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PoptartsNinja posted:It's all fun and games until the ghost counters with a mech-scale Pulse Projectile Vomit. You forgot the Ghost Targeting Computers. At least they can't make an aimed shot! edit: or maybe you mean THIS GHOST
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# ? Oct 21, 2011 20:52 |
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# ? Apr 28, 2024 05:00 |
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PoptartsNinja posted:It's all fun and games until the ghost counters with a mech-scale Pulse Projectile Vomit. That's okay, though. Clan exorcisms take place inside the cockpit, so the armor can take it.
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# ? Oct 21, 2011 21:18 |
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Delaying Action: Tactical Update 8 Combat Phase C* Grand Dragon - Fires Gauss Rifle at E Thunderchild (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 6, miss! - Fires Medium Laser at E Thunderchild (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 6, miss! - Fires Medium Laser at E Thunderchild (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Head (2/9 armor remains)! Pilot hit! - Gains 8 heat, sinks 10! C2 Thunderbolt - Fires LRM-15 at B Unknown Heavy A 1 (4 base + 0 range + 3 movement + 0 enemy movement + 2 heavy woods + 2 heavy woods + 1 minimum range = 12): rolled 12, 15 missiles hit Left Torso (0/24 armor, 13/16 structure remains (Critical Chance)), Left Leg (27/32 armor remains), Center Torso (26/35 armor remains)! - Gains 9 heat, sinks 15! C3 Marauder - Torso twists to threaten hex 0921 - Fires PPC at A Clan Assault (no line of sight to target)! Automatic miss! - Gains 20 heat, sinks 20! C4 Hunchback - Torso twists to threaten hex 1221 (not in the orders, but I it’s required to fulfill them. Please be more specific.) - Fires Autocannon/20 at D Niddhog (4 base + 0 range + 1 movement + 2 enemy movement + 1 light woods + 1 light woods + 1 light woods = 10): rolled 12, hit Center Torso (0/20 structure remains)! Target Destroyed! - Fires Medium Laser at D Niddhog (4 base + 0 range + 1 movement + 2 enemy movement + 1 light woods + 1 light woods + 1 light woods = 10): rolled 2, miss! - Fires Medium Laser at D Niddhog (4 base + 0 range + 1 movement + 2 enemy movement + 1 light woods + 1 light woods + 1 light woods = 10): rolled 7, miss! - Gains 14 heat, sinks 13! M River Monitor - Crew stunned! T2 Manticore Heavy Tank - Fires PPC at A Clan Assault (no line of sight to target): automatic miss! - Fires Medium Laser at A Clan Assault (no line of sight to target): automatic miss! - Fires LRM-10 at A Clan Assault (no line of sight to target): automatic miss! - Fires SRM-6 at A Clan Assault (no line of sight to target): automatic miss! A Clan Assault - Fires LB 20-X (solid slug) at M River Monitor (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 6, hit Rear (0/22 armor, 0/8 structure remains)! Vehicle destroyed! - Fires ER PPC at C2 Thunderbolt (2 base + 0 range + 2 movement + 2 enemy movement + 1 secondary target + 2 heavy woods + 1 light woods = 10): rolled 7, miss! - Fires ER PPC at C2 Thunderbolt (2 base + 0 range + 2 movement + 2 enemy movement + 1 secondary target + 2 heavy woods + 1 light woods = 10): rolled 7, miss! B Unknown Heavy A 1 - Torso Twists to threaten hex 1518 - Fires ER Large Laser at C2 Thunderbolt (3 base + 0 range + 1 movement + 2 enemy movement + 2 heavy woods + 1 light woods = 9): rolled 6, miss! - Fires ER Large Laser at C2 Thunderbolt (3 base + 0 range + 1 movement + 2 enemy movement + 2 heavy woods + 1 light woods = 9): rolled 7, miss! - Fires LRM-15 w/ Artemis IV at C2 Thunderbolt (3 base + 0 range + 1 movement + 2 enemy movement + 2 heavy woods + 1 light woods = 9): rolled 7, miss! - Fires LB-5X AC (cluster) at C2 Thunderbolt (3 base + 0 range + 1 movement + 2 enemy movement + 2 heavy woods + 1 light woods = 9): rolled 8, miss! C Unknown Heavy A 2 - Holds fire (no line of sight to target) D Unknown Heavy B - Fires ER Large Laser at C4 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 light woods + 1 partial cover = 9): rolled 8, miss! - Fires ER Medium Laser at C4 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 light woods + 1 partial cover = 9): rolled 12, hit Right