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Rorahusky posted:To be fair, I think the only guy left down south is the weaponless summoner who is just standing there and sulking about getting beat up. Actually, that one is standing there shut down and abandoned, the pilot decided he didn't feel like freezing to death when someone put a hole in his cockpit, so he shut down and got out with his survival kit.
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# ? Jan 13, 2017 23:25 |
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# ? Apr 28, 2024 03:15 |
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PoptartsNinja posted:It's 'bad' because it's a 60 ton heavy I'm a noob but why Is being a 60 ton heavy bad?
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# ? Jan 14, 2017 15:58 |
CalvinandHobbes posted:I'm a noob but why Is being a 60 ton heavy bad? Basically anything a 60 tonner can do a 55 tonner can do better as the extra engine structure jump jet weight starts to kick in basically go 70-75 tons or go home
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# ? Jan 14, 2017 16:17 |
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So in addition to 60 ton mechs which other wieghts go in with a design disadvantage?
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# ? Jan 14, 2017 17:04 |
folytopo posted:So in addition to 60 ton mechs which other wieghts go in with a design disadvantage? It's generally the breakpoints between weight classes a 35 ton mech is better than a 40 ton mech or a 75 ton mech is better than a 80 ton mech. All other things being equal of course. A well designed 60 ton mech can clown a 55 ton crap box. But the difference is most notable in clan mechs. Compare the Gargoyle to the Timberwolf or the Stormcrow to the Mad Dog similar mechs doing similar jobs but the lighter designs clown the bigger ones.
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# ? Jan 14, 2017 17:39 |
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Ferrosol posted:Basically anything a 60 tonner can do a 55 tonner can do better as the extra engine structure jump jet weight starts to kick in basically go 70-75 tons or go home In fairness, the entire 60T category is rather niche: fairly useless in regular games, but quite useful as starting mechs for a campaign. For example, most people in their right mind aren't going to take an Argus, but it will still royally gently caress up bandits in a bunch of light mechs, and the Merlin (MLN-1B) would make an excellent starter command mech. Sure, everyone would rather have a Timberwolf, but good-loving luck affording one.
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# ? Jan 14, 2017 18:16 |
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Ferrosol posted:Basically anything a 60 tonner can do a 55 tonner can do better as the extra engine structure jump jet weight starts to kick in basically go 70-75 tons or go home This isn't right, unless you are designing a 'Mech going 5/8/5 or faster. A 60-tonner going 4/6/4, 5/8/0 or slower has more tonnage available than a 55-tonner even without an XL engine. Ferrosol posted:It's generally the breakpoints between weight classes a 35 ton mech is better than a 40 ton mech or a 75 ton mech is better than a 80 ton mech. All other things being equal of course. A well designed 60 ton mech can clown a 55 ton crap box. But the difference is most notable in clan mechs. Compare the Gargoyle to the Timberwolf or the Stormcrow to the Mad Dog similar mechs doing similar jobs but the lighter designs clown the bigger ones. Again this is not right, unless you want the 35/40-tonner to be going 9/14/0 or faster, or the 75/80-tonner to be going 5/8/0 (which is why the Gargoyle and Charger are bad, even with XL engines). I mean, yeah, a Stormcrow is better-optimized than a Mad Dog, but you could build the Stormcrow on a 60-ton chassis and have an extra ton of pod space to play with. Just because there are better 55-ton 'Mechs out there doesn't make the 55-ton weight class intrinsically superior to the 60-ton weight class on a ton-for-ton basis. It depends on how fast you want your 'Mech to go.
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# ? Jan 14, 2017 18:53 |
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folytopo posted:So in addition to 60 ton mechs which other wieghts go in with a design disadvantage? Here's an illustrated guide to power-to-weight ratios I'm not a huge battletech afficionado, but this really helped me understand why what mech was poo poo or not in cross-reference with sarna. not that this is a is a bible or anything. Sometimes you add more weight just to max out armor if it costs a mere ton to get a higher cap on it. Sometimes you shave 5 because other scales-with-weight gear makes it more worthwhile.
