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Told you all to kill the copters.
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# ? Aug 14, 2011 03:15 |
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# ? Apr 28, 2024 06:18 |
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Sair posted:Why would you want to make yourself roll all those location hits? UACs and LB-2s both cause the same number of hits on the cluster table
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# ? Aug 14, 2011 03:17 |
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Sam Hall posted:UACs and LB-2s both cause the same number of hits on the cluster table Thats only if PTN fires the UACs on ultra
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# ? Aug 14, 2011 03:18 |
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I totally killed a helicopter, this isn't my fault.
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# ? Aug 14, 2011 03:24 |
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Axe-man posted:The Clans are very effective if you look at what they did when they came out into btech: completely loving up the interhouse balancing act that was going on. While the houses have had losses and gains for most of the IS it was stable. That was until the clans came in and wrecked two biggies and with no indication what the gently caress was going on. The clan invasion is very effective of completely turning IS politics on it's head, but beyond that, it wasn't very well concieved, and Clan Wolf knew it from the start. <canonwise> Well, to be fair, the balance between the Houses was already flying out the window at that point. Even with the 3039 setback, the Fed-Com was turning into a juggernaut. Without the Clan invasion and hence with more time to fully integrate the two halves, there'd be quite the chance that you'll have the de-facto return of the Star League under Steiner-Davion management by the end of the century.
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# ? Aug 14, 2011 03:28 |
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Magni posted:Well, to be fair, the balance between the Houses was already flying out the window at that point. Even with the 3039 setback, the Fed-Com was turning into a juggernaut. Without the Clan invasion and hence with more time to fully integrate the two halves, there'd be quite the chance that you'll have the de-facto return of the Star League under Steiner-Davion management by the end of the century. This is true... ... except Primus Tiepolo was right: Left to their own devices, Meanwhile, the Capellan Confederation would simply flail about ineffectually under Romano Liao's leadership--and her ill-conceived attacks on the Free Worlds League would slowly whittle away her military strength while the Free Worlds League would, under the leadership of "Thomas Marik", simply bide their time. Without the Clans, we were two generations from a ComStar victory. ... So, indirectly (and by being total asshats), the Clans fulfilled Kerensky's original intent and saved the Inner Sphere. Kinda. Edit: Also, the update's done. Someone post so I don't have to double-post. PoptartsNinja fucked around with this message at 04:00 on Aug 14, 2011 |
# ? Aug 14, 2011 03:40 |
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I'll take the hit for the team, and I think without the intervention of the clans, there wouldn't have been so much division in the lyran-fed com alliance.
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# ? Aug 14, 2011 04:01 |
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House Call: Tactical Update 10 Movement Phase F2 Unknown Quad 1 (Overheated badly but didn’t shut down. You’ll notice I’m not showing anything heat related for the OpForce unless it’s really critical—I’ve been giving you less information about them as time goes by; this is intentional). - Attempts to stand (3 base + 5 leg destroyed - 2 careful stand = 6): rolled 4, fails! - F2 Unknown Quad 1 suffers damage to Left Rear Leg (12/34 armor remains), Center Torso (0/28 armor, 24/25 structure remains (critical chance!))! End Phase F2 Unknown Quad 1 - Must pass a piloting test to avoid pilot damage (3 base + 5 leg destroyed + 1 attempting to avoid pilot damage = 9): rolled 7, fails! - Pilot hit! - Must pass a 5+ consciousness test: rolled 6, succeeds! - Critical chance in Center Torso! 