Arm (11/16 armor remains)! - Fires LRM-15 at C4 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 light woods + 1 partial cover = 9): rolled 5, miss! - Fires Streak SRM-6 at C4 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 light woods + 1 partial cover = 9): rolled 3, Streak SRM-6 fails to achieve lock and does not fire! - Fires LB-10X AC (cluster) at C4 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods + 1 light woods + 1 partial cover = 9): rolled 7, miss! E Thunderchild - Fires ER Large Laser at C* Grand Dragon (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 8, hit Right Torso (4/16 armor remains)! - Fires Streak SRM-6 at C* Grand Dragon (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 7, Streak SRM-6 fails to achieve lock and does not fire! - Fires Streak SRM-6 at C* Grand Dragon (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 9, 6 missiles hit Left Torso (8/16 armor remains), Right Arm (10/14 armor remains), Center Torso (13/27 armor remains), Right Arm (8/14 armor remains), Right Arm (6/14 armor remains (Through-Armor Critical Chance)), Head (7/9 armor remains (Pilot hit!)! - Fires Streak SRM-6 at C* Grand Dragon (3 base + 2 range + 3 movement + 0 enemy movement = 8): rolled 6, Streak SRM-6 fails to achieve lock and does not fire! LT Long Tom - No targets in range End Phase: B Clan Heavy A 1 - Critical chance in left torso! 3 critical hits sustained! - - LRM-15 Ammo hit! B Clan Heavy A 1 suffers 90 damage to Left Torso! Left torso destroyed! Excess damage vented by CASE! - - Left arm blown off! - - Engine damaged by torso destruction! - - Engine damaged by torso destruction! - - Pilot suffers feedback damage! - Must pass a 7+ consciousness test, rolled: 6! Fails! - Must make a piloting test or fall (4 base + 0 movement + 1 massive damage = 5): automatic failure, mechwarrior unconscious! - Suffers falling damage to Right Arm (19/24 armor remains), Right Arm (17/24 armor remains) - Must make a piloting test to avoid pilot damage (4 base + 0 movement + 1 massive damage + 1 trying to avoid pilot damage = 6): automatic failure, mechwarrior unconscious! E Thunderchild - Must pass a 5+ consciousness test, rolled: 8! Succeeds! C* Grand Dragon - Through-armor critical chance in Right Arm! 1 critical hit sustained! - - Shoulder Actuator Destroyed! - Must pass a piloting test or fall (3 base + 0 movement + 1 massive damage + 1 unbalanced = 5): rolled 11, succeeds! - Must pass a 3+ consciousness test, rolled: 7! Succeeds! Physical Combat Phase: E Thunderchild - Kicks C* Grand Dragon (4 base + 3 movement + 0 enemy movement + 1 clanner - 2 kick = 6): rolled 12, hit Head (0/9 armor, 0/3 structure remains)! Target Destroyed! End Phase: “We’re under fire,” Satomi’s voice filled the radio-waves. After a bout of heavy coughing, she continued, “The big one has—” Her signal died with a sudden finality as the ‘boom’ of a heavy autocannon reverberated through the valley. A hit from the Thunderchild’s laser seared armor from Ivar the Boneless’s right breast. Agaki grimaced. There would be time for the honored dead later, this was a fight for the living. “Ha!” An exultant cry filled Agaki’s ears a half-second before an SRM burst against his cockpit glass. The Thunderchild sailed through the air towards his position, if the pilot had waited for firm footing, perhaps she’d have been able to fire more than just the six. “I have you, you clan motherfucker!” Chu-i Grist cried as his Hunchback’s own heavy autocannon laid low the more-manlike Clan heavy. “Hey, Colonel? Better tag this rear end in a top hat a Niddhog, because once we’ve kicked the Clans off Satalice I’m using this bastard as a loving planter!” Neither Agaki nor his Grand Dragon heard news of Luthor Grist’s success. Cockpit crushed in a tangled mess of steel and glass, the headless Grand Dragon crumpled against the rock face it’d been hiding behind, and nearly fell to block the base of the pass below. Mission Objectives Destroy one Clan ‘Mech and All 13th Rasalhague ‘Mechs survive until Turn 12 (1/1, 3/4) (Failed!) OR Destroy three Clan ‘Mechs by Turn 20 (1/3) OR Destroy 1 Clan ‘Mech and at least one 13th Rasalhague ‘Mech escapes via the bottom map edge on or after turn 25 (1/1, 0/1) Secondary Objectives The Mobile Long-Tom Heavy Artillery escapes via