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# ? Jan 14, 2017 20:13 |
Carbolic posted:This isn't right, unless you are designing a 'Mech going 5/8/5 or faster. A 60-tonner going 4/6/4, 5/8/0 or slower has more tonnage available than a 55-tonner even without an XL engine. Huh guess my memory is playing tricks on me then. Oh well I've been spoilt by SSW making all the design calculations for me and not having to look them up.
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# ? Jan 15, 2017 00:31 |
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The real issue with the (stock) Mad Dog is the fact that it's carrying a full ton less armor than the Stormcrow.
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# ? Jan 15, 2017 01:23 |
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PoptartsNinja posted:The real issue with the (stock) Mad Dog is the fact that it's carrying a full ton less armor than the Stormcrow. Seeing as it's piloted by filthy clanner scum this should be a positive.
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# ? Jan 15, 2017 01:57 |
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PoptartsNinja posted:The real issue with the (stock) Mad Dog is the fact that it's carrying a full ton less armor than the Stormcrow. The Stormcrow is one of the best mechs that the Clans field, it's one of my favorites.
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# ? Jan 15, 2017 02:03 |
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Orders in, lets see if I have line of sight to make some long distance shots Kinda wish I had asked about picking up Elementals so I could bring them North with me. Oh well.
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# ? Jan 15, 2017 02:38 |
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TheParadigm posted:Here's an illustrated guide to power-to-weight ratios I remember doing this years ago in a spreadsheet and this confirms my recollections. The one thing it's missing is charts for maxed-out jump movement, which change the optimal tonnage at the two points when jump jet tonnage increases. Using XL engines, a 95-tonner is optimal for 4/6/0 movement, but an 85-tonner is optimal for 4/6/4. Likewise at 6/9/0 you'll want the 60-tonner, but 6/9/6 makes the 55-tonner better. I'd also like to see a version of these tables to show each speed/weight combination's tonnage efficiency, i.e. what percentage of mass goes to weapons, armour and heatsinks. The page makes a good point about how the level 1 Battlemaster's 10-ton advantage over the Marauder is nearly irrelevant because they both have the same tonnage available for weapons, armour and heatsinks. The Battlemaster devotes exactly 50% of its tonnage, 42.5, to combat-relevant components; the Marauder has the same 42.5 tons available, which represents 57% of its tonnage. It feels more satisfying to take the Marauder. And if you look at in-universe constraints, Dropship space is a big deal. A commander is going to want to use more tonnage-efficient units to maximize the amount of firepower that can be brought to the battlefield in one Dropship.
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# ? Jan 15, 2017 02:42 |
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Gah. Accidental post here; meant to put this in a PM.
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# ? Jan 15, 2017 04:44 |
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Carbolic posted:I'd also like to see a version of these tables to show each speed/weight combination's tonnage efficiency, i.e. what percentage of mass goes to weapons, armour and heatsinks. Solaris Skunkworks will show that extra info. You could fairly easily just snag it out of it for a master list.
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# ? Jan 15, 2017 06:18 |
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One of these days I should make all of my units aces.
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# ? Jan 15, 2017 23:03 |
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PoptartsNinja posted:One of these days I should make all of my units aces. Didn't we do that a while back? Tends to make players play very cagily with more contingencies.
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# ? Jan 15, 2017 23:06 |
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If we did I've forgotten it completely. I thought it was just a large number of aces and the normal units were eliminated very quickly. Edit: PoptartsNinja fucked around with this message at 23:16 on Jan 15, 2017 |
# ? Jan 15, 2017 23:07 |
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PoptartsNinja posted:If we did I've forgotten it completely. I thought it was just a large number of aces and the normal units were eliminated very quickly. Most likely what it was. I recall quite a few that boiled down to hunt-the-ace at the end, creating some memorable villain units such as the first time we met the NRWR !Celestials.
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# ? Jan 15, 2017 23:16 |
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Well, that Elemental point is going to be very quickly dead.
