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TSM doubles how much damage physical attacks do, unlike MASC. So we're talking 40-point hatchet hits and +1 MP as long as you stay above 9 heat. You also ignore that first -1 MP from heat at 5. While the effect seems similar at first, they really serve very different roles.
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# ? Oct 27, 2011 04:46 |
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# ? Apr 28, 2024 16:48 |
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Defiance Industries posted:TSM doubles how much damage physical attacks do, unlike MASC. So we're talking 40-point hatchet hits and +1 MP as long as you stay above 9 heat. You also ignore that first -1 MP from heat at 5. Above 8 you want to be at 9 exactly. but if you can keep it to the sweet spot you are a melee terror. a 100 ton mech moving at 5/8 and punching for YOU DEAD is scary poo poo. (30 damage a punch 2 punches)
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# ? Oct 27, 2011 05:04 |
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AtomikKrab posted:Above 8 you want to be at 9 exactly. but if you can keep it to the sweet spot you are a melee terror. a 100 ton mech moving at 5/8 and punching for YOU DEAD is scary poo poo. (30 damage a punch 2 punches) This is why the Berserker is one of the two melee weapon mechs I respect. Because that is just a frightening thing to be facing. (The other is the Scarabus, which is frightening for rather opposite reasons - it's a headcapper axe that runs at, what, 12/18?)
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# ? Oct 27, 2011 05:09 |
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Tempest_56 posted:This is why the Berserker is one of the two melee weapon mechs I respect. Because that is just a frightening thing to be facing. (The other is the Scarabus, which is frightening for rather opposite reasons - it's a headcapper axe that runs at, what, 12/18?) Don't disregard the Nightsky. It's a jerk in a box canyon or a city fight, it just requires a much more specialized set of terrain.
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# ? Oct 27, 2011 05:26 |
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There's the Ti Tsang, too. Cappie mech from TRO:3060, 60-tonner with a hatchet and TSM. In urban terrain it is vicious.
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# ? Oct 27, 2011 05:55 |
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Defiance Industries posted:There's the Ti Tsang, too. Cappie mech from TRO:3060, 60-tonner with a hatchet and TSM. In urban terrain it is vicious. And the No-Dachi from TRO:3067 as well. Sword and TSM, and the NDA-2KO variant has roughly eighty bajillion pulse lasers. ...and yet, in my experience none of those are the best TSM mech. Two of the three best, in my mind, are the Ostsol -6D and -8M. Both have TSM, lots of energy weapons, two hands, and are exactly the right weight to perform instant-headcap punches. The -6D also has a targeting computer with 2 ER Larges among other weapons, which means you can snipe at range until you have an opening to go in for the TSM beats. The -8M is a rare 6/9 heavy (7/11 with TSM active!) and so is also an excellent light/medium hunter. You just TSM up, run up along side and kick legs. The best - and I've used pretty much all the TSM mechs we've mentioned a lot...OTLs, NDAs, BRZs, TSGs...but for my money the best is the Excalibur EXC-CS. It's a weird variant, but it works. It has an ERPPC, 4 ERML, an ERSL, all TComped. And, an LRM-20 with Artemis. What's great about it is that it's a TSM mech that can do plenty of damage before you reach close range. And in fact, it's a TSM mech that isn't obligated to close at all. You can keep a normal heat curve and be an excellent mobile fire support platform until an opening pops up, and then run in for 28-point kicks. It might not quite have the close-in damage potential of the OTL, NDA or BRZ, but it is always going to be useful no matter what the board looks like and no matter what your opponent has. And your opponent is never guaranteed to know what you're going to do with it. That's the mark of a truly good mech - you should be able to take it anytime, anywhere, and not be worried that it's the wrong choice. And it should never be predictable as to what you're going to do with it. I have never, ever, ever said "I wish I didn't have this Excalibur-CS". It will probably never happen either.
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# ? Oct 27, 2011 06:43 |
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I'm a big fan of the Rabid Coyote, but that's probably because of Mech 4 and me being totally in love with LB-X and SRM combinations. Which is not the stock variant in any way, but a really mean medium infighter.
