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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

T.G. Xarbala posted:

Suddenly, Locusts outta fuckin nowhere

Nah, Stingers. The Waco Rangers are here to back you up.

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Picard Day
Dec 18, 2004

Judging by the way Waco got himself killed last time, I'm not at all sanguine about this.

Edit:

T.G. Xarbala posted:

I'm sure that my movement is so low and my profile is so high that I'll be a tempting target from any and, like the Atlas, I'm strongest at short ranges. If say the Warhawk tries to plug me in the back that's cLPLs not going into our fragile mediums. I could choose between heading NW to close the distance with the Blood Asp and crunch into the Varangian or I can try to help clear out the less-durable but no less deadly heavies in the SW.

Which is a bridge to crumble underfoot when we cross it.

EDIT: I guess I'll start using the spreadsheet when I'm not phonepostin anymore because it's not playing nice with my browser

With an effective -1 gunnery the Warhawk is unlikely to even bother with the Nergal most likely as it has plenty of can't miss targets nearby anyways

Picard Day fucked around with this message at 00:47 on Aug 1, 2016

Back Hack
Jan 17, 2010


Picard Day posted:

Judging by the way Waco got himself killed last time, I'm not at all sanguine about this.

Without the Dragoons in PTN's alternate timeline, no one was there to smash poor Waco Jr.'s cockpit. :goonsay:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Nergal Reactor: Tactical Update 5

The Nergal shrugged off a trio of Gauss Rifle hits as though the hundred kilogram shells were little more than overlarge BBs, the heavy nickel-core of each projectile glanced away, their iron outer shells completely shattered by the impact. The big machine twisted, raking one of the Clan machines with pulses of coherent light. Unlike most lasers, which lasted fractions of a second at most, the Nergal’s weapons lingered long enough to overwhelm the Atlas’s automatic tinting. Duncan could see each pulse as one of the violet beams caressed the Ragnarok from hip to shoulder.

“That is a big `Mech,” more than a little awe crept into Duncan’s voice. Deep down he knew Stefan Amaris was putting on a show. For the Demon Hawks, for the Clans, and perhaps for the Inner Sphere as a whole; but this battle was a stage for the Hawks and the Hawks alone. Amaris had insured their loyalty with money, now he wanted them impressed. To what purpose, Duncan couldn’t say—perhaps he hoped they’d be willing converts. He suspected a lot of mercenaries would jump on a long-term contract with the Republic for the promise of even a fraction of what the Demon Hawks had already earned.

“Size isn’t everything,” Jason was dismissive.

Duncan chuckled, then shook his head. “Speed freak.”

“It’s big, but hugely wasteful,” Jason pressed. “Do you also get the feeling the whole of the Rim World Republic’s economy is here?”

“I’m not sure which’d frighten me more,” Duncan replied lightly. “You being right about that, or you being wrong.”

“It is all for show,” Noretti scoffed. “An empty spectacle, a show of force a—a balloon Elemental—the appearance of strength with no real muscle behind it. House Amaris was always obsessed with looking strong.”

“All the same, it would be a mistake to assume the Stefan Amaris we know with Amaris the Usurper. They are ruthless above all, and they have had three-hundred years to prepare for our return.”








Movement Phase
Nergal
- Enters Minefield Hex 2619, mines deal damage on 9+: rolled 3, no damage sustained!

Phoenix Hawk
- Must pass a piloting test or fall (4 base + 1 jumped into water = 5): rolled 9, succeeds!



Shooting Phase
Atlas III (Player)
- Fires Snub-Nose PPC at Ragnarok Beta (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 5, miss!
- Fires Snub-Nose PPC at Ragnarok Beta (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 12, hit Center Torso (35/45 armor remaining)!
- Fires Snub-Nose PPC at Ragnarok Beta (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 8, hit Center Torso (25/45 armor remaining)!
- Fires Heavy Gauss Rifle at Ragnarok Beta (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke = 9): rolled 10, hit Center Torso (5/45 armor remaining)!
- Gains 34 heat, sinks 24! Overheating! TSM Activates!

Awesome (Player)
- Fires rER PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, hit Center Torso (18/38 armor remaining)!
- - Plasma arcs to Right Torso (0/26 armor, 13/17 structure remaining)! Crit!
- Fires rER PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Gains 51 heat, sinks 50!

