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Neopie posted:So I pretty much have to run fI've straight up or I'll start getting autoscrolled, right? you got it 3/5 buddie.
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# ? Oct 6, 2016 01:37 |
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# ? Apr 28, 2024 06:38 |
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Well, you can still drift, but yeah I expect there won't be as significant amount of maneuvering around the map in this scenario so much as it is about staying in a good position relative to the Hawg and each other.
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# ? Oct 6, 2016 01:58 |
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Ardlen posted:The Rotunda doesn't have a turret or any weapons on its left side, so it shouldn't be able to bring any weapons to bear on you. Ah, that's right, got thrown off by the turret looking thing on top of it; still probably best if everyone with LOS on it name it as a secondary target at least, since getting 4 machine guns point blank is going to be ugly. Hell, it'll probably manage to line up a rear shot too. Neopie posted:So I pretty much have to run fI've straight up or I'll start getting autoscrolled, right? Get to 1407 or 1406 and machine gun that bastard! thetruegentleman fucked around with this message at 02:42 on Oct 6, 2016 |
# ? Oct 6, 2016 02:39 |
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I don't think I saw an answer for this: do the players other than the Hawg have any protection from ordinary vehicle motive damage rolls, or is everyone potentially one hit away from a mission-kill?
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# ? Oct 6, 2016 03:53 |
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Voyager I posted:I don't think I saw an answer for this: do the players other than the Hawg have any protection from ordinary vehicle motive damage rolls Nope!
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# ? Oct 6, 2016 04:54 |
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PoptartsNinja posted:Nope! Stay the gently caress away from the Rotunda and be really loving careful about exposing your side arcs to anything. The Exhumer in particular needs to be extra cautious, since being wheeled makes it even more vulnerable to single-shot mission kills. Also, while it doesn't feel good to disagree with you, this seems like it has a lot of potential for players to get hazed out of the game by not-particularly-unlucky rolling. In the first tanks mission you compensated for their frailty to dice by giving everyone more than one unit, but now in addition to having only single tank to command it's also a special scenario where a bad mobility roll straight eliminates someone from the mission. The thought of having that hanging over my head makes this the first scenario in the LP I'd say I'm relieved not to be involved in. Voyager I fucked around with this message at 05:52 on Oct 6, 2016 |
# ? Oct 6, 2016 05:48 |
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I find the mortality refreshing. Compared to the nerve-wracking high stakes of the mercenary campaign, this scenario looks more like a slapstick murder-spree with a cast of colorful characters liable to have their machines blow apart at a moment's notice. Take risks, fire wildly, get gibbed four turns in and feel liberated from worrying about metaplot implications or getting some important canon character killed.
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# ? Oct 6, 2016 07:04 |
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Voyager I posted:Also, while it doesn't feel good to disagree with you, this seems like it has a lot of potential for players to get hazed out of the game by not-particularly-unlucky rolling. In which case they wind up in the next scenario. I'm not a monster, I've done it before.
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# ? Oct 6, 2016 07:11 |
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Gwaihir posted:Now we know what the Harpoon ammo is for!! Beat me to it. Sand
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# ? Oct 6, 2016 07:13 |
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Dolash posted:I find the mortality refreshing. Compared to the nerve-wracking high stakes of the mercenary campaign, this scenario looks more like a slapstick murder-spree with a cast of colorful characters liable to have their machines blow apart at a moment's notice. Take risks, fire wildly, get gibbed four turns in and feel liberated from worrying about metaplot implications or getting some important canon character killed. ∆∆∆∆∆ All that. This is a great interlude to SERIOUS BUSINESS fights.
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# ? Oct 6, 2016 13:12 |
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Orders in, moving to 0807 and givin' that there Galleon a petrol enema. And a potshot at the Rotunda, but I fully expect that to accomplish nothing.
