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Defiance Industries
Jul 22, 2010

A five-star manufacturer


quote:

Physical Attack Phase
-------------------
Searchlight declared but not possible.

Physical attacks for Thunder THR-1L (Andrevian)
    Kick (Left leg) at Locust LCT-6M (Keru); needs 9, rolls 2 : misses.

Physical attacks for Locust LCT-6M (Keru)
    Charging Thunder THR-1L (Andrevian); needs 4, rolls 8 :
Attacker takes 7 damage.        Locust LCT-6M (Keru) takes 5 damage to HD. Armor destroyed, 1 Internal Structure remaining
         Critical hit on HD. Roll is 5; no effect.

        Pilot of Locust LCT-6M (Keru) "Crag Hack" takes 1 damage.        
Pilot of Locust LCT-6M (Keru) "Crag Hack" needs a 5 to stay conscious. Rolls 5 : successful!
        Locust LCT-6M (Keru) takes 2 damage to LT. 6 Armor remaining.

Defender takes 38 damage .        Thunder THR-1L (Andrevian) takes 5 damage to RT. 8 Armor remaining.
        Thunder THR-1L (Andrevian) takes 5 damage to RT. 3 Armor remaining.
        Thunder THR-1L (Andrevian) takes 5 damage to LL. 25 Armor remaining.
        Thunder THR-1L (Andrevian) takes 5 damage to LT. 18 Armor remaining.
        Thunder THR-1L (Andrevian) takes 5 damage to LA. 17 Armor remaining.
        Thunder THR-1L (Andrevian) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Thunder THR-1L (Andrevian) "Carudarsana Thundyil" takes 1 damage.        
Pilot of Thunder THR-1L (Andrevian) "Carudarsana Thundyil" needs a 3 to stay conscious. Rolls 7 : successful!
        Thunder THR-1L (Andrevian) takes 5 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.


*** Thunder THR-1L (Andrevian) DESTROYED by pilot death! ***
        Thunder THR-1L (Andrevian) takes 3 damage to RT. 0 Armor remaining.

    Thunder THR-1L (Andrevian) is displaced into hex 2201.
    Locust LCT-6M (Keru) is displaced into hex 2102.


Locust LCT-6M (Keru) must make 1 piloting skill roll(s) (charging).
The base target is 4 [3 (Base piloting skill) + 1 (Small Cockpit)].
    Roll #1, (3 (Base piloting skill) + 1 (Small Cockpit) + 2 (charging)); needs 6, rolls 12 : succeeds.

Still laughing.

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Andrevian
Mar 2, 2010
SCREAMING LOCUST MASC HEADBUTT ATTACK GOOOOOOO!

Oh god that was amazing. That was a near-pristine Thunder, too.

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.
The Locust is the best mech.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Keru posted:

The Locust is the best mech.

I think I proved the Thunderbolt is the best mech?

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.
Only because I blacked out after charging you as well for another 36 points of damage that didn't, by sheer luck, incapacitate you. :argh:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Thud pilots are hard as gently caress. That's just a fact of life bro.

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.
It can happen to anyone, bro.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


I just put on my ceremonial leather jumpsuit and mustache. What you got????

Defiance Industries fucked around with this message at 10:15 on Jan 20, 2012

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.
Just this los-tech vacuum cleaner and wig.

TildeATH
Oct 21, 2010

by Lowtax

Keru posted:

Just this los-tech vacuum cleaner and wig.

This just turned into a completely different kind of LP.

Carbolic
Apr 19, 2007

This song is about how America chews the working man up and spits him in the dirt to die

Keru posted:

I swear I could remember, clear as day, PTN stating he used special rules for backshots somewhere in the thread, but after looking through the damned thing the only thing like it is his diagram over how the firing arc's and what counts as a backshot for a mech, which nowhere states the whole 'torso-twisting counts' that I must've dreamt up somewhere along the line. :psyduck:

You must have dreamt it:

PoptartsNinja posted:

No, the original arcs stand. Torso twisting just alters what direction your weapons fire in.

Also, this:

jng2058 posted:

We should recall that before we ended up getting both the Hussars and the Luthien fights, PTN mentioned that the Horses were going to lose this one if the players didn't intervene. Therefore this one was always going to be rough, and we'd probably have to be both skillful and lucky to prevail.