Grasshopper (Player)
- Fires Large X-Pulse Laser at Viper (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke - 2 pulse laser = 10): rolled 6, miss!
- Fires Medium Laser at Viper (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke = 12): rolled 12, hit Left Torso (8/13 armor remaining)!
- Fires Medium Laser at Viper (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke = 12): rolled 3, miss!
- Fires Medium Laser at Viper (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke = 12): rolled 10, miss!
- Fires Medium Laser at Viper (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke = 12): rolled 8, miss!
- Gains 30 heat, sinks 30!

Lament (Player)
- Activates Radial Heat Sink: rolls 9, no damage sustained! Cooling efficiency improves!
- Fires rER PPC at Thunderchild Razormaw (4 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover - 1 targeting computer = 13): automatic miss!
- Fires rER PPC at Thunderchild Razormaw (4 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover - 1 targeting computer = 13): automatic miss!
- Fires ER Medium Laser at Thunderchild Razormaw (4 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover - 1 targeting computer = 15): automatic miss!
- Fires ER Medium Laser at Thunderchild Razormaw (4 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover - 1 targeting computer = 15): automatic miss!
- Fires ER Medium Laser at Thunderchild Razormaw (4 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover - 1 targeting computer = 15): automatic miss!
- Gains 47 heat, sinks 3248!

Copperhead Gamma (Player)
- Torso-twists to threaten hex 3116!
- Fires LB-10X Autocannon (Slug) at Sohei Gamma (2 base + 4 range + 2 movement + 0 enemy movement = 8): rolled 5, miss!
- Fires LRM-20 w/Artemis IV at Sohei Gamma (2 base + 4 range + 2 movement + 0 enemy movement = 8): rolled 7, miss!
- Gains 10 heat, sinks 24!

Mountain Lion (Player)
- Fires Gauss Rifle at Ragnarok Beta (4 base + 4 range + 2 movement + 2 enemy movement + 1 smoke = 13): automatic miss!
- Gains 3 heat, sinks 26!

Coyote (Player)
- No orders received!
- Gains 2 heat, sinks 40!

Hunchback #2 (Player)
- Fires Heavy Gauss Rifle at Sohei Gamma (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 8, hit Center Torso (0/38 armor, 23/25 structure remaining)! Crit!
- Gains 3 heat, sinks 10!

Hunchback #1 (Player)
- Holds Fire!
- Gains 0 heat, sinks 20!

Screamer (Player)
- Torso-twists to threaten hex 1925!
- Fires rER PPC at Crossbow Beta (2 base + 0 range + 3 movement + 1 enemy movement + 2 light woods - 1 targeting computer = 7): rolled 8, hit Rear Center Torso (0/10 armor remaining)!
- - Plasma arcs to Rear Left Torso (2/7 armor remaining)
- Fires Medium Pulse Laser at Crossbow Beta (2 base + 0 range + 3 movement + 1 enemy movement + 2 light woods - 2 pulse laser - 1 targeting computer = 5): rolled 8, hit Right Leg (23/30 armor remaining)!
- Gains 24 heat, sinks 25!

Bobcat (Player)
- Fires rER PPC at Sohei Gamma (3 base + 2 range + 3 movement + 0 enemy movement + 2 light woods = 10): rolled 7, miss!
- Fires ER Medium Laser at Sohei Gamma (3 base + 4 range + 3 movement + 0 enemy movement + 2 light woods = 12): rolled 4, miss!
- Fires ER Medium Laser at Sohei Gamma (3 base + 4 range + 3 movement + 0 enemy movement + 2 light woods = 12): rolled 10, miss!
- Gains 30 heat, sinks 26! Overheating!

Beowulf (Player)
- Fires ER Medium Laser at Ragnarok Gamma (3 base + 4 range + 3 movement + 0 enemy movement = 10): rolled 12, hit Left Arm (6/26 armor remaining)!
- Fires ER Medium Laser at Ragnarok Gamma (3 base + 4 range + 3 movement + 0 enemy movement = 10): rolled 7, miss!
- Fires Large Pulse Laser at Warhawk Riptide (3 base + 2 range + 3 movement + 0 enemy movement + 2 light woods + 1 partial cover + 1 secondary target - 2 pulse laser = 10): rolled 6, miss!
- Gains 25 heat, sinks 24!