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# ? Jan 15, 2017 23:19 |
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Did point 4 not run from the afreets? :<
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# ? Jan 15, 2017 23:29 |
Gwaihir posted:Did point 4 not run from the afreets? :<
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# ? Jan 15, 2017 23:32 |
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Gwaihir posted:Did point 4 not run from the afreets? :< Well, trying to use Elementals as ablative armor to protect you from enemy fire is a great way to get them to hate you. Edit: And, y'know. The Afreets might be poo poo but Elementals can't outrun them. PoptartsNinja fucked around with this message at 23:39 on Jan 15, 2017 |
# ? Jan 15, 2017 23:36 |
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Ikuta Glacier: Tactical Update 9 Ione’s Night Gyr vanished from the secondary monitors as a blast from the Grendel’s autocannon tore through the last of its engine shielding. The failure of the engine’s magnetic containment was marked by a dull flash as the Night Gyr’s bizarre laser heat sinks lost computer control and shut down. For a moment the machine was shrouded in a scintillating rainbow of light and color before darkness took it. Ione rode her machine to the ground as ordered, but with no power and no way to arrest her fall she’d almost certainly come away with an injury. Compared to the state she’d left the Grendel pilot in, her condition was enviable. She’d come out ahead in their little game of chicken, and a shot from her pulse laser had caught the Widowmaker machine square in the cockpit. Something inside—probably one of the life support’s emergency oxygen tanks—had exploded and neatly decapitated the enemy machine. Sanko’s lips curled into an obscene grin as she watched the tableau, putting down the enemy Summoner with a flight of her own missiles. Their star had engaged nearly three stars with minimal assistance and had come away with only a single dead pilot for their trouble. It was the sort of performance lines in the remembrance were made of, a tale of vengeance and a warning against such perfidy as the Widowmakers practiced. She had no doubt the Widowmakers would strike the unit from their touman after such a dismal performance. Goliath Scorpion victory was so complete she half expected they’d take things a step further and abjure the bloodlines of those present so they could pretend the battle had never happened. They had only to avoid doing anything overly risky while they finished off the remaining detritus. Victory could be as poisonous as failure, after all—that was the true lesson of Necrosia. Movement Phase Executioner G (Player) - Activates MASC: must pass a 3+ test: rolled 7, succeeds! Crossbow G (Player) - Insufficient MP to reach hex 1811 (needs 11, has 8)! Afreet Point - Reactionary move to pursue enemy infantry! Shooting Phase Executioner G (player) - Fires iHeavy Large Laser at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Rear Left Torso (0/6 armor, 1/11 structure remaining)! Crit! - Fires iHeavy Large Laser at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 10, hit Rear Right Torso (0/6 armor, 1/11 structure remaining)! TAC! - Fires Gauss Rifle at Grendel (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 5, miss! - Gains 38 heat, sinks 37! Grand Dragon “Yuki-Onna” (Player) - Fires ER PPC (Clan) at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 4, miss! - Fires Medium Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 5, miss! - Gains 20 heat, sinks 28! Night Gyr G (player) - Torso-twists to threaten hex 0509! - Fires Gauss Rifle at Grendel (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 5, miss! - Fires Large Pulse Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 8, hit Head (0/9 armor, 2/3 structure remaining)! Crit! Pilot hit! - Fires Large Pulse Laser at Grendel (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Arm (2/12 armor remaining)! - Gains 22 heat, sinks 31! Crossbow G (player) - Torso-twists to threaten hex 1711! - Fires ATM-12 (ER) at Summoner (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 7, 8 missiles hit Rear Center Torso (10/22 structure remaining (Crit!)), Rear Center Torso (7/22 structure remaining (Crit!))