... is also wrong:

PoptartsNinja posted:

... and for the record, the Hell's Horses were going to win off-camera (just like Defiance Industries stole several Hollander prototypes from Coventry Metalworks off-camera after the last vote). The only way they can lose is if the players gently caress things up.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
I kind of remember him using TacOps arcs or something that made backshots more easy last mission. Not 100% on that though.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Seriously, that explains a lot. Like how I was doing so terrible in random MegaMek matches.

SageSepth
May 10, 2004
Luck is probability given way to superstition
Update!!!!! Going on a week now, need more Updates for the update Gods, otherwise this just becomes a Btech discussion thread.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell

SageSepth posted:

Update!!!!! Going on a week now, need more Updates for the update Gods, otherwise this just becomes a Btech discussion thread.

Everyone wants an update, but with last round's drama and having to get a replacement player; not to mention the very difficult position the players are in this turn, I think we can cut them some slack.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Yesterday was the first time we got to talk with thatbastardken. Though we did kind of rush our orders out... I think they've all been sent, but there might be some modifications too. PTN is probably annoyed at all the changes, haha.

We also kinda were trying to figure out a bunch of things at once. How deadly would that building be, how does shielding work, how firing arcs work, how charges work....

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Carbolic posted:

... is also wrong:

Hmm, so it is. But since we seem to be teetering on the edge of losing...depending on how this turn goes....then I suppose we're on the verge of changing history!

Yay us! :toot:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Counting Coup: Tactical Update 9

Movement Phase
B Warhammer
- Must pass a piloting test or skid (0 base - 1 movement = -1): automatic success!
- Must pass a piloting test or skid (0 base + 0 movement = 0): automatic success!

S3 Jenner
- Enters building hex 0517, must pass a piloting test to avoid damage (5 base + 3 heavy building + 0 movement = 8): rolled 8, succeeds! Building hex 0517 suffers 3 points of damage!

P1 Stormcrow B
- Must pass a piloting test or skid (2 base + 0 movement = 2): automatic success!

P2 Hellbringer C
- Must pass a piloting test or skid (3 base - 1 movement = 2): automatic success!

P4 Gargoyle Prime
- 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
- Fires Ultra-AC/20 (Ultra) at S4 Spider (2 base + 0 range + 1 movement + 3 enemy movement = 6): rolled 11, 2 rounds hit Center Torso (0/8 armor, 0/10 structure remains), Left Torso (0/6 armor, 0/7 structure remains)! `Mech destroyed!
- Fires Medium Pulse Laser at S4 Spider (2 base + 0 range + 1 movement + 3 enemy movement - 2 Pulse Laser= 4): rolled 2, miss!
- Fires Medium Pulse Laser at S4 Spider (2 base + 0 range + 1 movement + 1 enemy movement - 2 Pulse Laser = 4): rolled 3, miss!
- Fires Ultra-AC/20 (Ultra) at C Thug (2 base + 0 range + 1 movement + 1 enemy movement + 1 secondary target not in front arc = 5): rolled 8, 1 round hit Right Torso (5/25 armor remains)!
Generates 37 heat, sinks 32! Overheating!

P4 Gargoyle Prime
- Fires PPC at C Thug (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 9, hit Left Leg (19/34 armor remains)!
- Fires PPC at C Thug (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 8, hit Right Arm (5/26 armor remains)!
Generates 32 heat, sinks 32!

P3 Gargoyle D
- Fires ER Large Laser at C Thug (2 base + 0 range + 3 movement + 1 enemy movement - 1 targeting computer = 5): rolled 9, hit Center Torso (24/34 armor remains)!
- Fires ER Large Laser at C Thug (2 base + 0 range + 3 movement + 1 enemy movement - 1 targeting computer = 5): rolled 4, miss!
Generates 3 heat, sinks 32!

