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Volmarias
Dec 31, 2002

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Xarbala posted:

Yup, extended torso twist means there's no real way to escape its frontal firing arc. Also it'd be in the minimum range of your gauss rifle, giving you a +2 penalty according to the House Rule for the scenario. Which is pretty steep considering your base Gunnery of 4.

Ok, and what about just breaking LOS? The crane is just a light structure, but does it affect the chance to hit me?

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koolkevz666
Aug 22, 2015
Haven't we already seen the effect of the cranes when one of our players slammed some gauss rifle shots into one instead of the mech it wanted to target?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

koolkevz666 posted:

Haven't we already seen the effect of the cranes when one of our players slammed some gauss rifle shots into one instead of the mech it wanted to target?

No, that was me giving the player the benefit of the doubt by splitting fire.

The Cranes block line of sight entirely unless you take them out.

Volmarias
Dec 31, 2002

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For the third time, since I'm new and don't actually know the answer, are the cranes just a 10 pt damage sink or will they actually affect aiming at us by blocking LOS, causing an aiming modifier?

If I stand behind the crane, does it just sink 10 pts of damage or is there a greater effect?

Pooncha
Feb 15, 2014

Making the impossible possumable
It seems that the cranes act like impassable cover as long as they're standing. So you can't fire at anything if your firing line crosses the crane, and the same can be said for the opfor against you.

Ardlen
Sep 30, 2005
WoT



My understanding is that you would split your fire. You would designate your first few shots at the crane and your latter ones at the desired target. There would be a splitting fire penalty, and if you misjudged the number of shots needed to destroy the crane, you wouldn't have LOS.

Gwaihir
Dec 8, 2009
Hair Elf

Volmarias posted:

For the third time, since I'm new and don't actually know the answer, are the cranes just a 10 pt damage sink or will they actually affect aiming at us by blocking LOS, causing an aiming modifier?

If I stand behind the crane, does it just sink 10 pts of damage or is there a greater effect?

The cranes are height 2 buildings, they block Los. (Until you blow them up, then they're just rubble)

Volmarias
Dec 31, 2002

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Ardlen posted:

My understanding is that you would split your fire. You would designate your first few shots at the crane and your latter ones at the desired target. There would be a splitting fire penalty, and if you misjudged the number of shots needed to destroy the crane, you wouldn't have LOS.

If true, awesome, you've convinced me that this is the right way to go.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Volmarias posted:

For the third time, since I'm new and don't actually know the answer, are the cranes just a 10 pt damage sink or will they actually affect aiming at us by blocking LOS, causing an aiming modifier?

PoptartsNinja posted:

The Cranes block line of sight entirely unless you take them out.

They are buildings just like any other, and all buildings are light level 2 unless otherwise specified.

Volmarias
Dec 31, 2002

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Ok, I guess it was more a mechanics question, in the form of "if I aim at Target X and X is behind a building, will I just slug into the building until it crumbles and then future attacks go at X as normal, or am I unable to actually target X, making it impossible to attack this turn, or can I split my fire and guess how much damage I'll actually lay into the building before attempting to attack X, which will utterly fail if I'm wrong making this a gamble"

As a new player, I don't actually know how the mechanics of destructible terrain work here wrt aiming and LOS.

Technowolf
Nov 4, 2009




Volmarias posted:

Ok, I guess it was more a mechanics question, in the form of "if I aim at Target X and X is behind a building, will I just slug into the building until it crumbles and then future attacks go at X as normal, or am I unable to actually target X, making it impossible to attack this turn, or can I split my fire and guess how much damage I'll actually lay into the building before attempting to attack X, which will utterly fail if I'm wrong making this a gamble"

As a new player, I don't actually know how the mechanics of destructible terrain work here wrt aiming and LOS.

You can't aim at a target you don't have LOS/Line of Effect to, and buildings block those.

Volmarias
Dec 31, 2002

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So moving behind the crane means that I cannot be attacked by my pursuer at all next turn, even if the crane is shot down by them?

Runa
Feb 13, 2011

Volmarias posted:

So moving behind the crane means that I cannot be attacked by my pursuer at all next turn, even if the crane is shot down by them?

Normally yes, but precedent was already established a few turns ago that cranes are not solid protection.