Wild Weasel (Player)
- Fires LRM-20 w/Artemis IV (Thunder) at Hex 1524: no Line of Sight to target!
- Gains 7 heat, sinks 22!

Phoenix Hawk (Player)
- Fires Large Pulse Laser at Viper Ocean Breeze (3 base + 0 range + 3 movement + 4 enemy movement + 2 smoke - 2 pulse laser = 10): rolled 7, miss!
- Gains 15 heat, sinks 20!

Nergal (Allied Player)
- Fires Hyper Pulse Laser at Ragnarok (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke - 1 pulse module = 8): rolled 8, hit Left Arm (10/30 armor remaining)!
- Fires Hyper Pulse Laser at Ragnarok (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke - 1 pulse module = 8): rolled 12, hit Right Torso (8/28 armor remaining)!
- Fires ER Large Laser at Ragnarok (2 base + 2 range + 2 movement + 2 enemy movement + 1 smoke = 9): rolled 8, miss!
- Gains 61 heat, sinks 52! Overheating! QSM Activates!

Varangian Undertow
- Fires ER Large Laser at Atlas III (2 base + 2 range + 2 movement + 1 enemy movement + 1 smoke = 8): rolled 8, hit Left Leg (34/42 armor remaining)!
- Fires ER Large Laser at Atlas III (2 base + 2 range + 2 movement + 1 enemy movement + 1 smoke = 8): rolled 9, hit Left Arm (26/34 armor remaining)!
- Fires Ultra AC/20 (Single) at Atlas III (2 base + 4 range + 2 movement + 1 enemy movement + 1 smoke = 10): rolled 8, miss!
- Fires Ultra AC/20 (Single) at Atlas III (2 base + 4 range + 2 movement + 1 enemy movement + 1 smoke = 10): rolled 6, miss!
- Gains 26 heat, sinks 40!

Ragnarok Beta
- Fires Gauss Rifle at Nergal (2 base + 2 range + 2 movement + 0 enemy movement - 1 superheavy = 5): rolled 10, hit Left Torso (111/126 armor remaining)!
- Fires Gauss Rifle at Nergal (2 base + 2 range + 2 movement + 0 enemy movement - 1 superheavy = 5): rolled 6, hit Left Torso (96/126 armor remaining)!
- Fires Gauss Rifle at Nergal (2 base + 2 range + 2 movement + 0 enemy movement - 1 superheavy = 5): rolled 8, hit Center Torso (165/180 armor remaining)!
- Gains 5 heat, sinks 28!

Unknown `Mech Alpha
- Holds fire!
- Gains 2 heat, sinks 36!

Warhawk Riptide
- Fires Large Pulse Laser at Awesome (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 partial cover - 2 pulse laser - 1 targeting computer = 5): rolled 9, hit Right Arm (1/26 armor remaining)!
- Fires Large Pulse Laser at Awesome (2 base + 0 range + 2 movement + 1 enemy movement + 2 light woods + 1 partial cover - 2 pulse laser - 1 targeting computer = 5): rolled 8, hit Center Torso (21/31 armor remaining)!
- Fires Large Pulse Laser at Beowulf (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 partial cover + 1 secondary target - 2 pulse laser - 1 targeting computer = 10): rolled 8, miss!
- Fires Large Pulse Laser at Bobcat (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods + 1 secondary target - 2 pulse laser - 1 targeting computer = 9): rolled 8, miss!
- Gains 42 heat, sinks 44!

Sohei Gamma
- Fires ER PPC at Awesome (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 9, hit Left Arm (11/26 armor remaining)!
- Fires LRM-20 w/ Artemis IV at Awesome (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 5, miss!
- Gains 21 heat, sinks 32!

Wolf Spider Eta
- Fires ER Large Laser at Ragnarok (2 base + 4 range + 2 movement + 0 enemy movement + 2 light woods = 10): rolled 6, miss!
- Gains 14 heat, sinks 50!

Night Gyr Epsilon
- Torso-twists to threaten hex 1223!
- Fires Large Pulse Laser at Screamer (3 base + 0 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover - 2 pulse laser = 10): rolled 9, miss!
- Gains 12 heat, sinks 24!

Nidhogg Eta
- Holds fire!
- Gains 2 heat, sinks 32!

Crossbow Alpha
- Torso-twists to threaten hex 1124!
- Fires Streak SRM-6 at Screamer (2 base + 0 range + 2 movement + 5 enemy movement + 1 light woods + 1 partial cover = 11): rolled 4, fails to lock-on!
- Gains 2 heat, sinks 24!

