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What exactly is annoying about protos?
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# ? May 7, 2018 00:48 |
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# ? Apr 28, 2024 06:26 |
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Artificer posted:What exactly is annoying about protos? In this case, it was because there were about 30 of them. Makes movement and status tracking much more complicated and aggravating.
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# ? May 7, 2018 00:50 |
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Artificer posted:What exactly is annoying about protos? They can't decide if they're mechs, vehicles, or elementals. Indecisiveness is an unattractive quality in a war machine.
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# ? May 7, 2018 00:50 |
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Artificer posted:What exactly is annoying about protos? I was tracking (12+35+9+5+6+6+4+8 = 85 (97 if you count the Sin, but I don't)) total moving units (counting the players). They would've been fine in smaller numbers with a smaller player contingent, but they were a mistake in this mission in particular. Coupled with the Boggarts being extremely dangerous and difficult for even gunnery 2 pilots to hit, we would've been here for two years trying to kill all of them. VVV The Boggart is a 5/8/7 jumper with a medium pulse laser that you can successfully hit and still miss due to the ProtoMech rules. +4 move mod with -2 To-Hit means if you actually put someone good in one it's a nightmare to actually hunt down and kill. PoptartsNinja fucked around with this message at 00:56 on May 7, 2018 |
# ? May 7, 2018 00:53 |
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Oh I thought the poster meant that the protos were good in some very frustrating way.
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# ? May 7, 2018 00:53 |
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Here's a helpful chart:
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# ? May 7, 2018 01:01 |
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I'm curious about what is to the left where the line starts going back up but is less of a threat.
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# ? May 7, 2018 01:06 |
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Farseli posted:I'm curious about what is to the left where the line starts going back up but is less of a threat. Infantry platoons.
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# ? May 7, 2018 01:08 |
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deep basements in light buildings on an urban map
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# ? May 7, 2018 01:10 |
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Farseli posted:I'm curious about what is to the left where the line starts going back up but is less of a threat. Pavement.
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# ? May 7, 2018 01:14 |
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Farseli posted:I'm curious about what is to the left where the line starts going back up but is less of a threat. Urbanmech. Edit: I do like how everyone has a different but completely legitimate answer.
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# ? May 7, 2018 01:14 |
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Where's the Griffin-4R fall on that curve?
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# ? May 7, 2018 01:29 |
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Rabbit Warren Update 10 “Champion’s going to be pissed,” Abhishek Gross’s shot missed the back of the tank. He wasn’t certain it was fleeing, the driver was cruising calmly rather than running his engine flat out. That didn’t smack of panic, that tank was up to something. He grimaced—hovertanks were always such slippery quarry. He’d always scored poorly against them in simulator missions, especially at long range. “If we keep losing BattleMechs like this, we’re going to go through parts faster than the Factory Behemoth can build us new cockpits.” “Who cares, as long as we don’t lose anything irreplaceable?” Syd Colbert—Nephilim-1—growled. They’d had to switch to voice when Angel-4 had been shot out of his ‘Mech. That always pissed Syd off. “Why Syd, I didn’t know you care.” Pete Fisher—Nephilim-2—couldn’t resist the urge to mock his lance commander. Pete felt