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Ghost of Babyhead posted:Orders seem to be coming in pretty quickly, especially considering how many players are involved. Good job goons. Yup, they're on top of things. Unfortunately, so is the Bobcat.
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# ? Apr 23, 2012 17:44 |
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# ? Apr 28, 2024 17:40 |
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PoptartsNinja posted:Yup, they're on top of things. Daaaaaaaaamn.
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# ? Apr 23, 2012 18:00 |
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PoptartsNinja posted:Yup, they're on top of things. I love the Bobcat. Undoubtedly the pride of CMW.
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# ? Apr 23, 2012 18:05 |
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PoptartsNinja posted:Yup, they're on top of things. He can't be, that would be silly! The Hollander probably head-sniped all of us already. He can't be on top of a headless mech.
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# ? Apr 23, 2012 18:18 |
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PoptartsNinja posted:Need an update from the Hermes II, it's trying to occupy the same hex as the Shadow Hawk. We're communicating so well. That was totally my fault.
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# ? Apr 23, 2012 22:47 |
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PoptartsNinja posted:Yup, they're on top of things. Aw, hamburgers.
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# ? Apr 24, 2012 00:08 |
Mary Annette posted:Aw, hamburgers. I concur, one of us got blasted into hamburger, yes.
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# ? Apr 24, 2012 00:33 |
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jng2058 posted:I concur, one of us got blasted into hamburger, yes. Yo.
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# ? Apr 24, 2012 00:49 |
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I only hope one of you hot-loaded a gigantic ball of string.
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# ? Apr 24, 2012 00:56 |
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jng2058 posted:I concur, one of us got blasted into hamburger, yes. One the bright side the explosion will cook said hamburger.
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# ? Apr 24, 2012 03:42 |
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Wow, took me a good solid 4 days to skim through this thread and it's got me excited to get back into BTech. Wish I had started on this earlier. Mechwarrior Me! because these scenarios are awesome even though it'll probably be next year and we'll be in the Dark Age era by the time I get to play (if DA happens in this 'verse) <REDACTED> since I don't have PMs DarthXaos fucked around with this message at 13:39 on Apr 24, 2012 |
# ? Apr 24, 2012 05:20 |
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Gahhhh stupid Bobcat ruining everything for goonlance. Unless there's some way that a 'bobcat on top of things' could imply something positive? I can only think of a Bobcat standing on top of the charred ruins of some unfortunate goonmech. Hopefully it's the one which is already mostly beaten up, so the loss isn't as bad as it could be.
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# ? Apr 24, 2012 06:49 |
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Obviously the Bobcat used its ace status to unleash the threads first successful DFA.
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# ? Apr 24, 2012 06:59 |
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KnoxZone posted:Obviously the Bobcat used its ace status to unleash the threads first successful DFA. The one on the fuel refinery counts, dammit.
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# ? Apr 24, 2012 07:20 |
