|
The Nightsky is still my favorite hatchet. VVV I'd almost forgotten the Ti Ts'ang has an Apple iTag. Edit: And to be fair to the Hatchet Knight, the Sword sucks. PoptartsNinja fucked around with this message at 02:35 on Nov 21, 2011 |
# ? Nov 21, 2011 02:27 |
|
|
# ? Apr 27, 2024 18:00 |
|
Axe-man posted:only 1 hatchet allowed to be used per turn, and they made it
|
# ? Nov 21, 2011 02:31 |
|
I like the Black Knight. There were no rules for swords then so they just said "it's a hatchet that looks like a sword."
|
# ? Nov 21, 2011 02:33 |
|
If you are going to use a hatchet mech, you need to use The Hatchet Mech. Not the best mech by any stretch, but seeing a 100 ton BRZ-C3 charging at you with TSM operating at full capacity is the scariest thing. My favorite melee mech is the sword wielding NDA-2KO. A great mech for dealing with smaller enemies.
|
# ? Nov 21, 2011 02:36 |
|
Re: BRZ-C3, You are welcome. -Defiance Industries
|
# ? Nov 21, 2011 02:40 |
I know the Axeman, but it's too slow for what I had in mind. The Nightsky's nice, but can't insta-kill on a head shot. I'm thinking something 6-9-6 at 60 tons. Kinda like this: code:
jng2058 fucked around with this message at 02:59 on Nov 21, 2011 |
|
# ? Nov 21, 2011 02:53 |
|
jng2058 posted:EDIT: Actually, that Ti Ts'ang works pretty well too. The Ti Ts'sang is a drat good mech, of course it's on the list of the Cap mechs that no one else gets. I always liked the cap tech advantage over the rest of the houses.
|
# ? Nov 21, 2011 03:15 |
|
Saving Janos Marik: Tactical Update 5 Movement Phase 1 Bombardier - Must pass a piloting test or fall (3 base + 1 movement - 1 depth 1 water = 3): rolled 8, succeeds! G Gladiator - Must pass a piloting test to stand (3 base + 0 water depth = 3): rolled 6, succeeds! End Phase Combat Phase A Awesome - Fires PPC at 7 Hermes (2 base + 0 range + 0 movement + 3 enemy movement 1 weather = 6): rolled 10, hit Left Arm (0/5 armor, 0/5 structure remains)! Left arm blown off! - Fires PPC at 7 Hermes (2 base + 0 range + 0 movement + 3 enemy movement 1 weather = 6): rolled 9, hit Right Leg (0/6 armor, 3/7 structure remains)! Critical chance! - Gains 20 heat, sinks 28! O Orion - Torso Twists to threaten hex 0811! - Fires Autocannon/10 at 4 Urbanmech (2 base + 2 range + 1 movement + 0 enemy movement + 1 weather = 6): Rolled 9, hit Right Arm (0/5 armor, 0/5 structure remains)! Right arm blown off! - Fires LRM-15 at 4 Urbanmech (2 base + 2 range + 1 movement + 0 enemy movement + 2 weather = 7): Rolled 10, 9 missiles hit Left Leg (2/7 armor remains), Right Torso (4/8 armor remains)! - Gains 12 heat, sinks 10! S Ostroc - Fires Medium Laser at 6 Mongoose (2 base + 0 range + 2 movement + 3 enemy movement + 1 weather = 8): rolled 6, miss! - Fires Medium Laser at 6 Mongoose (2 base + 0 range + 2 movement + 3 enemy movement + 1 weather = 8): rolled 6, miss! - Fires SRM-4 at 6 Mongoose (2 base + 0 range + 2 movement + 3 enemy movement + 2 weather = 9): rolled 5, miss! Gains 11 heat, sinks 15! G Gladiator - Torso Twists to threaten hex 0910! - Fires PPC at 4 Urbanmech (2 base + 2 range + 2 movement + 0 enemy movement + 1 weather = 7): rolled 4, miss! - Fires Medium Laser at 4 Urbanmech (2 base + 4 range + 2 movement + 0 enemy movement + 1 weather = 9): rolled 7, miss! Gains 15 heat, sinks 13! 1 Bombardier - Fires LRM-20 at O Orion (2 base + 2 range + 1 movement + 1 enemy movement + 2 weather – 1 LK Missile = 7): Rolled 8, 6 missiles hit Left Arm (17/24 armor remains), Right Leg (24/32 armor remains)! 