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Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


This update felt simultaneously sparse because so many units held fire on both sides, and yet good for the offense due to two effective kills, and also very well fluffed out. Good stuff all around.

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landcollector
Feb 28, 2011
GenericOverusedName, my suggestion is for you to jump to hex 1026. It'll bring you closer to the rest of the star without forcing any piloting rolls or movement penalties.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
But 1026 is 6 hexes away and I can only jump 5 :(

landcollector
Feb 28, 2011

GenericOverusedName posted:

But 1026 is 6 hexes away and I can only jump 5 :(

I counted, you can make it. Don't count the hex you are in when determining MP spent.

Vox Nihili
May 28, 2008
Now that you guys are strung out and the enemy is prepared, go ahead and at least regroup before charging forward. You've already lost the initiative- no reason to make things worse by rushing in piecemeal as well.

cwDeici
Oct 29, 2011

by Ozmaugh
I finally realized those building codes were how you guys knew how solid they were or not.

Vox Nihili posted:

Now that you guys are strung out and the enemy is prepared, go ahead and at least regroup before charging forward. You've already lost the initiative- no reason to make things worse by rushing in piecemeal as well.

If they delay too long there will probably be reinforcements but I agree with you, and if forward elements use the time and their energy weapons to bust a heavy building tile or two there'll be two-three routes.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC

landcollector posted:

I counted, you can make it. Don't count the hex you are in when determining MP spent.

...Can you jump over buildings because otherwise my brain is full of gently caress and doesn't understand how.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


GenericOverusedName posted:

...Can you jump over buildings because otherwise my brain is full of gently caress and doesn't understand how.


Think of your jump jets as moving you in an arc (hence, JUMP jets). You aren't slowly boosting up like in the games, you are being blasted forward on a bunch of rocket engines. So, you can jump most buildings (or walls or cliffs or hills) with 5 jump movement, because you jump 5 levels high when you do so.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

GenericOverusedName posted:

...Can you jump over buildings because otherwise my brain is full of gently caress and doesn't understand how.

Yes, you are pretty much going nearly straight up then moving forward and then using the jumpjets to brake your movement so you don't hurt yourself (ignore the last part when doing a DFA)


Remember kids jumpjets can be used to leap from a dropship in orbit and land safely.

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

AtomikKrab posted:

Yes, you are pretty much going nearly straight up then moving forward and then using the jumpjets to brake your movement so you don't hurt yourself (ignore the last part when doing a DFA)


Remember kids jumpjets can be used to leap from a dropship in orbit and land safely.

Please tell me that's at least a PSR...

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Leaping from a dropship is just executing a DFA onto an entire planet!

I have so many random rules written now now, it's crazy. So I guess I will jump to 1026 and land facing 1025 and yay one more hex.

Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
What are the PSRs for orbital insertion? If they're not horribbllleee I say goonstar reverts to their latest bid (at the loss of some honor) and drop a few mechs in from orbit.

Was there even a bidding for this engagement?

seekerwithin
Oct 29, 2011
As long as you make every one, orbital insertion PSRs are no biggie (+1 when crossing the space/atmo barrier and another when landing -- I think @ +0).

However, if you take damage (from aerospace, from failing the space/atmo roll) things get interesting real quick.

Every 10 points of dmg above the space/atmo barrier = +1 to the PSR -- unless your cocoon is destroyed in which case you die. Every 5 points of dmg to your mech = +1 on the roll @ the end: fail the roll by +8 and you SPLAT.

seekerwithin fucked around with this message at 18:28 on Jan 8, 2012

Tempest_56
Mar 14, 2009

Affi posted:

What are the PSRs for orbital insertion? If they're not horribbllleee I say goonstar reverts to their latest bid (at the loss of some honor) and drop a few mechs in from orbit.

Was there even a bidding for this engagement?

I don't think there was a proper bid, but if the freaking IlKhan has to ask for backup in facing a couple of IS barbarians? The political fallout from that would be so horrific that doing it has to be unthinkable. At minimum, he wouldn't be IlKhan anymore and without a doubt his entire Clan would suffer huge repercussions.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
We had a choice between two mechs to bid.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Affi posted:

Was there even a bidding for this engagement?

It was simulated, in reverse. The 'better' of the `Mech options GoonStar chose, the more difficult the Kurita forces would've become.