the bottom map edge (0/1) Enemy Forces / Next Turn’s Movement: A Clan Assault holds position, may not declare an ‘Ace’ this turn. B Clan Heavy A 1 holds position C Clan Heavy A 2 jumps 5 to hex 0924 D Thunderchild jumps 6 to hex 1135 (Raverrn now has control of the Manticore) DRG-1Gs Grand Dragon "Ivar the Boneless" Weight: 60 tons (Heavy) HD A(S): 0/9 (0/3) LT A(S): 8/16 (14/14) LT R A(S): 8/8 CT A(S): 13/27 (20/20) CT R A(S): 12/12 RT A(S): 4/16 (14/14) RT R A(S): 8/8 LA A(S): 6/14 (10/10) RA A(S): 6/14 (10/10) LL A(S): 16/18 (14/14) RL A(S): 14/18 (14/14) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Tai-sa Agaki Gunnbjorn Mechwarrior Player: Raverrn Mechwarrior Status: Crushed Armament: Gauss Rifle – RA (Heat: 1, Ammo: 13, Range: (L:22 M:15 S:7 Min:2), Status: OK!) Medium Laser – RT (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!) Critical Damage: None! Notes: +1 penalty to piloting skill rolls, 1 hand Manticore Heavy Tank Weight: 60 tons (Heavy) Front A(S): 42/42 (6/6) Left A(S): 33/33 (6/6) Right A(S): 33/33 (6/6) Turret A(S): 26/26 (6/6) Rear A(S): 42/42 (6/6) Movement: 4/6 Crew: Driving 4, Gunnery 3 Player: Driver name: Talon Sergeant Gene Rakoszky Motive System Damage: None! Critical Damage: None! Armament: PPC – Turret (Range: (L:18 M:12 S:6 Min:3), Status: OK!) LRM-10 – Turret (Ammo: 9, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM-6 – Turret (Ammo: 12, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – Front (Range: (L:9 M:6 S:3), Status: OK!) Notes: TDR-5K Thunderbolt Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (15/15) LT R A(S): 8/8 CT A(S): 32/32 (21/21) CT R A(S): 9/9 RT A(S): 22/22 (15/15) RT R A(S): 8/8 LA A(S): 20/20 (10/10) RA A(S): 0/20 (0/10) LL A(S): 29/29 (15/15) RL A(S): 29/29 (15/15) Heat: 3/30 Overheat Penalty: Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-i Thorvaldsen Masaki Mechwarrior Player: Paragon1 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: Blown off!) Medium Laser – LT (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!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) LRM-15 – RT (Heat: 5, Ammo: 14, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: 1 hand, Right Arm Blown Off! Partisan Heavy Tank Weight: 80 tons (Heavy) Crew: Driving 5, Gunnery 4 Driver name: Lance Corporal Wulf Ingmar Crew Status: Buried at sea Player: Paragon1 Notes: Their luck has gone under MAD-3K Marauder Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 8/17 (16/16) LT R A(S): 8/8 CT A(S): 31/35 (23/23) CT R A(S): 10/10 RT A(S): 15/17 (16/16) RT R A(S): 8/8 LA A(S): 20/22 (12/12) RA A(S): 1/22 (12/12) LL A(S): 4/18 (16/16) RL A(S): 6/18 (16/16) Heat: 1/30 Overheat Penalty: Heat Sinks: 20 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-i Eriksson Imperial Mechwarrior Player: Rumda Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) PPC – LA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), 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!) Critical Damage: None! Notes: no hands River Monitor Luthien Maru Weight: 75 tons (Class) Front A(S): 8/22 (8/8) Left A(S): 12/22 (8/8) Right A(S): 22/22 (8/8) Turret A(S): 11/40 (8/8) Rear A(S): 0/22 (0/8) Movement: 3/5 Crew: Driving 5, Gunnery 4 Player: Rumda Captain name: Chu-I Hohiro Satomi Crew status: Killed in action! Motive System Damage: None! Critical Damage: None! Armament: Autocannon/20 – Turret (Ammo: 12, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/20 – Turret (Ammo: -, Range: (L:9 M:6 S:3), Status: Destroyed!) SRM-2 – Right (Ammo: 48, Range: (L:9 M:6 S:3), Status: OK!) SRM-2 – Left (Ammo: -, Range: (L:9 M:6 S:3), Status: Stabilizer hit!) SRM-2 – Rear (Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Notes: Visiting Atlantis HBK-4G Hunchback Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (12/12) LT R A(S): 4/4 CT A(S): 26/26 (16/16) CT R A(S): 5/5 RT A(S): 20/20 (12/12) RT R A(S): 4/4 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 20/20 (12/12) RL A(S): 20/20 (12/12) Heat: 4/30 Overheat Penalty: None Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-i Luther Grist Mechwarrior Player: Tarquinn Mechwarrior Status: OK! Armament: Autocannon/20 – RT (Heat: 7, Ammo: 8, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), 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!) Critical