Crossbow Beta
- Holds fire!
- Gains 2 heat, sinks 24!

Naga Alpha
- Holds fire!
- Gains 1 heat, sinks 24!

Swordbreaker Storm Surge
- Holds fire!
- Gains 1 heat, sinks 38!

Thunderchild Razormaw
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 11, hit Left Leg (23/30 armor remaining)!
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 5, miss!
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 5, miss!
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Pulse Laser at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 7, miss!
- Fires TAG at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 10): rolled 6, miss!
- Fires TAG at Lament (3 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 10): rolled 7, miss!
- Gains 30 heat, sinks 32!

Shadowcat Eta
- Free to engage!
- Holds fire!
- Gains 5 heat, sinks 28!

Viper Ocean Breeze
- Fires ER PPC at Grasshopper (3 base + 0 range + 3 movement + 2 enemy movement + 1 smoke = 9): rolled 7, miss!
- Fires TAG at Grasshopper (3 base + 0 range + 3 movement + 2 enemy movement + 1 smoke = 9): rolled 7, miss!
- Gains 23 heat, sinks 24!



End Phase
Ragnarok Beta
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 6, succeeds!

Sohei Gamma
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Jump Jet destroyed!
- Critical chance in Center Torso: rolled 2, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage + 1 swamp = 6): rolled 10, succeeds!

Awesome (Player)
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds!



Next Turn’s Movement Phase
Varangian Undertow
- Attacked by 7+ minefield: rolled 6, no damage sustained!

Sohei Gamma
- Attempts to free itself from the mud (4 base + 1 swamp = 5): rolled 2, fails!








Player Status:




Allies




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 Tuesday!

PoptartsNinja fucked around with this message at 01:43 on Aug 1, 2016

Picard Day
Dec 18, 2004

PoptartsNinja posted:


Sohei Gamma
- Attempts to free itself from the mud (4 base + 1 swamp = 5): rolled 2, fails!



Ahahahahahaha YES

Someone is probably gonna be relieved they are gonna be bondsman rather than going home

Mezzanon
Sep 16, 2003

Pillbug
The atlas just annihilating that center torso.

Olothreutes
Mar 31, 2007

That Sohei just cannot get a break on those rolls.

Picard Day
Dec 18, 2004

PoptartsNinja posted:


Awesome (Player)
- Fires rER PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, hit Center Torso (18/38 armor remaining)!
- - Plasma arcs to Right Torso (0/26 armor, 13/17 structure remaining)! Crit!
- Fires rER PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- - Plasma arcs to Left Torso (21/26 armor remaining)!
- Fires PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires PPC at Sohei Gamma (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Gains 51 heat, sinks 50!


Also is this a copypasta error or did the Plasma Arc to the left torso on that miss? According to the Sohei's unit card the left torso was at only 1 armor last turn, rather than 26.

Zebulon
Aug 20, 2005

Oh god why does it burn?!
What's the Cull the Weak trait do? I tried to look back through the recent posts for the answer but might have missed it.

Runa
Feb 13, 2011

Oh my god the Sohei, I'm dying

I'll have a real post when I get back to my computer, honest

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Oh, and in case anyone is curious, I did an Alpha Strike card for the Nergal a while ago.


Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
The Sohei pilot is not having a fun time.

Back Hack
Jan 17, 2010


I'm sad the Bobcat and Beowulf didn't flank the Warhawk. :smith:

Gwaihir
Dec 8, 2009
Hair Elf
Those automatic misses :saddowns:

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Isn't that Thunderchild build hot as gently caress? Jesus.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


PoptartsNinja posted:

Oh, and in case anyone is curious, I did an Alpha Strike card for the Nergal a while ago.




If this thing only does 6 damage, what kind of scale is that on. 1-5?

Runa
Feb 13, 2011

Zaodai posted:

If this thing only does 6 damage, what kind of scale is that on. 1-5?

Ten points of BT damage per one AS. Extra damage above heat capacity becomes Overheat score, damage you can add at cost of building heat.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Zaodai posted:

If this thing only does 6 damage, what kind of scale is that on. 1-5?

For reference:




In Alpha Strike, the Nergal has the potential to kill everything medium or lighter in two turns. It can also do the same to every XL-engine heavy of 70 tons or lighter every XL-engine heavy.

