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I hope those monstrous assaults can not only put on the hurt, but also keep the Horses' hurt from scratching up their buddies too bad. It should be easier to repair armor on a Stalker than to repair everything on a Po or a Raven, I'd wager. This is a mini-campaign with tracked damage, ammo, and maintenance. Your dropship probably has supplies for a certain degree of repair and rearm, but critical damage might be a lot harder to deal with. I honestly don't have StratOps open right now so I wouldn't know. Would be nice to get mid-campaign Clantech refits, though! Even if they come with weird "compatibility penalties" like a misfire chance or something. Basically, all I'm saying is playing it safe might not be a bad call, at least for the lighter portion of the company.
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# ? Jul 24, 2012 07:07 |
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# ? Apr 28, 2024 11:02 |
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I'm ready to do this! Someone set up a google doc for this, will probably be great for us.
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# ? Jul 24, 2012 07:15 |
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I know turns are a collaborative effort, but will you PCs be following the chain of command? Or is that a little too much of a burden on one person?
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# ? Jul 24, 2012 07:18 |
Rick_Hunter posted:I know turns are a collaborative effort, but will you PCs be following the chain of command? Or is that a little too much of a burden on one person? Haven't before, so I don't see why they'd start now. Consulting with your teammates is fine, but if one guy's telling you where to go and what to shoot, what exactly is everyone else doing? You can't even roll the dice or handle the miniature the way you could in a regular game!
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# ? Jul 24, 2012 07:21 |
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jng2058 posted:Haven't before, so I don't see why they'd start now. Consulting with your teammates is fine, but if one guy's telling you where to go and what to shoot, what exactly is everyone else doing? You can't even roll the dice or handle the miniature the way you could in a regular game! Besides, as was covered in the fluff, they don't even technically have ranks anymore because they're not an official unit. This was possibly to cut off "I am the ilKhan guys, you don't understand! My safety is important beyond all other objectives!" type horseshit from happening again.
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# ? Jul 24, 2012 07:46 |
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We seem to keep flashing back to that mission...
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# ? Jul 24, 2012 07:51 |
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PoptartsNinja posted:WolfhoundFC, AJ_Impy, Chronojam, and SageNytell, you are Alternates please stand by! I stand ready to step into the breach as and when I am needed. For Goon Company, and for our forsaken honour!
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# ? Jul 24, 2012 07:55 |
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I feel bad for hoping someone drops out, but giggity goddamn, I wanna run a 2/1 death commando. The plight of the alternate.
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# ? Jul 24, 2012 07:59 |
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PoptartsNinja posted:Status Breakdown: It just happens that I'm fluent-ish in Chinese. Shang would be 'injured' or 'wounded', which would go better than Chuang. Po works better as 'disabled', it's pretty high on the totem of 'how badly hosed is this object'. Wan Dan would be a pretty good way to show hosed/destroyed/blown up. Give me a bit to get back to you on the rest because some of them don't sound right to me but I can't quite think of better ones.
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# ? Jul 24, 2012 08:02 |
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What about mei shi for okay? Mei hao sounds sort of funny. It's like beautiful and optimistic. I dunno. I would think of 'a bright future' or something instead of just an okay mech.
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# ? Jul 24, 2012 08:15 |
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Defiance Industries posted:We seem to keep flashing back to that mission... Flashpoint: The Shadowdragoning
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# ? Jul 24, 2012 08:21 |
