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Defiance Industries posted:TBH I'm more of a Banshee/Hauptmann man Given you kind of planned to die last turn I think anything more you get done is gravy.
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# ? Feb 28, 2018 05:31 |
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# ? Apr 27, 2024 16:55 |
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Night10194 posted:Given you kind of planned to die last turn I think anything more you get done is gravy. As long as the Summoner ignores the Nyx it'll probably be fine. That right arm ER LPL could cut the left leg, and he's only at 5+1-2 this round. Nyx can only get +4 at the most. Osteon would struggle to hit it at 11 in the heavy woods. The Gurkha has an even better spot in the heavy woods donut, but something tells me DI is maxing out the offensive. RA Rx fucked around with this message at 06:47 on Feb 28, 2018 |
# ? Feb 28, 2018 05:36 |
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Think I'm gonna shoot the summoner. For fun.
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# ? Feb 28, 2018 05:42 |
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We need to get more fire on the Sept Z. We have no reason to believe the Clanners will help us achieve our secondary objective.
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# ? Feb 28, 2018 05:51 |
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AAAAA! Real Muenster posted:You, me, and the Gurkha and Nyx should coordinate our attacks/fire on the Cephali in hexes 1021 and 1223. fire order is in, but unfortunately I'm not gonna be able to do much more than turn this round - it leaves me with just one running MP.
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# ? Feb 28, 2018 05:51 |
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Defiance Industries posted:We need to get more fire on the Sept Z. We have no reason to believe the Clanners will help us achieve our secondary objective. Next turn, promise. If the Summoner is still standing, I'll kick him out of the way and then shoot whatever I have at the Septic-Z.
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# ? Feb 28, 2018 06:39 |
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But the Sept Z only just got up from faceplanting on the ground.
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# ? Feb 28, 2018 06:52 |
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Artificer posted:But the Sept Z only just got up from faceplanting on the ground. And hopefully Sair's Nyx can repeat the performance. Keeps it spending those MP to get up instead of running up a higher TMM.
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# ? Feb 28, 2018 06:59 |
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That is the plan!
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# ? Feb 28, 2018 08:06 |
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Sair and Defiance, Sitting in a tree, K-I-L-L-I-N-G, First comes the knife, Then comes the lunge, Here comes Defiance to take your life! Yeah, that came out waaaay creepier than I thought...
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# ? Feb 28, 2018 09:09 |
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Yup
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# ? Feb 28, 2018 11:45 |
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LeschNyhan posted:PTN - minor thing - my orders should have me facing 1018, not 1019 - is it ok if I give orders next turn as though I am facing 1018? I'm sorry, I thought I'd responded to this but I was at work and I must have missed hitting 'send' You didn't have enough MP for that final turn, you needed 6 and had 5. I'm going to take your orders as-is to avoid bogging things down. Edit: These crit rolls. The dice have decided that everyone gets to suffer today. PoptartsNinja fucked around with this message at 19:23 on Feb 28, 2018 |
