declared by the player at the start of the turn. So basically, some of the Clan units might be invisible to us unless we start making sensor checks, or they have ECM/stealth, in which case they might be invisible to us anyway, but we still might learn they exist (yay?). I'm assuming both Duncan and Jason are commanders, but is Bethany one too? And what kind of Commander are we? Anyway, I had no idea any of this was a thing, so I didn't specify any sensor rolls for this turn. Hopefully, PTN will at least assume that our people will want to check their own sensors and roll for that, at least.
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# ? Jul 27, 2016 22:49 |
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thetruegentleman posted:Ok, so I had no idea what any of this actually meant It means you can use the remote sensors to reveal things none of the players have direct line of sight to, provided there's an enemy `Mech close enough to the sensor to be revealed.
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# ? Jul 27, 2016 22:52 |
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Nergal Reactor: Tactical Update 4 “Wait, I have figured it out!” Noretti called too late. “Do not engage the southern—” Her heart sank as the Screamer opened fire on a target she couldn’t see. The azure whip of a PPC lit the smoke from behind, but Jason must have hit something because the enemy response was immediate. Noretti cursed, firing a snap-shot at the too-distant Viper in an attempt to spoil its aim, and breathed a sigh of relief as its own PPC missed the Screamer by meters. “I am too slow-witted,” Noretti lamented on the company channel. “The southern star has a different unit insignia! The 197th Assault Trinary undoubtedly has a contract with another cluster commander, they’ve brought in an outside scouting force. I have no doubt that unit was honor-bound not to engage us directly unless we opened fire on them.” “Of course!” Bethany echoed, “That’s why the brought the Naga! It’s not attacking us directly with its Arrow IVs, and it’s both a soft and tempting target while having enough firepower to goad us into attacking—!” “Incoming!” Duncan’s broadcast was too late as another Arrow missile fell from the sky. This one didn’t burst in a shower of mines, but instead detonated a scant ten meters above the planet’s surface. Noretti winced as pressure waves battered her borrowed Phoenix Hawk. She’d been less than thirty meters distant, and had borne the brunt of the airburst. Almost instinctively she let her mouth fall open to keep the pressure waves from popping her eardrums. Her armor diagrams flashed the same angry orange color as the explosion outside her cockpit as armor plating shattered and fell away. Noretti’s cockpit darkened momentarily to near complete opacity to preserve her vision, but when it cleared she swallowed. The fusion plant’s outer façade of pipes and concrete had crumbled revealing a hollow darkness within. “That’s not—” she’d only just begun to say when the rest of the false power plant erupted. Shaped charges carefully blew the building’s walls outward. Its towering smokestack-like heat exchanger fell directly towards her machine—then glanced off without an apparent impact as the lightweight plaster and wire mock-up crumbled and shattered. “It’s still too soon for my tastes but it seems the ‘jig’ is up,” Major Karagan exclaimed darkly as his BattleMech raised a quintet of radiator fins to full extension, like a peacock flaring its tail feathers. A massive arm, large as the Phoenix Hawk’s torso twisted into view for a brief moment. Noretti stared, at once awestruck and mystified. She had no idea what she was looking at. Movement Phase Atlas III - Enters Minefield Hex 2719, mines deal damage on 9+: rolled 9, suffers 5 damage to Right Leg (37/42 armor remaining)! - - minefield