! - Fires ATM-12 (ER) at Summoner (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 6, 8 missiles hit Left Arm (17/22 armor remaining), Left Arm (14/22 armor remaining)! - Fires Medium Pulse Laser at Summoner (3 base + 4 range + 2 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 3, miss! - Fires Medium Pulse Laser at Summoner (3 base + 4 range + 2 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 3, miss! - Gains 25 heat, sinks 27! Stormcrow Prime (player) - Fires ER Large Laser at Black Lanner (3 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 11): rolled 8, miss! - Fires ER Large Laser at Black Lanner (3 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 11): rolled 5, miss! - Gains 26 heat, sinks 47! Ironhold Battle Armor 5 (player) - Holds fire! Pouncer Prime (player) - Fires ER PPC at Mad Dog D (3 base + 2 range + 2 movement + 1 enemy movement - 1 necrosia = 7): rolled 7, hit Center Torso (0/23 armor, 13/20 structure remaining)! Crit! - Fires ER PPC at Mad Dog D (3 base + 2 range + 2 movement + 1 enemy movement - 1 necrosia = 7): rolled 9, hit Left Arm (0/10 structure remaining)! Arm blown off! - - Damage transfers to Left Torso (6/14 armor remaining)! - Gains 32 heat, sinks 27! Overheating! Elementals 3 - Holds fire! Nova G (player) - Fires iHeavy Large Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 9, hit Left Leg (0/23 armor, 4/14 structure remaining)! Crit! - Fires iHeavy Medium Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 5, miss! - Fires iHeavy Medium Laser at Mad Dog D (3 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 8): rolled 4, miss! - Gains 38 heat, sinks 37! Wraiths 1 - Holds fire! Timber Wolf G (player) - Torso-twists to threaten hex 1129! - Fires ER Large Laser at Grendel (3 base + 4 range + 2 movement + 3 enemy movement + 1 light woods cover = 13): automatic miss! - Fires ER Large Laser at Grendel (3 base + 4 range + 2 movement + 3 enemy movement + 1 light woods cover = 13): automatic miss! - Gains 26 heat, sinks 33! Elemental 4 - Fires APWM at Afreet Point (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 4, miss! Huntsman G (player) - Fires Large Pulse Laser at Grendel (3 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 8, miss! - Fires Large Pulse Laser at Grendel (3 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 9, hit Right Leg (12/22 armor remaining)! - Fires ER Medium Laser at Grendel (3 base + 4 range + 3 movement + 3 enemy movement = 13): automatic miss! - Gains 39 heat, sinks 39! Wraith 2 - Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 5 troopers automatically hit Rear Center Torso (4/8 armor remaining), Left Leg (22/24 armor remaining), Right Arm (2/16 armor remaining), Left Leg (20/24 armor remaining), Rear Left Torso (4/12 structure remaining (Crit!))! - Fires Machine Gun at Crimson Langur (3 base + 0 range - 4 enemy movement = -1): 4 troopers automatically hit Right Arm (0/16 armor remaining), Left Arm (0/16 armor, 7/8 structure remaining (Crit!)), Left Arm (5/8 structure remaining (Crit!)), Rear Right Torso (0/6 armor remaining)! Hellbringer Prime (field refit) - Holds fire! - Gains 2 heat, sinks 31! Summoner Prime - Torso-twists to threaten hex 1106! - Fires LB 10-X Autocannon (slug) at Executioner G (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Rear Center Torso (2/12 armor remaining)! - Fires ER Large Laser at Timber Wolf G (3 base + 4 range + 1 movement + 2 enemy movement + 1 light woods + 1 secondary target = 12): rolled 10, miss! - Gains 23 heat, sinks 28! Mad Dog D - Torso-twists to threaten hex 1923! - Fires Rotary AC/5 (6 shots) at Pouncer Prime (3 base + 2 range + 1 movement + 3 enemy movement = 9): rolled 10, 4 shots hit Left Leg (10/15 armor remaining), Right Torso (chance to hit Elemental: rolled 1, hit Right Torso (10/15 armor remaining), Center Torso (chance to hit Elemental: rolled 3, hit Center Torso (13/18 armor remaining), Right Leg (10/15 armor remaining)! - Fires ATM-12 (HE) at Nova G (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target = 8): rolled 12, 8 missiles hit Center Torso (21/24 armor remaining), Right Leg (21/24 armor remaining), Right Leg (18/24 armor remaining), Left Leg (16/24 armor remaining), Center Torso (18/24 armor remaining), Right Arm (13/16 armor remaining), Right Leg (15/24 armor remaining), Left Leg (13/24 armor remaining)! - Gains 26 heat, sinks 32! Afreet Point - Fire Heavy Recoilless Rifle at Elemental Point 4 (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 8, 2 troopers hit Trooper 5 (6/10 armor remaining), Trooper 3 (8/10 armor remaining)! - Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 3, miss! - Attacks Elemental Point 4 with Heavy Vibro Claw (3 base + 0 range + 1 enemy movement + 1 small targets = 5): rolled 10, 3 troopers hit Trooper 2 (0/1 trooper remaining (Trooper killed!)), Trooper 1 (2/10 armor remaining), Trooper 1 (0/10 armor remaining)! Grendel C - Torso-twists