# ? Feb 28, 2018 17:06 |
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Aeaea 11 The Rampage toppled and fell as missiles rained down on its head and shoulders. One slab-like arm spun away as a lucky hit shattered the shoulder joint entirely. It toppled, oozing the cloying green smoke that suggested the fusion engine had been flooded with coolant and disabled, which was probably beyond the Wolverines’ current ability to repair. Moments later, the Champion’s Dragoon II fell to a burst of slugs from an enemy Gauss weapon. Harendra’s deeply tanned face twisted into a craggy scowl. The Champion would stand back up in a moment, but the Colonel was out of the battle entirely. “Beware, they’re targeting our leadership.” He broadcast. A moment later he grimaced. So far the enemy—whoever they were—had made primary targets of every ‘Mech capable of forcing a short-range transmission through their omnipresent jamming. “Or they’re targeting transmission sources. Suggest broadcasting white noise on standard military channels—let’s make them think we’ve managed to cut through their jamming.” Movement Phase Rampage II (Player) - Deactivates Blue Shield PFD! Shooting Phase Dragoon II (Player) - Fires Large Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 5): rolled 2, miss! - Fires Large Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 5): rolled 9, hit Right Leg (0/12 armor, 3/6 structure remaining)! Crit! - Fires Plasma Rifle at Cephalus Prime #5 (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 6, miss! - Fires Plasma Rifle at Cephalus Prime #5 (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 10, hit Right Leg (0/6 structure remaining)! Leg blown off! - - Damage transfers to Center Torso (7/12 armor remaining)! - Gains a reduced (42-3=39) heat, sinks 36! Wolverine II (Player) - Fires Plasma Rifle at Cephalus Prime #1 (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 4, miss! - Fires Plasma Rifle at Cephalus Prime #1 (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 7, hit Right Torso (0/10 modular armor, 5/8 armor remaining)! Target gains 2 heat! - Gains 21 heat, sinks 24! Black Watch (Player) - Fires LRM-20 w/Artemis IV at Cephalus D #4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heat = 9): rolled 11, 12 missiles hit Rear Center Torso (0/4 armor, 7/8 structure remaining (Crit!)), Rear Right Torso (0/4 armor, 3/6 structure remaining (Crit!)), Rear Left Torso (2/4 armor remaining)! - Fires LRM-20 w/Artemis IV at Cephalus D #4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heat = 9): rolled 5, miss! - Gains 13 heat, sinks 22! Rampage II (Player) - Fires Gauss Rifle at Summoner Z (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 6, miss! - Fires Gauss Rifle at Summoner Z (3 base + 2 range + 1 movement + 2 enemy movement = 8): rolled 11, hit Left Torso (7/22 armor remaining)! - Fires Medium R-e Laser at Cephalus Prime #1 (3 base + 0 range + 1 movement + 3 enemy movement + 1 secondary target - 1 R-e Laser = 7): rolled 10, hit Right Torso (0/8 armor, 5/6 structure remaining)! Crit! R-e Laser bypasses Damage Reduction! - Gains 22 heat, sinks 22! Gurkha #1 (Player) - Fires Snub-Nose PPC at Osteon Prime (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 3, miss! - Fires Micro-Pulse Laser at Osteon Prime (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 4, hit Right Arm (22/24 armor remaining)! - Fires Micro-Pulse Laser at Osteon Prime (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 9, hit Right Leg (34/36 armor remaining)! - Fires Micro-Pulse Laser at Osteon Prime (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 5, hit Rear Center Torso (10/12 armor remaining)! - Fires Micro-Pulse Laser at Osteon Prime (3 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 4): rolled 7, hit Rear Left Torso (10/12 armor remaining)! - Gains 27 heat, sinks 20! Overheating! Nyx #1 (Player) - Fires ER Medium Laser at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 7, miss! - Fires ER Medium Laser at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 7, miss! - Fires SRM-6 (AX) at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 7, miss! - Fires SRM-6 (AX) at Cephalus D #4 (3 base + 0 range + 2 movement + 4 enemy movement = 9): rolled 12, 4 missiles hit Right Leg (1/12 armor remaining), Rear Right Torso (1/6 structure remaining (Crit!)), Rear Left Torso (0/4 armor remaining (TAC!)), Left Arm (2/6 armor