2 Raven - Holds fire! 3 Urbanmech - Fires Gauss Rifle at O Orion (3 base + 2 range + 1 movement + 1 enemy movement + 1 weather = 8): rolled 6, miss! 4 Urbanmech - Fires Gauss Rifle at S Ostroc (3 base + 2 range + 0 movement + 1 enemy movement + 1 weather + 1 light woods = 8): rolled 9, hit Rear Left Torso (0/4 armor, 3/14 structure remains)! Critical chance! 5 Whitworth - Fires LRM-10 at O Orion (3 base + 0 range + 3 movement + 1 enemy movement + 2 weather = 9): rolled 6, miss! - Fires LRM-10 at O Orion (3 base + 0 range + 3 movement + 1 enemy movement + 2 weather = 9): rolled 3, miss! 6 Mongoose - Torso Twists to threaten hex 1006! - Fires Medium Laser at S Ostroc (4 base + 0 range + 2 movement + 0 enemy movement + 1 weather = 7): rolled 5, miss! - Fires Medium Laser at S Ostroc (4 base + 0 range + 2 movement + 0 enemy movement + 1 weather = 7): rolled 8, hit Left Leg (13/18 armor remains)! - Fires Small Laser at S Ostroc (4 base + 0 range + 2 movement + 0 enemy movement + 1 weather = 7): rolled 6, miss! 7 Hermes - Fires Medium Laser at A Awesome (4 base + 2 range + 2 movement + 0 enemy movement + 1 weather = 9): rolled 8, miss! - Fires Medium Laser at A Awesome (4 base + 2 range + 2 movement + 0 enemy movement + 1 weather = 9): rolled 10, hit Right Torso (19/24 armor remains)! - Fires Flamer (heat) at S Ostroc (4 base + 2 range + 2 movement + 1 enemy movement + 1 weather + 2 target not in front arc = 12): rolled 5, miss! 8 Urbanmech - Holds fire! End Phase: S Ostroc - Critical Chance in Right Torso! No critical hits sustained! - Must pass a piloting test or fall (3 base + 1 movement + 1 massive damage = 5): rolled 9, succeeds! 7 Hermes - Critical Chance in Right Leg! 1 critical hit sustained! - - Foot Actuator destroyed! - Must pass a piloting test or fall (5 base + 3 movement + 1 massive damage + 1 actuator destroyed = 10): rolled 9, failed! - - Suffers damage to Head (4/7 armor remains (pilot hit!)) in the fall! - Must pass a piloting test to avoid pilot damage (5 base + 3 movement + 1 massive damage + 1 actuator destroyed + 1 trying to avoid pilot damage = 11): rolled 8, fails! - Must pass a 5+ consciousness test, rolled 7, succeeds! Physical Combat Phase: S Ostroc - Punches 6 Mongoose (3 base + 2 movement + 3 enemy movement = 8): rolled 7, miss! - Punches 6 Mongoose (3 base + 2 movement + 3 enemy movement = 8): rolled 5, miss! End Phase: “Goddamn it, Janos!” Rebecca growled into the comms as the Ostroc staggered under the impact of a Gauss Rifle hit. The shot penetrated his ‘Mech’s thin rear armor and shattered against the heavier front plating. Shrapnel tore apart Myomer and the ‘Mech’s skeleton. Rebecca’s white-knuckled hands squeezed her controls like a vice as she waited for the computer to update the Ostroc’s status. She breathed a quiet sigh of relief when it updated, no major damage, the Ostroc’s armament was undiminished. “Corporal, you’re one of the best ‘Mechwarriors I know and you’ve got the the worst battlefield awareness I’ve ever seen! Pay attention!” “Yes, mom!” Janos replied dutifully, his cheerfulness undiminished by the direct hit. “Speaking of, that Hermes is back up. It—Rebecca! They’re all headed right for you!” She cursed to herself as the trio of enemy light ‘Mechs moved to surround her. It wasn’t a position they could hold for long, her firepower and greater weight would be too decisive, but for now—she was pinned and isolated. She scowled darkly as the fast-hobbling Hermes zipped by, her