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Xarbala posted:To be fair, you might not want him to get too high of a rank but you also don't want to squander a talented MechWarrior just because you can't trust him to handle anything more complicated than a lance command. Fixed for you. Secondary objective for this map: kill a mech by pushing its head down onto a moving excavator blade.
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# ? Feb 17, 2017 13:21 |
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# ? Apr 27, 2024 16:13 |
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Defiance Industries posted:FASA also created both of them, which is why Unity City and the Seattle sprawl are like evil mirror versions of each other If only they could get Crimson Skies back too, then we could have Mech Fights in the skys around Dropship Zepplins! I guess this would make the clans the Kaiser's forces?
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# ? Feb 17, 2017 15:59 |
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Defiance Industries posted:They are not a thing. Krupp and Krupp Interstellar are, but in canon they're tied to Earth and Mars respectively and never expanded. AU I'm assuming the Rim Worlders made them a better offer. They produced the original Dragoon and Lancelot. Dolash posted:Oh wow, don't know how I missed that. It's possible she thinks "Morgaine" is full of poo poo. The Clans being too stupid to notice a working HPG receiver is probably a pretty hard sell. There is a reason for it, though: most of the 37th is being transported in Overlords. Hauptman Van Tonder's demi-company is a fast-response force in Leopards. And since he's a lance short that leaves room on the JumpShip for Saeder-Krupp. PoptartsNinja fucked around with this message at 16:47 on Feb 17, 2017 |
# ? Feb 17, 2017 16:34 |
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Operation: Deserved Requital: Tactical Update 1 “Targets inbound,” the Green Knight’s radio transmissions were clearer than her speech had been. “We still need another minute at least.” Jacob held his tongue. His company new the plan, and even the smallest transmission now could jeopardize the lot of them. His reserve force was made up of some of the battalion’s heaviest units, it made sense at a strategic level: being able to deploy a heavy and assault lance via dropship anywhere on the battlefield was certainly an advantage, but at the same time Clan forces were supposed to be incredibly mobile. With the demi-company’s lack of mobility, a fight in the open against equal forces was practically a death-wish. Jacob felt the Clans would have little trouble running circles around his slow heavies. Once he’d seen the lay of the battlefield he’d made a snap decision: the whole of the unit would wait in ambush. They’d certainly be detected if the Clans got close enough, but even a moment’s surprise could be enough to give them an edge. If worse came to worst, he’d try to invoke a “Steiner Rules” duel, but that was a last resort he’d save to buy the rest of the unit a chance to escape. His was the only machine really built for a boxing match but even so such a fight was a huge risk. He wished he had a little more intel: enemy troop strength or weight. They’d undoubtedly spotted all three DropShips, but even if they sent a lance of scouts to start they’d undoubtedly follow up with something heavier. Jacob sighed—he really had no idea how the Clan commander would react. They were close enough to Clan lines that a light raiding force could do serious damage to Clan supply depots if left unmolested, but Jacob had no experience with Clan doctrine. Would they dispatch fast raiders of their own and risk an ambush? Would they send heavy forces and hope their inherently superior speed would be enough to pin down a lighter raiding force? Jacob found himself quietly hoping for a medium-weight middle ground. Clan medium `Mechs were swift but rarely seemed to be built to engage larger targets. “Relying on being heavier than the enemy is a mistake,” he murmured under his breath. “At least I’ll have plenty of time to study Clan military doctrines if Morgaine pulls through.” [N/A] [No Combat] Player Status: Ally Status Opposing Force Status: Special Rules Strict Zell – Clan Cloud Cobra is strictly following their Clan’s interpretation of Zellbrigen. Buildings – Unless otherwise noted, all buildings are Light CF and level 2 Hidden Units – All player units count as hidden until an enemy unit establishes Line of Sight. Units which have lost ‘hidden’ status do not regain it. House Rule House Rule: Minimum Range – Rather than scaling based on distance, the minimum range penalty is fixed at +2 Primary Objectives - Recover intercepted Clan HPG transmission data from the Saeder-Krupp Interstellar facility (0/1) - Extract Saeder-Krupp Interstellar personnel (0/10 turns) Secondary Objectives - Protect the Green Knight (0/1) - Extract if Necessary (0/8) Orders Due: Midnight Tuesday! Attention, Mechwarriors! You will be receiving a PM / E-Mail soon.