density can’t be reduced below 5! Grasshopper - Enters Minefield Hex 2723, mines deal damage on 9+: rolled 4, no damage sustained! - - minefield density can’t be reduced below 5! Wild Weasel - Switches Angel ECM to ECM! - Switches Angel ECM to ECM! Shooting Phase Movement Phase Atlas III - Enters Minefield Hex 2719, mines deal damage on 9+: rolled 9, suffers 5 damage to Right Leg (37/42 armor remaining)! - - minefield density can’t be reduced below 5 through use! Grasshopper - Enters Minefield Hex 2723, mines deal damage on 9+: rolled 4, no damage sustained! - - minefield density can’t be reduced below 5 through use! Wild Weasel - Switches Angel ECM to ECM! - Switches Angel ECM to ECM! Shooting Phase Arrow IV (High Explosive) - Fired Last Turn at hex 2921 (4 base + 7 indirect fire = 11): rolled 10, shot scatters 1 hex! - - Arrow IV (High Explosive) lands in hex 3021! - - - Wild Weasel suffers 5 damage to Left Arm (7/12 armor remaining)! - - - Copperhead Charlie suffers 15 damage to Left Arm (11/16 armor remaining)! - - - Phoenix Hawk suffers 15 damage to Right Leg (13/18 armor remaining), Left Leg (13/18 armor remaining), Right Arm (8/13 armor remaining)! - - - Quonset Hut 3121 suffers 15 damage (0/10 CF remaining)! Building destroyed! - - - Quonset Hut 3123 suffers 5 damage (5/10 CF remaining)! - - - Nergal Reactor Hex 2921 suffers 15 damage (0/15 CF remaining)! Hex collapses! - - - - ??? suffers 1 damage in the collapse to Left Arm (131/132 armor remaining) - - - Nergal Reactor Hex 2920 suffers 5 damage (10/15 CF remaining)! - - - Nergal Reactor Hex 2820 suffers 5 damage (10/15 CF remaining)! - - - Nergal Reactor Hex 2821 suffers 5 damage (10/15 CF remaining)! Atlas III (Player) - Holds fire! - Gains 2 heat, sinks 24! Awesome (Player) - Fires rER PPC at Sohei Gamma (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 11, hit Center Torso (28/38 armor remaining)! - - Plasma arcs to Right Torso (21/26 armor remaining)! - Fires rER PPC at Sohei Gamma (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 6, hit Left Arm (16/26 armor remaining)! - - Plasma arcs to Left Torso (21/26 armor remaining)! - Fires PPC at Sohei Gamma (3 base + 4 range + 1 movement + 0 enemy movement = 8): rolled 11, hit Left Torso (11/26 armor remaining)! - Fires PPC at Sohei Gamma (3 base + 4 range + 1 movement + 0 enemy movement = 8): rolled 5, miss! - Gains 51 heat, sinks 50! Grasshopper (Player) - Fires Large X-Pulse Laser at Viper (3 base + 4 range + 3 movement + 4 enemy movement + 1 partial cover - 2 pulse laser = 13): automatic miss! - Fires Medium Laser at Viper: out of range, automatic miss! - Fires Medium Laser at Viper: out of range, automatic miss! - Fires Medium Laser at Viper: out of range, automatic miss! - Fires Medium Laser at Viper: out of range, automatic miss! - Gains 30 heat, sinks 30! Lament (Player) - No Line of Sight to primary target (even it was in LOS, it wasn’t in an arc where you could’ve hit it with an alpha strike)! - No Line of Sight to secondary target! - Gains 2 heat, sinks 32! Copperhead Gamma (Player) - Holds Fire! - Gains 2 heat, sinks 24! Mountain Lion (Player) - Torso-twists to threaten hex 2725! - Fires Gauss Rifle at Thunderchild Razormaw (4 base + 2 range + 0 movement + 3 enemy movement + 1 partial cover + 1 light woods = 11): rolled 5, miss! - Gains 1 heat, sinks 26! Coyote (Player) - No line of sight to any target! - Gains 2 heat, sinks 40! Hunchback #1 (Player) - Holds Fire! - Gains 0 heat, sinks 20! Hunchback #2 (Player) - Fires Heavy Gauss Rifle at Sohei Gamma (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 10, hit Right Torso (1/26 armor remaining)! - Gains 3 heat, sinks 10! Screamer (Player) - Torso-twists to threaten hex 1925! - Fires rER PPC at Stormcrow Storm Surge (2 base + 2 range + 3 movement + 1 enemy movement - 1 targeting computer = 7): rolled 