3 critical hits sustained! - Gyro hit! - Engine destroyed! ‘Mech destroyed by Engine Destruction! - Gyro destroyed! Combat Phase F1 King Crab IIC - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 10, hit Right Torso (24/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 7, hit Center Torso (42/44 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 4, hit Center Torso (40/44 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Center Torso (38/44 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Right Torso (22/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (26/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Right Leg (36/40 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (24/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Left Leg (26/40 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (22/30 armor remains)! - Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 6, hit Left Leg (19/24 armor remains)! - Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 7, hit Left Leg (14/24 armor remains)! - Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 5, miss! F5 Unknown Quad 2 - Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 7, miss! - Fires Streak SRM 6 at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 6, fails to lock on! - Fires Streak SRM 6 at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 11, hit Left Torso (7/16 structure remains (critical chance!)), Right Arm (0/24 armor, 11/12 structure remains (critical chance!)), Center Torso (25/29 armor remains), Right Arm (9/12 structure remains (through-armor critical chance!)), Right Leg (3/24 armor remains), Right Leg (1/24 armor remains)! V1 Unknown VTOL 1 - Fires ER Large Laser at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 9, hit Rear Center Torso (0/16 armor, 15/23 structure remains)! Critical Chance! - Fires Streak SRM 2 at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 5, fails to lock on! - Fires Streak SRM 2 at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 3, fails to lock on! R1 King Crab - Fires Gauss Rifle at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 9, hit Left Arm (11/34 armor remains)! - Fires Gauss Rifle at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Fires LRM 15 at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Fires Large Pulse Laser at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference - 2 Pulse Laser= 8): rolled 7, miss! - Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference= 10): rolled 9, fails to lock on! - Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference= 10): rolled 5, fails to lock on! - Gains 19 heat, sinks 13! R2 Flashman - Reverses arms! - Fires Large Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 9, hit Front (0/16 armor remains)! Through-Armor Critical! - Fires Large Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Fires Medium Laser (REAR) at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 11, hit Rotors (0/2 armor remains)! Movement reduced to 6/9! - Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 7, miss! - Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Gains 27 heat, sinks 30! R3 Black Knight - Fires ER PPC at F5 Unknown Quad 2 (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 3, miss! - Fires Medium Laser at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference = 10): rolled 6, miss! - Gains 19 heat, sinks 32! R4 Exterminator - Holds fire! - Gains 11 heat, sinks 20! R6 Starslayer - Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Arm (3/34 armor remains)! - Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 10, hit Right Leg (34/42 armor remains)! - Fires SRM 4 at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 3, miss! - Gains 24 heat, sinks 22! Overheating! End Phase: R1 King Crab - Must make a piloting test or fall (3 base + 1 massive damage = 4): rolled 3, falls! - Suffers damage to Left Arm (27/34 armor remains), Right Arm (15/34 armor remains) - Must make a piloting test to avoid pilot damage (3 base + 1 massive damage + 1 trying to avoid pilot damage = 5): rolled 7, succeeds! R2 Flashman - Critical chance in Center Torso! 