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# ? Feb 20, 2017 00:14 |
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Whoa. The Clantech Nightstar and Wolverine II stand out there. The Wolverine II was initially a SLDF Royal design, the Nightstar also dates back to the Amaris/Kerensky dustup. Cloud Cobra emptying Brian Caches?
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# ? Feb 20, 2017 00:28 |
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A pilot has the blood name Steiner?
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# ? Feb 20, 2017 00:40 |
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Mechwarrior Ala ad-Din. Stay away from that guy, he has powerful magic.
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# ? Feb 20, 2017 00:46 |
Note that they're under strict Zell, so I'm going to look up what their interpetation of Zell is and tell you about it. Ala ad-Din doesn't have a lamp, we're fiiiine. edit: non PTN canon cloud cobras were opportunistic and the clan as a whole used aerospace and combined arms. That's what I got so far. vorebane fucked around with this message at 01:09 on Feb 20, 2017 |
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# ? Feb 20, 2017 00:59 |
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Artificer posted:A pilot has the blood name Steiner? I seem to remember that a Steiner Bloodname was created by the Steel Vipers in honor of Caesar, but these are Cloud Cobras. Did they do a bloodline swap with them or something, as part of the New Star League? Ablative posted:Mechwarrior Ala ad-Din. Wonder if ad-Din is a Bloodname as well.
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# ? Feb 20, 2017 01:05 |
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GhostStalker posted:I seem to remember that a Steiner Bloodname was created by the Steel Vipers in honor of Caesar, but these are Cloud Cobras. Did they do a bloodline swap with them or something, as part of the New Star League? Steiner is a Cloud Cobra bloodline. GhostStalker posted:Wonder if ad-Din is a Bloodname as well. It is not, it's just a part of the given name.
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# ? Feb 20, 2017 01:47 |
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PoptartsNinja posted:Steiner is a Cloud Cobra bloodline. If I recall, their founder is some e: Checked my books and then did some cross-checking, Kailen Steiner (the founder) is apparently the illegitimate son of Paul Steiner, youngest son of Archon Michael. Defiance Industries fucked around with this message at 02:08 on Feb 20, 2017 |
# ? Feb 20, 2017 02:00 |
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Ablative posted:Mechwarrior Ala ad-Din. He'll show you a whole new world... of pain.
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# ? Feb 20, 2017 03:12 |
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I notice that the Leopards don't have stat sheets. Are they basically noncombatants in this fight, as long as they don't open fire first?
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# ? Feb 20, 2017 04:11 |
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16 headcappers on the opposing force. This one might get ugly!
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# ? Feb 20, 2017 04:21 |
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Also, I cannot find the Barrel Fist quirk on Sarna. I think it just has to do with punching, right?
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# ? Feb 20, 2017 04:27 |
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Volmarias posted:Also, I cannot find the Barrel Fist quirk on Sarna. I think it just has to do with punching, right? Surprisingly good at taking down giant robots.
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# ? Feb 20, 2017 04:34 |
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Volmarias posted:Also, I cannot find the Barrel Fist quirk on Sarna. I think it just has to do with punching, right? It won't appear on Sarna for a while since it's new in the BattleMech Manual. It means you can punch effectively without having a fist because the missile arm is specially reinforced for doing so. Weird as hell thing: the Warhammer gets barrel fists too.
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# ? Feb 20, 2017 04:44 |
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Which is pretty weird. I'm imagining a mech scale funnoodle fight.
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# ? Feb 20, 2017 04:48 |
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So, looking at all of this, it seems like * I want to keep my range advantage * We want to set up an ambush and hit the enemy units in the rear * We're already in a pretty good ambush spot * The clans might decide to try flanking for visibility Should I keep my mech in its current position, or should I back up a bit somewhere?
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# ? Feb 20, 2017 06:28 |
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Xarbala posted:Which is pretty weird.