3, miss! - Fires Medium Pulse Laser at Stormcrow Storm Surge (2 base + 4 range + 3 movement + 1 enemy movement - 1 targeting computer - 2 pulse laser = 7): rolled 9, hit Left Leg (18/25 armor remaining)! - Gains 24 heat, sinks 25! Bobcat (Player) - Fires rER PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Left Torso (1/26 armor remaining)! - - Plasma arcs to Left Arm (11/26 armor remaining)! - Fires ER Medium Laser at Sohei Gamma (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 4, miss! - Fires ER Medium Laser at Sohei Gamma (3 base + 4 range + 2 movement + 0 enemy movement = 9): rolled 4, miss! - Gains 27 heat, sinks 26! Beowulf (Player) - Holds fire! - Gains 2 heat, sinks 24! Wild Weasel (Player) - Fires LRM-20 w/Artemis IV (Thunder) at Hex 1712 (3 base + 2 range + 1 movement - 4 immobile target = 2): Automatically hit! - Gains 7 heat, sinks 22! Phoenix Hawk (Player) - Fires Large Pulse Laser at Viper Ocean Breeze (3 base + 4 range + 3 movement + 4 enemy movement - 2 pulse laser = 12): rolled 7, miss! - Gains 15 heat, sinks 20! Varangian Undertow - Fires ER Large Laser at Beowulf (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover = 12): rolled 9, miss! - Fires ER Large Laser at Beowulf (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover = 12): rolled 8, miss! - Gains 26 heat, sinks 40! Ragnarok Beta - Fires Gauss Rifle at Atlas III (2 base + 4 range + 2 movement + 0 enemy movement + 1 smoke = 9): rolled 3, miss! - Fires Gauss Rifle at Atlas III (2 base + 4 range + 2 movement + 0 enemy movement + 1 smoke = 9): rolled 6, miss! - Fires Gauss Rifle at Atlas III (2 base + 4 range + 2 movement + 0 enemy movement + 1 smoke = 9): rolled 4, miss! - Gains 5 heat, sinks 28! Unknown `Mech Alpha - Holds fire! - Gains 2 heat, sinks 36! Warhawk Riptide - Holds fire! - Gains 2 heat, sinks 44! Sohei Gamma - Fires ER PPC at Awesome (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 8, hit Right Arm (11/26 armor remaining)! - Fires LRM-20 w/ Artemis IV at Awesome (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 6, miss! - Gains 21 heat, sinks 32! Wolf Spider Eta - Fires ER Large Laser at Mountain Lion (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 9, hit Rear Right Torso (0/8 armor, 13/15 structure remaining)! Crit! - Gains 14 heat, sinks 50! Night Gyr Epsilon - Fires Large Pulse Laser at Screamer (3 base + 2 range + 3 movement + 5 enemy movement + 1 light woods - 2 pulse laser = 12): rolled 7, miss! - Gains 2 heat, sinks 24! Nidhogg Eta - Holds fire! - Gains 2 heat, sinks 32! Crossbow Alpha - Fires LRM-20 w/Artemis IV (swarm-i) at Mountain Lion (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 4, miss! Swarm-i targeting degrades to Swarm standard due to ECM interference! - - Swarm-i LRMs attack Grasshopper (2 base + 4 range + 2 movement + 2 enemy movement = 10): rolled 10, 20 missiles hit Center Torso (55/60 armor remaining), Left Leg (55/60 armor remaining), Center Torso (50/60 armor remaining), Right Leg (55/60 armor remaining)! - Fires LRM-20 w/Artemis IV (smoke) at hex 2124 (2 base + 2 range + 2 movement - 4 enemy movement + 1 secondary target + 1 light woods = 4): rolled 8, hit! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover + 1 secondary target = 16): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover + 1 secondary target = 16): fails to lock-on! - Gains 14 heat, sinks 24! Crossbow Beta - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Fires Streak SRM-6 at Screamer (2 base + 4 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 15): fails to lock-on! - Gains 2 heat, sinks 24! Naga Alpha - Holds fire! - Gains 1 heat, sinks 24! Swordbreaker Storm Surge - Free to engage! - Torso-twists to threaten hex 2332! - Fires Heavy Large Laser at Screamer (3 base + 2 range + 2 movement + 5 enemy movement = 12): rolled 9, miss! - Fires TAG at Screamer (3 base + 4 range + 2 movement + 5 enemy movement = 13): automatic miss! - Gains 20 heat, sinks 38! Thunderchild Razormaw - Free to engage! - Holds fire! - Gains 6 heat, sinks 20! Shadowcat Eta - Free to engage! - Holds fire! - Gains 5 heat, sinks 28! Viper Ocean Breeze - Free to engage! - Fires ER PPC at Screamer (3 base + 0 range + 3 movement + 5 enemy movement + 2 light woods = 13): automatic miss! - Gains 23 heat, sinks 24! Nergal Reactor - Reactor Output: 3000% End Phase Sohei Gamma - Must pass a piloting test or fall (4 base + 1 massive damage + 1 swamp = 6): rolled 10, succeeds! Grasshopper (player) - Must pass a piloting test or fall (4 base + 1 massive damage + 1 hardened armor = 6): rolled 12, succeeds! Mountain Lion (player) - Critical chance in Right Torso: rolled 4, no critical hit sustained! Next Turn’s Movement Phase Sohei Gamma - Attempts to free itself from the mud (4 base + 1 swamp = 5): rolled 3, fails! NRG-0000-0X Nergal (Allied) - Activates shaped charges. - - Fusion Reactor Shell destroyed in a controlled collapse. - - Adjacent minefields cleared by falling debris! Player Status: Allied Status: Opposing Force Status: House Rule: Flooding Sucks – An armor breach underwater no longer destroys hit locations outright. A section that floods instead suffers damage to all weapons in that location, knocking them offline. All ammunition or special equipment in a flooded section is likewise rendered useless. Head armor breaches are treated as normal. Primary Objectives - Lure the Clans near the Nergal Reactor (failed!) - Protect the NRG-0000-0X Nergal (0/1) Secondary Objectives - Accrue Bounty (0 c-bills / 0 goods) - - Light `Mechs: 1,000,000 c-bills - - Medium `Mechs: 2,000,000 c-bills - - Heavy `Mechs: 3,000,000 c-bills - - Assault `Mechs: 4,000,000 c-bills - - Infantry Units: 250,000 c-bills - - Battle Armor Units: 1,000,000 c-bills - - AeroSpace Fighters: 2,000,000 c-bills - Last Mission’s Total Bounty: 62,300,000 c-bills (93,450,000 goods) - Total Accumulated Bounty: 62,300,000 c-bills (93,450,000 goods) Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 23:45 on Jul 27, 2016 |
# ? Jul 27, 2016 23:17 |
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I screwed up my move orders, didn't I? I said "walk to 2932" but I would have had to run there because moving through forests takes +1 MP, right? Much more significantly, it looks like whatever just came out of that fake reactor has 132 armor on its arm, and I'm no Battletech expert but that seems like a lot. It probably has some guns too! EDIT: I just now noticed that the new mech has a mech sheet Cathode Raymond fucked around with this message at 23:50 on Jul 27, 2016 |
# ? Jul 27, 2016 23:29 |
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Four turns to fail a primary objective. Is that a new record? So, now whatever our great equalizer was supposed to be is out in the open and we didn't get it any nearby targets. gently caress. And Dadlas even eat the leg damage punishment for the AFK. The Dice Gods have returned, and they are loving mad. [EDIT] Oh, it's a 2/2 super heavy. In a swamp full of mines. We should have picked the city. [EDIT 2] Our super-weapon has less than double the BV of the enemy dual UAC20 Dire Wolf alone. Zaodai fucked around with this message at 23:33 on Jul 27, 2016 |
# ? Jul 27, 2016 23:30 |
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Zaodai posted:[EDIT] Oh, it's a 2/2 super heavy. In a swamp full of mines. We should have picked the city. It doesn't give a poo poo about swamps or mines but it would've had a lot of trouble navigating a 30-meter wide street
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# ? Jul 27, 2016 23:34 |
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What the ^Q(^#(@&_ is a Hyper Pulse Laser? Double the heat of an ER Large, and with the same brackets!