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Caldera: Tactical Update 3 Combat Phase A5 Bobcat - Fires Snub-Nose PPC at M3 Hammer 1 (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 8, hit Right Torso (0/10 armor remains)! - Gains 16 heat, sinks ???! M1 Shadow Hawk - Fires LRM-5 at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement + 1 minimum range = 8): rolled 8, 3 missiles hit Right Leg (2/8 armor remains)! - Fires Autocannon/5 at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Left Toro (0/9 armor, 7/8 structure remains)! Critical chance! - Fires Medium Laser at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 6, miss! - Fires SRM-2 at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss! - Gains 10 heat, sinks 12! M2 Hermes II - Fires Autocannon/5 at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 10, hit Right Leg (0/8 armor, 5/8 structure remains)! Critical chance! - Fires Medium Laser at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 8, miss! - Gains 6 heat, sinks 10! M3 Hammer 1 - Fires LRM-5 at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 12, 3 missiles hit Left Arm (3/6 armor remains)! - Fires LRM-5 at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 10, 3 missiles hit Center Torso (7/10 armor remains)! - Fires Medium Laser at A4 Hollander (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 6, miss! - Fires Medium Laser at A4 Hollander (4 base + 4 range + 2 movement + 1 enemy movement = 11): rolled 9, miss! - Gains 12 heat, sinks 12! M4 Cicada - Fires PPC at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 11, hit Right Leg (0/8 structure remains)! Limb blown off! - - Damage transfers to Right Torso (4/9 armor remains)! M5 Hermes - Fires Medium Laser at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 8, hit Center Torso (2/10 armor remains)! - Fires Medium Laser at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 12, hit Right Arm (0/6 armor, 4/6 structure remains)! Critical chance! - Fires Flamer at A4 Hollander (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 7, miss! - Gains 11 heat, sinks 10! M6 Valkyrie - Fires LRM-10 at A4 Hollander (4 base + 0 range + 3 movement + 1 enemy movement = 8): rolled 8, 8 missiles hit Right Torso (0/9 armor, 7/8 structure remains (Critical chance!)), Left Arm (1/6 structure remains (Critical chance!))! - Fires Medium Laser at A3 Clint (4 base + 0 range + 3 movement + 2 enemy movement + 1 secondary target = 10): rolled 11, hit Right Leg (3/8 armor remains)! - Gains 6 heat, sinks 11! M7 Spider - Fires Medium Laser at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Right Torso (2/8 structure remains)! Critical chance! - Fires Medium Laser at A4 Hollander (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 8, hit Left Leg (3/8 armor remains)! - Gains 8 heat, sinks 10! M8 Hammer 2 - Fires LRM-5 at A3 Clint (4 base + 0 range + 2 movement + 2 enemy movement + 3 minimum range = 11): rolled 6, miss! - Fires Medium Laser at A3 Clint (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 4, miss! - Fires Medium Laser at A3 Clint (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 6, miss! - Fires Medium Laser at A3 Clint (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 9, hit Left Arm (1/6 armor remains)! - Gains 13 heat, sinks 12! A1 Wolfhound - Fires Large Laser at M6 Valkyrie (4 base + 2 range + 2 movement + 3 enemy movement = 11): rolled 7, miss! - Gains 10 heat, sinks 10! A2 Commando - Holds fire! - Gains 2 heat, sinks 10! A3 Clint - Fires Medium Laser at M6 Valkyrie (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 8, hit Right Torso (7/12 armor remains)! - Fires Medium Laser at M6 Valkyrie (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 6, miss! - Fires Autocannon/5 at M7 Spider (3 base + 0 range + 2 movement + 3 enemy movement + 1 secondary target = 9): rolled 9, hit Right Arm (0/5 armor remains)! - Gains 9 heat, sinks 10! A4 Hollander - Fires Gauss Rifle at M2 Hermes II (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 8, hit Left Arm (0/11 armor, 2/6 structure remains)! Critical chance! - Gains 3 heat, sinks 10! A6 Griffin - Fires Large Laser at M6 Valkyrie (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 5, miss! - Fires Medium Laser at M6 Valkyrie (4 base + 2 range + 0 movement + 3 enemy movement = 9): rolled 9, hit Left Torso (7/12 armor remains)! - Fires Medium Laser at M6 Valkyrie (4 base + 2 range + 0 movement + 3 enemy movement = 9): rolled 10, hits Left Leg (7/12 armor remains)! - Gains 14 heat, sinks 16! End Phase: A4 Hollander - Suffers an Automatic Fall! Suffers damage to Right Torso (0/8 structure remains)! - - Damage transfers to Center Torso (1/10 armor remains)! - `Mech disabled (immobilized, has no weapons) M2 Hermes II - Critical chance in Left Arm! 1 critical hit sustained! - - Left Upper Arm Actuator destroyed! Physical Combat Phase: M6 Valkyrie - Kicks A3 Clint (5 base + 3 movement + 2 target movement - 2 kick = 8): rolled 7, miss! A3 Clint - Punches M6 Valkyrie (4 base + 2 movement + 3 enemy movement = 9): rolled 11, hit Left Leg (3/12 armor remains)! End Phase: M6 Valkyrie - Must pass a piloting test or fall (5 base + 0 missed kick = 5): rolled 8, succeeds! Incredibly vain yet even-tempered, Private Flavian Gryphon kept his hair long for a `Mechwarrior. Falling to his waist, his long black tresses always looked spectacular in a stark white dress uniform; and yet every time he was forced to open fire with his Spider’s lasers he vowed to shave it all off. It clung limp and moist to his skin, clinging and hot like a soaked wool blanket. At least his Spider ran relatively cool—he had no idea how anyone put up a machine that ran as hot as the Lieutenant’s Hermes. The fastest `Mech in 2 company’s scout lance, Flavian’s egotism was almost as legendary as his narcissism. “Ha, I got it!” he crowed as the Hollander’s leg sheared off. It didn’t matter that the leg had crumpled a second or so after his medium laser had scoured armor from it; he still planned to privately stamp his Spider with its thirtieth `Mech silhouette even if nobody but Flavian himself considered them official. All thoughts of imagined glory fled when the Hollander’s intact cockpit imploded with a crack loud enough that Flavian felt it in his lower body. His Spider danced a half-step back, “—Good God. Lieutenant, he just committed suicide!” Mission Objective: Drive Off the 17th Arcturan Guards (1/6) Secondary Objective: Destroy or Disable the 17th Arcturan Guards (1/6) Enemy Movement Modifiers: A1) WLF-1 Wolfhound – +2 ran A2) COM-2D Commando – +3 ran A3) CLNT-2-3T Clint – +2 ran A5) B0C-13T Bobcat (ACE) – [+3 jumped] A6) GRF-1S Griffin – +0 stationary Protectorate Iron Guard M1) SHD-2H Shadow Hawk Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/18 (13/13) LT R A(S): 6/6 CT A(S): 23/23 (18/18) CT R A(S): 8/8 RT A(S): 18/18 (13/13) RT R A(S): 6/6 LA A(S): 16/16 (9/9) RA A(S): 16/16 (9/9) LL A(S): 16/16 (13/13) RL A(S): 16/16 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12 Movement: 5/8/3 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Lieutenant S.G. Erasmus Chatzi Mechwarrior Player: Sair Mechwarrior Status: OK! Armament: Autocannon/5 – LT (Heat: 1, Ammo: 18, Range: (L:18 M:12 S:6 Min:3), Status: OK!) LRM-5 – RT (Heat: 2, Ammo: 22, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM-2 – HD (Heat: 2, Ammo: 49, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands M2) HER-2S Hermes II Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/14 (10/10) LT R A(S): 5/5 CT A(S): 17/17 (12/12) CT R A(S): 6/6 RT A(S): 14/14 (10/10) RT R A(S): 5/5 LA A(S): 0/11 (2/6) RA A(S): 11/11 (6/6) LL A(S): 14/14 (10/10) RL A(S): 14/14 (10/10) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Sergeant Damaris Golde Mechwarrior Player: Pinguliten Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – LA (Heat: 2, Range: (L:3 M:2 S:1), Status: OK!) Autocannon/5 – RT (Heat: 1, Ammo: 18, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Critical Damage: Left Upper Arm Actuator destroyed! Notes: 1 hand M3) HMR-2M Hammer 1 Weight: 30 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 5/10 (7/7) LT R A(S): 4/4 CT A(S): 15/15 (10/10) CT R A(S): 4/4 RT A(S): 0/10 (7/7) RT R A(S): 4/4 LA A(S): 0/10 (5/5) RA A(S): 10/10 (5/5) LL A(S): 9/14 (7/7) RL A(S): 14/14 (7/7) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12 Movement: 5/8/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Private Karan Stephanopoulos Mechwarrior Player: BatteredFeltFedora Mechwarrior Status: OK! Armament: LRM-5 – RT (Heat: 2, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM-5 – LT (Heat: 2, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands M4) CDA-3C (field refit) Cicada Weight: 40 tons (Class) HD A(S): 9/9 (3/3) LT A(S): 6/6 (10/10) LT R A(S): 3/3 CT A(S): 11/11 (12/12) CT R A(S): 6/6 RT A(S): 6/6 (10/10) RT R A(S): 3/3 LA A(S): 4/4 (6/6) RA A(S): 4/4 (6/6) LL A(S): 6/6 (10/10) RL A(S): 6/6 (10/10) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11 Movement: 7/11/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: PFC Stavros Andreou Mechwarrior Player: Rhobot Mk. II Mechwarrior Status: OK! Armament: PPC – RT (Heat: 10, Range: (L:18 M:12 S:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – RL (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Small Laser – LL (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: no arm actuators M5) HER-1S Hermes Weight: 30 tons (Light) HD A(S): 2/7 (3/3) LT A(S): 9/9 (7/7) LT R A(S): 4/4 CT A(S): 14/14 (10/10) CT R A(S): 4/4 RT A(S): 9/9 (7/7) RT R A(S): 4/4 LA A(S): 