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# ? Oct 27, 2011 07:13 |
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wiegieman posted:I'm a big fan of the Rabid Coyote, but that's probably because of Mech 4 and me being totally in love with LB-X and SRM combinations. Which is not the stock variant in any way, but a really mean medium infighter. LB-X and SRM racks? If you play tabletop, people must HATE you. That's like a billion rolls a turn.
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# ? Oct 27, 2011 07:24 |
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Defiance Industries posted:LB-X and SRM racks? If you play tabletop, people must HATE you. That's like a billion rolls a turn. gently caress yeah, Arctic Wolf. When I was playing in those awesome battletech pods it was on the list of mechs, and boy was that thing hilarious.
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# ? Oct 27, 2011 08:29 |
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When a man brings an Arctic Wolf to my table I hit him in the temple with the mini until I cannot physically pull it back out. You REALLY want to roll for location up to 44 times with one mech?
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# ? Oct 27, 2011 08:35 |
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I had a dream that Joshuas assault-mech had MASC and that he killed all of you in this round. Either way, my favorite mechs are probably the Catapult and the Awesome for IS lvl 1. And Couldron-Born for clans.
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# ? Oct 27, 2011 08:50 |
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My brother and I stopped playing Battletech just after the 3055 Technical Readout era (Did any of the IIC mechs make any drat sense whatsoever?) but we started with 3025. Anyway, my last memory of tabletop Btech was dueling him with, what I thought was the most awesomest mech ever, the Goshawk/Vapor Eagle, in a grand melee at a local Con. That jagoff decapitated me with a clan ER PPC headshot but I coulda had him if not for that one lucky roll. I just love the strategy of jumping everywhere, being impossible to hit, punching a few holes and then critical seeking with my short range weapons. It's been years but I'm going to ask him if and how he remembers that fight. I'm pretty sure I got behind him and started hitting his rear torso armor and he flipped an arm around for that killshot but I could be confabulating. That unexpected, random and chaotic poo poo was half the fun though. All this talk of the Jihad era stuff just makes me sad. One hundred fifty ton mechs? Word of Blake bullshit? The hell you say.
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# ? Oct 27, 2011 09:06 |
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I find superheavy mechs to be fairly interesting under their new rules. At least under IS tech there's fun choices to make with crits, and questions for usage. With Clantech of course making a good machine is still like falling out of a tree though.
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# ? Oct 27, 2011 09:10 |
Defiance Industries posted:I find superheavy mechs to be fairly interesting under their new rules. At least under IS tech there's fun choices to make with crits, and questions for usage. With Clantech of course making a good machine is still like falling out of a tree though. Which is my problem with Clantech in general.
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# ? Oct 27, 2011 09:33 |
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Well because of this thread I've installed MW4 Mercs for the billionth time - I know it's got a shedload of flaws, but god drat I love that game. I'm just up to the Trial of Possession mission (gently caress the backstabbing route) and I love the batchall at the start of it.
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# ? Oct 27, 2011 13:24 |
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Fil5000 posted:Well because of this thread I've installed MW4 Mercs for the billionth time - I know it's got a shedload of flaws, but god drat I love that game. I'm just up to the Trial of Possession mission (gently caress the backstabbing route) and I love the batchall at the start of it. I really enjoy how you claim her as your bondsman, and then you're all about it.
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# ? Oct 27, 2011 14:44 |
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Artificer posted:I really enjoy how you claim her as your bondsman, and then you're all about it. I like the smugness of your "Do you wish to rebid your position?" as well.
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# ? Oct 27, 2011 15:22 |
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I love how she knows she's in trouble. She brought two stars against two lances, any other time and someone would've challenged her right to lead if she grossly overbid like that. Turns out she underbid, of course. Then again, by that point, especially if you went with the Dragoons as your parent company (and really, why wouldn't you,) you're more or less fielding two full Lances of nothing but Clan technology anyway, so that's probably a fair fight, given that it's more than possible for you to be bringing two Lances of nothing but Heavies and Assaults against her mixed Assaults, Heavies and mediums.