The King Cobra might be able to split fire, taking down the crane first then shooting at you. Which is what happened when a player tried to shoot through a crane, and PTN took beginner's pity on them by letting them shoot the crane first, then their target after. Even if this doesn't happen, if you break LOS long enough you might anger the King Cobra to the point where they're no longer predictable, but I doubt the crane will last that long.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Volmarias posted:

Ok, I guess it was more a mechanics question, in the form of "if I aim at Target X and X is behind a building, will I just slug into the building until it crumbles and then future attacks go at X as normal, or am I unable to actually target X, making it impossible to attack this turn, or can I split my fire and guess how much damage I'll actually lay into the building before attempting to attack X, which will utterly fail if I'm wrong making this a gamble"

Buildings block line of sight entirely so you can't target things hidden behind them. No matter how big the sprite is they're considered mechanically to occupy the entire 30 meter hex they're located in. You can destroy them (light buildings can absorb anywhere from 1-15 points of damage) and then use the newly opened line of sight to attack targets that used to be hidden, but you have to allocate weapons in advance since I don't accept "fire remaining weapons at [other target] orders."

That means you have to be pretty certain you've done enough damage to knock a building down to attack something behind it, because if you leave a building standing with a sliver of CP left any shots you'd allocated to your real target won't happen. I handled this for the Thunder Hawk early on because it was the first turn weapons were being fired, a Gauss Rifle is guaranteed to destroy a light building, and it was pretty clear Neopie didn't realize the crane blocked line of sight.

PoptartsNinja fucked around with this message at 01:48 on Mar 22, 2017

Volmarias
Dec 31, 2002

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Ok, now things are clear. Thanks!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Missing orders for the Cestus and Zeus.

Pun, if you want to send updated "you're not actually overheating" orders it looks like you'll have plenty of time.

PoptartsNinja fucked around with this message at 17:10 on Mar 22, 2017

Volmarias
Dec 31, 2002

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Sorry, I'll send those in with the hour. I don't know what the southern lance is currently focusing on with the king fisher down.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Volmarias posted:

Sorry, I'll send those in with the hour. I don't know what the southern lance is currently focusing on with the king fisher down.

Looks like it's the Nightstar and the Dire Wolf.

koolkevz666
Aug 22, 2015

Volmarias posted:

Sorry, I'll send those in with the hour. I don't know what the southern lance is currently focusing on with the king fisher down.


PoptartsNinja posted:

Looks like it's the Nightstar and the Dire Wolf.

Yeah right now me and the likely the Cyclops are hitting the Night Star. The Dire Wolf is untouched right now, you could focus on the Night Star with us and put in contingency orders that if the Night Star dies before you fire you can target the Dire Wolf. It is what I have done and I think that is the correct way to put in contingency orders.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
You can always request an extension if you need more time. Life Happens, and if you need more time to think I understand. I can't say I'd mind having a few more days to get over this stomach flu.

Next mission vote will probably have a few Alpha Strike missions woven in. They will be clearly marked.

CourValant
Feb 25, 2016

Do You Remember Love?

PoptartsNinja posted:

I can't say I'd mind having a few more days to get over this stomach flu.

Sorry to hear you're not feeling well, get better soon.

PoptartsNinja posted:

Next mission vote will probably have a few Alpha Strike missions woven in. They will be clearly marked.

What does that mean? Are they 'mini-missions'?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Orders sent, hope I'm not too late, sorry

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

CourValant posted:

What does that mean? Are they 'mini-missions'?

Alpha Strike is a faster-playing, better-balanced game. There's nothing really 'mini' about it.

CourValant
Feb 25, 2016

Do You Remember Love?

PoptartsNinja posted:

Alpha Strike is a faster-playing, better-balanced game. There's nothing really 'mini' about it.

Ahhh, gotcha. Glad we're moving over to that system then, anything which helps to lighten your workload per update.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Oh, we'll still be playing BattleTech. I just need to shake things up a little and Alpha Strike is a good way to do that.


Edit: Welp, I'm not using all of those but that is certainly five center torso hits in six rolls of the dice.

PoptartsNinja fucked around with this message at 21:18 on Mar 22, 2017

CourValant
Feb 25, 2016

Do You Remember Love?

PoptartsNinja posted:

Edit: Welp, I'm not using all of those but that is certainly five center torso hits in six rolls of the dice.

Porque no?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

CourValant posted:

Porque no?