4/9 (5/5) RA A(S): 9/9 (5/5) LL A(S): 10/10 (7/7) RL A(S): 10/10 (7/7) Heat: 2/30 Overheat Penalty: None Heat Sinks: 10 Movement: 9/14/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Lieutenant J.G. Lycoris Asker Mechwarrior Player: LeschNyhan Mechwarrior Status: Flash burns (3+)! Armament: Medium Laser –RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – LA (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 1 hand M6) VAL-QA Valkyrie Weight: 30 tons (Light) HD A(S): 8/8 (3/3) LT A(S): 7/12 (7/7) LT R A(S): 2/2 CT A(S): 14/14 (10/10) CT R A(S): 4/4 RT A(S): 7/12 (7/7) RT R A(S): 2/2 LA A(S): 9/9 (5/5) RA A(S): 9/9 (5/5) LL A(S): 3/12 (7/7) RL A(S): 12/12 (7/7) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11 Movement: 5/8/5 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Corporal Hector Halas Mechwarrior Player: GreyjoyBastard Mechwarrior Status: OK! Armament: Medium Laser –RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) LRM-10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: 1 hand M7) SDR-5V Spider Weight: 30 tons (Light) HD A(S): 6/6 (3/3) LT A(S): 6/6 (7/7) LT R A(S): 2/2 CT A(S): 8/8 (10/10) CT R A(S): 4/4 RT A(S): 6/6 (7/7) RT R A(S): 2/2 LA A(S): 5/5 (5/5) RA A(S): 0/5 (5/5) LL A(S): 6/6 (7/7) RL A(S): 6/6 (7/7) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 8/12/8 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: PFC Flavian Gryphon Mechwarrior Player: cafel Mechwarrior Status: OK! Armament: Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands M8) HMR-2M Hammer 2 Weight: tons (Class) HD A(S): 9/9 (3/3) LT A(S): 0/10 (2/7) LT R A(S): 4/4 CT A(S): 15/15 (10/10) CT R A(S): 4/4 RT A(S): 10/10 (7/7) RT R A(S): 4/4 LA A(S): 10/10 (5/5) RA A(S): 10/10 (5/5) LL A(S): 14/14 (7/7) RL A(S): 14/14 (7/7) Heat: 1/30 Overheat Penalty: None Heat Sinks: Movement: 5/8/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Private Vernados Zane Mechwarrior Player: Slaan Mechwarrior Status: OK! Armament: LRM-5 – RT (Heat: 2, Ammo: 21, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM-5 – LT (Heat: 2, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: Destroyed!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands 17th Arcturan Guards A1) WLF-1 Wolfhound Weight: 35 tons (Light) Overheat Penalty: None Movement: 6/9/0 Mechwarrior Status: OK! Armament: Large Laser, 4x Medium Laser Critical Damage: None! Notes: 1 hand A2) COM-2D Commando Weight: 25 tons (Light) Overheat Penalty: None Movement: 6/9/0 Mechwarrior Status: OK! Armament: SRM-4, Medium Laser, SRM-6 Critical Damage: None! Notes: 2 hands A3) CLNT-2-3T Clint Weight: 40 tons (Medium) Overheat Penalty: None Movement: 6/9/6 Mechwarrior Status: OK! Armament: Autocannon/5, 2x Medium Laser Critical Damage: None! Notes: 1 hand A4) BZK-F2 Hollander Weight: 35 tons (Light) Mechwarrior Status: KIA! Notes: 2 hands A5) B0C-13T Bobcat Weight: 45 tons (Medium) Overheat Penalty: None Movement: 6/9/6 Mechwarrior Status: OK! Armament: PPC, 2x Medium Laser, ??? Critical Damage: None! Notes: 1 hand, ACE A6) GRF-1S Griffin Weight: 55 tons (Medium) Overheat Penalty: None Movement: 5/8/5 Mechwarrior Status: OK! Armament: Large Laser, 2x Medium Laser, LRM-5 Critical Damage: None! Notes: 2 hands PoptartsNinja fucked around with this message at 09:24 on Apr 24, 2012 |
# ? Apr 24, 2012 08:36 |
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hollander down, maximum speed ahead mechwarriors. Kill the griffin then envelop the enemy and kick them to death. Reason i'm saying the griffin is it didn't move, easy target swarm it shoot it kick it. The hermes II can run up to it and turn to face it and kick, also the spider can jump 7 get behind it and be dangerous. everyone else should close and swamp the drat thing... though try to not die as well. The Valk can jump 5 and get a medium laser shot off and a punch in without getting kicked in return, stay out of the hex its facing and the two on either side lest you eat the jackboots of evil. For reference. 103 102 and 201 are all places the griffin can't kick back, the valk can get to 103, the spider can jump 7 (+4) to 102 and shoot rear armor, the hermes II is a medium and does the most damage and can run 9 (then turn to face) the griffin for kicks, or run 10 (+4) and not get kicks in but more defense. AtomikKrab fucked around with this message at 09:05 on Apr 24, 2012 |
# ? Apr 24, 2012 08:42 |
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quote:A6 Griffin +1 for secondary target on the shots vs. the Hermes?