2 critical hits sustained! - Large Laser destroyed! - Engine hit! R3 Black Knight - Critical chance in Left Torso! No critical hits sustained! - Critical chance in Right Arm! No critical hits sustained! - Through-armor critical chance in Right Arm! No critical hits sustained! V1 Unknown VTOL 1 - Critical hit on Front! - Weapon Malfunction! LL 1-2, SSRM-2 3-4, SSRM-2 5-6; rolled 5! - Streak SRM-2 may not be fired until malfunction is cleared! Physical Combat Phase: F1 King Crab IIC - Attempts to kick R6 Starslayer (1 base + 0 movement + 3 enemy movement + 2 Clanner - 2 kick = 4): rolled 11, hit Left Leg (0/24 armor, 6/12 structure remains)! Critical chance! R6 Starslayer - Attempts to kick F1 King Crab IIC (3 base + 3 movement + 0 enemy movement - 2 kick = 4): rolled 6, hit Right Leg (24/32 armor remains)! End Phase: R6 Starslayer - Critical chance in Left Leg! 1 critical hit sustained! - Hip actuator destroyed! - Must make a piloting test or fall (3 base + 2 movement + 2 hip actuator destroyed + 0 kicked + 1 massive damage = 8): rolled 7, fails! - Suffers damage to Right Arm (11/16 armor remains)! - Must make a piloting test to avoid pilot damage (3 base + 2 movement + 2 hip actuator destroyed + 0 kicked + 1 massive damage + 1 avoiding pilot damage = 9): rolled 5, fails! - Must pass a 3+ consciousness test: rolled 4, succeeds! F1 King Crab IIC - Must make a piloting test or fall (1 base + 0 movement + 0 kicked + 1 massive damage = 2): Automatic success! Turn End Phase: Clanners lose the initiative! Light as a feather, Acolyte Lorraine brought his leaping Starslayer down directly in front of the enemy King Crab. Against the real thing, he would’ve considered such a move tantamount to suicide—but against a cheap Clan knockoff with light autocannons? He was confident he could prevail against a single under-gunned assault. With a wicked grin, he caressed the firing studs on his control sticks; the amber beams of his large lasers speared at the Clan machine, sending molten armor pouring like blood from a wound. The Clanner’s response was immediate, the battery of defensive lasers on the ‘Mech’s shoulders stabbing into the Starslayer’s left leg—but a few medium lasers would hardly deter Gunter Lorraine. He snapped his leg outward, catching the Clanner off-guard. His ‘Mech’s foot crumpled the armor protecting the King Crab’s right leg. For an instant, the Clanner seemed to hesitate—perhaps he was simply surprised at Lorraine’s audacity—then he counterattacked. This was the moment Lorraine had been dreading, he danced backwards, trying to use his superior mobility; but the big Clan machine simply hopped forward with its other leg and delivered a creditable crescent kick. The Starslayer shook under the impact, and Lorraine fought the controls—but his left leg simply refused to respond. He hit the ground with a shriek of tortured metal, barely catching himself with one arm to soften the blow and prevent it from irreparably warping his ‘Mech’s skeleton. The hit snapped his head back—his heavy neurohelmet protecting him from whiplash; but hardly protecting his brain from rebounding off the back of his own skull. Lorraine opened his eyes an instant later, blinking away blurred vision—and cringed to find nothing but empty space behind him. That damned Clanner had nearly kicked him off the cliff! His radio crackled. “This fight is lost,” the Clanner’s gruff voice sounded. “Fighting against the inevitable may be glorious and many of you would die by my hand; but suicide is as wasteful as it is also stupid and I—” There was a pause, perhaps simply for dramatic effect. “—I am not stupid. I request that you grant my surviving ‘Mechwarriors and I hegira.” There was a longer pause, the Clansman perhaps expecting an instantaneous reply. “I expect you barbarians will refuse; and I will be forced to slay many of you. If that is your choice—” Enemy Forces / Next Turn’s Movement: F1 King Crab IIC holds position! F 5 Unknown Quad 2 jumps 6 to 1920! V1 Unknown VTOL 1 cruises 4 to 1112! Mission Objectives Defeat the Hell’s Horses (4/7 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 5/9 (3/3) LT A(S): 22/30 (21/21) LT R A(S): 10/10 CT A(S): 38/44 (31/31) CT R A(S): 15/15 RT A(S): 22/30 (21/21) RT R A(S): 10/10 LA A(S): 27/34 (17/17) RA A(S): 15/34 (17/17) LL A(S): 26/40 (21/21) RL A(S): 36/40 (21/21) Heat: 8/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: Shrapnel Wound, Coolant Poisoning (5+) Armament: LRM 15 – LT (Heat: 5, Ammo: 2, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 18, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 99, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 17/22 (16/16) LT R A(S): 10/10 CT A(S): 21/25 (23/23) CT R A(S): 0/16 RT A(S): 20/22 (16/16) RT R A(S): 10/10 LA A(S): 0/24 (10/12) RA A(S): 24/24 (12/12) LL A(S): 1/27 (16/16) RL A(S): 12/27 (16/16) Heat: 8/30 Overheat Penalty: Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew Mechwarrior Status: Whiplash (3+)! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: Engine hit (+5 heat/turn)! Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 2/9 (3/3) LT A(S): 0/24 (7/16) LT R A(S): 8/8 CT A(S): 25/29 (23/23) CT R A(S): 10/10 RT A(S): 8/24 (16/16) RT R A(S): 8/8 LA A(S): 19/24 (12/12) RA A(S): 0/24 (9/12) LL A(S): 20/24 (16/16) RL A(S): 1/24 (16/16) Heat: 3/30 Overheat Penalty: Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+) Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 11/20 (15/15) LT R A(S): 8/8 CT A(S): 9/21 (21/21) CT R A(S): 8/8 RT A(S): 0/20 (13/15) RT R A(S): 8/8 LA A(S): 16/18 (10/10) RA A(S): 16/18 (10/10) LL A(S): 17/19 (15/15) RL A(S): 12/19 (15/15) Heat: 1/30 Overheat Penalty: Movement reduced to 5/8/6! Heat Sinks: 10(20) Movement: 6/9/6 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: Neural Shock (5+)! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!) Critical Damage: 1 Engine hit (+5 heat/turn)! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Critical Damage: Engine Destroyed! Notes: destroyed, counts as rough terrain STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/19 (12/12) LT R A(S): 5/5 CT A(S): 22/26 (16/16) CT R A(S): 6/6 RT A(S): 12/19 (12/12) RT R A(S): 5/5 LA A(S): 7/16 (8/8) RA A(S): 11/16 (8/8) LL A(S): 14/24 (12/12) RL A(S): 24/24 (12/12) Heat: 7/30 Overheat Penalty: Movement reduced to 4/6/5! Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: Mild concussion (3+)! Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 22, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior Name: Ed Mechwarrior Status: Mild concussion (3+)! Notes: ‘Mech destroyed, counts as Rough Terrain! F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior Name: Simmons Mechwarrior Status: Killed! Notes: ‘Mech Destroyed, counts as Rough Terrain! F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior Name: Fitzgerald Mechwarrior Status: Ok! Notes: ‘Mech Destroyed, counts as Rough Terrain! F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: V1 Unknown VTOL 1 Weight: 21 tons (VTOL) Crew: Pilot 4, Gunnery 4 Crew Names: Pilot Mortimer, Gunner Bartlebee VTOL Status: Rotor hit, movement reduced to 8/12! Stabilizer hit, movement penalty doubled for Front-mounted weapons! Armament: Unknown Notes: V1 Unknown VTOL 2 Weight: 21 tons (VTOL) Crew Names: Pilot Skye, Gunner Benjamin VTOL Status: Crashed! Notes: Vehicle Destroyed, counts as Rough Terrain! PoptartsNinja fucked around with this message at 04:43 on Aug 14, 2011 |
# ? Aug 14, 2011 04:09 |
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Clanners are offering to quit the area, if you take it you win. I recommend you take it, you are after the hpg and the hpg only. You only need to defeat them, if they surrender the field then you will have defeated them, etc. TAKE THE OFFER.
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# ? Aug 14, 2011 04:13 |
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Accept the safcon. For the love of Blake accept it. Also this is why I thought you guys being all doom and gloom last turn was silly. The clanners just didn't have nearly the firepower of the players. The Bane is a great long ranged crit-seeker, but it has no punch.
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# ? Aug 14, 2011 04:13 |
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So, Comguard. You willing to accept a win and the respect of Clanners on behalf of the entire Comstar organization for adhering to their rules and showing graciousness in victory? Or are you going to get good men killed taking an objective that's being freely offered to you? edit: echoing Knox LET THE PEACE OF BLAKE SETTLE OVER THE BATTLEFIELD KNOWING YOU HAVE WON.
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# ? Aug 14, 2011 04:13 |
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Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?)
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# ? Aug 14, 2011 04:15 |
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Surely we're more civilized than these warlike barbarians. I accept his surrender (and I also don't want to get crushed ). Edit: Oh, he's not surrendering, just asking to leave. Usual Barb fucked around with this message at 04:18 on Aug 14, 2011 |
# ? Aug 14, 2011 04:16 |
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PoptartsNinja posted:Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?) The ComGuard becomes obsessed with the cUAC/2, fielding them over every other weapon in their arsenal. The Steel Vipers are ilClan within three years.