6 pairs of to-hit and hit location dice, 6 right torso hits.

Today is streak day, apparently.

Edit: The seventh was a head hit, but I only needed six.

Gwaihir
Dec 8, 2009
Hair Elf

PoptartsNinja posted:

Oh, we'll still be playing BattleTech. I just need to shake things up a little and Alpha Strike is a good way to do that.


Oh, cool, it'll be fun to learn a new-ish game.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
7 crits from 5 crit chances. :psyduck:

mekilljoydammit
Jan 28, 2016

Me have motors that scream to 10,000rpm. Me have more cars than Pick and Pull
Oh, I see it's F5-oclock

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

PoptartsNinja posted:

7 crits from 5 crit chances. :psyduck:

:getin:

Either way this is going to be spectacular.

habituallyred
Feb 6, 2015
I am hoping that this is vindication for the Penetrator's complete lack of ammo based weapons; I.E. RIP Battle Cobra with twin SRM 6s.

Bloody Pom
Jun 5, 2011



PoptartsNinja posted:

7 crits from 5 crit chances. :psyduck:

Ardlen
Sep 30, 2005
WoT



PoptartsNinja posted:

7 crits from 5 crit chances. :psyduck:
:f5:

vorebane
Feb 2, 2009

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

Wrong Voter amongst wrong voters
Welp them's the dice.

Also if this timeline is not doomed to end then I am stoked to hear about alternate universes. It's only a matter of time before Uncle Stevie figures out how to go there.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Operation: Deserved Requital: Tactical Update 8

The overheat warning howling in Sigfrid’s ear was doubly annoying since his Banshee was still running cool. He smashed a gloved fist on his secondary monitor and the siren stopped—this would be the sixth time he’d be forced to ask the regiment’s technicians to go over the warning system. It triggered so randomly he was half convinced it only registered temperature increases but never updated when his Banshee cooled off. He dropped his crosshairs over the distant Nightstar—there’d been a day not too long ago when the sight of a pristine Star League-era `Mech would’ve sent chills down his spine. It was amazing how quickly times changed, it felt like nothing could really surprise or awe him anymore.

He pulled the trigger, and stole another glance at the bullet-nosed Varangian. Even the heaviest-weight Clan machines were just targets now. Dangerous, deadly targets to be sure, but for the past year or more the entire LCAF had been drilled with gun camera footage and simulator runs based on recovered battle data from Clan forces. Although the Clan psyche was still largely unknown, the Lyran Commonwealth was huge and hardly devoid of psychoanalysts—and Archon Frederick wasn’t the sort to take half measures when it came to assessing a military threat. Clan pilots were good, their machines were deadly, but they could be beaten with a little leverage and enough applied force. In a matter of speaking, the LCAF had been reforged—they were no longer a sword and shield protecting the Commonwealth. Under Archon Frederick’s leadership they’d become a crowbar: a tool to force open the floodgates and wash the Clans from the Inner Sphere.

“The Hauptmann’s down,” someone from Reaper lance reported. Sigfrid didn’t care enough to check his transmission records to find out who.

“R.H.I.P.,” was Lt. Caro’s taciturn reply. He’d pulled himself up the promotion ladder by skill and loyal service, the Hauptmann’s family had simply bought him a high rank. Caro’s distaste for “political” officers was undisguised. Sigfrid snorted. Rank had its privileges—not the least of which: it marked one as a target a wary and dangerous enemy would seek to eliminate at the earliest possibility. The kid was a good pilot, but his tactical acumen was somewhat lacking.

“What’s the plan?” Sigfrid asked.

“Kill ‘em,” was Caro’s reply. “Then head north and help Reaper Lance out of the fire.”








Shooting Phase
Thunder Hawk (player)
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 9, hit Right Leg (26/41 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 10, hit Right Torso (17/32 armor remaining)!
- Fires Gauss Rifle at Dire Wolf (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 10, hit Right Leg (21/41 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 4, miss!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 11, hit Center Torso (42/47 armor remaining)!
- Fires Medium Laser at Dire Wolf (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 3, miss!
- Gains 16 heat, sinks 10! Overheating!