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry
reading the update again i just realized something, S4 Spider: J+4, thats how spiders work :colbert:! It is coming to get you. Guys, that would be a base 5 to hit it for your best :v:

I still say all you clanners will be fighting the thug and warhammer and that little spider is going to get behind you and rock your socks, it's what spiders do :)

edit: Oh god I just realized I put a not in there.

Axe-man fucked around with this message at 21:58 on Jan 9, 2012

Red_October_7000
Jun 22, 2009
Well, it's taken me quite some time, but I'm now at the end of the thread. Is it too late to sign up as a Mechwarrior??? Also, this thread is amazing and basically made my passing interest in tabletop Battletech gel into a definite interest!

EDIT: I should explain that I have PMs available!

Red_October_7000 fucked around with this message at 10:39 on Jan 10, 2012

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
So I take it we're all just waiting for PTNs update? Or is he waiting on some of goonstar?

What was up with that old mission where we were supposed to play Free Worlds League militia setting up for an inspection? Would that have been the RWR-forces sneak-attacking us or something else?

Tiny
Oct 26, 2003
My leg hurts....

Red_October_7000 posted:

Well, it's taken me quite some time, but I'm now at the end of the thread. Is it too late to sign up as a Mechwarrior??? Also, this thread is amazing and basically made my passing interest in tabletop Battletech gel into a definite interest!


Hell of a read, isn't it? I just caught up last week, this thing had been my off-hours reading for a solid 2 weeks before that.

Please put me on the mechwarrior pilot list as well, even as a backup. PMs should work, let me know if they don't.

So, having marathonned the thread, I've got a few things to say:
#1: Defiance Industries, do more ads, they were great. Other people doing counter-ads, they were also great.
#2: I knew what Elementals were from day 1, but I still liked the whole REDACTED thing, it was amusing. It's played out and over with, but PTN should still find a way to use it in-universe.

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.
Far as I know we've all sent in our orders.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Remember, a bunch of us are in vastly differing time zones so even if we all send our turns in the morning, that's like a 24 hour time period.

That also means that there is an extremely high chance that at least one of us is drunk at any given time!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Keru posted:

Far as I know we've all sent in our orders.

Yes, I have them. I didn't have enough time to finish the update last night.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Counting Coup: Tactical Update 7

Movement Phase
S6 Panther Must pass a piloting test or skid (5 base - 1 movement = 4): rolled 10, succeeds!

P2 Hellbringer C
- Attempts to enter hex 0720, has insufficient movement! Movement ends in hex 0721!

P1 Stormcrow B
- Must pass a piloting test or skid (2 base - 1 movement = 1): automatic success!
- Entering Heavy Building Hex 0124, must pass a piloting test to avoid damage (2 base - 1 movement + 2 Heavy Building = 3): rolled 11, success!
- - Building Hex 0124 suffers 5 damage!
- Leaving Heavy Building Hex 0124, must pass a piloting test to avoid damage (2 base + 0 movement + 2 Heavy Building = 4): rolled 4, success!

P5 Kingfisher
- Attempts to run to Hex 0919, insufficient movement! Movement ends in hex 0819!
- Must pass a piloting test or skid (3 base - 1 movement = 2): automatic success!
- Must pass a piloting test or skid (3 base - 1 movement = 2): automatic success!



End Phase



Combat Phase
P5 Kingfisher B
- Holds fire!
Generates 2 heat, sinks 32!

P4 Gargoyle Prime
- Holds fire!
Generates 5 heat, sinks 32!

P3 Gargoyle D
- Holds fire!
Generates 2 heat, sinks 32!

P2 Hellbringer C
- Holds fire!
Generates 2 heat, sinks 32!

P1 Stormcrow B
- Holds fire!
Generates 2 heat, sinks 32!

A Grand Dragon
- Holds fire!

B Warhammer
- Holds fire!

C Thug
- Holds fire!

O1 Atlas
- Holds fire!

O2 Mauler Daboku 1
- Holds fire!

O3 Mauler Daboku 2
- Holds fire!

O4 Hatamoto Hankou
- Holds fire!

S1 Phoenix Hawk
- Holds fire!

S3 Jenner 2
- Holds fire!

S4 Spider
- Holds fire!

S5 Panther 1
- Holds fire!



Panting heavily after the sudden rush of combat-fueled adrenaline, Mechwarrior Zenyatta DeLarel asked, “Are they fled?”