remaining)! - Gains 20 heat, sinks 20! Gurkha #2 (Player) - Fires Snub-Nose PPC at Cephalus D #4 (3 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 11, hit Left Leg (4/12 armor remaining)! - Gains 23 heat, sinks 20! Nyx #2 (Player) - Fires ER Medium Laser at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (19/24 armor remaining)! - Fires ER Medium Laser at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 3, miss! - Fires SRM-6 (AX) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 2 missiles hit Rear Center Torso (4/7 armor remaining), Rear Left Torso (4/7 armor remaining)! - Fires SRM-6 (AX) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Gains 12 heat, sinks 20! Elementals 1 (Ally) - Holds fire! Elementals 2 (Ally) - Holds fire! Fire Elementals (Ally) - Holds fire! Golem (Ally) - Fires ASRM-5 at Summoner Z (3 base + 0 range + 2 enemy movement = 5): rolled 10, 16 missiles hit Left Arm (20/22 armor remaining), Center Torso (31/33 armor remaining), Center Torso (29/33 armor remaining), Left Torso (5/22 armor remaining), Center Torso (27/33 armor remaining), Center Torso (25/33 armor remaining), Right Arm (20/22 armor remaining), Head (7/9 armor remaining (Pilot hit!)), Right Torso (20/22 armor remaining), Head (5/9 armor remaining (Pilot hit!)), Center Torso (23/33 armor remaining), Left Arm (18/22 armor remaining), Right Leg (26/28 armor remaining), Left Arm (16/22 armor remaining), Right Torso (18/22 armor remaining), Left Leg (26/28 armor remaining)! Savage Wolf Prime (Player) - Fires ER PPC at Summoner Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Fires ER PPC at Summoner Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Left Leg (11/28 armor remaining)! - Gains 36 heat, sinks 34! Savage Wolf C (Ally) - Fires ER Large Laser at Summoner Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Head (0/9 armor, 0/3 structure remaining)! ’Mech Destroyed! - Fires ER Large Laser at Summoner Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Left Arm (6/22 armor remaining)! - Gains 30 heat, sinks 34! Savage Coyote (Ally) - Primary target already destroyed! - Fires ER PPC at Septicemia Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 3, miss! - Fires LB 10-X Autocannon (Slug) at Septicemia Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss! - Fires ATM-12 (ER) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 8 missiles hit Right Leg (7/24 armor remaining), Left Leg (16/24 armor remaining)! - Fires ATM-12 (ER) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 3, miss! - Gains 33 heat, sinks 34! Rabid Coyote (Ally) - Fires Medium Pulse Laser at Septicemia B-Z (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 6): rolled 11, hit Left Torso (11/18 armor remaining)! - Fires Medium Pulse Laser at Septicemia B-Z (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 6): rolled 10, hit Left Leg (17/24 armor remaining)! - Fires Medium Pulse Laser at Septicemia B-Z (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 6): rolled 7, hit Right Torso (11/18 armor remaining)! - Fires Medium Pulse Laser at Septicemia B-Z (3 base + 0 range + 2 movement + 4 enemy movement - 2 pulse laser - 1 improved short range targeting = 6): rolled 5, miss! - Gains 18 heat, sinks 24! Cephalus Prime #1 - Fires Light TAG at Rampage II (5 base + 0 range + 2 movement + 0 enemy movement = 7): rolled 7, hit! - Gains 12 heat, sinks 20! Osteon Prime - Fires iATM-9 (MR) indirectly at Rampage II (4 base + 0 range + 2 movement + 0 enemy movement + 0 tagged target + 1 indirect = 7): rolled 6, fails to lock-on! - Fires iATM-9 (MR) indirectly at Rampage II (4 base + 0 range + 2 movement + 0 enemy movement + 0 tagged target + 1 indirect = 7): rolled 10, a reduced 8 missiles hit Right Torso (21/32 armor remaining), Right Leg (31/40 armor remaining), Center Torso (12/48 armor remaining), Right Leg(33/40 armor remaining)! - Fires iATM-9 (MR) indirectly at Rampage II (4 base + 0 range + 2 movement + 0 enemy movement + 0 tagged target + 1 indirect = 7): rolled 7, 8 missiles hit Right Leg (26/40 armor remaining), Left Leg (28/40 armor remaining), Left Arm (7/17 structure remaining (Crit!)), Left Torso (17/32 armor remaining)! - Fires iATM-9 (MR) at Rampage II (4 base + 0 range + 2 movement + 0 enemy movement + 0 tagged target + 1 indirect = 7): rolled 10, 4 missiles hit Right Leg (21/40 armor remaining), Left Arm (4/17 structure remaining (Crit!))