P2 Hellbringer C
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 8, 6 missiles hit Right Leg (14/16 armor remains), Right Arm (10/12 armor remains (through-armor critical!)), Left Torso (10/12 armor remains), Center Torso (14/16 armor remains), Left Torso (8/12 armor remains), Left Torso (6/12 armor remains)!
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 6, 6 missiles hit Left Leg (14/16 armor remains), Left Arm (10/12 armor remains), Right Torso (10/12 armor remains), Head (7/9 armor remains (Pilot hit!)), Left Leg (12/16 armor remains), Left Torso (4/12 armor remains)!
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 7, 6 missiles hit Right Torso (8/12 armor remains), Left Arm (8/12 armor remains), Center Torso (12/16 armor remains), Left Arm (6/12 armor remains), Right Arm (8/12 armor remains), Left Arm (4/12 armor remains)!
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 4, Streak SRM-6 fails to lock on!
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 8, 6 missiles hit Left Arm (2/12 armor remains), Right Arm (6/12 armor remains), Left Arm (0/12 armor remains), Right Arm (4/12 armor remains), Left Arm (4/6 structure remains (Critical chance!)), Right Arm (2/12 armor remains)!
- Fires Streak SRM-6 at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 9, 6 missiles hit Right Arm (0/12 armor remains), Right Torso (6/12 armor remains), Left Torso (2/12 armor remains), Left Leg (10/16 armor remains), Center Torso (10/16 armor remains), Left Arm (2/6 structure remains (Critical chance!))!
- Fires ER Small Laser at S5 Panther (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 6, hit Center Torso (5/16 armor remains)!
Generates 24 heat, sinks 26!

P1 Stormcrow B
- Fires ER Medium Laser at S4 Spider (target already destroyed)!
- Fires ER Medium Laser at S4 Spider (target already destroyed)!
- Fires ER Medium Laser at S4 Spider (target already destroyed)!
- Fires ER Medium Laser at S4 Spider (target already destroyed)!
- Fires ER Medium Laser at S4 Spider (target already destroyed)!
Generates 27 heat, sinks 26!

A Grand Dragon
- Holds fire!

B Warhammer
- Fires ER-PPC at P5 Kingfisher B (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatic success, hit Center Torso (35/45 armor remains)!
- Fires ER-PPC at P5 Kingfisher B (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatic success, hit Center Torso (25/45 armor remains)!
- Fires Medium Laser at P5 Kingfisher B (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatic success, hit Left Arm (15/30 armor remains)!
- Fires Medium Laser at P5 Kingfisher B (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatic success, hit Center Torso (20/45 armor remains)!
- Fires Medium Laser at P5 Kingfisher B (0 base + 0 range + 2 movement + 0 enemy movement = 2): automatic success, hit Head (4/9 armor remains (Pilot Hit))!

C Thug
- Fires PPC at P5 Kingfisher B (2 base + 0 range + 2 movement + 0 enemy movement + 2 minimum range = 6): rolled 8, hit Right Leg (28/38 armor remains)!
- Fires PPC at P5 Kingfisher B (2 base + 0 range + 2 movement + 0 enemy movement + 2 minimum range = 6): rolled 7, hit Right Arm (20/30 armor remains)!
- Fires SRM-6 at P5 Kingfisher B (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, anti-missile system shoots down all missiles!
- Fires SRM-6 at P5 Kingfisher B (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, 5 missiles hit Center Torso (18/45 armor remains), Right Leg (26/38 armor remains (through-armor critical!)), Right Leg (24/38 armor remains), Right Arm (18/30 armor remains), Center Torso (16/45 armor remains)!

O1 Atlas
- Holds fire!

O2 Mauler Daboku 1
- Holds fire!

O3 Mauler Daboku 2
- Holds fire!

O4 Hatamoto Hankou
- Holds fire!

S1 Phoenix Hawk
- Fires Large Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 9, hit Left Leg (30/38 armor remains)!
- Fires Medium Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, hit Left Arm (10/30 armor remains)!
- Fires Medium Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 9, hit Left Torso (23/28 armor remains)!

S3 Jenner 2
- Holds fire!

S4 Spider
- Fires Medium Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, hit Left Torso (18/28 armor remains)!
- Fires Medium Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 7, hit Left Torso (13/28 armor remains)!

S5 Panther 1
- Fires Large Laser at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 2, miss!
- Fires SRM-4 at P5 Kingfisher (4 base + 0 range + 3 movement + 0 enemy movement = 7): rolled 4, miss!



End Phase:
C Thug
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 8, succeeds!