Cocooned in the cockpit of his favored Stormcrow, the ilKhan laughed cruelly at her ignorance. “No, Mechwarrior; though they are doubtless wondering the same about us. This is how urban warfare works: a series of skirmishes, hit and fade, contacts acquired and lost in an instant.”

“I do not like this,” Zenyatta replied, though she did not sound unmanned.

“Content yourself that they are as blind as we,” the ilKhan replied with a grumble as he brought his Stormcrow about in a tight turn that an Inner Sphere pilot would have envied. Dozens of faces stared out at him from windows as the curious civilians of the Inner Sphere stopped to gawk at a Clan invader. With a moment to build up speed—and not a moment’s hesitation—he ploughed his fifty five ton machine through the steel and glass of an office building; those watching faces turning to vanish but at least one ragdoll body caromed from his cockpit plating as his passage smashed cubicles and scattered desks and paperwork everywhere before his Stormcrow freed itself from the building’s confines.

“That is not what I mean, my Khan,” Zenyatta replied. “This—fighting in cities is so… so…”

She paused, struggling to find words to voice her concerns.

“‘Wasteful,’” Nasrullah rumbled. “The word you are looking for, is ‘Wasteful.’”



Mission Objectives
Kill Takashi Kurita

Secondary Objective
At least 1 Clan `Mech escapes via any of the river hexes



Enemy Movement Modifiers:
A Grand Dragon: S+0
B Warhammer: W+0
C Thug: W(Sh)+0
O1 Atlas: S(Sh)+0
O2 Mauler Daboku 1: S+0
O3 Mauler Daboku 2: S+0
O4 Hatamoto Hankou: S+0
S1 Phoenix Hawk: W(R)+0
S3 Jenner 2: J+3
S4 Spider: S+0
S5 Panther 1: S+0








P5 Kingfisher B
Weight: 90 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 28/28 (19/19)
LT R A(S): 10/10
CT A(S): 45/45 (29/29)
CT R A(S): 12/12
RT A(S): 28/28 (19/19)
RT R A(S): 10/10
LA A(S): 20/30 (15/15)
RA A(S): 30/30 (15/15)
LL A(S): 38/38 (19/19)
RL A(S): 38/38 (19/19)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 16(32)
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Star Captain Nasrullah
Mechwarrior Player: Keru
Mechwarrior Status: OK!
Armament:
Ultra-AC/20 – RA (Heat: 7, Ammo: 36, Range: (L:12 M:8 S:4), Status: OK!)
Ultra-AC/20 – RA (Heat: 7, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
ER Large Laser – LT (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
Medium Pulse Laser – RT (Heat: 4, Range: (L:12 M:8 S:4), Status: OK!)
Medium Pulse Laser – RT (Heat: 4, Range: (L:12 M:8 S:4), Status: OK!)
Anti-Missile System – HD (Heat: 1, Ammo: 24, Status: OK!)
Critical Damage: None!
Notes: no hands or arm actuators

P4 Gargoyle 1 Prime
Weight: 80 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 26/26 (17/17)
LT R A(S): 8/8
CT A(S): 38/38 (25/25)
CT R A(S): 12/12
RT A(S): 26/26 (17/17)
RT R A(S): 8/8
LA A(S): 26/26 (13/13)
RA A(S): 26/26 (13/13)
LL A(S): 34/34 (17/17)
RL A(S): 34/34 (17/17)
Heat: 0/30
Overheat Penalty:
Heat Sinks: 16(32)
Movement: 5/8[10]/5
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Mechwarrior Zenyatta DeLarel
Mechwarrior Player: GenericOverusedName
Mechwarrior Status: OK!
Armament:
ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!)
ER PPC – LA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!)
Small Pulse Laser – RA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Small Pulse Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
ER Small Laser – RT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
ER Small Laser – LT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
ER Small Laser – HD (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Critical Damage: None!
Notes: no hands or arm actuators

P3 Gargoyle 2 D
Weight: 80 tons (Assault)
HD A(S): 0/9 (2/3)
LT A(S): 24/26 (17/17)
LT R A(S): 8/8
CT A(S): 36/38 (25/25)
CT R A(S): 12/12
RT A(S): 17/26 (17/17)
RT R A(S): 8/8
LA A(S): 24/26 (13/13)
RA A(S): 18/26 (13/13)
LL A(S): 29/34 (17/17)
RL A(S): 29/34 (17/17)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 16(32)
Movement: 5/8[10]/5
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Star Captain Matsukaze Ravenwater
Mechwarrior Player: Der Waffle Maus
Mechwarrior Status: OK!
Armament:
ER Large Laser – RA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
ER Large Laser – RA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
Streak SRM-6 – LA (Heat: 4, Ammo: 14, Range: (L:12 M:8 S:4), Status: OK!)
ER Small Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
ER Small Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
ER Small Laser – HD (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Targeting Computer – RT (Status: OK!)
Critical Damage: None!
Notes: 2 hands