Damage: None! Notes: 2 hands LT-MOB-25 Mobile Long Tom Artillery Weight: 55 tons (Support Vehicle) Front A(S): 16/16 (6/6) Left A(S): 16/16 (6/6) Right A(S): 16/16 (6/6) Rear A(S): 16/16 (6/6) Movement: 2/3 Driver: Pilot 5, Gunnery 4 Support Vehicle Status: Armament: Long Tom Artillery – Front (Ammo: -, Range: (L:- M:- S:-), Status: OK!) Machine Gun – RS (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Notes: Enemy Status Clan Assault Weight: 90 tons (Assault) Overheat Penalty: None Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 2 Mechwarrior Name: Star Colonel Joshua Mechwarrior Status: OK! Armament:Unknown Critical Damage: None! Notes: Clan Heavy A 1 Weight: 75 tons (Heavy) Overheat Penalty: None Movement: 5/8/? Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Tara Mechwarrior Status: Neural Feedback, whiplash (9+)! Armament: LRM-15, 2x Large Laser, 2x Medium Laser Critical Damage: Left Arm Blown Off, Left Torso Destroyed Notes: Clan Heavy A 2 Weight: 75 tons (Heavy) Overheat Penalty: None Movement: 5/8/5 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Cameron Mechwarrior Status: 3rd Degree Burns (3+)! Armament: 2x PPC, Large Laser Critical Damage: None! Notes: Niddhog Mechwarrior Name: Mechwarrior Boers Mechwarrior Status: Neural-Feedback (3+)! Critical Damage: Center Torso Destroyed! Notes: Destroyed Thunderchild Weight: 50 tons (Medium) Overheat Penalty: None Movement: 6/9/6 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Capella Mechwarrior Status: OK! Armament:Large Laser, 3x SRM-6 Critical Damage: Lacerations, 2nd degree burns (5+)! Notes: PoptartsNinja fucked around with this message at 20:53 on Oct 22, 2011 |
# ? Oct 21, 2011 21:38 |
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I was thinking a clanner wasn't going to get physical, and totally forgot about the special rules. That blows. raverrn fucked around with this message at 21:54 on Oct 21, 2011 |
# ? Oct 21, 2011 21:45 |
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Son of a bitch! Kick to the face wrecking Ivar the Boneless? That was really unlucky there... And now the Thunderchild had a straight shot to go take out the Long Tom as well. Ouch. You guys also lost the River Monitor, but that was a forgone conclusion anyway, with the crew stunned and Joshua in a great position to take a potshot at it. Taking out the Nidhogg and knocking Clan Heavy A unconscious, wrecking it's left arm and engine in the process by shooting out it's LRM ammo might make up for some of it, but the loss of that Gauss Rifle really has to hurt... GhostStalker fucked around with this message at 22:29 on Oct 21, 2011 |
# ? Oct 21, 2011 21:53 |
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For gods sake start double-checking your LOS. EDIT: Not to be all negative, you actually seemed to come out ahead that turn. Nidhogg down (off a tough shot) and B in serious trouble (off a miracle shot). Good luck and bad luck are both flowing freely! Mary Annette fucked around with this message at 22:13 on Oct 21, 2011 |
# ? Oct 21, 2011 21:55 |
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Mary Annette posted:For gods sake start double-checking your LOS. Or at least give me a secondary target, just in case (to be fair, the Manticore didn't have a shot at anything this last turn) To be equally fair to the Marauder, there's a chance that Joshua would've singled it out (but extremely unlikely since he has no line of sight unless both he and the Marauder had chosen to shoot at each other). PoptartsNinja fucked around with this message at 22:05 on Oct 21, 2011 |
# ? Oct 21, 2011 21:56 |
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The Manticore appears to be at medium range with the LRM and PPC to the Thunderchild, and the Marauder is at long range with it's PPC. Why the gently caress did they shoot at something they couldn't see instead of the rape-machine closing in on their escort objective? [EDIT]Nevermind, brainfail. Arquinsiel fucked around with this message at 22:09 on Oct 21, 2011 |
# ? Oct 21, 2011 22:03 |
For all that losing most of our biggest guns hurts, we're still in this one. Converge on the unconscious Heavy and finish it. Then head for the hills and try to get a head-shot on that Thunderchild. Two more kills and we win!