PoptartsNinja fucked around with this message at 02:19 on Aug 1, 2016

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Ok so, the atlas should walk this turn to cool down to 9 heat over.

every 5 heat is a 1 point movement penalty but tsm is a 2 point boost to movement, so it balances out to +1 at 9 and neutral at 10-14. Also if I remember you get a firing penalty at 8 points and 16 but you don't ever really want to go above 10 heat because soon your ammo will start to detonate.

AtomikKrab fucked around with this message at 02:47 on Aug 1, 2016

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
Hole lot of whiffing for some good target numbers but at least PTN split the Warhawk fire at us. Really thought the Sohei would be hurt more and wow those Atlas body blows!

Thinking of running to 2810 to finish off the sohei. Can contingency the Ragnarok and Warhawk (though it's in min range). My hope is to get around and behind he warhawk so it either starts going after the superheavy or at least lets me get a few back shots in.

I was originally thinking of reversing 3 squares but feel that leaves me in the Warhawks firing arc longer than I'd like with less cover. Plus some of the guys moving in from below might get cheeky and back shot me next turn when I move out.

edit: 2712. Walk into the water so the Ragnarok can't see me, cools me that little bit I need and Warhawk should have similar numbers to hit I think? Can run out onto either island next turn.

thiswayliesmadness fucked around with this message at 03:13 on Aug 1, 2016

GhostofJohnMuir
Aug 14, 2014

anime is not good

quote:

Nergal (Allied Player)
QSM Activates!

:eyepop:

I forget have we seen this particular toy before?

Zebulon
Aug 20, 2005

Oh god why does it burn?!

GhostofJohnMuir posted:

:eyepop:

I forget have we seen this particular toy before?

Super-heavy mech Triple Strength Myomer, IIRC. If so we've already seen it a few times.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Alchenar, I think it's time to pop out of the water and give the Ragnarok a face full of buckshot. I'll move up with you and try to punch some more holes in it.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
I assume it was the Nergal that blocked my LoS? Never considered that a superheavy mech could do that. Still, it wouldn't have done too much since one of the Crossbows seems to be taking a scenic route.

Still, really nice turn overall. Both the Ragnarok and Sohei took some nasty fire, and both are still sitting at +0 move mod for this turn (that poor Sohei). A nice concentration of fire should kill or cripple both. Of course the Varangian will be in optimal murder range next turn, which is a bit troublesome, and some of the lighter enemies are about to start wrecking havoc in our back-lines, but that was to be expected I think.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
I was seriously considering flanking the warhawk, but I would have been risking fire from the unknown alpha's gauss rifles (only at 12s, but it was also fire that didn't need to be incoming), possibly be considered a high value target by the sohei and warhawk (warhawk for sure would have put 2 lpls in me at close range with no cover, probably as primary target) and been very trappable should they have decided to narrow the numbers advantage by pouring fire on the harder to hit but fragile target thats putting in backshots. I'm willing to do it, especially if I've got a bud, but I don't think it was the right choice yet.

I am absolutely sure I wrote down to fire at the sohei and not the ragnarok, the update states 'Ragnarok Gamma' but I got the no enemy movement mod and I got a hit, and the Rag was getting shot at already anyway, so no worries, whoever I ended up shooting at. I'll try to put in the full 'Sohei Gamma' or whatever in future.

I do not feel I have any options that defend me well enough from everybody. I could join in the battle on the platform, hitting the viper, or, since the warhawk is on top of the hill now and can pretty much ignore woods, I can flank it, have no los from the sohei and some cover from the rag and varan, shooting one of the 3 I could see. So hell maybe hitting the warhawk conclusively last turn is what we should have done.

I feel really bad for the sohei's pilot, terrifying elite space clone communist though he is. If Grandpa Duncan gets nothing but CT hits all game he's going to be my new spirit animal.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

KnoxZone posted:

I assume it was the Nergal that blocked my LoS?

It was the Height 1 hill between you and the target hex.

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
I kinda want to know what an empathetic clanner thinks.

TildeATH
Oct 21, 2010

by Lowtax

Trundel posted:

I kinda want to know what an empathetic clanner thinks.

Mostly negging and affaff.

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!

