There's an excellent drawing of a Wolf Spider in the OP. Essentially it's a Timberwolf that swaps out shoulder missiles for a cannon.
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# ? Aug 17, 2016 21:15 |
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# ? Apr 27, 2024 14:19 |
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Ardlen posted:We did have falling and TAC'ing the CT for three engine crits on a pristine Helios a few missions ago, which is still amazing. I'm not sure anything can beat the David MASCing two legs off on the same side. Edit: Matsukaze Ravenwater's escape was more probable than what Duncan did, but to me that is still the ultimate highlight of this thread, followed closely by Duncan. RA Rx fucked around with this message at 21:29 on Aug 17, 2016 |
# ? Aug 17, 2016 21:15 |
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The most amazing thing in this thread is still Duncan Starkiller. Maybe not the most amazingly improbable but it was amazing the way he killed mechs left and right. The second most amazing thing is probably something the death commandos did.
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# ? Aug 17, 2016 21:26 |
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TG Xarbala ending the Death Commando campaign via a DFA from Mechwarrior Steve was pretty loving great.
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# ? Aug 17, 2016 21:29 |
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PoptartsNinja posted:Not every way. They're more Marauder than Catapult, which means they're actually worse than the `Mech they're replacing (a problem all of the Timber Wolf's replacements have until the Timber Wolf Mk IV, which is basically the original with Ferro Lamellor armor) That's a symptom of Clan LRMs being bullshit I assume?
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# ? Aug 17, 2016 21:56 |
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Gwaihir posted:TG Xarbala ending the Death Commando campaign via a DFA from Mechwarrior Steve was pretty loving great. I hope Steve's in a good place and didn't get tortured by the Capellans.
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# ? Aug 17, 2016 22:28 |
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Z the IVth posted:I hope Steve's in a good place and didn't get tortured by the Capellans. I'm probably misremembering but didn't the Clan ship get blown up with all hands?
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# ? Aug 17, 2016 22:36 |
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Not all hands, I believe PTN stated two-three mechs (I don't remember the exact number) were missing from the crash site, the same number that had jump jets. 6/9/6, the Legend of Steve lives on.
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# ? Aug 17, 2016 22:53 |
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RA Rx posted:Not all hands, I believe PTN stated two-three mechs (I don't remember the exact number) were missing from the crash site, the same number that had jump jets. Steve was a bondsman so he would have been in the Death Commando's dropship so he's going to be OK. What i'm really excited for is the next time they come around we get to see hardcore Death Commando Wilberforce!
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# ? Aug 17, 2016 23:00 |
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Nergal Reactor: Tactical Update 10 Noretti stared as the Crossbow fell, its engine ruined not by the Demon Hawks but by the Arrow IV missile that had struck the Grasshopper and detonated. A casual disregard for the lives of one’s comrades wasn’t unusual for a Clan pilot, Noretti realized, but all the same she thought it was no wonder that particular pilot had been assigned a Naga. They were a mix of cowardice and carelessness that made the short hairs on the back of Noretti’s neck stand on end, an anathema to everything the breeding program was trying to accomplish. Perhaps they’d simply given up on ever earning glories, or-- One of Noretti’s secondary monitors flashed to static. She popped it with a balled fist, as one of the Demon Hawks technicians had suggested, but the static didn’t clear. It was strange. Her active probe was working but an arc to her right flank wasn’t even detecting the concrete berm that funneled water through the tidal hydroelectric generators. “I am being jammed,” she realized at once. “Indirectly, I am not in an ECM field but my active probe is being counteracted. ECM source unknown.” Movement Phase Phoenix Hawk (Player) - Attacked by mines in hex 2520: rolled 4, no damage sustained! Grasshopper (Player) - Must pass a piloting test to stand (4 base + 1 hardened armor = 5): rolled 5, succeeds! - Attacked by mines in hex 2521: rolled 5, no damage sustained! - Attacked by mines in hex 2522: rolled 12, suffers damage to Left Leg (50/60 armor remaining), Left Leg (45/60 armor remaining), Left Leg (40/60 armor remaining)! - - Chance for minefield depletion: rolled 10, minefield damage depleted! Shooting Phase Atlas III (Player) - Torso-twists to threaten hex 2625! - Fires Heavy Gauss Rifle at Crossbow Beta (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat + 1 light woods = 7): rolled 3, miss! - Fires Snub-Nose PPC at Crossbow Beta (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat + 1 light woods = 7): rolled 12, hit Left Arm (5/20 armor remaining)! - Fires Snub-Nose PPC at Crossbow Beta (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat + 1 light woods = 7): rolled 11, hit Right Arm (0/20 armor, 4/10 structure remaining)! Crit! - Gains 24 heat, sinks 24! Overheating! TSM Active! Awesome (Player) - Fires rER PPC at Swordbreaker Upsilon (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover = 6): rolled 8, hit Right Torso (7/17 armor remaining)! - - Plasma arcs to miss! - Fires rER PPC at Swordbreaker Upsilon (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover = 6): rolled 3, miss! - Fires PPC at Swordbreaker Upsilon (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover = 6): rolled 8, hit Right Torso (0/17 armor, 10/13 structure remaining)! Crit! - Fires PPC at Swordbreaker Upsilon (3 base + 0 range + 2 movement + 0 enemy movement + 1 partial cover = 6): rolled 4, miss! - Gains 52 heat, sinks 48! Overheating! Grasshopper (Player) - Fires Large X-Pulse Laser at Crossbow Beta (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 5): rolled 3, miss! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Center Torso (16/21 structure remaining)! Crit! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Left Arm (0/20 armor remaining)! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Gains 30 heat, sinks 30! Lament (Player) - No Line of Sight to primary target! - No Line of Sight to secondary target! - Gains 1 heat, sinks 32! Hunchback #2 (Player) - Fires Heavy Gauss Rifle at Night Gyr Epsilon (3 base + 2 range + 0 movement + 0 enemy movement + 2 light woods = 7): rolled 8, hit Left Arm (4/24 armor remaining)! - Fires Medium Laser at Wolf Spider Eta (3 base + 4 range + 0 movement + 0 enemy movement + 1 light woods + 1 secondary target = 9): rolled 6, miss! - Fires Medium Laser at Wolf Spider Eta (3 base + 4 range + 0 movement + 0 enemy movement + 1 light woods + 1 secondary target = 9): rolled 11, hit Right Leg (27/32 armor remaining)! - Gains 8 heat, sinks 10! Hunchback #1 (Player) - Holds fire! - Gains 1 heat, sinks 20! Screamer (Player) - Fires rER PPC at Night Gyr Epsilon (2 base + 2 range + 3 movement + 0 enemy movement - 1 targeting computer = 6): rolled 5, miss! - Fires Medium Pulse Laser at Night Gyr Epsilon (2 base + 2 range + 3 movement + 0 enemy movement - 1 targeting computer - 2 pulse laser = 4): rolled 8, hit Left Leg (21/28 armor remaining)! - Gains 24 heat, sinks 25! Bobcat (Player) - Torso-twists to threaten hex 3512! - Fires rER PPC at Swordbreaker Upsilon (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 partial cover = 8): rolled 6, miss! - Fires ER Medium Laser at Swordbreaker Upsilon (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 partial cover = 8): rolled 12, hit Right Leg (damage blocked by terrain)! - Gains 32 heat, sinks 26! Overheating! Beowulf (Player) - Torso-twists to threaten hex 2614! - Fires Large Pulse Laser at Wolf Spider Eta (3 base + 4 range + 3 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 9): rolled 6, miss! - Fires ER Medium Laser at Wolf Spider Eta (3 base + 2 range + 3 movement + 0 enemy movement + 1 light woods = 9): rolled 9, hit Right Leg (/ armor remaining)! - Fires ER Medium Laser at Wolf Spider Eta (3 base + 2 range + 3 movement + 0 enemy movement + 1 light woods = 9): rolled 7, miss! - Gains 25 heat, sinks 24! Wild Weasel (Player) - Fires ER Medium Laser at Wolf Spider Eta (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 6, hit Left Arm (19/24 armor remaining)! - Fires ER Medium Laser at Wolf Spider Eta (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 5, miss! - Fires ER Medium Laser at Wolf Spider Eta (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 9, hit Right Arm (19/24 armor remaining)! - Fires LRM-20 w/Artemis IV (Artemis) at Wolf Spider Eta (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 7, 16 missiles hit Right Torso (19/24 armor remaining), Left Torso (19/24 armor remaining), Right Torso (14/24 armor remaining), Left Arm (14/24 armor remaining)! - Gains 22 heat, sinks 22! Phoenix Hawk (Player) - Torso-twists to threaten hex 2528! - Fires Large Pulse Laser at Crossbow Beta (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods - 2 pulse laser = 6): rolled 7, hit Right Arm (0/10 structure remaining)! Arm blown off! - - Damage transfers to Right Torso (0/23 armor, 7/15 structure remaining)! Crit! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 6, miss! - Fires Medium Laser at Crossbow Beta (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 7, miss! - Gains 16 heat, sinks 20! Nergal (Allied Player) - Torso-twists to threaten hex 2119! - Fires Hyper Pulse Laser at Wolf Spider Eta (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods - 1 pulse module = 4): rolled 8, hit Head (0/9 armor, 0/3 structure remaining)! `Mech destroyed! Pilot killed! - Fires Hyper Pulse Laser at Wolf Spider Eta (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods - 1 pulse module = 4): rolled 9, hit Head! - Fires Heavy Gauss Rifle at Night Gyr Epsilon (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 secondary target = 6): rolled 10, hit Right Leg (0/28 armor, 9/16 structure remaining)! Crit! - Gains 52 heat, sinks 52! Overheating! Unknown `Mech Alpha - Fires Gauss Rifle at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods = 11): rolled 9, miss! - Fires Gauss Rifle at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods = 11): rolled 9, miss! - Fires Medium Pulse Laser at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods - 2 pulse laser = 9): rolled 7, miss! - Fires Medium Pulse Laser at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods - 2 pulse laser = 9): rolled 12, hit Right Leg (17/25 armor remaining)! - Fires Streak SRM-6 at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods = 11): rolled 6, fails to lock-on! - Gains 10 heat, sinks 36! Wolf Spider Eta - Fires Heavy Large Laser at Wild Weasel (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 heavy laser = 7): rolled 9, hit Left Leg (2/18 armor remaining)! - Fires Heavy Large Laser at Wild Weasel (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 heavy laser = 7): rolled 7, hit Left Torso (0/15 armor, 9/10 structure remaining)! Crit! - Fires ER Large Laser at Wild Weasel (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 10, hit Center Torso (3/18 armor remaining)! - Gains 50 heat, sinks 50! Night Gyr Epsilon - Torso-twists to threaten hex 1920! - Fires Large Pulse Laser at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods - 2 pulse laser = 9): rolled 9, hit Right Torso (10/20 armor remaining)! - Fires Large Pulse Laser at Screamer (3 base + 2 range + 0 movement + 5 enemy movement + 1 light woods - 2 pulse laser = 9): rolled 7, hit miss! - Gains 28 heat, sinks 24! Crossbow Alpha - Fires LRM-20 w/ Artemis IV (Artemis) at Atlas III (2 base + 0 range + 1 movement + 1 enemy movement = 4): rolled 7, 16 missiles hit Rear Left Torso (6/10 armor remaining), Right Arm (/ armor remaining), Rear Left Torso (2/10 armor remaining)! - Fires LRM-20 w/ Artemis IV (Artemis) at Atlas III (2 base + 0 range + 1 movement + 1 enemy movement = 4): rolled 3, miss! - Fires Streak SRM-6 at Atlas III (2 base + 2 range + 1 movement + 1 enemy movement = 6): rolled 9, 6 missiles hit Rear Left Torso (1/10 armor remaining), Right Leg (27/42 armor remaining), Rear Center Torso (11/12 armor remaining), Right Leg (26/42 armor remaining), Rear Right Torso (9/10 armor remaining), Left Arm (5/34 armor remaining)! - Fires Streak SRM-6 at Atlas III (2 base + 2 range + 1 movement + 1 enemy movement = 6): rolled 6, 6 missiles hit Right Arm (21/34 armor remaining), Left Leg (25/42 armor remaining), Right Leg (25/42 armor remaining), Right Leg (24/42 armor remaining), Rear Right Torso (8/10 armor remaining), Left Arm (4/34 armor remaining)! - Gains 13 heat, sinks 24! Crossbow Beta - Torso-twists to threaten hex 2527! - Fires Streak SRM-6 at Grasshopper (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 6, fails to lock-on! - Fires Streak SRM-6 at Grasshopper (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 12, 6 missiles hit Left Torso (33/40 armor remaining), Left Leg (38/60 armor remaining), Right Arm (35/44 armor remaining), Right Arm (33/44 armor remaining), Right Arm (31/44 armor remaining), Left Torso (31/40 armor remaining)! - Fires Streak SRM-6 at Grasshopper (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 7, 6 missiles hit Right Arm (29/44 armor remaining), Left Torso (29/40 armor remaining), Center Torso (43/60 armor remaining), Left Leg (36/60 armor remaining), Left Torso (27/40 armor remaining), Left Leg (34/60 armor remaining)! - Fires Streak SRM-6 at Atlas III (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target = 9): rolled 8, fails to lock-on! - Fires Streak SRM-6 at Atlas III (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target = 9): rolled 7, fails to lock-on! - Fires Streak SRM-6 at Atlas III (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target = 9): rolled 3, fails to lock-on! - Fires ER Medium Laser at Atlas III (3 base + 0 range + 2 movement + 1 enemy movement + 1 secondary target = 7): rolled 8, hit Left Torso (3/32 armor remaining)! - Gains 15 heat, sinks 24! Naga Alpha - Fires Arrow IV (Smoke) directly at hex 2924 (4 base + 4 direct artillery = 8): rolled 4, MoF: 4! - - Scatters into hex 2925! - - Scatters into hex 3025! - - Scatters into hex 3026! - - Lands in hex 3027! - Fires Arrow IV (HE) directly at hex 2327 (4 base + 4 direct-fire artillery = 8): rolled 10, hit! - - Grasshopper suffers 25 damage to Left Torso (22/40 armor remaining), Left Torso (17/40 armor remaining), Right Arm (24/44 armor remaining), Right Leg (45/60 armor remaining), Head (13/18 armor remaining (Pilot Hit!))! - - Crossbow Beta suffers 15 damage to Rear Center Torso (11/21 structure remaining (Crit!)), Left Leg (15/20 armor remaining), Rear Left Torso (0/7 armor, 12/15 structure remaining (Crit!))! - Gains 21 heat, sinks 24! Viper Ocean Breeze - Holds fire! - Gains 8 heat, sinks 24! Wolf Spider Upsilon - Fires ER Large Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 11, hit Left Torso (0/32 armor, 15/21 structure remaining)! Crit! - Fires ER Large Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 7, hit Left Leg (17/42 armor remaining)! - Fires ER Large Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 3, miss! - Gains 37 heat, sinks 38! Swordbreaker Upsilon - Fires Gauss Rifle at Awesome (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 8, hit Left Arm (0/26 armor, 9/13 structure remaining)! Crit! - Fires ER Medium Laser at Awesome (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, hit Right Arm (0/26 armor, 7/13 structure remaining)! Crit! - Fires ER Medium Laser at Awesome (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, hit Right Torso (17/24 armor remaining)! - Fires Medium Pulse Laser at Awesome (3 base + 0 range + 1 movement + 1 enemy movement - 2 pulse laser = 3): rolled 2, miss! - Fires Medium Pulse Laser at Awesome (3 base + 0 range + 1 movement + 1 enemy movement - 2 pulse laser = 3): rolled 4, hit Right Torso (10/24 armor remaining)! - Gains 20 heat, sinks 20! Adder Upsilon - Lurks More! - Gains 0 heat, sinks 26! End Phase Crossbow Beta - Critical chance in Center Torso: rolled 12, 3 critical hits sustained! - - XL Engine hit! - - Gyro hit! - - XL Engine hit! - Critical chance in Right Torso: rolled 8, 1 critical hit sustained! - - Streak SRM-6 ammo hit! - - - CASE II vents explosion harmlessly! Right Torso suffers damage in the explosion (6/15 structure remaining)! Crit! - Critical chance in Right Torso: rolled 7, no critical hits sustained! - Critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - XL Engine destroyed! `Mech destroyed! - Critical chance in Left Torso: rolled 6, no critical hits sustained! Swordbreaker Upsilon - Critical chance in Right Torso: rolled 3, no critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 8, succeeds! Night Gyr Epsilon - Critical chance in Right Leg: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds! Wild Weasel (Player) - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 8, succeeds! Atlas III (Player) - Critical chance in Left Torso: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds! Awesome (Player) - Critical chance in Left Arm: rolled 9, 1 critical hit sustained! - - Double Heat Sink damaged! - Critical chance in Right Arm: rolled 7, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 4, fails! Grasshopper (Player) - Must pass a 3+ consciousness test: rolled 9, succeeds! - Must pass a piloting test or fall (4 base + 1 massive damage + 1 hardened armor = 6): rolled 8, succeeds! Physical Combat Phase: Bobcat (player) - Attacks Viper Ocean Breeze with Active Vibrosword (5 base + 3 movement + 4 enemy movement - 1 sword = 11): rolled 11, hit Left Leg (5/19 armor remaining)! 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 (28,000,000 c-bills / 42,00,000 goods) - - Light `Mechs: 0 (1,000,000 c-bills) - - Medium `Mechs: 3 (2,000,000 c-bills) - - Heavy `Mechs: 2 (3,000,000 c-bills) - - Assault `Mechs: 4 (4,000,000 c-bills) - - Infantry Units: 0 (250,000) c-bills - - Battle Armor Units: 0 (1,000,000) c-bills - - AeroSpace Fighters: 0 (2,000,000) c-bills - Last Mission’s Total Bounty: 62,300,000 c-bills (93,450,000 goods) - Total Accumulated Bounty: 90,300,000 c-bills (135,450,000 goods) Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 23:47 on Aug 17, 2016 |
# ? Aug 17, 2016 23:37 |
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Wolf Spider goes splat. I knew the Nergal would have a nice shot on it if it decided it wanted to try and kick me in the face, but I didn't think it would deliver so well.