S5 Panther
- Critical chance in Right Arm! No critical hits sustained!
- Critical chance in Left Arm! 2 critical hits sustained!
- - Shoulder Actuator destroyed!
- - Hand Actuator destroyed!
- Critical chance in Left Arm! 1 critical hit sustained!
- - Lower Arm Actuator destroyed!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds!

P5 Kingfisher B
- Must pass a 3+ consciousness test: rolled 9, succeeds!
- Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 5, succeeds!
- Through-Armor Critical chance in Right Leg! No critical hits sustained!



Physical Combat Phase:
P2 Hellbringer C
- Attempts to kick S1 Phoenix Hawk (3 base + 2 movement + 3 enemy movement + 2 Clanner – 2 Kick = 8): rolled 5, miss!

P5 Kingfisher B
- Attempts to kick C Thug, target not in arc!

C Thug
- Kicks P5 Kingfisher (3 base + 1 movement + 0 enemy movement - 2 kick = 2): automatic hit to Left Leg (14/38 armor remains)!

S1 Phoenix Hawk
- Kicks P5 Kingfisher (5 base + 3 movement + 0 enemy movement - 2 kick = 6): rolled 7, hit Right Leg (15/38 armor remains)!



End Phase:
P2 Hellbringer C
- Must pass a piloting test or fall (3 base + 0 missed kick = 3): rolled 6, succeeds!

P5 Kingfisher B
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked = 4): rolled 7, succeeds!
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked = 4): rolled 7, succeeds!



Turn End Phase:
- House Kurita Initiates Phase 2! Several Building Hexes reduced to rubble!





Second only to the Dire Wolf in durability, Star Captain Nasrullah’s Kingfisher shook like jar of pennies in a rock tumbler. Even an Omnimech couldn’t weather such abuse for long, and his diagnostics board flashed from green to yellow in places as components shook loose. One of the lights even flashed red for a moment as the DI Computer registered a hit to internals, but then toggled back to yellow when it concluded no significant damage had been dealt. Nasrullah pivoted at the ankles, bringing his left arm in line with the Kurita Thug. His shot blasted armor from the ancient, slab-shaped `Mech, staggering it momentarily.

With the utter calm of a warrior who had accepted his inevitable death, he pressed his right-arm autocannon against the torso of the enemy Spider and squeezed the trigger. The tiny `Mech ceased to exist, its right arm spiraling away as his autocannon tore it apart. The Spider toppled and fell, its dome-shaped head flopping about to smash itself like a melon against the black asphalt roads.

A flash of amber light filled his cockpit as an enemy laser scored the transplex. Nasrullah didn’t flinch from the heat, even when his skin began to blister and crack. His `Mech pivoted slowly, blackened and broken yet still deadly, to watch the Kuritan `Mechwarriors back away.

He barely noticed the buildings beside him collapse.




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(R)+1
C Thug: W(Sh/R)+1
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: J+3
S3 Jenner 2: R+3
S5 Panther 1: J+2








P5 Kingfisher B
Weight: 90 tons (Assault)
HD A(S): 4/9 (3/3)
LT A(S): 13/28 (19/19)
LT R A(S): 10/10
CT A(S): 16/45 (29/29)
CT R A(S): 12/12
RT A(S): 28/28 (19/19)
RT R A(S): 10/10
LA A(S): 10/30 (15/15)
RA A(S): 18/30 (15/15)
LL A(S): 14/38 (19/19)
RL A(S): 24/38 (19/19)
Heat: 5/30
Overheat Penalty: Movement reduced to 3/5/0!
Heat Sinks: 16(32)
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Star Captain Nasrullah
Mechwarrior Player: Keru
Mechwarrior Status: 3rd Degree burns!
Armament:
Ultra-AC/20 – RA (Heat: 7, Ammo: 32, 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: 23, 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: 1/30
Overheat Penalty: None
Heat Sinks: 13(26)
Movement: 6/9/0
Mechwarrior: Pilot 2, Gunnery 1
Mechwarrior Name: ilKhan Lair Seidman
Mechwarrior Player: ThatBastardKen
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)
Mechwarrior Status: Dead!

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)
Mechwarrior Status: Killed In Action!