to threaten hex 1105! - Fires ER Medium Laser at Night Gyr (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 8, hit Right Arm (10/24 armor remaining)! - Fires LB 10-X Autocannon (Cluster) at Night Gyr (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover - 1 cluster = 6): rolled 7, 6 submunitions hit Center Torso (2/33 armor remaining), Left Torso (4/16 structure remaining (Crit!)), Left Torso (3/16 structure remaining (Crit!)), Left Arm (5/24 armor remaining), Right Leg (damage blocked by terrain), Right Torso (3/22 armor remaining)! - Gains 4 heat, sinks 20! Locust IIC 3 - Torso-twists to threaten hex 1713! - Fires ER Large Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 7, hit Left Leg (18/30 armor remaining)! - Fires Small Pulse Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement - 2 pulse laser = 2): automatically hit Left Torso (20/23 armor remaining)! - Fires Small Pulse Laser at Crossbow (3 base + 0 range + 0 movement + 1 enemy movement - 2 pulse laser = 2): automatically hit Left Leg (15/30 armor remaining)! - Gains 16 heat, sinks 23! Black Lanner B - Fires LRM-20 at Night Gyr G (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 3, miss! - Fires LRM-20 at Night Gyr G (3 base + 0 range + 2 movement + 1 enemy movement + 1 partial cover = 7): rolled 2, miss! - Gains 14 heat, sinks 20! End Phase: Grendel C - Critical chance in Left Torso: rolled 6, no critical hits sustained! - Through-armor critical chance in Right Torso: rolled 8, 1 critical hit sustained! - - Jump jet hit! - Critical chance in Head: rolled 12, head blown off! Pilot killed! Summoner Prime - Critical chance in Center Torso: rolled 3, no critical hits sustained! - Critical chance in Center Torso: rolled 11, 2 critical hits sustained! - - XL Engine destroyed! `Mech destroyed! - - XL Engine hit! Mad Dog D - Critical chance in Center Torso: rolled 6, no critical hits sustained! - Critical chance in Left Leg: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds! Crimson Langur - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Critical chance in Left Arm: rolled 4, no critical hits sustained! - Critical chance in Left Arm: rolled 8, 1 critical hit sustained! - - Shoulder actuator damaged! Night Gyr G (Player) - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Critical chance in Left Torso: rolled 8, 1 critical hit sustained! - - No components remain in Left Torso! Critical hit transfers to Center Torso! - - - XL Engine destroyed! `Mech destroyed! Turn End Phase: Locust IIC - Thaws out, mobility restored! Elemental Point 3 - Transport unit took fire, automatically disembark into hex 2128! Next Turn’s Movement Phase Black Lanner B - Activates MASC: must pass a 3+ test: rolled 8, succeeds! Player Status: Opposing Force Status: Special Rules Necrosia Stimulants Once per game, BattleMechs and Elementals may inject themselves with Necrosia stimulants granting them heightened reaction times for three turns. While Necrosia stimulants are active, Mechwarriors gain a -1 bonus to gunnery due to their heightened reaction times but suffer a +1 penalty to piloting tests due to minor visual hallucinations. Elementals in Ironhold Armor gain a -1 bonus to gunnery with no penalties. All other Elementals instead gain a -2 bonus to Anti-Mech attacks with no penalties. Icy Conditions Ice hexes are in play. At the bottom of the ravine, all ice hexes are treated as though they are elevation -6. It is possible to break through these ice hexes and fall into the liquid water below. If a `Mech does not extract itself from the water in two turns it will be frozen in place and immobilized (or destroyed if completely submerged). -60 C All `Mechs cool 3 additional points each turn House Rule Heavy Vibro Claws deal +1 damage per claw per elemental on leg and swarm attacks rather than the standard ruling. Primary Objectives - Achieve 100% humiliation or more (Complete!) Secondary Objectives - Push or charge a Widowmaker unit into the ravine (+0%/10%) - Kill Star Colonel Jolán Vickers (+10%/10%) - Leave one crippled enemy alive (+0%/5%) (+5% if that unit is an enemy officer) - Completely destroy a crippled enemy (+0%/10%) - Defeat 3 `Mechs with Elementals (+10%/10%) - Drug Free: defeat 5 enemy `Mechs without the aid of Necrosia (+10%/10%) - Battle High: defeat 5 enemy `Mechs with the aid of Necrosia (+10%/10%) - Give the Hunchback IIC pilot an honorable death OR capture them honorably (+0%/10%) - Score twice as many kills than the Glacier (10%/10%) - - Players 15 - - Glacier 3 - Kill an enemy `Mech without breaching its armor (+10%/10%) Orders Due: Midnight Tuesday!