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# ? Aug 14, 2011 04:17 |
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PoptartsNinja posted:Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?) They do, How else can they fight him later. Also doing this will at least show the clanners that Comstar has some honor. and you will still get the other 3 mechs. one of which is intact save for a headcapping.
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# ? Aug 14, 2011 04:17 |
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KnoxZone posted:The ComGuard becomes obsessed with the UAC/2, fielding them over every other weapon in their arsenal. The Steel Vipers are ilClan within three years. Do not dare tempt me to reverse my call for granting them... Wait, safcon? Should Star Colonel Seidman not be asking for... hegira?
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# ? Aug 14, 2011 04:18 |
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Mukaikubo posted:Do not dare tempt me to reverse my call for granting them... Good point... PTN is this just a mistake? (I would like to chalk up a player win and another political vote)
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# ? Aug 14, 2011 04:20 |
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Mukaikubo posted:Wait, safcon? Should Star Colonel Seidman not be asking for... hegira? I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas. Alternatively, I typo'd because I haven't done much Comlang since the Steel Vipers.
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# ? Aug 14, 2011 04:22 |
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The thing that's bugging me about this offer is he's already declared that we're to be treated as tanks. Why should we trust that he'll honor his word when he's already decided that we're not worthy of honor?
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# ? Aug 14, 2011 04:24 |
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Poptarts do you want turns, or votes as to whether to end this here or what? Because I'm pretty much in favor of them buggering out so we can take the HPG without losing another two mechs in the process. Presuming that would in fact accomplish our mission, but I don't actually know everything about the mission our pilots know!
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# ? Aug 14, 2011 04:24 |
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I still accept his request for purely selfish reasons. Gunter's too cool to die.
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# ? Aug 14, 2011 04:24 |
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PoptartsNinja posted:I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas. Take the offer Crabguard. You can bask in the glory of success and captured clantech. (the headcapped mech is 100% salvagable, heads are easy to replace)
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# ? Aug 14, 2011 04:25 |
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UberJew posted:Poptarts do you want turns, or votes as to whether to end this here or what? It's up to the (surviving) ComGuards. If any one of them launches an attack--the fight continues. Even if you're just DFAing the Donar.
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# ? Aug 14, 2011 04:28 |
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PoptartsNinja posted:I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas. Comguard has to be planning to do something with the HPG station, otherwise an artillery strike would remove it from the equation. The decision for the players here is is the opportunity to achieve a purely secondary objective (destruction of the clan forces) worth any sort of risk to the primary objective. Given that the risk is not insubstantial, I'd take it.
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# ? Aug 14, 2011 04:30 |
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Mukaikubo posted:So, Comguard. You willing to accept a win and the respect of Clanners on behalf of the entire Comstar organization for adhering to their rules and showing graciousness in victory? Or are you going to get good men killed taking an objective that's being freely offered to you? PoptartsNinja posted:Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?) My opinion is grant the surviving Hell's Horses units safcon (hegira?). Sure, killing the Star Colonel and other HH units and possibly salvaging the Kraken would be great, but the Comguards' primary mission is to recapture the HPG Facility. That facility is now being offered to them on a silver platter. Also, if they grant hegira they might gain the respect of the Star Colonel (remember the first scenario! Actions like that can have pleasant consequences). This may be premature, depending on the players' decisions, but should we start nominating MVPs? landcollector fucked around with this message at 04:33 on Aug 14, 2011 |
# ? Aug 14, 2011 04:30 |
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Grant him safe retreat for his warriors but not for their mechs. They can all climb in to the one helo and retreat. They can keep their honor and their lives, but the hardware is ours.
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# ? Aug 14, 2011 04:31 |
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If you guys don't accept this, I will probably cry.
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# ? Aug 14, 2011 04:32 |
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PoptartsNinja posted:It's up to the (surviving) ComGuards. If any one of them launches an attack--the fight continues. Even if you're just DFAing the Donar. so if one guy is an rear end in a top hat.... DON'T ATTACK THE CLANNERS.