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# ? Apr 24, 2012 08:57 |
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Huh, the Hollander got legged and disarmed, then its pilot blew himself up to avoid capture? This sure as hell isn't a standard Lyran formation if that's happening. False Flag operation by the NRWR or ComStar or something? Acting too suspiciously to be the stated 17th Arcturan Guards that GoonLance is facing... Still beggars the question where this force that purports to be the 17 Arcturan got their mechs, since those are invariably Lyran designs, especially the Hollander and the Griffin... The Wolfhound seems to be moving into position to do more damage, as is the Bobcat, although the latter seems more dangerous since its an ace. Also, it managed to open up a torso on one of the Hammers, so that's something to keep in mind. Still, the Griffin is sitting there, so maybe it should be GoonLance's next target, although an inviting target such as that might just be a trap or something, to allow the other heavy hitters of the OpForce to move into position like the previously mentioned Wolfhound and the Bobcat are doing right now. Also while I am not versed in BattleTech rules, I noticed a couple of things that look like mistakes on your part during the combat update, PTN. My apologies if I am only not reading this right or something, but it seems like the Hermes' Flamer should have hit the Hollander (your block says it needs a 9, and shows it rolling a 9), which you have marked as a miss. Doesn't matte much anyway, since the Hollander would have been scrap even without the Flamer hitting, but I was just wondering if that was an error or a typo. On the same note, the Griffin should have accrued a +1 Secondary target modifier on its shots against the Hermes, as it fired at the Valkyrie as well. In that case, one of the Medium Laser shots should have missed, as it would have needed a 10 to be rolled where your combat block shows a 9. Again, if that was a typo or something, I apologize. If it wasn't, then I only seek to bring it to your attention. E:F;B
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# ? Apr 24, 2012 09:06 |
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The Hollander suicided when disabled? Simply HAS to be a false flag operation. Also I am being a very bad LRM boat but whatever I'm doing some pretty good damage.
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# ? Apr 24, 2012 09:15 |
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Leperflesh posted:+1 for secondary target on the shots vs. the Hermes? Copypasta error, they were all on the Valkyrie.
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# ? Apr 24, 2012 09:21 |
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Never before has 5 damage made me feel so concerened about my mech's well being. Also god drat, we iced that Hollander as fast as humanly possible and it still spat out 30 points of damage. I hate thinking of what the Bobcat's total will be when (if) we bring it down.
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# ? Apr 24, 2012 09:46 |
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GreyjoyBastard posted:The Hollander suicided when disabled? Unless it really is Lyrans and they just want to make it look like a false flag operation
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# ? Apr 24, 2012 10:04 |
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Sam Hall posted:Unless it really is Lyrans and they just want to make it look like a false flag operation Lyrans aren't as a general rule quite that subtle, though, are they? I always got the impression that Lyrans were much more straightforward in the way they approached battle, i.e. 'It doesn't matter how sneaky the other guy is if you have four times as many 'Mechs as he does.' That's a hazy impression based on poo poo I vaguely remember from a decade ago, though.
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# ? Apr 24, 2012 10:33 |
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DivineCoffeeBinge posted:Lyrans aren't as a general rule quite that subtle, though, are they? I always got the impression that Lyrans were much more straightforward in the way they approached battle, i.e. 'It doesn't matter how sneaky the other guy is if you have four times as many 'Mechs as he does.' That's a hazy impression based on poo poo I vaguely remember from a decade ago, though. I think you forgot 'and they are bigger' from the Lyran Mission Statement there.