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# ? Oct 27, 2011 15:25 |
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ShadowDragon8685 posted:I love how she knows she's in trouble. She brought two stars against two lances, any other time and someone would've challenged her right to lead if she grossly overbid like that. Turns out she underbid, of course. I like the Highlanders, though....
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# ? Oct 27, 2011 16:36 |
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That's probably one of my favorite missions of the whole game. It's simply a slugfest, and the is amazing.
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# ? Oct 27, 2011 17:02 |
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Out-Clanning the Clans by their own rules is indeed great fun.
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# ? Oct 27, 2011 17:03 |
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Defiance Industries posted:When a man brings an Arctic Wolf to my table I hit him in the temple with the mini until I cannot physically pull it back out. You REALLY want to roll for location up to 44 times with one mech? ShadowDragon8685 posted:I love how she knows she's in trouble. She brought two stars against two lances, any other time and someone would've challenged her right to lead if she grossly overbid like that. Turns out she underbid, of course.
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# ? Oct 27, 2011 17:04 |
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Defiance Industries posted:LB-X and SRM racks? If you play tabletop, people must HATE you. That's like a billion rolls a turn. Many years ago, I built a Clan custom 'mech with TEN Streak SRM-6 racks. It was banned from our group after one game.
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# ? Oct 27, 2011 17:15 |
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Telamon posted:(Did any of the IIC mechs make any drat sense whatsoever?) Make sense how? In that they exist? The only one that doesn't really make any sense is the Jenner IIC. Otherwise, they exist because when the Clans finally had a chance to start designing new 'mechs, they based them on the SLDF ones they already had- most notably, the Mercury, which became the basis for the omnimech. Mainly, though, they just redesigned them: adding 5 tons here, 10 tons there, and then installing their upgraded tech, so that the 'mech would retain its original role but become much more effective at it. So you get, for instance, a Rifleman that uses CLPLs to swat down aircraft, or a Warhammer that uses ER PPCs and a huge bank of CMPLs instead of regular PPCs and a mix of lasers and machine guns. Although maybe you mean, "how do they make sense because they're supposed to be old junk, but are actually among the deadliest designs the Clans have?" Good question.
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# ? Oct 27, 2011 17:21 |
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Arquinsiel posted:You never see a box of death? I'm using the latest version from the MekTek guys that adds a million mechs and guns, and I think they've rebalanced everything. I think I did that mission in a blood asp with two ER large lasers, two heavy medium lasers and two clan LBX 20s. Rest of my guys were in various assault mechs (including 3 Daishis). I wish I'd loaded up with a ton of ER PPCs instead though, as blasting the vultures from a million miles away as they crest the hill never gets old.
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# ? Oct 27, 2011 17:22 |
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PhotoKirk posted:Many years ago, I built a Clan custom 'mech with TEN Streak SRM-6 racks. Haha, you glorious bastard. Why hasn't anyone come up with a shorthand way to roll out multiple hit weapons yet?
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# ? Oct 27, 2011 17:44 |
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Artificer posted:I like the Highlanders, though.... Sure, the Highlander's a cool machine... But I bet you had a Clan Gauss Rifle in the arm, didn't you? AJ_Impy posted:Out-Clanning the Clans by their own rules is indeed great fun. Remember, MW4 doesn't have Zell rules for its AI units, they just pick the nearest target and start shooting, so it's not so much out-Clanning the Clans by their own rules as using your own rules to set up an agreed-upon place and time for an Inner Sphere battle. So you both out-Clan the Clans by Spheroid rules and you out-Sphere the Clans by the Clan rules. Arquinsiel posted:Only if you don't know what you're doing. Clantech is less efficient in DPS/Heat terms in MW4, and the IS weapons are infinitely better for no drat reason at all with better chassis to mount them on for the most part. I hit her with a Hauptmann leading a charge of Unseen heavies and 3060s IS Omnis. That's only after MekTek decided to make some kind of retarded parity between Clan and IS technology for online league play. MW4 Vanilla, as the original game's coders made it, Clan technology was rightly and properly superior. Besides, that only applies to Clan vs. IS Energy weapons. Clan ballistic and missile weapons are still inherently superior by virtue of weighing less, so you can pack on more ammo or more launchers or guns.