AtomikKrab posted:

Ok so, the atlas should walk this turn to cool down to 9 heat over.

every 5 heat is a 1 point movement penalty but tsm is a 2 point boost to movement, so it balances out to +1 at 9 and neutral at 10-14. Also if I remember you get a firing penalty at 8 points and 16 but you don't ever really want to go above 10 heat because soon your ammo will start to detonate.

Yeah, I have the heat spread sheet:
20+"Russian Roulette"
20:–4 Movement Points
19:Ammo Exp. avoid on 4+
18:Shutdown, avoid on 6+
17:+3 Modifier to Fire
15:–3 Movement Points
14:Shutdown, avoid on 4+
13:+2 Modifier to Fire
10:–2 Movement Points
8:+1 Modifier to Fire
5:–1 Movement Points

The big question now is *where* does the Atlas walk: it's literally surrounded, and the only place with cover is next to an Ultra AC/20. And so frustratingly close to an armor penetration on that Ragnarok Beta...

Servicio en Espanol
Feb 5, 2009

thiswayliesmadness posted:

wow those Atlas body blows!


Atlas isn't going to let itself get upstaged by some tubby gimmickbot.

Runa
Feb 13, 2011

Alright, looking at things further, I guess I'll do a breakdown of my thoughts:

Me: I've got a wealth of targets, and my Hyper Pulse Lasers will make pretty short work of any of those mediums that've just closed in, though I may need to change my facing to at least keep my back towards as little firepower as possible. This may mean showing it to the Warhawk, but gently caress if that Warhawk doesn't have better things to do than hope to put ten points of damage on one of my rear torsos, each of which has armor comparable to an assault's front armor. I'd like to keep putting pressure on the Ragnarok but considering where it is, I think the Atlas, a Hunchie, and maybe the Mountain Lion (the Viper's move mod is just way too much for the Lion's gunnery score to handle, it's a TH 8 at short range while standing still!) could probably start getting the good crits in a turn or two. And those mediums have enough move mods that I might actually need to be the one to dedicate some fire to them, the Viper could seriously mess someone up since even on a jump it can hit on 7's at close range and can threaten backs, dictating the players' movements.

At least most of the western heavies are choosing to set themselves up on other firing positions rather than charging headlong, which buys me some time.

Thanks to the tripod's designated gunner, I can technically designate up to three primary targets but I probably should focus on one. Now, it looks like my turn resolution happens after the proper players but before the opfor, as per the Nergal's position among the mechsheets. So while I cannot move past allies, or be moved past by allies, in my central hex I can still maneuver around people. Also I double-checked and tripods can lateral shift according to the same rules as quads. So I'm thinking if the Nergal tactically only actually occupies its central hex (may need to double-check with PTN but this seems to be how shvys are treated when asked about on BT forums) then after everybody else's movement has been decided, to move forward to 2519, lateral shift to 2518, then move forward one more hex to 2417 to generate my running heat. From there, I can torso-twist to get the Viper Ocean Breeze, Swordbreaker, and Nidhogg Eta all in my front arc, and I can designate all of them as primary targets. From there I could shoot my Hyper Pulses to the Viper Ocean Breeze (contingencied to the Swordbearer), and my HGR to the Nidhogg.

I could also decide to do run and facing shenanigans to try to Lance the Viper while unloading my guns onto the Swordbreaker. It's a bit nimble for that though and gosh wouldn't a whiff with that Lance be embarrassing.

Or I could leave the mediums to someone else and help finish the job on the Ragnarok. With contingencies on the Nidhogg.

thetruegent EDIT: Oh right you ran didn't you? Hmm. Well walking backwards to 2618 would put your back to the Viper but keep you away from the Varangian's killzone. You'd still be able to put pressure on the Ragnarok too. The Viper would be able to hit you on an 8 though, but it's better than the Varangian possibly landing forty-damage shots on similar odds.

Sohei: :laugh:


I'm going to withhold overthinking everybody else's options unless they decide to want to talk things over and brainstorm. Shame Cathode Raymond missed the deadline.

Runa fucked around with this message at 07:06 on Aug 1, 2016

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

T.G. Xarbala posted:

So I'm thinking if the Nergal tactically only actually occupies its central hex

It only occupies the central hex.

Other units can 'occupy' your leg hexes without penalty or stacking. You aren't as big as a Union dropship.

Runa
Feb 13, 2011

PoptartsNinja posted:

It only occupies the central hex.