the position rightly belonged to him. The rest of the Lance hadn’t agreed. “Y’hear that, everyone? Syd says we have to live.” “Not you, Mr. Fisher,” Syd replied calmly. “You can go die. Just give your ‘Mech to Angel-1 first.” Shooting Phase Legion #1 (Player) - Fires rHeavy PPC at King Cobra (2 base + 0 range + 2 movement + 1 enemy movement - 1 cybernetics = 4): rolled 9, hit Left Arm (18/33 armor remaining)! - - Plasma arcs to Left Torso (27/32 armor remaining)! - Fires AP Gauss Rifle at King Cobra (2 base + 0 range + 2 movement + 1 enemy movement - 1 cybernetics = 4): rolled 7, hit Left Arm (15/33 armor remaining)! - Fires AP Gauss Rifle at King Cobra (2 base + 0 range + 2 movement + 1 enemy movement - 1 cybernetics = 4): rolled 12, hit Right Torso (29/32 armor remaining)! - Gains 24 heat, sinks 24! Legion #2 (Player) - Fires rHeavy PPC at SM1 Tank Destroyer (2 base + 2 range + 3 movement + 2 enemy movement + 1 light woods + 1 heat - 1 cybernetics = 10): rolled 3, miss! - Gains 25 heat, sinks 24! Overheating! Legion #3 (Player) - Fires rHeavy PPC at Highlander IIC (2 base + 2 range + 3 movement + 2 enemy movement + 2 heat - 1 cybernetics = 10): rolled 10, hit Right Leg (23/38 armor remaining)! - - Plasma arcs to miss! - Gains 25 heat, sinks 24! Overheating! Sin #4 (Player) - Fires AP Gauss Rifle at Osteon D (2 base + 0 range + 0 enemy movement - 1 cybernetics = 1): rolled 9, hit Head (7/9 armor remaining)! Legion #5 (Player) - Fires rHeavy PPC at Highlander (2 base + 2 range + 3 movement + 2 enemy movement - 1 cybernetics = 8): rolled 2, miss! - Gains 25 heat, sinks 24! Legion #6 (Player) - Fires rHeavy PPC at Clan MPP #8 (2 base + 0 range + 0 movement + 0 enemy movement - 1 cybernetics = 1): rolled 4, hit! 1 trooper killed! Heavy building absorbs 15 damage! - Fires AP Gauss Rifle at Clan MPP #8 (2 base + 4 range + 0 movement + 0 enemy movement - 1 cybernetics = 5): rolled 11, hit! 1 trooper killed! Heavy building absorbs 4 damage! - Fires AP Gauss Rifle at Clan MPP #8 (2 base + 4 range + 0 movement + 0 enemy movement - 1 cybernetics = 5): rolled 11, hit! 0 troopers killed! Heavy building absorbs 3 damage! - Gains 24 heat, sinks 24! Legion #7 (Player) - Fires rHeavy PPC at King Cobra (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 6): rolled 5, miss! - Fires AP Gauss Rifle at King Cobra (2 base + 2 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, miss! - Fires AP Gauss Rifle at King Cobra (2 base + 2 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 8): rolled 12, hit Left Arm (12/33 armor remaining)! - Gains 27 heat, sinks 24! Overheating! Legion #8 (Player) - Fires rHeavy PPC at SM1 Tank Destroyer (2 base + 2 range + 2 movement + 2 enemy movement - 1 cybernetics = 7): rolled 4, miss! - Fires TSEMP Cannon at SM1 Tank Destroyer (2 base + 4 range + 2 movement + 2 enemy movement - 1 cybernetics = 9): rolled 5, miss! - Fires AP Gauss Rifle at SM1 Tank Destroyer: automatic miss (out of range)! - Gains 33 heat, sinks 24! Overheating! Legion #9 (Player) - Fires Large R-e Laser at Highlander IIC (2 base + 2 range + 0 movement + 2 enemy movement - 1 cybernetics - 1 laser = 4): rolled 7, hit Right Leg (29/38 armor remaining)! - Fires Large R-e Laser at Highlander IIC (2 base + 2 range + 0 movement + 2 enemy movement - 1 cybernetics - 1 laser = 4): rolled 8, hit Center Torso (31/40 armor remaining)! - Gains 20 heat, sinks 24! Legion #10 (Player) - Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 4 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 9): rolled 10, hit Rear (10/19 armor remaining)! - Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 4 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 9): rolled 9, hit Turret (10/24 armor remaining)! - Fires Light PPC at SM1 Tank Destroyer (2 base + 4 range + 3 movement + 2 enemy movement - 1 cybernetics = 10): rolled 7, miss! - Gains 12 heat, sinks 24! Legion #11 (Player) - Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 9, hit Rear Center Torso (3/12 armor remaining)! - Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 11, hit Rear Right Torso (1/12 armor remaining)! - Fires Light PPC at Osteon D (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 4, hit Rear Left Torso (8/12 armor remaining)! - Gains 30 heat, sinks 24! Legion #12 (Player) - Torso-twists to threaten hex 2212! - Fires Large R-e Laser at Mithras #9 (2 base + 0 range + 2 movement + 0 enemy movement + 2 EMP - 1 cybernetics - 1 laser = 4): rolled 6, hit