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# ? Feb 20, 2017 06:41 |
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oh god the prophecy is coming true
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# ? Feb 20, 2017 06:45 |
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Pretty sure the stone rhino had specially reinforced gauss rifles for beating other mechs in the fluff.
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# ? Feb 20, 2017 06:46 |
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All right, I'm in the banshee. It's Distracting. The clans have "Strict Zell". How would these interact? I've never played Battletech before.
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# ? Feb 20, 2017 07:36 |
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Presumably they're going to go for honor duels and insane challenges, but this is pretty much going to be by the seat of your pants until you find out what a Cloud Cobra version of Zell is. The important part here, is that the longer you stick to their rules, the longer they'll consider you honorable foes and not start combining fire or going for the head. Probably.
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# ? Feb 20, 2017 08:00 |
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pun pundit posted:All right, I'm in the banshee. It's Distracting. The clans have "Strict Zell". How would these interact? I've never played Battletech before. First, Distracting, this quirk implies your mech is intimidating in some way, which if we were using the morale rules would mean something as it applies a penalty to those tests. It also could add to a pilot special ability using the RPG rules, but that also doesn't apply. So, for the sake of this match, it simply means you're going to draw some more attention (read, fire from the big ones) from the Clans, as Poptarts plays fluffy. Next, Zell, some of the info I'm going to give here is very much dependent on what the Cobras decide is actually being enforced. But the gist of Zellbrigen is "Each Warrior will fight only those they challenge, those who don't have an opponent to challenge must wait, challenge your selected target verbally (this isn't strictly required), you may challenge more than one opponent (usually, don't do this), you may refuse challenges if an opponent of similar weight class (light, medium, heavy, assault) is still unchallenged, artillery and area of effect weapons are banned alongside any weaponry that requires multiple mechwarriors to employ (NARC is sometimes considered to fall under this category) there are actions you can take that will immediately break Zellbrigen for your Mechwarrior, and potentially the whole unit if the Clans are feeling picky (they always are), these are "moving out of line of sight of your opponent, moving out of maximum weapons range of your opponent, or failing to fire every available weapon at your opponent (meaning heat management is a bitch)" these can all be overlooked if "tactically appropriate" (meaning, before the Clanners decide they're annoyed/bored) Now, how these two would interact, is that the Clanners are likely to challenge you, as you're a prominent target, but also they are likely to accept challenges from you. So you could try and pick the enemy assault or heavy least likely to kick your rear end and open up on them before they get LoS on another friendly. Or you could pick one that you think you've got some change to hold off but could pick apart someone else in the lance, and challenge them instead.
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# ? Feb 20, 2017 08:58 |
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Something to note, you are an assault, your job is usually to get shot by the other big ones so that others don't have to, so with either option I'd go for the highest tonnage you think fits your goal.
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# ? Feb 20, 2017 09:01 |
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Real video of a zell-rules fight captured: https://www.youtube.com/watch?v=nr2GeWiDrdY
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# ? Feb 20, 2017 09:05 |
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pun pundit posted:All right, I'm in the banshee. It's Distracting. The clans have "Strict Zell". How would these interact? I've never played Battletech before. Your distracting quirk affects the enemy morale, making it easier to force withdrawal normally. We'll see how PTN plays it. As far as Zell goes, PTN will be using several additional rules on how the mechs will work. That includes things like no other mech being allowed to fire at you, not using physical attacks and not intentionally breaking line of sight for more than a turn. As the attacker, it will be expected that you challenge a target to a duel. Enemy combatants will be challenging you to one-on-one fights, which will likely be against enemies that outmatch them OR, in the case of a mech like a King Cobra which sits at the top of the food chain, challenging multiple enemies at the same time or bidding away certain weapons. In the Somerset mission, for instance, we saw a Nova bid away the use of one of its arms because it overmatched its opponent. Until you do something to break the rules, they will follow them. If you break these rules somehow, by doing something like shooting a mech dueling one of your lancemates or deciding to run in and kick the other Mech, you become a dishonorable target. That means every mech on the enemy team is now allowed to mass fire on you before returning to their duel. If your opponent bid away the use of certain weapons or equipment, they're now allowed to use them. Breaking Zell is a very useful tool, but each Mech can only do once so you need to use it at the right time. Fortunately he's using strict Zell, so even if you decide to do those things right away, you are only going to cause trouble for yourself, not completely break the whole thing into a melee. Other Clans who see it more opportunistically will drop the pretense altogether at the first sign of anyone doing anything fishy. Defiance Industries fucked around with this message at 09:11 on Feb 20, 2017 |
# ? Feb 20, 2017 09:08 |
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I've been lurking in the thread for ages, so I'm pretty caught up on general terminology, sorry, I should have made that clearer. I was specifically asking how Zell and Distracting interact the way PTN play them, but I guess before we get started it'll be hard to tell exactly what this clan means by "strict zell".