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

PoptartsNinja fucked around with this message at 21:52 on Jan 22, 2012

Zeroisanumber
Oct 23, 2010

Nap Ghost
I'm surprised that Goonstar made such a concentrated effort to take out the Spider.

For next turn, back off out of the sights of the Gauss Rifles, finish off the remaining lighter mechs, plan carefully and don't let them run you around in circles while the Kuritas set up another ambush.

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)

PoptartsNinja posted:

Turn End Phase:
- House Kurita Initiates Phase 2! Several Building Hexes reduced to rubble!

I loving knew it!

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
Oh, dammit, I was hoping it was the Space Tokyo tower that was rigged.

That's what a real DFA looks like.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Ouch. Spider never really had a chance. Goonlance looks to be in better shape than I thought they would be after that last round; the Kingfisher is still kicking and going pretty strong.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
:staredog:

Well I'm glad Keru didn't try to hide in the building.

Zeroisanumber
Oct 23, 2010

Nap Ghost

GenericOverusedName posted:

:staredog:

Well I'm glad Keru didn't try to hide in the building.

Why punch the Spider's ticket so hard? Was he everyone's secondary target, or...?

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
I wonder how many Phases does House Kurita's "Plan" have?

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)

Artificer posted:

I wonder how many Phases does House Kurita's "Plan" have?

Probably 2 more considering there are 2 more sets of buildings that can collapse and are light.

On another note, I think you may have made a copypasta error on DWM's pilot status, PTN. He got hit with a PPC a few turns ago and now he's 'OK!'. Not that it really matters since if he gets hit in the head again, he's going to die.

Edit: And the Kingfisher only shot its UACs 3 times?

Rick_Hunter fucked around with this message at 20:23 on Jan 20, 2012

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
That Spider must have been something special. At least it is truly and well dead.

TildeATH
Oct 21, 2010

by Lowtax
I was so nervous about this turn that I skipped the report and went straight to the map to see if the Kingfisher survived. Great job by PTN on this LP, but where's my fluff text?

Edit: Never mind, found it.

TildeATH fucked around with this message at 20:27 on Jan 20, 2012

Mausi
Apr 11, 2006

Zeroisanumber posted:

Why punch the Spider's ticket so hard? Was he everyone's secondary target, or...?
Is it because the Stormcrow at 1018 didn't have LoS to S1 at 1117? I still don't have a hang on these hex LoS rules myself.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC

Zeroisanumber posted:

Why punch the Spider's ticket so hard? Was he everyone's secondary target, or...?

I'll just copypaste from the Panic Room.

quote:

Planned Orders:
P1 Stormcrow B (tbk): Run to 1018, shoot S4 or S5 (sent)
P2 Hellbringer C (Serril): Moving to 1118, releasing the swarm at S1(sent )
P3 Gargoyle D (DWM): Jumping to 1417, firing the ERLLs at Thug C, and kicking S5 if he is still there.(sent)
P4 Gargoyle Prime (GON): Run to 1518, fire PPCs at the Thug (sent)
P5 Kingfisher B (Keru): Turning to face 1215, splitting fire between Thug and S4. Kickin Thug if possible, kicking anything else nearby if no Thug alive by physical phase.(sent)

I don't know if PTN is letting us do the "If A is already dead then target B". I know you can't do that in MegaMek so...

E: /\ Yeah he wouldn't have had LOS on S1.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Rick_Hunter posted:

Edit: And the Kingfisher only shot its UACs 3 times?

No, he fired four times. Ultra AC/s on ultra-mode scatter like SRM 2s, which means the second shot can miss.

Longinus00
Dec 29, 2005
Ur-Quan

Zeroisanumber posted:

I'm surprised that Goonstar made such a concentrated effort to take out the Spider.

For next turn, back off out of the sights of the Gauss Rifles, finish off the remaining lighter mechs, plan carefully and don't let them run you around in circles while the Kuritas set up another ambush.

This is pretty much impossible for the kingfisher because it overheated.

GenericOverusedName posted:

I'll just copypaste from the Panic Room.


I don't know if PTN is letting us do the "If A is already dead then target B". I know you can't do that in MegaMek so...