Banshee (player)
- Fires PPC at Nightstar (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires Autocannon/10 (AP Ammo) at Nightstar (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 7, hit Right Leg (3/20 structure remaining)! Crit!
- Fires SRM-6 at Nightstar (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 11, 4 missiles hit Left Torso (14/20 structure remaining (Crit!)), Right Leg (1/20 structure remaining (Crit!)), Right Arm (9/16 structure remaining (Crit!)), Center Torso (27/50 armor remaining)!
- Gains 17 heat, sinks 21!

Zeus (player)
- Fires Gauss Rifle at Nightstar (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 5, miss!
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss!
- Gains 15 heat, sinks 24!

Sunder Prime (player)
- Torso-twists to threaten hex 1530!
- Fires Large Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 3, miss!
- Fires Large Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 8, hit Left Torso (6/20 structure remaining)! Crit!
- Fires Medium Laser at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 8, hit Center Torso (22/50 armor remaining)!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 9, 1 missile hit Right Torso (26/32 armor remaining)!
- Fires SRM-4 at Nightstar (4 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 6, 2 missiles hit Right Leg (0/20 structure remaining (Leg blown off! Damage transfers to Center Torso (21/50 armor remaining)), Left Leg (8/40 armor remaining)!
- Gains 28 heat, sinks 30!

Archer (player)
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 2 enemy movement = 7): rolled 3, miss!
- Gains 10 heat, sinks 20!

Penetrator (player)
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 9, hit Rear Left Torso (0/5 armor, 9/10 structure remaining)! Crit!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 10, hit Rear Center Torso (0/6 armor remaining)!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 4, miss!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 6, hit Head (3/9 armor remaining)! Pilot hit!
- Fires Medium Pulse Laser at Battle Cobra A (4 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 6): rolled 5, miss!
- Gains 26 heat, sinks 24!

Cestus (player)
- Fires Gauss Rifle at Battle Cobra A (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 11, hit Right Arm (0/12 armor, 3/6 structure remaining)! Crit!
- Fires Large Laser at Battle Cobra A (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Right Arm (0/6 structure remaining)! Arm blown off!
- - Damage transfers to Left Torso (10/15 armor remaining)!
- Fires Medium Laser at Battle Cobra A (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 9, hit Head (0/9 armor, 1/3 structure remaining)! Crit! Pilot hit!
- Gains 13 heat, sinks 24!

Caesar (player)
- Fires ER PPC at Wolverine II (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 8, hit Center Torso (10/20 armor remaining)!
- Fires Gauss Rifle at Wolverine II (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Wolverine II (4 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 8): rolled 12, hit Left Torso (14/20 armor remaining)!
- Fires Medium Pulse Laser at Wolverine II (4 base + 2 range + 1 movement + 3 enemy movement - 2 pulse laser = 8): rolled 7, miss!
- Gains 25 heat, sinks 32!

Cyclops (Allied)
- Aims high and Fires Gauss Rifle at Dire Wolf Prime (2 base + 0 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 5): rolled 7, hit Center Torso (27/47 armor remaining)!
- Aims high and Fires Gauss Rifle at Dire Wolf Prime (2 base + 0 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 5): rolled 6, hit Center Torso (12/47 armor remaining)!
- Aims high and Fires Medium Laser at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 7): rolled 4, miss!
- Aims high and Fires Medium Laser at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement + 3 Aimed Shot (High) = 7): rolled 9, hit Left Arm (29/34 armor remaining)!
- Fires SRM-4 at Dire Wolf Prime (2 base + 2 range + 0 movement + 0 enemy movement = 4): rolled 8, 3 missiles hit Left Leg (39/41 armor remaining), Right Arm (9/34 armor remaining), Left Arm (27/34 armor remaining)!
- Gains 14 heat, sinks 14!

Nightstar
- Aims high and Fires Gauss Rifle at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) - 1 accurate weapon = 6): rolled 6, hit Center Torso (13/29 structure remaining)! Crit!
- Aims high and Fires ER PPC at Cyclops (3 base + 0 range + 1 movement + 0 enemy movement + 3 Aimed Shot (High) - 1 accurate weapon = 6): rolled 7, hit Right Arm (0/26 armor, 9/15 structure remaining)! Crit!
- Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser - 1 accurate weapon = 3): rolled 3, hit Right Leg (5/29 armor remaining)!
- Gains 27 heat, sinks 28!