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# ? Feb 20, 2017 09:21 |
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To be more on point with your question then, I expect it'll mean your options for challenge are a bit looser, but if you get spotted before you challenge you'll probably have something nasty headed right your way. I could be wrong though.
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# ? Feb 20, 2017 09:24 |
I seem to remember distracting from the Nergal mission, it turned my secondary target into my primary target. I don't know how it'd work when a player has it.
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# ? Feb 20, 2017 09:52 |
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It looks like the enemy can see our ally standing on the height 4 hill under the facility. At least some of us should threaten the enemy this turn. Do we want to advance one group and hold the other back? Advance the brawnier mechs and brag about how bringing a spare dropship just for salvage was the right move? Try and lure the enemy closer by sniping at them with our lrm boats? The northern group is more likely to instantly drop dead if ambushed. But the southern group might be worth ambushing just in case we can get one of them right off the bat. But in either case Zell might be the first casualty.
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# ? Feb 20, 2017 10:17 |
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First orders in due tomorrow? I remember nothing about Battletech? Check and check, so this is going to be fun Is there a google doc for player to organize yet?
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# ? Feb 20, 2017 12:24 |
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Chronojam posted:Pretty sure the stone rhino had specially reinforced gauss rifles for beating other mechs in the fluff. The fluff for it has always said the arms have retracting, shock absorbing cowlings that slide over the weapon barrels to let it punch, yeah.
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# ? Feb 20, 2017 13:14 |
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habituallyred posted:It looks like the enemy can see our ally standing on the height 4 hill under the facility. At least some of us should threaten the enemy this turn. Do we want to advance one group and hold the other back? Advance the brawnier mechs and brag about how bringing a spare dropship just for salvage was the right move? Try and lure the enemy closer by sniping at them with our lrm boats? The northern group currently can't move into LoS with the northern enemies because of the buildings and I don't see us having the range to throw anything anything at the southern group. Better for us northerners to wait. Checked the range, the red dropship is right at the edge of range for us in the north group.
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# ? Feb 20, 2017 13:40 |
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Remmon posted:Checked the range, the red dropship is right at the edge of range for us in the north group. Which suggests you should do..?
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# ? Feb 20, 2017 13:45 |
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Looks like I'll be spending this turn staying still and waiting for the southern group to get closer as they have the range advantage. One other thing I was wondering about. It says the clanners are following their strict zell rules and yet only the Star Captian has the following Zellbrigen negative quirk do people think this means only the Star Captain will be following their rules or is it for the entire lot of them? What are people's thoughts?
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# ? Feb 20, 2017 14:05 |
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PoptartsNinja posted:Which suggests you should do..? Absolutely nothing until the northern group moves into a position where we can engage them effectively, hopefully in turn 2. Then we'll want to make our way south if possible to support the southern group.
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# ? Feb 20, 2017 14:11 |
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Oh good, for a moment it looked like you were advocating attacking your own DropShips
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# ? Feb 20, 2017 15:41 |
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# ? Apr 27, 2024 16:13 |
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Is a giant mace legal in a Steiner Rules duel? It seems kind of bullshit, but then it's the clans. Coming up with a bullshit weapon to win at contrived duels is kind of what they do.
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# ? Feb 20, 2017 15:49 |