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# ? Jan 16, 2017 01:15 |
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way to go goons!
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# ? Jan 16, 2017 01:33 |
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Don't do anything overly risky! So it is time to shoot the Locust after it didn't move at all last turn, right?
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# ? Jan 16, 2017 01:35 |
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It moved 5 hexes.. and can potentially be charged off a ledge by the Dragon!
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# ? Jan 16, 2017 01:39 |
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Gwaihir posted:It moved 5 hexes.. and can potentially be charged off a ledge by the Dragon! This is clearly the best plan.
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# ? Jan 16, 2017 01:42 |
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So the Locust wetting itself was enough to unfreeze it I suppose. Mopping might normally be difficult in -60 C weather, but I'm sure Goonstar will continue to excel at the task.
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# ? Jan 16, 2017 01:47 |
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Someone go and sarcastically claim the Hunchie pilot as abtakha.
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# ? Jan 16, 2017 01:57 |
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Pondering if I should have my Ironholds help with Afreet Point now that they're in range. Mostly if there's a risk of shooting fellow Elementals.
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# ? Jan 16, 2017 02:36 |
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EponymousMrYar posted:Pondering if I should have my Ironholds help with Afreet Point now that they're in range. Mostly if there's a risk of shooting fellow Elementals. Edit: wrong point of loveable scamps. That was a great turn for the dice, though. Niacin fucked around with this message at 02:51 on Jan 16, 2017 |
# ? Jan 16, 2017 02:47 |
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Only 4 enemies left to go. Keep it up!
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# ? Jan 16, 2017 04:53 |
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EponymousMrYar posted:Pondering if I should have my Ironholds help with Afreet Point now that they're in range. Mostly if there's a risk of shooting fellow Elementals. There is not. Please shoot the gently caress out of them. I'm actually curious why Point 4 isn't firing on them-if they had dismounted and opened up with all their weapons that Afreet point would be basically all but dead.
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# ? Jan 16, 2017 05:57 |
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Please tell me there are rules for charged units tumbling down long hills, or that PTN has already drafted up some houserules in preparation if they did not already exist.
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# ? Jan 16, 2017 06:08 |
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Poor elemental point left to its own devices... but Nthanda might still live!
RA Rx fucked around with this message at 10:50 on Jan 16, 2017 |
# ? Jan 16, 2017 10:41 |
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Save the named characters!
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# ? Jan 16, 2017 10:49 |
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Voyager I posted:Please tell me there are rules for charged units tumbling down long hills, or that PTN has already drafted up some houserules in preparation if they did not already exist. As you wish: Tumbling posted:When a unit is displaced into a hex that is lower than it's initial hex, the displaced mech must make a piloting check with an additional +1 modifier. If the check is failed, for every factor of failure the displaced mech may be displaced into another hex if each new hex is lower than the previous hex's elevation. The displaced mech takes fall damage equal to its total elevation change divided by 2.
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# ? Jan 16, 2017 18:52 |
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# ? Apr 28, 2024 03:15 |
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MJ12 posted:There is not. Please shoot the gently caress out of them. I'm actually curious why Point 4 isn't firing on them-if they had dismounted and opened up with all their weapons that Afreet point would be basically all but dead. Honestly, I'm not real clear on how Elemental weapon rules work (particularly against melee), so I'm just moving Afreet point over so I can dump a whole bunch of SRMs and lasers on Afreet point, then call it a day. And besides, a mech or two should hang back south to prevent the possibility of the enemies in the north escaping anyway, so it just gives me something to do . Edit: Speaking of which, I hope Mad Dog D likes lasers.
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# ? Jan 16, 2017 21:00 |