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# ? Jul 27, 2016 23:34 |
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PoptartsNinja posted:Nergal Reactor: Tactical Update 4 Holy poo poo. Happy I called it, but go go power rangers.
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# ? Jul 27, 2016 23:34 |
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berryjon posted:What the ^Q(^#(@&_ is a Hyper Pulse Laser? Double the heat of an ER Large, and with the same brackets! It probably isn't, but I hope it's actually based off of HPGs rather than weapons, so it just microwave obliterates everything. It'll still be funny to try and get a 2/2 within range of stuff that will be raining all their fancy artillery and missiles down on its no-move-mod-having fat rear end, but at least maybe then it'll just Kamehameha things out of existence if it can waddle close enough.
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# ? Jul 27, 2016 23:37 |
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Is it just me, or did the maps not get updated?
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# ? Jul 27, 2016 23:41 |
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Just a little nitpick but the enemy movement map is the one from last turn I think. Similarly got the old unit cards as well. This should get interesting! I still think going for the southern dudes was the right call. Just letting a Naga poo poo arrows everywhere isn't that much better than full engagement. Guess that Nergal has quadruple strength myomer to boot. Does this affect movement the same as TSM? Picard Day fucked around with this message at 23:45 on Jul 27, 2016 |
# ? Jul 27, 2016 23:41 |
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oh god the secret is out way too fast oh dear Edit: How could they have lured the Clanners in? The Clanners shot the drat building.
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# ? Jul 27, 2016 23:43 |
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You can do it guys, I believe in you. https://www.youtube.com/watch?v=wckZcVFLU24
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# ? Jul 27, 2016 23:44 |
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berryjon posted:What the ^Q(^#(@&_ is a Hyper Pulse Laser? Double the heat of an ER Large, and with the same brackets! The Hyper Laser is essentially two Clan ER Large Lasers Duct-taped together. Or, if you prefer, it's an ammo-free, high-heat AC/20 with Clan ER Large Laser range brackets. Then the simple addition of a Laser Pulse Module turns the whole thing into a pulse laser. Coffeehitler posted:Is it just me, or did the maps not get updated? poo poo, fixed. I accidentally reverted to the old maps when I fixed the whole 'forgot to add the Nergal's scorecard' thing. PoptartsNinja fucked around with this message at 23:47 on Jul 27, 2016 |
# ? Jul 27, 2016 23:44 |
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Mood: Annoyed Sorry Beckett!PoptartsNinja posted:The Hyper Laser is essentially two Clan ER Large Lasers Duct-taped together. Or, if you prefer, it's an ammo-free, high-heat AC/20 with Clan ER Large Laser range brackets. Then the simple addition of a Laser Pulse Module turns the whole thing into a pulse laser. I was curious about those Hyper Pulse Lasers too, those sound nasty. Shame there's nothing in range for it to stab and or Gaussify up.
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# ? Jul 27, 2016 23:46 |
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Oh it scattered on to the building. poo poo that is some awful luck to begin with.
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# ? Jul 27, 2016 23:46 |
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Question: will activating the QSM (assuming that means quadruple strength myomer) boost the Nergal to 3/4 ala TSM?
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# ? Jul 27, 2016 23:47 |
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Picard Day posted:Question: will activating the QSM (assuming that means quadruple strength myomer) boost the Nergal to 3/4 ala TSM? It does, yes.