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# ? Aug 17, 2016 23:40 |
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The ghost of Mechwarrior Rickard still haunts the update.
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# ? Aug 17, 2016 23:46 |
Uh... How the gently caress did the Varangian shoot when it died last turn?
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# ? Aug 17, 2016 23:45 |
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It didn't.
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# ? Aug 17, 2016 23:46 |
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Copy-paste error: you left the Varangian's firing from last turn in there. Nice headshot on the Wolf Spider! Shame about the Awesome falling over, but the Swordbreaker was forced back into the water and it has an open torso now, so I think it was a fair exchange.
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# ? Aug 17, 2016 23:51 |
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Oh, shoot. I forgot to do falling damage for the Awesome. Guess it didn't take any.
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# ? Aug 17, 2016 23:52 |
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That crossbow kill counts as mine because the Arrow that gutted it bounced off my mech I'm like John Stockton out here
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# ? Aug 18, 2016 00:05 |
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You should try to not get your dad killed.
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# ? Aug 18, 2016 00:06 |
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PoptartsNinja posted:Oh, shoot. I forgot to do falling damage for the Awesome. The ground is very soft there. Good choice of battle location.
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# ? Aug 18, 2016 00:10 |
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PoptartsNinja posted:Oh, shoot. I forgot to do falling damage for the Awesome. Everything is coming up Milhouse! The Nergal might end up with more pilot kills than the vaunted head hunters of the Sea Foxes.
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# ? Aug 18, 2016 00:10 |
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Man, what a turn. tactical thoughts: Might be worth the Atlas dashing south and taking cover in the smoke that the Naga so helpfully laid down, We know there's something in that area jamming Noretti, and it can use the cover while the Lament, Phoenix Hawk, and Grasshopper come join up to gang up on whatever's hiding there. There's the GUNS BLAZING option of just moving 2922, but that's just asking to eat 5 ERLLs (And probably a shitload more LRMs). Despite the ragged armor, Duncan is still pretty OK. He has a standard engine, and even if he lost the left arm's PPC, he still has the CT mounted one. It'll be a big problem re-activating TSM if it drops without the third PPC though. The Screamer probably has the biggest risk/reward dice roll play available by jumping to 1923 and launching a kick at the Night Gyr's leg that is about to pop off. The downside is eating probable return fire on 9s and 7s from the Night Gyr, or 8s from the Ace Crossbow. That's a big danger. Gwaihir fucked around with this message at 00:15 on Aug 18, 2016 |
# ? Aug 18, 2016 00:11 |
Nice shooting. Double headshot from the Nergal is just excessive. PTN, is that statcard for the Adder accurate? It looks like it has the armor and structure of a 75 ton Mech.
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# ? Aug 18, 2016 00:10 |
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Ardlen posted:PTN, is that statcard for the Adder accurate? Oh. No, no it isn't.
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# ? Aug 18, 2016 00:14 |
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As it lurks it gains tonnage through osmosis. Eventually it will become a superheavy to rival the Nergal! Except it will still be an Adder at heart.
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# ? Aug 18, 2016 00:33 |
Did the sensor in 1924 get destroyed by a clanner at some point? There was definitely one there to start the battle. The dice love you, TG, keep doing whatever you're doing.
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# ? Aug 18, 2016 00:45 |
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Hey PTN, are you using a houserule for the Clan Arrow IVs? I thought they did the same damage/radius as the IS versions, but you've got it dealing 25/15/5 like a Long Tom.