attention focusing on the crippled Raven. “It’s like a buffet,” she broadcast, “which of the wolves should I skin first?” Mission Objectives Destroy All Enemy Forces (0/8) OR Destroy the Janos Marik (0/1) Secondary Objective Don’t Destroy the Janos Marik (1/1) Enemy Movement Modifiers: 1) BMB-10D Bombardier Walked (+1) 2) RVN-1X Raven Walked (+1) 3) UM-R60G Urbanmech Stationary (+0) 4) UM-R60G Urbanmech Walked (+0) 5) WTH-1 Whitworth Stationary (+0) 6) MON-67 Mongoose Ran (+3) 7) HER-1A Hermes Ran (+2) 8) UM-R60 Urbanmech Stationary (+0) AWS-8Q Awesome Weight: 80 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 24/24 (17/17) LT R A(S): 10/10 CT A(S): 30/30 (25/25) CT R A(S): 19/19 RT A(S): 19/24 (17/17) RT R A(S): 10/10 LA A(S): 24/24 (13/13) RA A(S): 24/24 (13/13) LL A(S): 33/33 (17/17) RL A(S): 33/33 (17/17) Heat: 0/30 Overheat Penalty: Heat Sinks: 28 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Sergeant Major Rebecca Cage Mechwarrior Player: Canopus250 Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) PPC – LT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Small Laser – HD (Heat: 1, Range (L:3 M:2 S:1), Status, OK! Critical Damage: None! Notes: 1 hand ON1-K Orion Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 20/22 (16/16) LT R A(S): 10/10 CT A(S): 32/36 (23/23) CT R A(S): 10/10 RT A(S): 22/22 (16/16) RT R A(S): 10/10 LA A(S): 17/24 (12/12) RA A(S): 0/24 (11/12) LL A(S): 32/32 (16/16) RL A(S): 24/32 (16/16) Heat: 2/30 Overheat Penalty: None Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Captain Paul Masters Mechwarrior Player: Defiance Indusries Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: DESTROYED!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/10 – RT (Heat: 3, Ammo: 18, Range: (L:15 M:10 S:5), Status: OK!) LRM-15 – LT (Heat: 5, Ammo: 14, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM-4 – LT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Medium Laser destroyed! Notes: no hands OSR-2C Ostroc Weight: 60 tons (Heavy) HD A(S): 8/8 (3/3) LT A(S): 22/22 (3/14) LT R A(S): 0/4 CT A(S): 22/22 (20/20) CT R A(S): 6/6 RT A(S): 22/22 (14/14) RT R A(S): 4/4 LA A(S): 8/8 (10/10) RA A(S): 8/8 (10/10) LL A(S): 20/20 (14/14) RL A(S): 20/20 (14/14) Heat: 2/30 Overheat Penalty: Heat Sinks: 15 Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Corporal Janos Valens Mechwarrior Player: ActionZero Mechwarrior Status: OK! Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LT (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!) SRM-4 – RT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands GLD-4R Gladiator Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 19/19 (13/13) LT R A(S): 3/3 CT A(S): 26/26 (18/18) CT R A(S): 5/5 RT A(S): 19/19 (13/13) RT R A(S): 3/3 LA A(S): 10/15 (9/9) RA A(S): 15/15 (9/9) LL A(S): 19/19 (13/13) RL A(S): 19/19 (13/13) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Lieutenant Joshua Davion Mechwarrior Player: Guitar_Hero Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) SRM-6 – RA (Heat: 4, Ammo: 15, 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 – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands Enemy Status 1) BMB-10D Bombardier Weight: 65 tons (Heavy) Movement: 4/6/0 Overheat Penalty: None Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Status: OK! Armament: LRM-20, LRM-20, SRM-4, Machine Gun Critical Damage: None! Notes: 2) RVN-1X Raven Weight: 35 tons (Light) Overheat Penalty: None Movement: 5/8/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Status: OK! Armament: SRM-6 Critical Damage: None! Notes: 3) UM-R60G Urbanmech Weight: 30 tons (Light) Overheat Penalty: None Movement: 2/3/2 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Status: OK! Armament: Gauss Rifle, Small Laser Critical Damage: None! Notes: 4) UM-R60G Urbanmech Weight: 30 tons (Light) Overheat Penalty: None Movement: 2/3/2 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Status: OK! Armament: Gauss Rifle, Small Laser Critical Damage: None! Notes: 5) WTH-1 Whitworth Weight: 40 tons (Medium) Overheat Penalty: None Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Status: OK! Armament: LRM-10, LRM-10, Medium Laser, Medium Laser, Medium Laser Critical Damage: None! Notes: 6) MON-67 Mongoose Weight: 25 tons (Light) Overheat Penalty: None Movement: 8/12/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: OK! Armament: Medium Laser, Medium Laser, Small Laser Critical Damage: None! Notes: 7) HER-1A Hermes Weight: 30 tons (Light) Overheat Penalty: None Movement: Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: 5+ (broken collar bone) Armament: Medium Laser, Medium Laser, Flamer Critical Damage: Right Foot Actuator destroyed! Notes: 8) UM-R60 Urbanmech Weight: 30 tons (Light) Overheat Penalty: None Movement: 2/3/2 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: OK! Armament: Autocannon/10, Small Laser Critical Damage: None! Notes: PoptartsNinja fucked around with this message at 23:44 on Nov 21, 2011 |
# ? Nov 21, 2011 03:18 |
|
PoptartsNinja posted:S Ostroc
|
# ? Nov 21, 2011 03:22 |
|
Malachite_Dragon posted:What did the Ostroc roll? Did it fail, did it pass? I must know! Whoops, fixed (9)
|
# ? Nov 21, 2011 03:28 |
|
I am almost positive that you just neutered that Urbanmech as they carry the heavy gun in the RA, and those lights are ready to die.
|
# ? Nov 21, 2011 03:31 |
|
PoptartsNinja posted:Fires Autocannon/10 at 4 Urbanmech (2 base + 2 range + 1 movement + 0 enemy movement + 1 weather = 6): Rolled 9, hit Right Arm (0/5 armor, 0/5 structure remains)! Right arm blown off! And did the Urbanmech losing an arm take out any weapons? Hopefully a Gauss rifle.
|
# ? Nov 21, 2011 03:31 |
|
E; everyone is already asking it do instead I'll say PAUL MASTERS MOTHERFUCKERS
|
# ? Nov 21, 2011 03:32 |
|
Too bad the Awesome can't just walk over the Hermes on the ground. It could get to a decent fire position and out of a jam.
|
# ? Nov 21, 2011 03:33 |
|
You guys need to clean up those lights and hope one of the Urbies got neutered. You still have to watch for long range pot shots.
|
# ? Nov 21, 2011 03:34 |
|
Krumbsthumbs posted:Too bad the Awesome can't just walk over the Hermes on the ground. It could get to a decent fire position and out of a jam. The Hermes is standing, and you can't walk through enemy 'Mechs (nor can you back down slopes)
|
# ? Nov 21, 2011 03:35 |
|
PoptartsNinja posted:The Hermes is standing, and you can't walk through enemy 'Mechs (nor can you back down slopes) It is? I thought it failed it's check and fell over and hurt the pilot? edit: Nevermind, they move before the players do.
|
# ? Nov 21, 2011 03:37 |
|
It's entirely possible that its Gauss Rifle is actually housed in the Torso and the arm was modified to be ablative waddle armor. This gives the Gaussbie more staying power.
|
# ? Nov 21, 2011 03:40 |
|
I think that depends on whether this is a factory new model or a refit kit. Refit kits generally don't do that because it's easy to unbalance the machine.