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# ? Jul 27, 2016 23:49 |
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So... uh that superheavy mech is going to eat faces. If I remember superheavies are 3 hexes tall and don't really give a drat, with the hardened armor it has has more armor in its weakest slots than some ASSAULT mechs have over the ct. Oh and it has a lance... for impaling enemy assault mechs and laughing while it dangles their corpses in the air.
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# ? Jul 27, 2016 23:55 |
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Okay, so PTN sent me a PM giving me the keys to the Nergal. Apparently it's movement is completely unimpeded by water or swamps and has partial cover in height 2 water. I guess I'd better go dig up the tripod rules since that's all new to me. And I legitimately never expected to have to know them lmao
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# ? Jul 27, 2016 23:56 |
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AtomikKrab posted:So... uh that superheavy mech is going to eat faces. If I remember superheavies are 3 hexes tall and don't really give a drat, with the hardened armor it has has more armor in its weakest slots than some ASSAULT mechs have over the ct. How is it going to get within lancing range?
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# ? Jul 27, 2016 23:57 |
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Artificer posted:How is it going to get within lancing range? This is officially now my top concern, overriding even EDF 4.1's recent PC release.
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# ? Jul 27, 2016 23:58 |
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T.G. Xarbala posted:This is officially now my top concern, overriding even EDF 4.1's recent PC release. Get your QSM on so you got some speed, and taunt the clanners... gently caress challenge one to steiner rules if you have too.
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# ? Jul 27, 2016 23:59 |
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Don't lances work better when you're moving fast?
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# ? Jul 28, 2016 00:02 |
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goatface posted:Don't lances work better when you're moving fast? Nope, it's just an armor-penetrating kick on a stick.
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# ? Jul 28, 2016 00:02 |
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Artificer posted:Oh it scattered on to the building. I think I called that a couple pages back.
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# ? Jul 28, 2016 00:03 |
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Well that is interesting.
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# ? Jul 28, 2016 00:07 |
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quote:The Hyper Laser is essentially two Clan ER Large Lasers Duct-taped together. Or, if you prefer, it's an ammo-free, high-heat AC/20 with Clan ER Large Laser range brackets. Then the simple addition of a Laser Pulse Module turns the whole thing into a pulse laser. Holy gently caress. That is one of the most ludicrous 'mech-portable weapons in the history of Battletech. It has two of them.
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# ? Jul 28, 2016 00:09 |
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Xarbala to the rescue!
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# ? Jul 28, 2016 00:10 |
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Now I, for one, abide by the "poke the drat bear" strategy for getting folks to get stuck in. Namely the "Hit and run back to the big fellas and the hidden-in-water ambushers". Was it the scatter alone that ruined drawing them in, or was being aggressive also a goof for the fail on the luring in? Also, that's a big papa. A wonderfully big papa. Now we have Dadlas and GraNergle as our center points. Also, a question. Were we ever supposed to be aware of the Contracted Star aspect or is that just plot for plot's sake? Screamer Initial move thoughts include: 1935 with potential rear arc shots on 2235's occupant /w possible "Where's That Naga?" downside, fade back to 3029 as a jumpy rat bastard play of draw in, or push the envelope with 1231 as a Dare To Flank Everything with attendant downsides of Law of Large Numbers equating into eating boxcars from SOMETHING. Opinions welcome. E: Additional "Ride High and Flank to Hell" option lies around the 0824-0823-0923 cluster of partial cover from I-don't-know-offhand-number of flippy arm fire. Ronin Of Dreams fucked around with this message at 00:14 on Jul 28, 2016 |
# ? Jul 28, 2016 00:11 |
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PoptartsNinja posted:Nope, it's just an armor-penetrating kick on a stick. Not that there's anything that isn't penetrated by a 200 ton QSM kick. IIRC QSM is always on since it's the drastically superior original version of TSM that explodes in the presence of trace amounts of some common gas. Probably also has a bigger damage multiplier.