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# ? Oct 8, 2016 04:50 |
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Grave Digger: Tactical Update 4 “And wherever Scarback is, the Sand Raiders aren’t long in following. They worship it—sacrifice their elderly to it. I’ve seen it myself.” old man Vohrs groused, his voice as grating as a nap in a rock tumbler. From her lounge chair atop her Bulldog, Chastity could see the old coot was right. The Sand Raiders were an odd bunch, equal parts luddites and gun crazies. The only things they seemed to care about were riding the young Sand Whales they tamed and shooting one another—and anything else that got in their way. Even they couldn’t ride a full-grown Sand Whale, but they guarded the young ones jealously and had probably—probably—killed more people than the voracious Sand Whales themselves. Maybe. “Chastity!” Krel roared, “stop lollygagging! I’m stopping to let you catch up. Don’t make me wait for you again, or next time I leave you behind and give your share to the wannabe `Mech jock!” Chastity flipped the distant Desert Hawg the bird. She wasn’t that far behind—she’d have caught up in no time! But that fool Krell didn’t think so. She popped the commander’s hatch atop her Bulldog’s turret and snaked her way inside. “You heard the man,” she berated her crew. “Get our poo poo in gear!” PTN's note: My apologies for the sub-par fiction this time, I got stuck doing overtime these past few days due to illnesses at work, so I'm a bit tired. Shooting Phase Marsden II (Player) - Fires Autocannon/5 at Galleon (4 base + 0 range + 2 movement + 2 enemy movement + 2 minimum range = 10): rolled 6, miss! - Fires Machine Gun at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss! - Fires Machine Gun at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 11, hit Left Side (11/13 armor remaining)! CfMSD! - Fires SRM-6 (Deadfire) at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 10, 4 missiles hit Rear (11/14 armor remaining), Turret (9/18 armor remaining), Rear (8/14 armor remaining), Rear (5/14 armor remaining)! - Fires SRM-6 (Deadfire) at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 6, miss! Goblin Medium Tank "Diamondback" (Player) - Fires Heavy Chemical Laser at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit 8 (0/14 armor, 0/3 structure remaining)! Vehicle destroyed! - Fires Heavy Chemical Laser at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 5, miss! - Fires Machine Gun at Galleon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 6, miss! Bulldog Medium Tank (Player) - No Line of Sight to primary target! - Secondary target already destroyed! Thor Artillery Vehicle "Exhumer" (Player) - Fires Flamer at Rotunda (4 base + 4 range + 2 movement + 3 enemy movement = 13): automatic miss! Dig Lord “Sancho Panzer” (Player) - Holds fire! - Gains 0 heat, sinks 3! Vedette - Fires Autocannon/5 at Thor (4 base + 2 range + 2 movement + 2 enemy movement = 10): rolled 10, hit Front (39/44 armor remaining)! Galleon - Fires Medium Laser at Goblin “Diamondback” (4 base + 0 range + 2 movement + 2 enemy movement = 10): rolled 3, miss! PTN’s note: this would’ve been a turret auto-crit if it’d hit! Physical Combat Phase: Scarback - Rams Vedette (4 base - 1 opposed driving + 3 enemy movement = 6): rolled 7, hit Front (12/20 armor remaining)! Player Status: Ally Status: Opposing Force Status: Special Rules Drifting: Vehicles may shift one column to the left or right during the movement phase without expending an MP to turn, provided the move does not cross through an enemy unit or terrain that would cost additional MP. Adjacent vehicles may be rammed for low damage with a sideswipe and lighter vehicles may be knocked off course next turn! Half-Height Terrain: All terrain features rise to only half their normal height. Vehicles behind a height 1 hill may still attack and be attacked, but may only receive damage to their turrets. Vehicles without turrets are hidden as normal. Hills only cost 1 MP to climb rather than the additional 2. BattleMech and IndustrialMech units treat height 1 hexes as if they are clear terrain, height 2 as if they are height 1, etc. Oases: Oases are surrounded by boggy soil that will trap ground vehicles and may attract native fauna. Mirages: Heat shimmer can make water appear where there is none. Mirages may be driven through safely but may hide other features. Redline the Engines: The Desert Hawg’s speed cannot be reduced by damage or critical hits. Primary Objectives - Protect the Desert Hawg (0/1) - Disable or destroy the Devil’s Due (0/1) - Don't make the Desert Hawg wait (2/3) Secondary Objectives - Drive away or destroy Scarback (0/1) - Destroy the ???? (0/1) Orders Due: Midnight Tuesday!
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# ? Oct 9, 2016 23:13 |
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Shades of Dune, this is great!
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# ? Oct 10, 2016 00:25 |
So am I right in assuming I have an increased crit chance on my turret?
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# ? Oct 10, 2016 01:46 |
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Bloody Pom posted:
I think it was just that the next number up on the dice (I think PTN uses a dicebox to roll) was a 12 or something.
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# ? Oct 10, 2016 01:57 |
Lesson learned, though. No more driving into close range against targets with turrets.
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# ? Oct 10, 2016 02:00 |
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Clarification question: The hex in front of me has a chance to bog me down?
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# ? Oct 10, 2016 03:11 |
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Had to look up Deadfire missiles. There's a lot of interesting transitional tech from the 3039 era that you don't see moving forwards.
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# ? Oct 10, 2016 03:32 |
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Neopie posted:Clarification question: The hex in front of me has a chance to bog me down? They're trees. They cost an extra MP to move through.
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# ? Oct 10, 2016 04:40 |
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Xarbala posted:Had to look up Deadfire missiles. Some things are better left buried.
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# ? Oct 10, 2016 04:46 |
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PoptartsNinja posted:They're trees. Gotcha!
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# ? Oct 10, 2016 04:56 |
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Neopie posted:Gotcha! They also wall off tanks. Don't get trapped by trees.