! - Gains 20 heat, sinks 20! Summoner Z - Fires ER Large Pulse Laser at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement - 2 pulse laser = 6): rolled 7, hit Right Arm (15/25 armor remaining)! - Fires iATM-12 (HE) at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 12, hit Left Torso (23/26 armor remaining), Left Leg (15/30 armor remaining), Center Torso (31/34 armor remaining), Left Torso (20/26 armor remaining), Right Torso (18/26 armor remaining), Center Torso (28/34 armor remaining), Left Torso (17/26 armor remaining), Left Leg (12/30 armor remaining), Left Leg (9/30 armor remaining), Left Leg (6/30 armor remaining), Left Leg (3/30 armor remaining), Left Torso (14/26 armor remaining)! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 7, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 8, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 9, hit Right Arm (12/25 armor remaining)! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 6, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 3, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 8, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 5, miss! - Fires AP Gauss Rifle at Savage Coyote (5 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 7, miss! - Gains 31 heat, sinks 32! Septicemia C-Z - Torso-twists to threaten hex 1202! - Fires Medium Pulse Laser at Gurkha #1 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 10, hit Center Torso (8/15 armor remaining)! - Fires Medium Pulse Laser at Gurkha #1 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 9, hit Left Arm (5/12 armor remaining)! - Fires Medium Pulse Laser at Gurkha #1 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 5, miss! - Fires Medium Pulse Laser at Gurkha #1 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 8, hit Right Leg (9/16 armor remaining)! - Gains 26 heat, sinks 24! Cephalus Prime #5 - Holds fire! - Gains 12 heat, sinks 20! Septicemia Z - Extended torso-twists to threaten hex 1104! - Fires ER Large Laser at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 6, miss! - Fires Medium Pulse Laser at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 8, hit Right Torso (0/10 armor, 6/7 structure remaining)! Crit! - Gains 18 heat, sinks 22! Septicemia B-Z - Fires Large Pulse Laser at Rabid Coyote (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 5, miss! - Fires Large Pulse Laser at Rabid Coyote (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 8, hit Left Torso (7/17 armor remaining)! TAC! - Gains 22 heat, sinks 26! Cephalus D #4 - Holds fire! - Gains 12 heat, sinks 20! Septicemia Prime - Fires HAG-40 at Dragoon II (5 base + 2 range + 2 movement + 0 enemy movement - 1 targeting computer = 8): rolled 8, 24 pellets hit Left Arm (9/22 armor remaining), Center Torso (7/36 armor remaining), Right Torso (3/24 armor remaining), Left Arm (4/22 armor remaining), Left Arm (0/22 armor remaining)! - Fires ER Large Laser at Dragoon II (5 base + 2 range + 2 movement + 0 enemy movement - 1 targeting computer = 8): rolled 8, hit Right Leg (13/29 armor remaining)! - Gains 2 heat, sinks 26! End Phase: Cephalus D #4 - Critical chance in Center Torso: rolled 12, 3 critical hits sustained! - - Gyro hit! - - XXL Engine hit! - - XXL Engine hit! - Critical chance in Right Torso: rolled 3, no critical hits sustained! - Critical chance in Right Torso: rolled 10, 2 critical hits sustained! - - XXL Engine destroyed! 'Mech destroyed! - - Improved Heavy Large Laser damaged! - Through-armor critical chance in Left Torso: rolled 11, 2 critical hits sustained! - - XXL Engine hit! - - Null Signature System damaged! Rampage II (Player) - Critical chance in Left Arm: rolled 12, arm blown off! - Critical chance in Left Arm transfers to Left Torso! - Critical chance in Left Torso: rolled 12, 3 critical hits sustained! - - Gauss Rifle ammo hit! - - Blue Shield PFD hit! System already deactivated, no additional damage sustained! - - Gauss Rifle hit! Gauss Rifle explodes! Pilot hit! Pilot hit! - Weapon explosion deals 20 damage to Left Torso (0/17 armor, 18/21 structure remaining)! Crit! - Critical chance in Left Torso: rolled 12, 3 critical hits sustained! - - Gauss Rifle ammo hit! - - XL Engine hit! - - XL Engine destroyed! 