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# ? Jul 28, 2016 00:12 |
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Yeah, Battlemech melee weapons don't operate by the physics of dudes on horses. Or, really, physics at all if we're being completely honest. So, are we sitting still? Or pushing north or south? Judging by Ronin of Dream's comment I'm assuming we were going to try to lure them in, but since the Nergal's jig seems to be up I'm wondering if we shouldn't start trying to push as a unit to beat up a specific star before we get surrounded and overrun. That said, our assault lance + superheavy aren't going to be going anywhere anytime soon. And Nergal, at least, has some unique defensive options by playing swamp monster. Ronin Of Dreams posted:Also, a question. Were we ever supposed to be aware of the Contracted Star aspect or is that just plot for plot's sake? I'm pretty sure that addition was for drama, realistically there's no way the players could've known and that just makes for a more tense read of the situation. Functionally, the situation just became as bad as what we assumed it was to be from the start. Runa fucked around with this message at 01:33 on Jul 28, 2016 |
# ? Jul 28, 2016 00:25 |
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T.G. Xarbala posted:Okay, so Rule 1 for tripods: avoid the common cold at all costs. After Xarbala's finesse performance last time, I'm looking forward to seeing him play Mechzilla.
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# ? Jul 28, 2016 00:45 |
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Instead of playing jumpy range bracket grabass I get to be the big bad elephant in the room. Yeah, I can dig it. I'm going to assume Hyper Pulses are only -1 to hit like Clan ER Pulse because otherwise that's just cuh-ray-zay. I could start unloading onto either the Rag or the Vag (or Kingfisher and Direwolf if you're a stick in the mud) since they're going to be putting the entire dam platform in their sights and you can't use the Nergal to block LOS anymore. The Vag can unload a lot more damage if it gets close and I can actually deal a lot of damage to it from a decent range. I can also get QSM going so I can maybe get to one of those noticeable three-hex-wide zones of depth-2 water as cover in something resembling a decent timeframe. Looking to get my central hex to 2415 and get some degree of cover while I still have armor superiority. This also puts me in position to pick a fight with the Assault star while everybody else figures out what it is we're all going to be trying to do. Thanks to the HPLs Nergal has the ranged firepower to punch giant donut holes in just about any of the lighter Clanners but against the north star I would need to get up close and personal and may as well start now. Can I move laterally without penalty? I've been operating under the assumption that tripods can do that and it'd be really embarrassing if I was mistaken.
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# ? Jul 28, 2016 01:12 |
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Please stop calling it the Vag because now I can't stop giggling. On that note how does a multi hex tripod even work with minefields? If one of your hexes occupies a mine hex another part of your mech already occupied does that count as entering a minefield?
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# ? Jul 28, 2016 01:17 |
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Picard Day posted:Please stop calling it the Vag because now I can't stop giggling. Rang and Vang then. Also yeah, good question. Incidentally, that's also why I'm trying to look up tripod lateral movement.
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# ? Jul 28, 2016 01:20 |
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T.G. Xarbala posted:Can I move laterally without penalty? I've been operating under the assumption that tripods can do that and it'd be really embarrassing if I was mistaken. Sort-of. It only ever costs a tripod 1 MP to turn any number of hexes because it's got a 360 degree torso rotation. It takes a little time to twist until its legs are aligned the way it needs and then off it goes, but it can't scuttle like a quad can. Not that it needs to, since 360 degree torso twist means it can always get something in the front arc. Tripods can't be easily outmaneuvered.
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# ? Jul 28, 2016 01:27 |
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Is it too early to declare victory for gooncompany? That Nergal looks so crazy. Huge amount of hardened armor with those 2 monster weapons. Not to mention the rest of the player mechs still alive to draw some fire away from it.
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# ? Jul 28, 2016 01:51 |
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# ? Apr 28, 2024 11:51 |
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Two solid headshots with big weapons could still take it out. It's big and has a lot of armor but it's not invulnerable.
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# ? Jul 28, 2016 01:54 |