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# ? Oct 27, 2011 17:52 |
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Trast posted:Haha, you glorious bastard. Why hasn't anyone come up with a shorthand way to roll out multiple hit weapons yet? They have. It's just that in tabletop most people want to physically roll their dice.
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# ? Oct 27, 2011 18:19 |
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ShadowDragon8685 posted:That's only after MekTek decided to make some kind of retarded parity between Clan and IS technology for online league play. MW4 Vanilla, as the original game's coders made it, Clan technology was rightly and properly superior. Indeed, have to agree with noticing this. I was highly amused once when a cheeky friend decided to use clan pulse lasers on his preferred design and I wrecked his poo poo with X-pulses because he had to stop firing for a while, whereas I could just keep shooting. Also they're blue, which just looks better IMO.
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# ? Oct 27, 2011 19:05 |
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Longinus00 posted:It's just that in tabletop most people want to physically roll their dice. Pretty much everyone I play with has the hit location table memorized, which is not difficult, so we can just roll six different-colored pairs of d6 for SRM 6s, and read the locations right off. Really does speed the game up, especially once you do this for identical weapons on the TH roll.
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# ? Oct 27, 2011 19:43 |
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Trast posted:Haha, you glorious bastard. Why hasn't anyone come up with a shorthand way to roll out multiple hit weapons yet? ShadowDragon8685 posted:Sure, the Highlander's a cool machine... But I bet you had a Clan Gauss Rifle in the arm, didn't you? ShadowDragon8685 posted:That's only after MekTek decided to make some kind of retarded parity between Clan and IS technology for online league play. MW4 Vanilla, as the original game's coders made it, Clan technology was rightly and properly superior. [EDIT]I remembered the reason, it's because the CLRM have Artemis IV by default but EVERYTHING has ECM so it's worthless and just adds a ton per launcher making them heavier than IS LRM. Arquinsiel fucked around with this message at 20:03 on Oct 27, 2011 |
# ? Oct 27, 2011 20:00 |
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Arquinsiel posted:See where I said "box of death"? They have. Actually I thought you were bringing up the SRM Carrier vehicle as an example of an even bigger rear end in a top hat unit than the Arctic Wolf but googling around turned this up quote:For those cluster hit rolls, get yourself a "Box of Death". Take one of those transparent tackle box trays with the closeable top, and place two dice into each cell that are small enough to rattle in there but large enough to be read.
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# ? Oct 27, 2011 20:26 |
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Delaying Action: Tactical Update 9 Combat Phase C2 Thunderbolt - Fires Medium Laser at B Unknown Heavy A 1 (4 base + 0 range + 3 movement + 0 enemy movement + 2 heavy woods - 4 immobile - 2 prone in adjacent hex = 3): rolled 5, hit Left Leg (22/32 armor remains)! - Fires Medium Laser at B Unknown Heavy A 1 (4 base + 0 range + 3 movement + 0 enemy movement + 2 heavy woods - 4 immobile - 2 prone in adjacent hex = 3): rolled 5, hit Right Arm (11/24 armor remains)! - Fires Medium Laser at B Unknown Heavy A 1 (4 base + 0 range + 3 movement + 0 enemy movement + 2 heavy woods - 4 immobile - 2 prone in adjacent hex = 3): rolled 8, hit Right Arm (7/24 armor remains)! - Gains 13 heat, sinks 15! C3 Marauder - Fires PPC at C Clan Heavy A 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 11, hit Right Arm (4/24 armor remains)! - Fires PPC at C Clan Heavy A 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 8, hit Head (0/3 structure remains)! Target destroyed! - Fires Large Laser at C Clan Heavy A 