Other units can 'occupy' your leg hexes without penalty or stacking. You aren't as big as a Union dropship.

Thanks!

Also, uh, ignore that last PM then lmao

Hooray for abstractions

RA Rx
Mar 24, 2016

Nergal/Xarbala, where do you want Noretti/Phoenix Hawk?
If you're not going to kick the Viper I think I'll jump to 2820, facing northeast and alpha and kick for 2 overheat. Don't think the western mechs would be able to shoot me in the back?

PS: I'm actually at 0 heat, so no problems with an alpha.

Btw. Have you considered backing off 3 steps and just kicking the Viper while you keep firing at the Ragnarok?
I think getting in physicals, focusing down already damaged mechs (we really need to end the Sohei Gamma and the Rag's three Gausses this round), and most of all, keeping your rear clean until the front armor locations are down to around 60 are the most important priorities.

RA Rx fucked around with this message at 05:46 on Aug 1, 2016

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

RA Rx posted:

Nergal, where do you want Noretti/Phoenix Hawk?
If you're not going to kick the Viper I think I'll jump to 2820, facing northeast and alpha and kick for 2 overheat. Don't think the western mechs would be able to kick me?

PS: I'm actually at 0 heat, so no problems with an alpha.

You are arguably our best mech at dealing with the mediums, so any move that puts you in position to do that is a good one in my books. The Viper has a really high move mod so you will have a pretty tricky shot even with pulse, but if you and lets say the Beowulf work together as a pair you should be able to mulch their mediums really fast, which will also help keep the Nergal free to eradicate assault mechs.

RA Rx
Mar 24, 2016

I'll be hitting on 8 (cLPL), 9 (kick), and 10s (MLx2), could definitely use a second mech to kick the bastard.

Can the western mechs shoot me in the back, facing northeast in 2820?

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

RA Rx posted:

I'll be hitting on 8 (cLPL), 9 (kick), and 10s (MLx2), could definitely use a second mech to kick the bastard.

Can the western mechs shoot me in the back, facing northeast in 2820?

The Crossbows and Night Gyr would be in your rear arc, but it looks like none of them have LoS to 2820.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.
Is it me, or have the Crossbows continued to move in a way that lets me get rear-arc shots (albeit without hitting max possible move mod)? Also, general query, does a height 1 hill negate light woods on a height 0? I want to say no but I feel like I should check while considering which hex to jump to and continue to try and drill through the rear armor on Crossbow Beta.

Gwaihir
Dec 8, 2009
Hair Elf
Woods themselves are height 2, but it depends on how far you are as to whether you are overlooking them out not.

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Picard Day
Dec 18, 2004

T.G. Xarbala posted:

thetruegent: That's some drat good luck on those CT hits. Depending on how things go in two turns you'll be able to start dropping 40-damage kicks and 20-damage punches on the Varangian and you're in relatively good shape since only the Vanger is targeting you and for the most part missed. That said, I wouldn't advance directly towards the Vanger, your back is vulnerable and the farthest you can get while walking, 2116, would put you right in the Varangian's UAC short range for relatively little benefit. If you can back up to 2618 then use your last walk MP to turn towards 2519, you get back into the Vanger's UAC long range, benefit from the intervening woods hexes, and at the same time hide your rear armor from the Viper Ocean Breeze. If the Varangian keeps charging at you, to 2015, then the turn after next you'll be able to run to 2116 and give him something to think about. This does, however, put you in medium range of the Ragnarok but, interestingly, short range with the Viper Ocean Breeze. And seeing as how this would be a walking move, you would actually hit it on 7's with your HGR and Snubbies. It might be overkill but if it is, it leaves me with hitting the Swordbearer as a contingency if people want the Nergal cleaning up mediums on the platform.

While the numbers are good for hitting the Viper Ocean Breeze unfortunately I don't think the fire arc's do. From 2618 (facing either 2519 or 2617) I'm fairly certain the Atlas can only get one arm-mounted SNPPC and nothing else trained on it. Still would have 7's on everything for the Nidhogg (which fairly thin armor for a 70 tonner) or pretty good shots on the Swordbreaker or Varangian but with only medium range gauss shots.

Backing up to 2618 would also use up all his walking MP and not leave anything for turning without becoming a run move (still 3/5 due to 10 heat).

Picard Day fucked around with this message at 07:00 on Aug 1, 2016

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