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# ? Oct 10, 2016 05:12 |
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You know what would be completely non-sensical, but funny? If we get in a rough spot due to dice luck, and that reinforcement lance from last mission that never showed up finally arrives. "Look, our orders were to help the mercenaries. You were all hired to do a job, you're mercenaries. Do you want the logic-breaking, insanely overkill help or not?!"
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# ? Oct 10, 2016 05:31 |
Do destroyed vehicles count as +1MP for difficult terrain rules? Or only destroyed mechs?
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# ? Oct 10, 2016 06:58 |
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The Hawg moves five a turn, and most of the player vehicles have a top speed of six or less. Unless it hits some thick terrain soon, like that hill right ahead, players are going to start getting left behind if they keep making turns or drifts.
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# ? Oct 10, 2016 08:09 |
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Is it wrong to want to see the sand worm *TOTALLY NOT FREMEN* riders tear things up? This mission is already totally worth the vote.
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# ? Oct 10, 2016 14:17 |
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garland336 posted:Is it wrong to want to see the sand worm *TOTALLY NOT FREMEN* riders tear things up?
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# ? Oct 10, 2016 18:36 |
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So I guess there's rockets shooting out of that worm's rear end or something?
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# ? Oct 10, 2016 18:52 |
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garland336 posted:Is it wrong to want to see the sand worm *TOTALLY NOT FREMEN* riders tear things up? I linked this thread in the SC thread, because of sandworms. I'm sorry.
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# ? Oct 10, 2016 19:03 |
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Welp, better move up to 0810 before the boss gets too upset; doesn't look like much is worth shooting (can't imagine the Rotunda surviving the Diglord), but I might give the Vedette a try with the Cannon.
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# ? Oct 10, 2016 19:16 |
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Leperflesh posted:So I guess there's rockets shooting out of that worm's rear end or something? Scarback: the Gamera of worms. Also he's not friend of children, based on the mission backstory. If we can capture him alive, I bet the Cappellans would pay several fortunes for a giant armored worm that excels at murdering women and children.
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# ? Oct 10, 2016 20:40 |
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As a random aside, I did pick up tickets to see Shin Godzilla on the 12th.
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# ? Oct 10, 2016 21:09 |
PTN, do destroyed vehicles cost an extra MP to drive through?
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# ? Oct 10, 2016 21:36 |
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What's the Mount A. Divisor? Mount armor? does this make my SRMs useless against the bulls? regardless, I'm unloading on the veddette from 1309 I've got secondary orders to put a shot from the cannon into the bull riders. I'm thinking of using the harpoons as well, but I'm waiting on a clarification from PTN on how they work. Starting to wish I could see just a little further up the map.
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# ? Oct 10, 2016 22:45 |
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Xarbala posted:Had to look up Deadfire missiles. It's my favorite era of play, and not just because prototype DHS are how DHS should work, period.
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# ? Oct 10, 2016 22:53 |
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The sand whale riders count as infantry, so the Thor Artillery Vehicle's Manmower ability would instantly pulp them with that chainsaw, right? Ablative, you know what you need to do if they get too close to your vic.
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# ? Oct 11, 2016 01:08 |
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GhostStalker posted:The sand whale riders count as infantry, so the Thor Artillery Vehicle's Manmower ability would instantly pulp them with that chainsaw, right? Ablative, you know what you need to do if they get too close to your vic. Do note that they have ACE, so he would either need to predict where they're going to move and run through them, or hope that infantry moral rules are in play so they have to move predictably if they fail. Of course, flame weapons just so happen to be very good at causing infantry to panic...or better yet, die.
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# ? Oct 11, 2016 01:51 |
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thetruegentleman posted:Do note that they have ACE, so he would either need to predict where they're going to move and run through them, or hope that infantry moral rules are in play so they have to move predictably if they fail. Blargh, I forgot about the sand whale riders having ACE when I wrote that. Oh well, I'd still love to see some chainsaw action, but it looks like it'll be flamers and machine guns dealing with them instead.
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# ? Oct 11, 2016 01:57 |
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thetruegentleman posted:Do note that they have ACE, so he would either need to predict where they're going to move and run through them, or hope that infantry moral rules are in play so they have to move predictably if they fail. Flame weapons are ludicrous. Remember, these guys might have a 2 armor divisor but still take double damage in clear terrain. That means a single flamer hit is 4d6 men dead.
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# ? Oct 11, 2016 01:57 |
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# ? Apr 28, 2024 06:38 |
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Bloody Pom posted:PTN, do destroyed vehicles cost an extra MP to drive through? Normally yes. I thought about making this take a piloting test to avoid wreckage, but since you can't control where they're going to end up, I'm going to say 'no.'
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# ? Oct 11, 2016 02:05 |