2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss! - Gains 28 heat, sinks 20 + 4 additional heat for submerged leg-mounted heat sinks! C4 Hunchback - Fires Autocannon/20 at C Clan Heavy A 2 (4 base + 0 range + 0 movement + 3 enemy movement + 1 light woods = 8): rolled 4, miss! - Fires Medium Laser at C Clan Heavy A 2 (4 base + 0 range + 0 movement + 3 enemy movement + 1 light woods = 8): rolled 6, miss! - Fires Medium Laser at C Clan Heavy A 2 (4 base + 0 range + 0 movement + 3 enemy movement + 1 light woods = 8): rolled 5, miss! - Fires Small Laser at C Clan Heavy A 2 (4 base + 4 range + 0 movement + 3 enemy movement + 1 light woods = 12): rolled 6, miss! - Gains 14 heat, sinks 13! Overheating! T2 Manticore Heavy Tank - Fires PPC at C Clan Heavy A 2 (3 base + 0 range + 1 movement + 3 enemy movement + 1 minimum range = 8): rolled 5, miss! - Attempts to Fire Medium Laser at C Clan Heavy A 2: target not in firing arc! - Fires LRM-10 at C Clan Heavy A 2 (3 base + 0 range + 1 movement + 3 enemy movement + 4 minimum range = 11): rolled 6, miss! - Fires SRM-6 at C Clan Heavy A 2 (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 8, 3 missiles hit Right Leg (25/32 armor remains), Right Leg (23/32 armor remains), Right Leg (21/32 armor remains)! A Clan Assault - Fires ER PPC at C4 Hunchback (2 base + 2 range + 0 movement + 0 enemy movement + 1 light woods = 5): rolled 7, hit Center Torso (11/26 armor remains)! Through-Armor Critical Hit! - Fires ER PPC at C4 Hunchback (2 base + 2 range + 0 movement + 0 enemy movement + 1 light woods = 5): rolled 6, hit Head (0/9 armor remains, 0/3 structure remains)! Target destroyed! B Unknown Heavy A 1 - Unable to act! C Unknown Heavy A 2 - Fires ER PPC at C3 Marauder (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 9, hit Right Torso (0/17 armor remains)! - Fires ER PPC at C3 Marauder (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 12, hit Right Torso (1/16 structure remains)! Critical chance! - Fires Large Pulse Laser at C3 Marauder (3 base + 0 range + 3 movement + 0 enemy movement - 2 Pulse Laser = 4): rolled 11, hit Left Arm (5/22 armor remains)! Overheating! E Thunderchild - Holds fire! LT Long Tom - No targets in firing arc! End Phase: C3 Marauder - Critical chance in Right Torso! No critical hits sustained! - Must pass a piloting test or fall (3 base + 0 movement + 1 massive damage = 4): rolled 9, succeeds! Physical Combat Phase: C2 Thunderbolt - Kicks Clan Heavy A 1 (4 base + 3 movement + 0 target movement - 2 kick - 4 immobile - 2 prone in adjacent hex = 0): automatic hit, Center Torso (13/36 armor remains)! End Phase: Turn End Phase: B Clan Heavy A 1 - Must pass a 9+ consciousness test, rolled 4! - Remains unconscious! ??? - Special Counter Turns Remaining: 1 “Goddamn it,” Talon Sergeant Gene Rakoszky growled, slamming his fist into the side of his cupola. He had a more complete visual than the driver or gunner, the Manticore kept its crew focused. Beneath his feet, two loaders worked furiously to keep the missile feeds from jamming. Nobody else had seen the Hunchback topple, decapitated by a single lucky or extremely skilled shot. “That assault ‘Mech is hell on two legs, like a goddamned Ragnarok! Jannsen, get this loving tank in gear before it toasts us!” “On it, boss!” his driver called—the massive man barely fit in the tank’s interior, the wheel looked tiny in his massive hands. He was still the best driver Rakoszky had ever known. “What’s your loving status, ‘Mechwarriors?” He roared over the comms, “can you still loving fight, or do we loving withdraw like loving Lyran pussies?” “We’d be withdrawing right into that Thunderchild,” Chu-i Thorvaldsen exposited, “I’d rather take my chances here.” “Be goddamned loving careful, then, you’re a huge loving target. That goddamned Ragnarok will kill you in a heartbeat!” Rakoszky grunted, killing the channel. He paused a few moments to give it time to close before hissing, “loving ‘Mechwarriors.” Mission Objectives OR Destroy three Clan ‘Mechs by Turn 20 (2/3) OR Destroy 1 Clan ‘Mech and at least one 13th Rasalhague ‘Mech escapes via the bottom map edge on or after turn 25 (2/1, 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 D Thunderchild jumps 5 to hex 1438 (Raverrn now has control of the Manticore) DRG-1Gs Grand Dragon "Ivar the Boneless" Weight: 60 tons (Heavy) Mechwarrior Name: Tai-sa Agaki Gunnbjorn Mechwarrior Player: Raverrn Mechwarrior Status: Killed in Action! 