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# ? Aug 14, 2011 04:32 |
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Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back. (Seriously, demanding their mechs as blood price might be the best of both world option.) Edit: Oh god I'm agreeing with Zaodai... I am the Manchurian Candidate. Space Chinese... Space Chinese... the JJ fucked around with this message at 04:41 on Aug 14, 2011 |
# ? Aug 14, 2011 04:34 |
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the JJ posted:Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back. Demand the mechs fallen on the field, and any pilots of them that survived, let the others leave.
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# ? Aug 14, 2011 04:35 |
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That he's only asking to leave rather than surrendering should fill the CrabGuard with concern... but I suspect that in the long run, having ComStar 'prove' themselves worthy of honor (and thus, hopefully, they can go into future battles without being declared dezgra the moment they show up) will be of greater strategic value. Clan Honor Rules are their big Achilles' Heel, and if you can prompt them into keeping that heel vulnerable for longer, that's a bigger win, not just for ComGuard but for the Sphereoids as a whole.
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# ? Aug 14, 2011 04:35 |
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the JJ posted:Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back. Or, you could save everyone a turn of waiting, and just tell them to go to hell and continue the fight. Demanding their mechs is not a real option, I do not think. edit: Krab is talking sense for once.
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# ? Aug 14, 2011 04:35 |
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I think the ComGuard will have already proven themselves dezgra once word about the space battle gets out.
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# ? Aug 14, 2011 04:37 |
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I would just like to ask one thing? Are we sure they won't gently caress with us in some manner on the way out? I'm just remembering the Nova that DFA'ed a tank while 'withdrawing' and some Donegals that were not returned. Can anybody say that the HPG won't somehow get torched by a remote detonation or something if the 0/1 is alive? I don't think it likely, even suspecting that Poptarts just feels that this battle has run its course, but I'm just want to put forth the idea that there might be a gotcha in this easy ending. Be careful how you tread, players.
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# ? Aug 14, 2011 04:39 |
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KnoxZone posted:I think the ComGuard will have already proven themselves dezgra once word about the space battle gets out. The space battle was clearly a second line unit fighting another second line unit. The crew of the dropship were scum given a second chance to regain honor as were the mechwarriors.
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# ? Aug 14, 2011 04:39 |
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Take the offer. The objective is the important thing - that HPG. You're very likely to lose another mech next turn, and that's the initiative swinging back the other way again. You're not likely to survive that happening again.
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# ? Aug 14, 2011 04:41 |
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Urcinius posted:I would just like to ask one thing? Are we sure they won't gently caress with us in some manner on the way out? I'm just remembering the Nova that DFA'ed a tank while 'withdrawing' and some Donegals that were not returned. Can anybody say that the HPG won't somehow get torched by a remote detonation or something if the 0/1 is alive? You raise a valid point, but consider this: who says that, if the fighting continues, he won't simply trigger said remote detonator before he dies?
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# ? Aug 14, 2011 04:43 |
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You guys are all seriously touting the benefits of not shooting up giant robots with lasers.
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# ? Aug 14, 2011 04:43 |
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ZeeToo posted:You guys are all seriously touting the benefits of not shooting up giant robots with lasers. There will be more giant robots later, there are always more.
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# ? Aug 14, 2011 04:44 |
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# ? Apr 28, 2024 06:18 |
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If you take the offer, I foresee Star Colonel Grier Seidman becoming an important character. ...I have no problem with this. Anyway, decide as a group. Make sure you're all committed to doing the same thing guys. We might require people to talk this over to avoid having 4 mechs cease fire and the 5th mech kick and flail at the Bane. EDIT: Ah, looks like Poptarts just changed it back to Hegira. In the interests of ending the scenario and getting onto another Political Vote, I would be interested in taking this chance to end the scenario. Chicken Slayer fucked around with this message at 04:48 on Aug 14, 2011 |
# ? Aug 14, 2011 04:46 |