In BT everyone declares targets before any damage is rolled.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





That's probably about as good a turn as we could have reasonably expected. No lucky instant kills on either side, but the most maneuverable blocker 'mech is down. It's a shame you guys couldn't put more fire into the Phoneix Hawk, but still...it was a pretty good turn.

Of course, now the Gauss Rifles are going to come into play...

On a positive note, Yorinaga's running with IS ER-PPCs, so they only hit for 10 instead of 15, which is good news for Goon Star.

Scurrilous
Sep 2, 2006
evolutionary throwback
Would it help everyone if I mocked this up in megamek so everyone can double check their ability to kick poo poo and discern what appropriate amounts of overkill are? Is that a thing you would permit, PTN?

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

Longinus00 posted:

This is pretty much impossible for the kingfisher because it overheated.

Eh, he can turn and back up out of medium from 03 and break LOS from the Kuritas.

More fun and less practical would be dropping prone in the rubble, propping, and blazing away at O4.

Fraction Jackson
Oct 27, 2007

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

Now, now I've got to be honest here Al, I'm a little disappointed in that turn for the offense. In this kind of a situation, what you've really got to do is focus on one gap, make one key block and get moving through the middle. But, uh, they uh just really didn't execute that very well. That P5, he really took some heavy hits on that last play, and if that keeps up he might not be able to stay in the game much longer. He did get that S5 out this turn, but the big problems for the offense - B and C, the two all-star safeties on the Kurita defense - they're still there! You gotta account for defensive playmakers like them more effectively, they're always going to be able to make plays, maybe force turnovers, and generally change the tempo of the game. It makes you wonder what could have happened if the rest of the team hadn't been lollygagging around before.

Anyway that's, uh, all that's a big deal because P5 is really the heart and soul of that team, you know. He uh, when he's running at the defense he can really wear them down with his strength and toughness. He always, always, just really hits the point of attack well, he just comes up and BOOM! Gets his head down and breaks through, or a nice stiff-arm sometimes. So if he goes down, the offense really has to change their gameplan. And that could be tough too, because so far the QB really has been having a terrible game, no one seems to want to make plays through the air.

I did notice a couple things Al that maybe we should take another look at.



The first thing is that the defense is really falling in love with these little pick plays. Uh, they, they, they're really simple plays, you just gotta get somebody in the way and force the offense to either move them or go around. And that's what's happening here, now P5 can't pursue to the northwest, and that keeps him from using his physicality in close.



Now, now the other big thing is right here. Look at this gap in the line that the offense has to deal with now! That's a lot of open space, and it's pretty well covered with those new gauss rifle things. The rubble from the building is going to slow any advance in that direction too. The defense is really going to make it hard now, I think, and it's the point in the game where the offense really needs to get creative with their playcalling and start to just make some plays. If they don't come up with something soon, well, I, I, I just don't know if they can win this football game here.

{John Madden Mode: OFF}

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Might as well kill the spider: one less backstab risk. Mop up, Goonstar, the enemy ambush did less than might be feared. Focus fire where possible, make them sell their lives for their coordinator too cheaply.

Zeroisanumber
Oct 23, 2010

Nap Ghost

Longinus00 posted:

This is pretty much impossible for the kingfisher because it overheated.



He can make it behind building 13 at 1117 and turn to face the remaining gauss mech. He'll face a 4 gunner firing at 7's (I think, no book handy) but that's a lot better than being under the guns of all the gauss mechs and the Thug/Whammer. He can shoot S5 with his lasers if the Panther is stupid enough to stay around, or the Thug/Whammer if they poke their noses around the building.

Regardless, 1117 is his best move.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC

Zeroisanumber posted:

He can make it behind building 13 at 1117 and turn to face the remaining gauss mech. He'll face a 4 gunner firing at 7's (I think, no book handy) but that's a lot better than being under the guns of all the gauss mechs and the Thug/Whammer. He can shoot S5 with his lasers if the Panther is stupid enough to stay around, or the Thug/Whammer if they poke their noses around the building.

Regardless, 1117 is his best move.

He could back up to 1118 and get some slight move mods in his favor out of it, I think.

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AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

GenericOverusedName posted:

He could back up to 1118 and get some slight move mods in his favor out of it, I think.

1118 is 2 hexes back, so there would be no positive move mod.

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