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# ? Oct 21, 2011 22:05 |
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That was some round. The Grand Dragon and the River Monitor are gone, but Joshua's star lost the Nidhogg. My congrats to the Hunchback for that. Also, the head armor of the Thunderchild is very thin (a simple Medium Laser to the Head will kill the mech) and one of the Wolf Spiders lost some of its weapons in that ammo explosion: an LB 5-X AC and an LRM-15 rack I think.
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# ? Oct 21, 2011 22:13 |
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C just jumped into a terrible spot. There's a good chance you can kill two mechs in this round. I'd go for it but it's your call. A rarely seen rule: you get -2 to hit if your target is prone and you fire from adjacent hex. Combined with immobility, this gives a -6 to hit if you manage to get next to B. This just got very exciting. Wipe 'em out! fake edit: I'm so tempted to give an exact idea what to do, but that would be ungentlemanly. Argh!
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# ? Oct 21, 2011 22:13 |
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PoptartsNinja posted:<Clans getting owned> PoptartsNinja posted:Physical Combat Phase: Up until I saw that, I was getting ready to suggest goonlance push the advantage. Now? gently caress it. Death or I say you charge. And take that bitch down! For Tai-Sa Agaki! [e]By the by, if it hadn't already been designated a Thunderchild, I'd totally be naming that 'mech the Dragonslayer now.
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# ? Oct 21, 2011 22:28 |
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Nova prevails over yet another barbarian.
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# ? Oct 21, 2011 22:33 |
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Wow, I just noticed how unlikely those shots that took out the Nidhogg and crippled Clan Heavy A were... Guess there was good luck and bad being handed out to our Goon Space Viking Samurai this turn... Also PTN, I think you forgot to update the crit damage that Clan Heavy A took this turn. 2 engine hits, a wrecked left arm and torso, plus whatever weapons were housed in those locations... That mech should be in for a beating next turn.
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# ? Oct 21, 2011 22:37 |
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drat. Can I do anything besides try to stand this turn?
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# ? Oct 21, 2011 22:38 |
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GhostStalker posted:Wow, I just noticed how unlikely those shots that took out the Nidhogg and crippled Clan Heavy A were... Guess there was good luck and bad being handed out to our Goon Space Viking Samurai this turn... Bleh, it's logged on my master readout. I just forgot to transfer it.
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# ? Oct 21, 2011 22:39 |
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paragon1 posted:drat. Can I do anything besides try to stand this turn? Standing only takes 2 mp, so you will be able to move assuming you succeed. You won't be able to jump, though.
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# ? Oct 21, 2011 22:39 |
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Hob_Gadling posted:A rarely seen rule: you get -2 to hit if your target is prone and you fire from adjacent hex. Combined with immobility, this gives a -6 to hit if you manage to get next to B. I don't think anyone can get next to B. Would be lovely, though. Also, between the Justice Foot and Ivar's fate, let no further goon end up a level below an adjacent enemy.