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: 8, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM-6 – Turret (Ammo: 11, 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): 0/17 (1/16) RT R A(S): 8/8 LA A(S): 5/22 (12/12) RA A(S): 1/22 (12/12) LL A(S): 4/18 (16/16) RL A(S): 6/18 (16/16) Heat: 4/30 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) Crew: Driving 5, Gunnery 4 Player: Rumda Captain name: Chu-I Hohiro Satomi Crew status: Killed in action! HBK-4G Hunchback Weight: 50 tons (Medium) HD A(S): 0/9 (0/3) LT A(S): 20/20 (12/12) LT R A(S): 4/4 CT A(S): 11/26 (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: 5/30 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 (for a dead guy)! Armament: Autocannon/20 – RT (Heat: 7, Ammo: 6, 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: 198, 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 Ragnarok 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: None! Notes: Clan Heavy A 2 Mechwarrior Name: Mechwarrior Cameron Mechwarrior Status: Killed in Action! Critical Damage: Head Destroyed! 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 22:30 on Oct 27, 2011 |
# ? Oct 27, 2011 21:42 |
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Better lucky than good.
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# ? Oct 27, 2011 21:52 |
Well, get every gun you can on that unconscious guy, and pray that the Long Tom's MG can head snipe the Thunderchild. Sure are a lot of head shots in this battle.
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# ? Oct 27, 2011 21:54 |
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Oh poo poo, get in the loving woods MAD get in the WOODS and kill B PTN what is... loc7? is that the center torso or the left torso? Looks like the Center Torso. (used called shots on the center torso and drill it to death) and FIRE LRMS Whichever torso it is, AIM at that torso called shots to that torso and then kick, mad get into the woods to your right and try to get next to B I don't think you can but you can at least get some cover from joshua and alpha strike at B, calling your shots to that weakened torso. Oh and thunderbolt? LRM fire it if you still got it. Tank give -1 fucks and fire everything at joshua as you start to fallback. AtomikKrab fucked around with this message at 22:01 on Oct 27, 2011 |
# ? Oct 27, 2011 21:55 |
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Luck can be a remarkable thing sometimes. Also helps that PTN has been wayyyyy too nice. Still, it looks like this battle is over. Just finish off the sleeping dude and call it a day.
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# ? Oct 27, 2011 21:56 |
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I'm pretty impressed Chu-i Grist seems to have survived his cockpit melting off. Maybe it's okay he's without a 'Mech now. If you gave him another he'd probably think he's invincible.
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# ? Oct 27, 2011 22:03 |
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PPC-to-the-face dosen't give a gently caress about your ferro-endo-xl-er-large-pulse-ppc bullshit. Edit: I don't think the Manticore can get LoS to B. Someone correct meor I'll just start sniping at the Thunderchild. raverrn fucked around with this message at 22:10 on Oct 27, 2011 |
# ? Oct 27, 2011 22:06 |
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# ? Apr 28, 2024 16:48 |
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Yeah, we're not going to last too many more turns with Joshua in range. Throw everything you have at Heavy A and cross your fingers. If possible, try to get into one of the side arcs (probably won't have any chance of getting to the rear arc) so you can concentrate your fire on one arm/leg/side torse. Defiance Industries fucked around with this message at 22:12 on Oct 27, 2011 |
# ? Oct 27, 2011 22:10 |