Dire Wolf Prime
- Fires Ultra AC/20 (Single) at Thunder Hawk (3 base + 4 range + 0 movement + 0 enemy movement = 7): rolled 7, hit Right Arm (8/34 armor remaining)!
- Fires ER PPC at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 7, hit Right Arm (0/34 armor, 10/7 structure remaining)! Crit!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 7, hit Left Arm (2/34 armor remaining)!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 12, hit Right Arm (3/17 structure remaining)! Crit!
- Fires ER Medium Laser at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 6, hit Left Torso (0/32 armor remaining)!
- Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 0 movement + 0 enemy movement = 5): rolled 4, miss!
- Gains 43 heat, sinks 40!

King Cobra
- Extended torso-twist to threaten hex 3032!
- Fires Gauss Rifle at Crane 2632 (3 base + 0 range + 2 movement - 4 enemy movement - 1 targeting computer = 0): automatically hit (0/15 CF remaining)! Building collapses!
- Fires ER Medium Laser at Zeus (3 base + 2 range + 2 movement + 1 enemy movement + 1 secondary target - 1 targeting computer = 8): rolled 9, hit Left Torso (12/25 armor remaining)!
- Gains 8 heat, sinks 26!

Wolverine II
- Fires Ultra AC/5 (Ultra) at Caesar (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 10, 1 shell hit Left Arm (16/21 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Caesar (3 base + 0 range + 3 movement + 0 enemy movement - 2 pulse laser = 4): rolled 5, hit Center Torso (7/26 armor remaining)!
- Fires SRM-6 w/Artemis IV at Caesar (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 9, 5 missiles hit Center Torso (5/26 armor remaining), Left Torso (13/15 armor remaining), Center Torso (3/26 armor remaining), Left Arm (14/21 armor remaining), Left Arm (12/21 armor remaining)!
- Gains 8 heat, sinks 20!

Battle Cobra Prime
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 3, hit Center Torso (14/34 armor remaining)!
- Fires Large Pulse Laser at Penetrator (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 7, hit Center Torso (4/34 armor remaining)!
- Fires Medium Pulse Laser at Penetrator (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 7, hit Center Torso (0/34 armor, 20/30 structure remaining)! Crit!
- Gains 26 heat, sinks 26!

Battle Cobra B
- Extended Torso-twists to threaten hex 1020!
- Fires ER PPC at Cestus (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Center Torso (17/32 armor remaining)!
- Fires Medium Pulse Laser at Cestus (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 11, hit Left Arm (6/20 armor remaining)!
- Gains 25 heat, sinks 26!

Wyvern IIC
- Unable to act
- Gains 0 heat, sinks 24!

Battle Cobra A
- Torso-twists to threaten hex 1715!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Right Torso (10/24 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Center Torso (26/33 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Left Torso (10/24 armor remaining)!
- Fires Medium Pulse Laser at Archer (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Right Torso (3/24 armor remaining)!
- Fires Streak SRM-6 at Archer (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, 6 missiles hit Center Torso (24/33 armor remaining), Center Torso (22/33 armor remaining), Left Torso (8/24 armor remaining), Left Torso (6/24 armor remaining), Left Leg (24/26 armor remaining), Right Arm (13/22 armor remaining)!
- Fires Streak SRM-6 at Archer (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, 6 missiles hit Right Torso (1/24 armor remaining), Right Torso (0/24 armor, 14/15 structure remaining (Crit!)), Right Torso (12/15 structure remaining (Crit!)), Right Torso (10/15 structure remaining (Crit!)), Right Torso (8/15 structure remaining (Crit!)), Right Torso (6/15 structure remaining (Crit!))!
- Gains 18 heat, sinks 26!



End Phase:
Nightstar
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Gauss Rifle Ammo destroyed!
- Critical chance in Right Arm: rolled 5, no critical hits sustained!
- Critical chance in Left Torso: rolled 9, 1 critical hit sustained!
- - XL Engine hit!

Battle Cobra A
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink damaged!
- Critical chance in Head: rolled 4, no critical hits sustained!
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Must pass a 5+ consciousness test: rolled 5, succeeds!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds!