'Mech destroyed! Nyx #2 (Player) - Critical chance in Right Torso: rolled 11, 2 critical hits sustained! - - XL Engine hit! - - Acid ammo hit! Acid ammo explodes! Pilot hit! Pilot hit! - Ammunition explosion deals 108 damage to Right Torso (0/7 structure remaining)! Torso Destroyed! Right Arm Blown Off! XL Engine hit! - 101 damage vented harmlessly by CASE! - Must pass a 3+ consciousness test: rolled 7, succeeds! - Must pass a 5+ consciousness test: rolled 9, succeeds! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds! Rabid Coyote (Ally) - Through-armor critical chance in Left Torso: rolled 7, no critical hits sustained! Dragoon II (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 4, fails! - Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 2 avoiding damage = 7): rolled 7, succeeds! - Suffers 8 damage in the fall to Right Arm (7/12 structure remaining (Crit!)), Right Torso (0/24 Armor Remaining) - Critical chance in Right Arm: rolled 7, no critical hits sustained! Gurkha #1 (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 6, succeeds! Physical Combat Phase: Gurkha #1 (Player) - Attacks Osteon Prime with Heavy Vibrosword (4 base + 2 movement + 1 enemy movement - 1 sword = 6): rolled 4, miss! Nyx #2 (Player) - Kicks Septicemia Z (4 base + 2 movement + 2 enemy movement - 2 kick = 6): rolled 9, hit Left Leg (10/24 armor remaining)! Septicemia Z - Extended torso-twists to threaten hex 1104! - Punches Nyx #2 with both arms (6 base + 2 movement + 3 enemy movement = 11): rolled 9, miss! End Phase: Septicemia Z - Must pass a piloting test or fall (6 base + 0 kicked = 6): rolled 9, succeeds! Turn End Phase: Nova CEWS - Networks Shuffled! Map Link Player Status: Ally Status: OpForce Status: Special Rules – Aces Some enemy ‘Mech units may become aces if certain conditions are met – BattleArmor Aces All battle armor units are aces Primary Objectives - Defeat or Drive Off the Society (8/14) RWA Secondary Objectives - Destroy the Septicemia Z to call in the Legion (0/1) Coyote Secondary Objectives - Secure hex 1909 or 1904 to warn the Clan (0/1) Orders Due: Midnight Saturday!
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# ? Feb 28, 2018 21:42 |
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Ouch! At least the OpFor lost mechs this round too.
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# ? Feb 28, 2018 22:00 |
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Lol check out my sick ADR bro.
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# ? Feb 28, 2018 22:09 |
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Oh, no! It's all gone terribly wrong! Avenge me! Worst part is, they hit me in the leg before I could kick their heads in!
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# ? Feb 28, 2018 22:10 |
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Well poo poo, I thought the guy with the HAG40 was on a level 1 hill, not a level 2. Shame on me. It takes 2 movement to stand up and I can be facing any direction of my choice, correct?
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# ? Feb 28, 2018 22:10 |
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I'm going to have to back off the Osteon and duck into the woods. Getting too hot up here.
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# ? Feb 28, 2018 22:23 |
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Does Paragon have to walk his mech inside 1909 to secure it? Seems like that might be a bit counter-intuitive if it's a comm center and not a Mechbay! The other objective Mech is looking a bit pitted but it's grouped up next to a bunch of friendlies while there's the isolated pulseboat right behind the Savage Wolves, and the lone HAG-40 toting mech in the south. The C3 networks shuffled the last Cephalus out, so don't worry about killing it this turn. It's not giving anyone those big juicy C3i range advantages.