P2 Hellbringer C
Weight: 65 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 23/23 (15/15)
LT R A(S): 7/7
CT A(S): 32/32 (21/21)
CT R A(S): 10/10
RT A(S): 23/23 (15/15)
RT R A(S): 7/7
LA A(S): 20/20 (10/10)
RA A(S): 20/20 (10/10)
LL A(S): 30/30 (15/15)
RL A(S): 30/30 (15/15)
Heat: 0/30
Overheat Penalty:
Heat Sinks: 13(26)
Movement: 5/8/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Star Colonel Kelso Cooper
Mechwarrior Player: Serril
Mechwarrior Status: OK!
Armament:
ER Large Laser – LT (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
ER Small Laser – HD (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Streak SRM-6 – RA (Heat: 4, Ammo: 85, Range: (L:12 M:8 S:4), Status: OK!)
Streak SRM-6 – RA (Heat: 4, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
Streak SRM-6 – RT (Heat: 4, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
Streak SRM-6 – RT (Heat: 4, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
Streak SRM-6 – LA (Heat: 4, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
Streak SRM-6 – LA (Heat: 4, Ammo: -, Range: (L:12 M:8 S:4), Status: OK!)
Critical Damage: None!
Notes: no hands or arm actuators

P1 Stormcrow B
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 15/17 (13/13)
LT R A(S): 9/9
CT A(S): 23/25 (18/18)
CT R A(S): 10/10
RT A(S): 13/17 (13/13)
RT R A(S): 9/9
LA A(S): 16/18 (9/9)
RA A(S): 18/18 (9/9)
LL A(S): 16/25 (13/13)
RL A(S): 25/25 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 13(26)
Movement: 6/9/0
Mechwarrior: Pilot 2, Gunnery 1
Mechwarrior Name: ilKhan Lair Seidman
Mechwarrior Player: ShadowDragon8685
Mechwarrior Status: OK!
Armament:
Ultra AC/20 – LA (Heat: 7, Ammo: 10, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
Critical Damage: None!
Notes: 1 hand



Enemy Status

A) GRD-1T Grand Dragon
Weight:
60 tons (Heavy)
Overheat Penalty: None
Mechwarrior: Pilot 4, Gunnery 2
Mechwarrior Name: Coordinator Takashi Kurita
Mechwarrior Status: OK!
Armament:
PPC, 2x Medium Laser, SRM-6
Critical Damage: None!
Notes:

B) WHM-6Y Warhammer
Weight:
70 tons (Heavy)
Overheat Penalty: None
Mechwarrior: Pilot 0, Gunnery 0
Mechwarrior Name: Sho-sa Yorinaga Kurita
Mechwarrior Status: OK!
Armament:
2x ER PPC, 3x Medium Laser, 2x Small Laser, Null Signature System
Critical Damage: None!
Notes:

C) THG-11E Thug
Weight:
80 tons (Assault)
Overheat Penalty: None
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Tai-i Akira Kurita
Mechwarrior Status: OK!
Armament:
2x PPC, 2x SRM-6
Critical Damage: None!
Notes:



O1 AS7-D Atlas
Weight:
100 tons (Assault)
Overheat Penalty: None
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Sho-Sho Oda Hideyoshi
Mechwarrior Status: OK!
Armament:
Autocannon/20, 4x Medium Laser, LRM-20, SRM-6
Critical Damage: None!
Notes:

O2 MDB-1X Mauler Daboku 1
Weight:
90 tons (Assault)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
2x Gauss Rifle, 3x Medium Laser
Critical Damage: None!
Notes:

O3 MDB-1X Mauler Daboku 2
Weight:
90 tons (Assault)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
2x Gauss Rifle, 3x Medium Laser
Critical Damage: None!
Notes:

O4 HTM-25T Hatamoto Hankou
Weight:
80 tons (Assault)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Gauss Rifle, 2x SRM-6, Medium Laser, Small Laser
Critical Damage: None!
Notes:




S1 PHX-1D Phoenix Hawk
Weight:
45 tons (Medium)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Large Laser, 2x Medium Laser
Critical Damage: None!
Notes:

S2 JR7-D Jenner 1
Weight:
35 tons (Light)
Mechwarrior Status: Ejection seat failure!