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# ? Apr 24, 2012 11:07 |
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DivineCoffeeBinge posted:Lyrans aren't as a general rule quite that subtle, though, are they? I always got the impression that Lyrans were much more straightforward in the way they approached battle, i.e. 'It doesn't matter how sneaky the other guy is if you have four times as many 'Mechs as he does.' That's a hazy impression based on poo poo I vaguely remember from a decade ago, though. That impression is probably based on the fact that Lyrans fight mostly defensive campaigns. When Lyrans go on an offensive push, they're generally well supported by intelligence gathered by the LIC, who pretty much own bones.
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# ? Apr 24, 2012 11:14 |
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Defiance Industries posted:That impression is probably based on the fact that Lyrans fight mostly defensive campaigns. When Lyrans go on an offensive push, they're generally well supported by intelligence gathered by the LIC, who pretty much own bones. Yeah, but being supported by good intel is a far cry from double-false-flag-ops shenanigans, is all I'm saying. I just get the feel that when the Lyrans decide to go to war with someone they'll be smart about it, but smart doesn't always equal sneaky. Though now that you mention it I don't know that I've read much of anything about offensive pushes by the Lyrans so maybe I'm way off-base and we can bust out the tinfoil hats!
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# ? Apr 24, 2012 12:10 |
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This isn't a Lyran Operation! (Unless NRWR conned a regiment to attack the FWL) the Lyran Commonwealth is in enough trouble from seceding states and clans eating their worlds to launch an assault on the FWL. This is a false flag operation to get the FWL to defend a border that doesn't need defending while someone stabs them in the back.
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# ? Apr 24, 2012 12:14 |
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Affi posted:This isn't a Lyran Operation! (Unless NRWR conned a regiment to attack the FWL) the Lyran Commonwealth is in enough trouble from seceding states and clans eating their worlds to launch an assault on the FWL. Oh, almost certainly, but given that this is Battletech I'm never entirely ready to rule out immense stupidity and/or hubris on the part of a Successor State's leadership. There's always room for more hubris.
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# ? Apr 24, 2012 12:17 |
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The thing about the Lyrans is that they always need to self-sabotage for narrative reasons whenever they go on the offensive, because they've been set up as the faction with probably the most inherent strengths. This gets old fast even when it's done well; the Lyran Heavy Guards can only get cut off and trapped due to administrative bungling so many times before it gets hard to believe. But if you don't have something like that intercede, it's hard to come up with reasons why the heavier Lyran forces keep losing over and over when they are intuitively the stronger force. Thus the Lyras can't be let out of the shed too often, or their failure to effect victories with their well-established superior firepower just gets harder and harder to explain as a writer. The same thing kinda goes for everyone, since the BT setting is mostly static, but with the Lyrans get it worst because they have fewer excuses for losing.
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# ? Apr 24, 2012 12:18 |
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If it weren't obvious, this couldn't be a Lyran operation since conventional forces wouldn't feature suicide-cockpits (hard to get regulars wearing their own colours to go for that, or keep fighting once they notice it's in play). They could get agents dedicated enough to pull it off, but we don't have any evidence this attack is over anything valuable. They won't burn good agents and mechs on an ammo-and-parts raid, so unless it turns out there's a valuable prototype weapon they're trying to steal under the guise of an ammo-and-parts raid or something I can't imagine why the Lyrans would be doing this. It could be a Comstar operation, although the only way I could see that is if it's an extension of some Comstar members' Rimworld sympathies. They could be doing a false-flag on the Republic's behalf, and would have the talent, resources, and practice to make it convincing (not to mention a six-mech formation, although I don't think that's common knowledge). I can't help but think that a good strategic analysis of this encounter would reveal it to be a fake. Then again, with Comstar controlling the Free World League's communications, they'd just have to leave out the bit about the suicide cockpits and whichever Marik gets the report will probably fail to make the connection. If this is a correct interpretation (it might not be) my question would be what the difference is if the players win or lose. If they win, will the plot be uncovered?
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# ? Apr 24, 2012 13:32 |
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GreyjoyBastard posted:The Hollander suicided when disabled? Agreed. The question is who's false flag is it? Also, strategic opinion: Bumrush and swarm the Griffin. It's a ripe target this turn, and it'll draw the other lance further from the water. If you can whack the Griffin's big laser, that's a huge advantage.