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# ? Aug 18, 2016 00:48 |
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I guess I'm going to just keep shooting the Night Gyr until it falls down. This is a pretty nice hidey-hole I've got here. EDIT: Found another error, the Night Gyr only has one LPL but somehow it fired twice. Tarezax fucked around with this message at 00:56 on Aug 18, 2016 |
# ? Aug 18, 2016 00:53 |
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PoptartsNinja posted:Oh, shoot. I forgot to do falling damage for the Awesome. Tactical airbags save the day! It's really lucky those arm crits didn't take out a gun. I can live with a lost heat sink though I can't go guns blazing all the time now. Guess I'll just stand and unload 3 PPC's into the adder upsilon's backside. thiswayliesmadness fucked around with this message at 01:07 on Aug 18, 2016 |
# ? Aug 18, 2016 01:04 |
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Gwaihir posted:Man, what a turn. Yeah, that Atlas is in bad shape; the Right Torso is torn up enough that I'm wondering if it's at risk of an ammo explosion. I'm pretty much going to aim for the Naga, unless something chases the Atlas down. Not that anyone else is in much better shape, mind; Space Hitler better send in some reinforcements soon or he'll be buying everyone a new mech. Those of us that aren't captured or killed, anyway. Speaking of, the problem with working for Space Hitler is that one gets the ugly feeling he's planning on killing or capturing all of us here to keep his secret weapons secret. Or just for funsies, being possibly insane and all.
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# ? Aug 18, 2016 01:08 |
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Ammo won't explode, but if you're worried about it / it takes another hit and your armor gets stripped, ask PTN if you can power down the gauss rifle. It's an optional rule, and I don't think you can really keep up TSM without it, but it will let you go ultra zombie with your CT mounted PPC if nothing else.
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# ? Aug 18, 2016 01:16 |
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Aren't you guys winning handily? Three dead mechs for team goons, and like 10 for the bad guys including 4/5 of the assault star. Yeah a lot of armor is shredded but most of your firepower is intact while they've lost a ton (not to mention they don't have durable mechs left).
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# ? Aug 18, 2016 01:15 |
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Lovely engine hits, Crossbow hunters.
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# ? Aug 18, 2016 01:16 |
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What's the point of having a super weapon if nobody knows about it?
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# ? Aug 18, 2016 01:19 |
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Yeah, the Nergal is the kind of superweapon that you want everybody to see. It's huge and intimidating but in the grand scheme of things not actually that threatening. Its main value is in being big and scary.
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# ? Aug 18, 2016 01:23 |
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Velius posted:Aren't you guys winning handily? Three dead mechs for team goons, and like 10 for the bad guys including 4/5 of the assault star. Yeah a lot of armor is shredded but most of your firepower is intact while they've lost a ton (not to mention they don't have durable mechs left). Yep, we are in really great shape right now. Our mechs are wearing down, but we have a numerical advantage, still have a fairly healthy super-heavy on the field, and are in far better position to concentrate our firepower on the remaining enemy mechs.
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# ? Aug 18, 2016 01:24 |
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Velius posted:Aren't you guys winning handily? Three dead mechs for team goons, and like 10 for the bad guys including 4/5 of the assault star. Yeah a lot of armor is shredded but most of your firepower is intact while they've lost a ton (not to mention they don't have durable mechs left). There's 5 may as well be fresh mechs coming out of the water to the east, so it's very much anyone's game, although goons probably have the advantage since they're mostly ganging up on isolated clanners better. They still have plenty of mechs that are a hair away from a cripple or kill though.
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# ? Aug 18, 2016 01:24 |
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Xarbala's Steve/Enforcer play and that death commando campaign was the only reason I got a forum account. I was doing fist pumps when he landed that death from above.
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# ? Aug 18, 2016 01:38 |
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Gwaihir posted:Ammo won't explode, but if you're worried about it / it takes another hit and your armor gets stripped, ask PTN if you can power down the gauss rifle. It's an optional rule, and I don't think you can really keep up TSM without it, but it will let you go ultra zombie with your CT mounted PPC if nothing else. To explain this a little better, gauss ammo doesn't explode but gauss rifles do (unless powered down I guess).
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# ? Aug 18, 2016 02:15 |
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This is just out of curiosity, but what happens if you try and eject under water? Does the cockpit have enough structural integrity to hold up to the extra pressure or do you just die because you got rocket boosted into a wall of water?
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# ? Aug 18, 2016 02:22 |
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# ? Apr 27, 2024 14:19 |
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Hahaha, wow. Dual head shots with both Hyper Pulse Lasers. That clanner is /super/ dead.
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# ? Aug 18, 2016 02:23 |