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# ? Feb 28, 2018 23:46 |
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Gwaihir posted:Does Paragon have to walk his mech inside 1909 to secure it? Seems like that might be a bit counter-intuitive if it's a comm center and not a Mechbay! Have to get some Elementals there. Fortunately the Coyotes are doing a good job of giving me things to shoot at that aren't Elementals.
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# ? Feb 28, 2018 23:50 |
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The Turkina got surfed off the map almost immediately and a barely-damaged Summoner Z just got headcapped, and despite battletech'ing some of their most dangerous mechs this is still a hell of a fight so far.
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# ? Mar 1, 2018 00:21 |
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PoptartsNinja posted:Have to get some Elementals there. Fortunately the Coyotes are doing a good job of giving me things to shoot at that aren't Elementals. Ah, that makes sense! So one secondary is going to take 3 turns, and the other one is basically down to the whims of the dice. The banged up blue Nyx can still get more shots on it, with a nice looping path taking 1005-309->108 facing 107. 11 hexes moved, and you can twist to shoot the Septicemia Z . The downside is you'll proooobably take fire from the pulseboat that's right there, but it doesn't have great shots. 5base + 2movement + 1woods + 4 your movement = 10s for pulses and 12s for the AP gauss. So it's almost guaranteed that you get low profile benefits too (half damage if he rolls a 10 or 11 on the pulses, half damage guaranteed for the ap gauss.) Or you can take a way looping route to 1311 which still gets you the 11 hexes moved +4 mod and puts you at 6 range to the Septicemia Z, with far far more safety from the AP gauss boat. That's the good thing about havbing a 10/15 mech, lots of options!
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# ? Mar 1, 2018 01:24 |
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I just posted a big effort post on my Patreon about my plans post-timeskip. It's Patron only for 3 days, so it'll go public next Sunday. Long story short, I'm giving everyone what they claim to want: a return to 3025-style heat with my own personal twist. Time to see if Double Heat Sinks really were a mistake!
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# ? Mar 1, 2018 05:08 |
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Without spoiling anything, I'm intrigued to see how those changes work out in practice. Also curious to see specifics on some of the stuff to see if it is like it reads where various factions are getting "the base version but strictly better", which would oddly make the technically innovating factions worse off for having done so.
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# ? Mar 1, 2018 05:18 |
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I read "For Added Close-In Punch" and I got excited for something that wasn't there
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# ? Mar 1, 2018 05:25 |
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^^^ What were you hoping for?Zaodai posted:Without spoiling anything, I'm intrigued to see how those changes work out in practice. Also curious to see specifics on some of the stuff to see if it is like it reads where various factions are getting "the base version but strictly better", which would oddly make the technically innovating factions worse off for having done so. They were initially but ComStar went full "gently caress it" mode and by the time we're skipping to there is no "base" version anymore. 'Mechs will just be receiving an armor bonus as a default without it eating tons/slots/etc. That armor can be swapped out for other bonuses by skilled technicians and it's easier to do so on OmniMechs, but the Clans, as a general rule, are going to have difficulty not choosing the Cloud Cobra or Jade Falcon armor variant if they're carrying a heavy laser armament. Which is working as intended, if you go all-in on offense you don't also get to have a strong defense.
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# ? Mar 1, 2018 05:30 |
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So the versions may have been developed elsewhere, but they all spread to all the houses, not each house either having the "original" version or the branch they discovered? Sounds good to me.