|
# ? Nov 21, 2011 03:42 |
|
Unless those drat dirty Capellans have been playing swap-the-arms, those Urbies carry their heavy guns on their right hand side, so you just freaking castrated that Urbangauss. Don't get cocky, though. You've still got more enemies, and the Awesome is surrounded. That is... Not ideal. Its PPCs have a minimum range, and the only weapon it has other than its three PPCs is a laughable small laser in the HD. On the other hand, Sergeant-Major Rebecca puts Clan regulars to shame, and she has a massive weight advantage. My advice? If they stay clustered around you, pick one of the pests, the one most likely to die in one salvo. Give him the beans - you know what I'm talking about. Alpha Strike.
|
# ? Nov 21, 2011 03:48 |
|
In your fluff for the update it should be Janos, not Joshua, who's being addressed, I think. Also, I'm for jumping that gap and getting up close and personal with the Urbie. The way the Awesome has been surrounded is pretty worrying, though. edit: wait, Defiance probably got the Gauss Rifle? I still think it's worth jumping just to put the Bombardier and Whitworth under pressure, but it might be more practical in that case to clear our side of the lights first. Thoughts? generally I prefer fucked around with this message at 03:51 on Nov 21, 2011 |
# ? Nov 21, 2011 03:48 |
|
Guitar_Hero posted:In your fluff for the update it should be Janos, not Joshua, who's being addressed, I think. Well whichever one we hit with a kick is gonna get BFed. Probably the Ostsol can help? I'm gonna start moving towards the left side and try and flank them. You can probably use the building for cover btw.
|
# ? Nov 21, 2011 03:52 |
|
The correct course of action is for the Awesome to charge the Mongoose.
|
# ? Nov 21, 2011 03:58 |
|
Interesting. As opposed to ShadowDragon, I'd suggest the Awesome fire on the Urbanmech (4) or the Whitworth (5) (Also, it says the Whit is stationary PTN, but the to hit mod says +2. Which is it?). At Gunnery 2, they're both at Long range which is +4 and then another +1 for weather. So you'd be hitting on 7s, assuming the Whit's move mod is just a typo. This here is when you have to trust your armor and your teammates, I'd say; your armor to hold out against the light mech's weapons, and your teammates to take out the lights while you punish that Gaussbie. Granted, at short range the minimum range mod is only +3, but they also moved which adds to your to-hit.
|
# ? Nov 21, 2011 03:58 |
|
Arquinsiel posted:The correct course of action is for the Awesome to charge the Mongoose. It can't.
|
# ? Nov 21, 2011 03:59 |
|
Hm. The AWS can stand still fairly safely - the real danger is being pushed into water. But you can support it quite easily. The Orion can back up 4 and twist north to get shots on 2 (0408), the Gladiator can run straight forward from its current facing (or even walk, 0507 would be a fine place to be), and the Ostroc can run in that direction as well (for a +2 depending on the path, it depends on where you want to be - you need to keep it safe from backshots after all). That's what I would do. You guys can probably sweep away those three up north quite easily if you do that, at which point it's a more manageable 5 on 4. Make sure to keep your rear armor away from the gauss and LRMs and you guys should be fine.
|
# ? Nov 21, 2011 03:59 |
|
A Gauss in the back ain't nothing to sneeze at. ActionZero, turn around and keep your facing towards the enemy. Might wanna drop some hot and spicy laser action on one of the lights swarming the Awesome. There's been no edits to the Gaussbie in question. This might be factory new. Those sneaky Capellans.
|
# ? Nov 21, 2011 04:00 |
|
The Awesome can stand still and level the Raven with a kick. I'd blast the Urbie or the Whitworth with PPCs, depending on whether that Urbie still has its GR or not (can we get a final word on that?) I can get a good shot on the Mongoose, so I'll take that. If the Ost wants to shoot that Hermes or joining me in hosing the Mongoose is up to him.
|
# ? Nov 21, 2011 04:04 |
|
PoptartsNinja posted:It can't.