Front (4/16 armor remaining)! - Gains 15 heat, sinks 24! Osteon C - Torso-twists to threaten hex 2522! - Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser - 1 targeting computer = 6): rolled 9, hit Center Torso (30/38 armor remaining)! - Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser - 1 targeting computer = 6): rolled 10, hit Right Arm (16/24 armor remaining)! - Gains 22 heat, sinks 22! Osteon D - Reverses arms to threaten the rear arc! - Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 0 movement + 3 enemy movement - 2 pulse laser = 6): rolled 12, hit Right Torso (16/24 armor remaining)! - Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 0 movement + 3 enemy movement - 2 pulse laser = 6): rolled 7, hit Center Torso (22/38 armor remaining)! - Gains 20 heat, sinks 36! SM1 Tank Destroyer - Holds fire! Mithras #9 - Fires ER Large Laser at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, hit Rear Center Torso (0/8 armor remaining)! Mithras #10 - Fires ER Large Laser at Legion #7 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, hit Right Arm (8/24 armor remaining)! Hellstar 2 - Fires ER PPC at Legion #1 (4 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 6): rolled 6, hit Right Torso (12/24 armor remaining)! - Fires ER PPC at Legion #1 (4 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 6): rolled 12, hit Left Leg (20/32 armor remaining)! - Fires ER PPC at Legion #1 (4 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 6): rolled 7, hit Head (0/9 armor, 0/3 structure remaining)! Head destroyed! Sin Battle Armor safely ejects! - Gains 47 heat, sinks 50! Thunderbolt IIC #1 - Holds action! - Gains 21 heat, sinks 32! Highlander IIC - Fires Gauss Rifle at Legion #5 (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 7, miss! - Fires LRM-20 w/Artemis IV at Legion #5 (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 2, miss! - Gains 9 heat, sinks 24! King Cobra - Spots Legion #7 for Indirect Fire! - Fires Gauss Rifle at Legion #7 (4 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 8): rolled 9, hit Head (0/9 armor, 0/3 structure remaining)! Head destroyed! Sin Battle Armor safely ejects! - Fires ER Medium Laser at Legion #7 (4 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 8): rolled 4, miss! - Fires Streak SRM-6 at Legion #7 (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 7, fails to lock-on! - Fires Streak SRM-6 at Legion #7 (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 7, fails to lock-on! - Gains 14 heat, sinks 20! Thunderbolt IIC #1 (Held Action) - Holds fire! - Gains 2 heat, sinks 32! Physical Combat Phase: Legion #11 (Player) - Kicks Osteon D (3 base + 3 movement + 0 enemy movement - 2 kick - 1 cybernetics = 3): rolled 6, hit Left Leg (12/36 structure remaining)! Crit! End Phase: Osteon D - Critical chance in Left Leg: rolled 4, no critical hits sustained! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 9, succeeds! Upper Level Lower Ground Floor Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain PTN’s Note: This should make things easier. Player Status: OpForce Status: Special Rules Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack. Primary Objectives - Kill Everyone and Everything (0/1) Secondary Objectives - Prevent the Enemy Land Train from Escaping (Complete!) - Prevent the Society from finishing the Turkina Z’s Repairs (Complete!) Orders Due: Midnight Tuesday! PoptartsNinja fucked around with this message at 04:45 on May 7, 2018 |
# ? May 7, 2018 01:36 |
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Ouch! That's some bad luck. I suppose it was inevitable though, with the way goonluck was going.
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# ? May 7, 2018 01:43 |
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11 of the 14 dead 'Mechs this game have gone out to headshots. I think I need to start investing in lottery tickets. Edit: Actually, I think my numbers are even more skewed since Angel-4 took two headshots. PoptartsNinja fucked around with this message at 01:54 on May 7, 2018 |
# ? May 7, 2018 01:48 |
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And to think, there was a legit fear we wouldn't get to see the battle armour in action Hellstar- "hold my beer"
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# ? May 7, 2018 01:52 |
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Does the structure on 1413 provide any manner of vover, or is it purely cosmetic?