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# ? Oct 21, 2011 22:43 |
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If Goonlance can kill B before it wakes up and get a second lucky headshot on the Thunderchild they can still win. That's...basically the only chance they have, though. And I'm not sure they have enough firepower to actually kill B before it wakes up next turn, even if everything they can possibly shoot at it hits, unless they get great hit locations. atelier morgan fucked around with this message at 23:01 on Oct 21, 2011 |
# ? Oct 21, 2011 22:58 |
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UberJew posted:If Goonlance can kill B before it wakes up and get a second lucky headshot on the Thunderchild they can still win. The position can be saved, really, but yeah it's getting less and less as time goes on.
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# ? Oct 21, 2011 23:02 |
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Option C, one mech making it to the bottom of the map on turn 25 is still open, but at this point Option B is probably the best choice. How unreasonable would it be for the Marauder to turn around and walk back to B and shoot it?
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# ? Oct 21, 2011 23:06 |
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Ok C2 get up and run the gently caress away and long range fire at A Maruader reverse course and attempt to finish off B Tank get out of the woods and engage C Hunchback engage C.
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# ? Oct 21, 2011 23:07 |
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UberJew posted:If Goonlance can kill B before it wakes up and get a second lucky headshot on the Thunderchild they can still win. B has a 9+ consciousness roll. Odds are it won't wake up next turn, but you know what they say about odds...
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# ? Oct 21, 2011 23:13 |
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Mary Annette posted:B has a 9+ consciousness roll. Odds are it won't wake up next turn, but you know what they say about odds... Shouldn't the roll be 10+, if the pilot has taken 4 hits?
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# ? Oct 21, 2011 23:23 |
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Krumbsthumbs posted:How unreasonable would it be for the Marauder to turn around and walk back to B and shoot it? Marauder can get to 0820, but that entails total maluses of 7 plus gunnery, balanced by immobility, which is in turn countered by minimum range penalties. If only this Marauder jumped 4 and had a bunch of medium lasers....
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# ? Oct 21, 2011 23:30 |
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Mary Annette posted:B has a 9+ consciousness roll. Odds are it won't wake up next turn, but you know what they say about odds... Goonlance needs to plan around it waking up because if they assume it won't and it does they do not have a victory plan at all. They need the 'free' kill.
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# ? Oct 21, 2011 23:41 |
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I forget, if the pilot is KO'd can you make called shots on his HD? If so, figure out who's got the right firepower, and put him down. Other than that, I say you press for the third kill. The Thunderchild is looking weak, and chasing him would also put you in position to hit the other mission goal. Also, with the 'don't lose a mech' condition off the table figure out who's disposable and who isn't. With one enemy down and another as good as dead, you can afford some kamikazi banzai berserker rage. Looking at you Hunchie. Clan Heavy A 2 is cursed as well. Also also, I doubt our Important Named NPC is going to be fiddling around with Aces at all anymore. Stay out of his way. Also also also check your lines of sight. Ask PTN 'if I do x and try to fire at y, will that work?'
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# ? Oct 21, 2011 23:41 |
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the JJ posted:I forget, if the pilot is KO'd can you make called shots on his HD? If so, figure out who's got the right firepower, and put him down. You can, but it's still not easy to hit so it's usually better to try to blow a leg off or something. Or just blast away normally and take the easy shots.
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# ? Oct 22, 2011 00:15 |
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Sair posted:You can, but it's still not easy to hit so it's usually better to try to blow a leg off or something. Or just blast away normally and take the easy shots. Get behind him and make a called shot to the CT. Hell, if you're firing an AC/20, it's more or less the same thing!
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# ? Oct 22, 2011 00:39 |
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Yeah, absolutely get to and kill that unconscious mech. If you can finish it off, you still have a fighting chance. Called shots to the head from point-blank aren't a bad idea (esp. with small lasers, machine guns, and the like), but you basically offset the unconscious bonus by doing so, and you only have a 50% chance to hit the targeted location if you do hit the mech. So probably just called shots to CT, plus some SRMs or LRMs to hope for a headshot. If you can manage that, try to single out and kill the Thunderchild. It'll be tough seeing as how it has jets and will be skirmishing, but a lucky headshot or two will get the job done. Alternatively, lucky AC/20 shots anywhere get the job done. Skirmishing with the Thunderchild and the not-marauder heavy should be feasible if you're cautious and stay away from the LB-X/20 that will murder the hell out of you. That assault will open holes with solid shot and PPC rounds, then exploit them with shotgun pellets, and generally make mincemeat out of people who get too close. ::EDIT:: PTN, would you mind sharing the Assault's loadout with us after the match? I'm curious how you arranged things. Arcturas fucked around with this message at 01:18 on Oct 22, 2011 |
# ? Oct 22, 2011 01:13 |
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Stay in the woods if possible, joshua is slow as molasses, you should be able to kill the knocked out heavy before he can reach you, also ignore the thunderchild there is a delicious looking mech right in front of the hunchback that wants to go head to head with an ac/20, oblige him. and try to get to his rear armor with the tank.