Cyclops (Allied)
- Critical chance in Center Torso: rolled 12, 3 critical hits sustained!
- - Gyro hit!
- - Fusion Engine hit!
- - Fusion Engine destroyed! `Mech destroyed!
- Critical chance in Right Arm: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (3 base + 1 massive damage = 4):

Thunder Hawk (Player)
- Critical chance in Right Arm: rolled 8, 1 critical hit sustained!
- - Gauss Rifle hit! Gauss Rifle explodes!
- Suffers 20 damage in an ammunition explosion to Right Arm (0/17 structure remaining)! Arm blown off! 2 pilot hits!
- - 17 damage transfers to Right Torso (14/32 armor remaining)!
- Critical chance in Right Arm Torso: rolled 6, no critical hits sustained!
- Must pass a 3+ consciousness test: rolled 4, succeeds!
- Must pass a 5+ consciousness test: rolled 7, succeeds!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 9, succeeds!

Penetrator (Player)
- Critical chance in Center Torso: rolled 10, 2 critical hits sustained!
- - Anti-missile system damaged!
- - Engine hit!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!

Archer (Player)
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - LRM-15 hit!
- Critical chance in Right Torso: rolled 10, 2 critical hits sustained!
- - XL Engine hit!
- - XL Engine hit!
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - Streak SRM-2 Ammo hit! Streak SRM-2 ammo explodes!
- Suffers 200 damage in an ammunition explosion to Right Torso (0/15 structure remaining)! Torso destroyed! Engine destroyed! 2 pilot hits!
- - 194 damage vented harmlessly by C.A.S.E.!
- Critical chance in Right Center Torso: rolled 11, 2 critical hits sustained!
- - XL Engine hit!
- - XL Engine hit!
- Critical chance in Right Center Torso: rolled 8, 1 critical hit sustained!
- - XL Engine hit!



Physical Combat Phase:
Penetrator (Player)
- Punches Battle Cobra A with Right Arm (5 base + 1 movement + 2 enemy movement = 8): rolled 10, hit Rear Left Torso (5/10 structure remaining)! Crit! No hand actuator, damage reduced!
- Punches Battle Cobra A with Left Arm (5 base + 1 movement + 2 enemy movement = 8): rolled 12, hit Rear Left Torso (1/10 structure remaining)! Crit! No hand actuator, damage reduced!



End Phase:
Battle Cobra A
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Streak SRM-6 ammo hit! Streak SRM-6 ammo explodes!
- Suffers 156 damage in an ammunition explosion to Right Torso (0/15 armor, 0/10 structure remaining)! Torso destroyed! 2 XL Engine hits! 2 pilot hits!
- - 145 damage vented harmlessly by C.A.S.E.!
- Critical chance in Left Center Torso: rolled 8, 1 critical hit sustained!
- - XL Engine destroyed! `Mech destroyed!



Turn End Phase:
Wyvern IIC
- Must pass an 11+ consciousness test: rolled 3, fails!



Next Turn’s Movement Phase
King Cobra
- ACE Status no longer suppressed!

Dire Wolf
- ACE Status no longer suppressed!

Battle Cobra Prime
- ACE Status no longer suppressed!








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 (6/10 turns)

Secondary Objectives
- Protect the Green Knight (failed)
- Extract if Necessary (0/7)



Orders Due: Midnight Saturday!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Uh-oh, lost Greenie. That could make this a little more challenging.

Remmon
Dec 9, 2011
I'd like to have that LoS double checked, as it was my understanding that in the diagramming rules you turn everything into squares and draw a line from the center of the mech's top square to the center of the other mech's top square. If that intercedes with terrain, LoS is blocked.

When I did this, I found the line passes through the corner of both the level 3 and 2 terrain, so assumed LoS was blocked.

Gwaihir
Dec 8, 2009
Hair Elf

jng2058 posted:

Uh-oh, lost Greenie. That could make this a little more challenging.

A bit! But luckily, probably not too bad this turn. The entire remaining southern lance can collapse on the Dire Wolf, and likely get some good hits in now that it's been thinned up in the torso area. The Thunder hawk is probably dead meat though, especially since that clanner is likely to Alpha Strike it if you're all focusing fire. The Thunder Hawk and Zeus just need to walk forward to stay out of melee range of the King Cobra for this turn. Coming turns though, you're likely to start eating hits from it, no getting around that because it's faster than all of you and has Ace.

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mekilljoydammit
Jan 28, 2016

Me have motors that scream to 10,000rpm. Me have more cars than Pick and Pull
And now it gets interesting

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