S3 JR7-D Jenner 2
Weight:
35 tons (Light)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
4x Medium Laser, SRM-4
Critical Damage: None!
Notes:

S4 SDR-5V Spider
Weight:
30 tons (Light)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
2x Medium Laser
Critical Damage: None!
Notes:

S5 PNT-8Z Panther 1
Weight:
35 tons (Light)
Overheat Penalty: None
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Large Laser, SRM-4
Critical Damage: None!
Notes:

S6 PNT-9R Panther 2
Weight:
35 tons (Light)
Mechwarrior Status: Ejected!

S7 PNT-9R Panther 3
Weight:
35 tons (Light)
Overheat Penalty: None
Mechwarrior Status: Killed In Action!

S8 PNT-9R Panther 4
Weight:
35 tons (Light)
Mechwarrior Status: Unknown!

PoptartsNinja fucked around with this message at 05:56 on Jan 11, 2012

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
The SoL is entrenching themselves real well.

Zeroisanumber
Oct 23, 2010

Nap Ghost

KnoxZone posted:

The SoL is entrenching themselves real well.

Assuming that they're not planning an all-out assault next turn. The Goons are pretty spread out and vulnerable.

The Casualty
Sep 29, 2006
Security Clearance: Pop Secret


Whiny baby
Welp, gg guys, you look pretty hosed now. Either you take the bait and go for the Spider/Panther combo and await backshots from the doom lance, or you rush the doom lance and await backshots from the two lights. Either way, spend a turn regrouping, and attack with full force. Maybe smash a unit through 0517 once it's time to attack, to divide their attention?

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.
I feel like a donkey for not remembering that scrapped mechs make for rough terrain.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

The Casualty posted:

Welp, gg guys, you look pretty hosed now. Either you take the bait and go for the Spider/Panther combo and await backshots from the doom lance, or you rush the doom lance and await backshots from the two lights. Either way, spend a turn regrouping, and attack with full force. Maybe smash a unit through 0517 once it's time to attack, to divide their attention?

Remember: PTN always loses init. Those lights might block off the path behind the players, but avoiding the back shots is a simple matter.

The Casualty
Sep 29, 2006
Security Clearance: Pop Secret


Whiny baby

KnoxZone posted:

Remember: PTN always loses init. Those lights might block off the path behind the players, but avoiding the back shots is a simple matter.

Well yeah but given our luck so far, the goon clan won't kill the lights right away, and will have to break contact to shoot the big boys, then get shot in the back by the wounded Spider and/or Panther. I suppose they could say "gently caress it dude, let's go bowling" and charge those little flies out of the way.

Tempest_56
Mar 14, 2009

The Casualty posted:

Welp, gg guys, you look pretty hosed now.

No, no, I don't think it's nearly that bad. If Goonstar commits a rear guard (P3 keeping watch down the road and maybe somebody at the 0620 crossroads too), they can keep the doomlance sufficiently covered to strike at the S4/5 pairing and remove them. I also still point out that Kool-Aiding through 0517 into their rear would be hilarious and effective, if slightly risky.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions
{John Madden Mode: ON}

Now what we've got here Al is a classic standoff. P4 is still lollygagging around, but the rest of the offense should be in position to start making plays next turn, which is, uh, really is what they need to be doing soon. There's no telling what will happen the longer this match goes on, you know, and and and if they keep giving the defense chances to make plays, they're going to start converting on those sooner or later.

What they've really gotta do is just hit the point of attack at 1317 with speed and hope to find a seam that they can get through. That would be the kind of play that you do in this situation. If they execute on their blocks and are able to distribute the ball well for the rest of the game, well I'll tell you Al, there's no reason why they can't win this football game. They have the ability to go deep and let the QB's arm do some work, and they haven't done that yet. Pretty soon they're going to have to start doing that or this will be very tough for them.

I, uh, I think though that they might have a hard time breaking through the current defensive line though. It's really going to take a toll on the offense in terms of time and energy. Let me, uh, let's use the telestrator here.