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# ? May 7, 2018 01:55 |
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Oh, OK, so the infantry up in 2802... are in a heavy building! It's been completely obscured by them the whole game. Annoying. PTN, I think my heat should drop by 1 this turn, since I only walked, right? 20 (rHPPC) + 1 + 1 (2xAP Gauss) + 1 (walking) = 23?
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# ? May 7, 2018 01:57 |
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The dice, they've turned against us. Everyone panic!
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# ? May 7, 2018 02:02 |
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You're right, I'll fix that.
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# ? May 7, 2018 02:02 |
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AH NERTS
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# ? May 7, 2018 02:08 |
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I looked up screaming hawk on Sarna, it's a non-lam based on the phawk lam?
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# ? May 7, 2018 02:20 |
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Welp, guess the headshots bite back this turn. And the one headshot you inflicted in return doesn't even cause a pilot hit due to Society Torso Mounted Cockpits. Oh well, at least this is more interesting now.
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# ? May 7, 2018 02:29 |
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Xarbala posted:I looked up screaming hawk on Sarna, it's a non-lam based on the phawk lam? I'm talking about the RWA non-LAM Screamer, which I've been calling the Screaming Hawk since the Demon Hawks doing well with it killed its bad reputation.
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# ? May 7, 2018 02:34 |
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OH, our screamer is called the screaming hawk, shucks almighty
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# ? May 7, 2018 02:35 |
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RIP AND TEAR UNTIL IT IS DONE
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# ? May 7, 2018 02:59 |
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I'd like to ask for a bit of double-checking on a couple things, please?PoptartsNinja posted:Legion #3 (Player) PoptartsNinja posted:Clan MPP #3 Thanks!
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# ? May 7, 2018 03:50 |
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Second one's a copy/paste, first I must've thought you jumped. I'll fix that on the spreadsheet tomorrow.
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# ? May 7, 2018 04:45 |
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Wow I managed to completely split my fire across all three rear torso sections haha.
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# ? May 7, 2018 05:24 |
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It’s ok fuzzy imma go eat him for lunch now since he’s in jumping range.
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# ? May 7, 2018 05:50 |
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PoptartsNinja posted:Second one's a copy/paste, first I must've thought you jumped. I'll fix that on the spreadsheet tomorrow. Okay, much obliged.
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# ? May 7, 2018 06:39 |
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PoptartsNinja posted:Correction: two headshots. PoptartsNinja posted:11 of the 14 dead 'Mechs this game have gone out to headshots. For the dark gods!
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# ? May 7, 2018 06:49 |
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https://www.youtube.com/watch?v=GZUeiuMOjt8&t=77s
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# ? May 7, 2018 06:54 |
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So that tank currently escaping off the bottom of the mapsheet gets to live, right? it's going off to tell the rest of the the horrors encountered here.
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# ? May 7, 2018 07:20 |
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Teledahn posted:So that tank currently escaping off the bottom of the mapsheet gets to live, right? it's going off to tell the rest of the the horrors encountered here. But that would fail the primary objective! Primary Objectives - Kill Everyone and Everything (0/1)
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# ? May 7, 2018 09:21 |
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Teledahn posted:So that tank currently escaping off the bottom of the mapsheet gets to live, right? it's going off to tell the rest of the the horrors encountered here. We had two mechs shooting at it this turn, one of them missed.
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# ? May 7, 2018 09:35 |
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Teledahn posted:So that tank currently escaping off the bottom of the mapsheet gets to live, right? it's going off to tell the rest of the the horrors encountered here. I thought the fluff would be enough. It's not escaping, it's a hovertank its pathing is limited.
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# ? May 7, 2018 11:15 |
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I see a prime opportunity for Sin-4 to jump on some poor guy's head and show him why NRWR Cyborgs in Power Armor are so drat terrifying.
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# ? May 7, 2018 15:40 |
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Rorahusky posted:I see a prime opportunity for Sin-4 to jump on some poor guy's head and show him why NRWR Cyborgs in Power Armor are so drat terrifying. More headshots!
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# ? May 7, 2018 18:02 |
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# ? Apr 28, 2024 06:26 |
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Osteons don't particularly care if you shoot them in the head.
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# ? May 7, 2018 18:27 |