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# ? Oct 22, 2011 01:35 |
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AtomikKrab posted:Stay in the woods if possible, joshua is slow as molasses, you should be able to kill the knocked out heavy before he can reach you, also ignore the thunderchild there is a delicious looking mech right in front of the hunchback that wants to go head to head with an ac/20, oblige him. and try to get to his rear armor with the tank. I guess that's a fair point. The Thunderchild is a long ways away and will be difficult to pin down. (though the other clan heavy probably also has jets, no?) What do we know about the armor on the relatively intact clan heavy? It's taken at least some head damage, hasn't it?
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# ? Oct 22, 2011 01:42 |
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Arcturas posted:I guess that's a fair point. The Thunderchild is a long ways away and will be difficult to pin down. (though the other clan heavy probably also has jets, no?) C took a PPC to the head, and two good shots to the rear side torsos. The only unit can can get to C's rear arc this turn, though, is the Manticore. Joshua may not be able to catch you, but from that hill, he can probably see you, even in the forest.
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# ? Oct 22, 2011 02:14 |
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Mary Annette posted:C took a PPC to the head, and two good shots to the rear side torsos. The only unit can can get to C's rear arc this turn, though, is the Manticore. Judging by how the manticore couldn't shoot him I would say no. Clan C mounts 2 erppcs and a CLPL, close range is actually your best bet because it is deadly at long regardless, and do not underestimate the manticore, rear armor is rear armor and if the manticore penetrates the clanners rear armor it can cause a game over just as easily. Thunderbolt player, get up and run into those heavy woods across from you and punch the lrms at joshua to keep him from calling ace. Maruader go kill B, suicide if you need it be he is not getting up this firing phase, and you want to make sure he isn't getting up next. Heck, getting Clan C to fall will likely kill it since falls have a high chance of head hits. Note: if we get a chance i'd like to vote for our valient leader miraculously surviving his headcapping disaster. :cryingdragon: AtomikKrab fucked around with this message at 02:24 on Oct 22, 2011 |
# ? Oct 22, 2011 02:18 |
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Manticore + Hunchback to attack C sounds like a good idea: If I've got the distance right, the Hunchback should also be able to engage it in close combat. I think a fist to the face is in order here. I think we can win this though. The game is in the balance but our lucky dice rolling has given us the chance to waste 2 more of these Clan mechs and win the scenario. With any luck, the Thunderchild might not even have time to destroy the Long Tom if we get lucky this round.
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# ? Oct 22, 2011 02:33 |
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Oh snap. Looks like the Justice Foot is on the other leg! And though they are the Clan aggressors, it's fair to call it a Just foot since this teaches Star Colonel Joshua posted:"Mechwarrior Capella is the best headhunter in Clan Widowmaker, Colonel. If she has found you, your end is assured." " "
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# ? Oct 22, 2011 06:29 |
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Yeah, if Clan C took a PPC to the head it's at least as vulnerable as the Thunderchild, and way less effective at point blank. Minimum range penalties rock.
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# ? Oct 22, 2011 06:33 |
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I love the really brutal rounds. Charred metal and smoking ruins is how battletech should be.
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# ? Oct 22, 2011 07:42 |
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Good going clanners, you gave as good as you took. Wait, am I just congratulating PTN through all this? Well, he deserves it I guess, so it doesn't really matter. Go team Non-Freebirth!
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# ? Oct 22, 2011 08:12 |
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# ? Apr 28, 2024 05:00 |
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T.G. Xarbala posted:Oh snap. Looks like the Justice Foot is on the other leg! No, that's the Foot of Evil. Looks similar, though.
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# ? Oct 22, 2011 08:22 |