I mean, just look at that nice little box there. What this does is allow the defense to control the primary path back into the secondary. They can really slow the offense down with their strength and ability to make plays. That entire street is just a no-go zone unless the whole offense is there, and that would leave them open to a pass rush off the edge if they do that. A corner, uh, any kind of corner blitz by the defense could really ruin the offense's chance of converting on this drive.

I'll tell you what, Al, I uh, uh, really think that we're going to need to see a couple more plays before we know what's going to happen.

{John Madden Mode: OFF}

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)
To me, the plan is very simple - be aggressive since they didn't take the time to move any. Even if S1, S3, B, and C come around the corner, you can either a) run into a side street to avoid combat or b) (If they occupy the intersection) hit them from 2 different directions.

P5 - walk to 1118. You aren't in LoS of any gauss rifle and it moves you up for a massive alpha strike on anything that gets on the road. Remember to switch to Ultra mode when you get that close!

P4 - Kick the MASC into gear and run to 1821.

P3 - Same but run to 1416. In turn 9 you will be helping P2...

P2 - ...blow the poo poo out of S4 and S5! Run to 1615 (6MP) and torso twist north so you can unleash all of your SRMs and ERSLas into them. If possible, I would put a note in your orders to shoot at one target until it's dead and use the remaining SRMs on the other. If this is not within the rules, then break your shots up so that you can try to take both of them out at the same time. You'll be shooting on 4s and 5s for the primary and secondary targets respectively.

P1 - Run to 0518 in preparation for a pincer move.

All of these moves put you guys in cover against any of the Otomo mechs, but be careful. We don't know if PTN has planned to take down all of those light buildings with demolition charges or if he plans on shooting them to death with his mechs. Also, O4 is in a bunker.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

Rick_Hunter posted:


P2 - ...blow the poo poo out of S4 and S5! Run to 1615 (6MP) and torso twist north so you can unleash all of your SRMs and ERSLas into them. If possible, I would put a note in your orders to shoot at one target until it's dead and use the remaining SRMs on the other. If this is not within the rules, then break your shots up so that you can try to take both of them out at the same time. You'll be shooting on 4s and 5s for the primary and secondary targets respectively.

1615 wouldn't have LoS to S4.

Brandy Collins
Sep 17, 2009

PoptartsNinja posted:

Enemy Movement Modifiers:

S1 Phoenix Hawk: W+3

Not that it will necessarily matter, but I don't think this is correct. Is this supposed to be a Walk for 3 (at a +1 move mod)?

Narsham
Jun 5, 2008
Is 0517 a safe hex for moving through that building, or would P1 not be able to barrel through it without basement risk?

I'm guessing it takes too much movement to then allow P1 to back into the building the following turn, so that might be too risky to try.

Taerkar
Dec 7, 2002

kind of into it, really

Rick_Hunter posted:

P2 - ...blow the poo poo out of S4 and S5! Run to 1615 (6MP) and torso twist north so you can unleash all of your SRMs and ERSLas into them. If possible, I would put a note in your orders to shoot at one target until it's dead and use the remaining SRMs on the other. If this is not within the rules, then break your shots up so that you can try to take both of them out at the same time. You'll be shooting on 4s and 5s for the primary and secondary targets respectively.

P2 can get to 1615 by walking 5 and only be exposed to the Panther. That'll generate a +1 for him to hit with movement so 3+ with his weapons to hit.

5 hexes of movement is +2 for the Panther to hit, base gunnery of 4, so 6+ for the SRM-4 and the LL, which is far less of a guarantee than a 3+, but still a decent chance.

If the dice gods are kind he could get 0 damage + physical result (5+ for a kick), and at worst he would be facing 23 damage (8 from 4 SRMs, 8 from the LLas, 7 from the kick) in exchange for likely shredding the Panther. 6 SSRM-6s alone could easily do the job.

Edit: Wait, that's the LL Panther...

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

Brandy Collins posted:

Not that it will necessarily matter, but I don't think this is correct. Is this supposed to be a Walk for 3 (at a +1 move mod)?

No, it's walk for +3 mod, I'm not sure that is possible with a 6/9 phawk, but it might be a typo for R:+3 movement mod.

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GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Really, I couldn't have moved farther that turn. Because I was lollygagging to take out S6 previously.

Now to figure out the best way to run into that line of Gauss.

E: Just for curiosity's sake, what's with the "S6 Panther Must pass a piloting test or skid (5 base - 1 movement = 4): rolled 10, succeeds!"? I see that the pilot ejected, and the Panther itself didn't move so it is a bit confusing.

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