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# ? Mar 1, 2018 05:32 |
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Hi PTN, just a couple of quick errors I spotted. Most of them didn't matter, but I figured you might cut & paste next turn, so I'm highlighting all of them:PoptartsNinja posted:Gurkha #2 (Player)
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# ? Mar 1, 2018 05:33 |
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PoptartsNinja posted:^^^ What were you hoping for? Additional punching arms. The G0-R0, from Defiance Industries e: We should have a mission where a lance of new mechs fights an absolute SHITLOAD of 3030s Mechs
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# ? Mar 1, 2018 05:33 |
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Defiance Industries posted:Additional punching arms. The G0-R0, from Defiance Industries I've done this before in Megamek with both stackpoling and AoE ammo explosions turned on, taking a lance of jumpy assaults packing LBXes or pulse vs like 20+ locusts/fleas. (spoiler, it's hilarious)
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# ? Mar 1, 2018 06:33 |
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Another new post, this time about the Bug 'Mechs. I'm on a roll!
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# ? Mar 1, 2018 06:35 |
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e: nevermind i'm bad and found it Gwaihir fucked around with this message at 06:52 on Mar 1, 2018 |
# ? Mar 1, 2018 06:40 |
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Fiiine I added it. I'm still not entirely comfortable taking money for doing something I'd be doing anyway, so don't feel compelled to do so. The patron-only posts will go public in a few days.Leperflesh posted:Hi PTN, just a couple of quick errors I spotted. Most of them didn't matter, but I figured you might cut & paste next turn, so I'm highlighting all of them: I can't do basic addition.
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# ? Mar 1, 2018 06:54 |
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PoptartsNinja posted:The patron-only posts will go public in a few days. Thanks! Although, I really should pitch in a few bucks huh?
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# ? Mar 1, 2018 06:59 |
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Will the two mini-Gauss Rifle hits be applied to the Savage Coyote? The way things are going that'd probably be a good thing for the players.
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# ? Mar 1, 2018 07:03 |
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RA Rx posted:Will the two mini-Gauss Rifle hits be applied to the Savage Coyote? The way things are going that'd probably be a good thing for the players. the players are taking over the Coyote 'Mechs when their own are going down
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# ? Mar 1, 2018 07:13 |
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It's kind of unfair, actually. I mean, I was having fun, doing okay, but y'know, crits happen (Who knew that a Gauss Rifle could explode so spectacularly). And I got to be dramatic, and over-the-top. But, y'know, if PTN wants to give me another go, I'm not going to say no. But y'know, I feel as though I've been rewarded for playing badly. painedforever fucked around with this message at 11:16 on Mar 1, 2018 |
# ? Mar 1, 2018 11:03 |
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Huh, what do we know about Clan Coyote? Maybe if the campaign goes well the Society still conquers the Home World, but the Wolverines and Coyotes survive, and the Coyotes decide they'll evacuate/seek refuge in the NRWR with the Wolverines in their ships. Just a craaaazy idea... Edit: just kindling for the fire then RA Rx fucked around with this message at 13:11 on Mar 1, 2018 |
# ? Mar 1, 2018 11:43 |
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They are the hella traditional and clan-ly clan who initiated a lot of the clan defining characteristics.
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# ? Mar 1, 2018 13:00 |
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# ? Apr 27, 2024 16:55 |
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I’m no longer escorting the Rampage, so I’d like input from Defiance and Sair about their moves next turn so I can be in a place to support. I can run to 1213 and prepare to be part of a push, or stay put if we intend to consolidate with south group. They look like they can take the last out the last two units down there pretty handily but it will be a long time before they get to us and the group has been doing aggressive lights all game. I still have most of my armor so I’m happy to join the Coyotes in presenting a target to keep their fire off you. Especially since I’ve lost a lot of my mobility to those leg crits, I’m now the closest thing to a Wolverine tank in the north. The latter gives me better shots on the jumper this turn but I won’t really be able to support against any action that happens around the north west corner next turn. Also open to other suggestions, but bear in mind my jumping now forces a piloting check and the penalties from the actuator hits make me almost as bad as a Society pilot now.
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# ? Mar 1, 2018 16:58 |