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# ? Apr 24, 2012 13:40 |
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GhostStalker posted:Huh, the Hollander got legged and disarmed, then its pilot blew himself up to avoid capture? This sure as hell isn't a standard Lyran formation if that's happening. False Flag operation by the NRWR or ComStar or something? Acting too suspiciously to be the stated 17th Arcturan Guards that GoonLance is facing... Still beggars the question where this force that purports to be the 17 Arcturan got their mechs, since those are invariably Lyran designs, especially the Hollander and the Griffin... Griffin's common enough that anyone could get it. All the houses have plenty, the lyrans just like it better. The wolfhound, however, is much rarer at this point for anyone else. Only ~ 5 years old if it came out at canon time. Obvious possibility is skye forces or duke traitorguy loyalists. Felime fucked around with this message at 15:25 on Apr 24, 2012 |
# ? Apr 24, 2012 13:48 |
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And honestly if you were to commit to a false flag operation it's just a big big bonus if you can include a signature mech or two. The Hollander, Wolfhound and Griffin might have been more difficult to get a hold of but the entire operation is definitely more effective because of them being signature mechs. I believe (and hope?) that the Bobcat is one of NRWR design, and that PTN has had a few signature homebrew rimworlds mechs made.
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# ? Apr 24, 2012 15:12 |
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quote:LRM-5 – RT (Heat: 2, Ammo: 21, Range: (L:21 M:14 S:7 Min:6), Status: OK!) quote:M8 Hammer 2 I'm only seeing the ability to gain 11 heat here thanks to that destroyed LRM-5 (which I obviously couldn't fire). And only able to sink 11 thanks to a destroyed heat sink. I'm just wondering if I missed something. Also, oh god they are all coming for me. vv Ah, right. Thanks. Slaan fucked around with this message at 15:45 on Apr 24, 2012 |
# ? Apr 24, 2012 15:23 |
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Slaan posted:I'm only seeing the ability to gain 11 heat here thanks to that destroyed LRM-5 (which I obviously couldn't fire). And only able to sink 11 thanks to a destroyed heat sink. I'm just wondering if I missed something. Walking generates 1 heat. Running generates 2. On the false flag, we also can't count out Duke Freddy here. He's got all the cunning he had in canon, minus twenty years and a disastrous defeat worth of humility. It's unlikely, as he's probably got his attention focused on the clan front, but it's a possibility.
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# ? Apr 24, 2012 15:29 |
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Slaan posted:I'm only seeing the ability to gain 11 heat here thanks to that destroyed LRM-5 (which I obviously couldn't fire). And only able to sink 11 thanks to a destroyed heat sink. I'm just wondering if I missed something. Slaan, time to move forward into the heavy woods directly ahead of you and turn back around to face 0605. You will get a +4 terrain bonus against them they will only get a +2 against you. admittedly you will both be shooting on 10s but it is your best option.
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# ? Apr 24, 2012 15:43 |
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So, that Bobcat can: jump at least 6 squares, fire one weapon from 9 squares away with great accuracy, two others from 5-8 squares with reasonable accuracy for a combined 20 damage, and has enough heat dissipation to stay ahead of the +1 to hit on the heat curve for this round. Oh, and he has Ace, so he'll always be within range of someone, has his pick of targets and hasn't missed a shot yet. Did I miss anything? In any case, the Hollander is down, swarming them like ants sounds like a great idea.
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# ? Apr 24, 2012 16:08 |
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Loki would use suicide charges on their pilots, but that would make less sense.
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# ? Apr 24, 2012 16:28 |
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That turn went surprisingly well, I was of the opinion that goonlance had just lost a mech. Instead, the Hollander was super-overkilled, but it's probably best to insure that that nasty gauss rifle is neutralized. But uh, that Bobcat is proving to be mightly dangerous with no obvious weak points.
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# ? Apr 24, 2012 17:22 |
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# ? Apr 28, 2024 17:40 |
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enigma74 posted:That turn went surprisingly well, I was of the opinion that goonlance had just lost a mech. Instead, the Hollander was super-overkilled, but it's probably best to insure that that nasty gauss rifle is neutralized. Yeah, I'm beginning to realize just how dangerous an ace designation can be.
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# ? Apr 24, 2012 17:23 |