|
# ? Nov 21, 2011 04:05 |
|
The combined firepower of the three lights is four medium lasers, a small laser, a flamer, and a single salvo of SRM6. Kick the Hermes, and it WILL lose a leg. I won't tempt fate by saying the Awesome can take them all down (like others have said, getting knocked into the water would be bad news), but sending more than one mech to help out would definitely be overkill. VVVVV All three have lost an arm, so no pushes. I think charges have to get declared in the movement phase so unless that's player-only knowledge, no charges incoming this turn either. Mary Annette fucked around with this message at 04:21 on Nov 21, 2011 |
# ? Nov 21, 2011 04:08 |
|
Mary Annette posted:The combined firepower of the three lights is four medium lasers, two small lasers, a flamer, and a single salvo of SRM6. Disagree. Charges, pushes, kicks etc. from the lights can add up quick even if the weapon damage isn't likely to be much. Moreover - as demonstrated this turn - even a couple lights can quickly box in a mech, limiting its movement opportunities. Also, moving back to support will keep everyone at range from the mechs down south, limiting their damage potential for this turn. It's a conservative move, but it's a good solid way to play it. It keeps the back clear moving forward without any big risk for this turn.
|
# ? Nov 21, 2011 04:12 |
|
This might be a light-mech-curb-stomp, but I'm left wondering what the part two of this mission will be that'll make things really challenging. Maybe once they drop the lights, reinforcements start coming in? They might have to protect the Janos until it can cast off.
|
# ? Nov 21, 2011 04:31 |
If the Awesome is going to fire at one of the close range targets, this is the time to blow your storm clearance. The lights are gonna hit you anyway, but with their movement mods and the minimum range on your PPCs, you can't afford the extra penalty from the storm.
|
|
# ? Nov 21, 2011 04:40 |
|
jng2058 posted:If the Awesome is going to fire at one of the close range targets, this is the time to blow your storm clearance. The lights are gonna hit you anyway, but with their movement mods and the minimum range on your PPCs, you can't afford the extra penalty from the storm. I was thinking this myself, actually. On the other hand, doing that would give the enemy snipers better shots at range against everything else so it's a wash.
|
# ? Nov 21, 2011 04:51 |
|
Fraction Jackson posted:I was thinking this myself, actually. On the other hand, doing that would give the enemy snipers better shots at range against everything else so it's a wash. thats why it might be better to take some potshots at the last hopefully guass sniper
|
# ? Nov 21, 2011 05:03 |
|
The awesome could go into 0401 and go prone edit: This might actually be the best course of action for this turn since only 2 will have line of sight, you can't get pushed or kicked, you can't get charged the following turn, and you can't really get boxed in without a way to get out. edit 2: Also the raven has the lowest movement modifiers, and the other lights can't maintain similar movement modifiers for the next turn while getting line of sight to you b0lt fucked around with this message at 05:18 on Nov 21, 2011 |
# ? Nov 21, 2011 05:05 |
|
What's the OpFor's plan here? Raven can't shoot, lights are really close, so as far as I can see, they're aiming to force fall checks with kicking and then, because of how they're arrayed, force that fall to be in the water, racking up fall damage and then armor breaches.
|
# ? Nov 21, 2011 05:24 |
|
the JJ posted:What's the OpFor's plan here? Buy time for the practically unarmored UrbanGauss and Bombardier. Awesome is the biggest long range gun Goonsquad has, so keeping it as far away from the center of the action as possible is a smart move. Especially so, if you can pull it off with mechs that have taken a lot of damage already and are of questionable combat value.
|
# ? Nov 21, 2011 05:46 |
|
Awesome Alphas the mongoose, gives 0 fucks and kicks the hermes, ignore the raven it is a non threat. Good chance for one mech to kill two in a turn, everyone else should start moving southwards. alphaing the mongoose will more than likely blow off a limb and make it unable to push, the others can't push because of lost limbs already so this will keep you safe.
|
# ? Nov 21, 2011 09:39 |
|
|
# ? Apr 27, 2024 18:00 |
|
Hmm. With her piloting skills, can we risk just walking backwards into the water? Failing that, can we take the inhibitors off?
|
# ? Nov 21, 2011 09:47 |