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Hard Landing: Tactical Update 1 Combat Phase In its entire long, shrouded history only three times had an Atlas walked among the ranks of the Death Commandos. Too slow and too distinctive for most actions, the Atlas’ ponderous durability was a liability. There was a saying among the Death Commandos that the Atlas was good only for dying to buy time for faster `Mechs to do their work. Unless that Atlas was piloted by Terrace Williams. Eating kilometers with his long stride, the fourteen meter tall Atlas was one of the tallest BattleMechs ever produced and Terrace knew how to eke every iota of speed from his massive `Machine and regularly pushed it to speeds beyond those its original designers would’ve deigned possible. Like the rest of the Death Commandos, Terrace’s Atlas was a glossless black. Unlike the rest of the Death Commandos, Terrace’s Atlas hadn’t needed to be emblazoned with a single white skull. It already sported one of its own. Head swiveling slightly, the Atlas surveyed the battlefield like an angry god; its grim visage a silent promise to any who dared oppose it. In truth, Terrace felt the Atlas’ design redundant. Death had already come to Jeronimo. Death walked among the living and claimed who it wanted with impunity. In the name and memory of the Chancellor of the Capellan Confederation, today Death had come for Jeronimo itself. Mission Objective: Destroy All Clan Forces (0/15) OR Destroy All Tyre Aerospace Fighters (0/6) Key: Y1 Stalker, Y2 Battlemaster, Y3 Crockett, Y4 Atlas Y5 Cataphract, Y6 Archer, Y7 Charger, Y8 Flashman Y9 Raven, Y10 Po 1, Y11 Po 2, Y12 Phoenix Hawk Enemy Movement Modifiers: H1 Thresher: +2 Walked H2 Jenner IIC: +3 Walked H3 Incubus: +3 Walked H4 Incubus 2: +3 Walked H5 Warhammer IIC: +1 Walked T1 Mars Assault Vehicle: +0 Stationary T2 Athena Combat Vehicle: +1 Cruised T3 Hephaestus Scout Tank (Prime) 1: +3 Cruised T4 Hephaestus Scout Tank (Prime) 2: +3 Cruised T5 Hephaestus Scout Tank (A): +3 Cruised T6 Hephaestus Scout Tank (B): +3 Cruised V1 Donar 1: +3 Cruised V2 Donar 2: +3 Cruised V3 Donar 3: +3 Cruised V4 Anhur Assault Helicopter: +3 Cruised Y1 STLK-3F Stalker Weight: 85 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 25/25 (18/18) LT R A(S): 7/7 CT A(S): 36/36 (27/27) CT R A(S): 11/11 RT A(S): 25/25 (18/18) RT R A(S): 7/7 LA A(S): 23/23 (14/14) RA A(S): 23/23 (14/14) LL A(S): 25/25 (18/18) RL A(S): 25/25 (18/18) Heat: 0/30 Overheat Penalty: None Heat Sinks: 20[30] Movement: 3/5/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Cong Tsui Mechwarrior Player: Affi Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) iLK SRM-6 – RT (Heat: 4, Ammo: 30, Range: (L:9 M:6 S:3), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) iLK LRM-10 – RA (Heat: 6, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!) iLK LRM-10 – LA (Heat: 6, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y2 BLR-1G Battlemaster Weight: 85 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 28/28 (18/18) LT R A(S): 8/8 CT A(S): 40/40 (27/27) CT R A(S): 11/11 RT A(S): 28/28 (18/18) RT R A(S): 8/8 LA A(S): 24/24 (14/14) RA A(S): 24/24 (14/14) LL A(S): 26/26 (18/18) RL A(S): 26/26 (18/18) Heat: 0/30 Overheat Penalty: None Heat Sinks: 18[27] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Urjasz Sobczak Mechwarrior Player: Remora Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Machine Gun – LA (Ammo: 100, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LA (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: 30, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands Y3 CRK-5003-0 Crockett Weight: 85 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 25/25 (18/18) LT R A(S): 11/11 CT A(S): 35/35 (27/27) CT R A(S): 19/19 RT A(S): 25/25 (18/18) RT R A(S): 11/11 LA A(S): 28/28 (14/14) RA A(S): 28/28 (14/14) LL A(S): 36/36 (18/18) RL A(S): 36/36 (18/18) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15[22] Movement: 3/5/3 Mechwarrior: Pilot 2, Gunnery1 Mechwarrior Name: Ho He Mechwarrior Player: Brandy Collins Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Small Laser – RA (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Small Laser – LA (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) iLK SRM-6 – RT (Heat: 4, Ammo: 30, Range: (L:9 M:6 S:3), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/10 – LT (Heat: 3, Ammo: 20, Range: (L:15 M:10 S:5), Status: OK!) Critical Damage: None! Notes: no hands Y4 AS7-DC Atlas Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 32/32 (21/21) LT R A(S): 10/10 CT A(S): 47/47 (31/31) CT R A(S): 14/14 RT A(S): 32/32 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 34/34 (17/17) LL A(S): 41/41 (21/21) RL A(S): 41/41 (21/21) Heat: 0/30 Overheat Penalty: None Heat Sinks: 20[30] Movement: 3/5[6]/0 Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Terrace Williams Mechwarrior Player: Krumbsthumbs Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK MRM-40 – LT (Heat: 12, Ammo: 12, Range: (L:15 M:8 S:3), Status: OK!) Gauss Rifle – RT (Heat: 1, Ammo: 16, Range: (L:22 M:15 S:7 Min:2), Status: OK!) Critical Damage: None! Notes: 2 hands Y5 CTF-1X Cataphract Weight: 70 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 16/16 (15/15) LT R A(S): 6/6 CT A(S): 26/26 (22/22) CT R A(S): 9/9 RT A(S): 16/16 (15/15) RT R A(S): 6/6 LA A(S): 22/22 (11/11) RA A(S): 22/22 (11/11) LL A(S): 22/22 (15/15) RL A(S): 22/22 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 16[24] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Reece Collier Mechwarrior Player: radintorov Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Autocannon/10 – RT (Heat: 3, Ammo: 20, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 1 hand Y6 ARC-2R Archer Weight: 70 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 24/24 (15/15) LT R A(S): 6/6 CT A(S): 33/33 (22/22) CT R A(S): 10/10 RT A(S): 24/24 (15/15) RT R A(S): 6/6 LA A(S): 22/22 (11/11) RA A(S): 22/22 (11/11) LL A(S): 26/26 (15/15) RL A(S): 26/26 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10[15] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Lukas Boehm Mechwarrior Player: landcollector Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK LRM-20 – RT (Heat: 6, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!) iLK LRM-20 – LT (Heat: 6, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: 2 hands Y7 CGR-1A5 Charger 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): 39/39 (25/25) CT R A(S): 10/10 RT A(S): 26/26 (17/17) RT R A(S): 8/8 LA A(S): 24/24 (13/13) RA A(S): 24/24 (13/13) LL A(S): 33/33 (17/17) RL A(S): 33/33 (17/17) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13[19] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Iskander Vassiliev Mechwarrior Player: SageSepth Mechwarrior Status: OK! Armament: Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/20 – RT (Heat: 7, Ammo: 10, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands Y8 FLSH-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 25/25 (23/23) CT R A(S): 16/16 RT A(S): 22/22 (16/16) RT R A(S): 10/10 LA A(S): 24/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 27/27 (16/16) RL A(S): 27/27 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 1, Gunnery 1 Mechwarrior Name: Xiang Yi Mechwarrior Player: Olesh Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Range: (S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y9 RVN-1DC Raven Weight: 30 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 12/12 (8/8) LT R A(S): 3/3 CT A(S): 13/13 (11/11) CT R A(S): 4/4 RT A(S): 12/12 (8/8) RT R A(S): 3/3 LA A(S): 8/8 (6/6) RA A(S): 8/8 (6/6) LL A(S): 12/12 (8/8) RL A(S): 12/12 (8/8) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12[18] Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Nkiruka Olisaemeka Mechwarrior Player: piss Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK MRM-10 – RT (Heat: 4, Ammo: 24, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Searchlight – LA (Status: OK!) Recon Camera – LA (Status: OK!) Beagle Active Probe – LT (Range: (S:6), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y10 PO-2L Po 1 Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 15/15 (10/10) LT R A(S): 4/4 CT A(S): 18/18 (12/12) CT R A(S): 5/5 RT A(S): 15/15 (10/10) RT R A(S): 4/4 LA A(S): 11/11 (6/6) 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: 12[18] Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Louw Bouman Mechwarrior Player: Rivensteel Mechwarrior Status: OK! Armament: iLK MRM-10 – RA (Heat: 4, Ammo: 24, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – CT (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Flamer – RT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Flamer – LT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y11 PO-2L Po 2 Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 15/15 (10/10) LT R A(S): 4/4 CT A(S): 18/18 (12/12) CT R A(S): 5/5 RT A(S): 15/15 (10/10) RT R A(S): 4/4 LA A(S): 11/11 (6/6) 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: 12[18] Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Ethan Parkinson Mechwarrior Player: Leperflesh Mechwarrior Status: OK! Armament: iLK MRM-10 – RA (Heat: 4, Ammo: 24, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – CT (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Flamer – RT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Flamer – LT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y12 PHX-1 Phoenix Hawk Weight: 45 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/18 (11/11) LT R A(S): 4/4 CT A(S): 23/23 (14/14) CT R A(S): 5/5 RT A(S): 18/18 (11/11) RT R A(S): 4/4 LA A(S): 10/10 (7/7) RA A(S): 10/10 (7/7) LL A(S): 15/15 (11/11) RL A(S): 15/15 (11/11) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10[15] Movement: 6/9/6 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Zdenko Horvat Mechwarrior Player: Mezzanon Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Machine Gun – RA (Ammo: 100, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LA (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 2 hands H1 Thresher Weight: 60 tons (Heavy) Overheat Penalty: None Movement: 5/8[10]/5 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Tidus Mechwarrior Status: OK! Armament: Autocannon/10, 3x Medium Laser, 2x SRM-6 Critical Damage: None! Notes: no hands H2 Jenner IIC Weight: 35 tons (Light) Overheat Penalty: None Movement: 9/14/7 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Kharisa Mechwarrior Status: OK! Armament: 2x SRM-6, 1x SRM-4 Critical Damage: None! Notes: no hands or arm actuators H3 Incubus Weight: 30 tons (Light) Overheat Penalty: None Movement: 9/14/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Donovan Mechwarrior Status: OK! Armament: Large Laser, 2x Medium Laser, 4x Machine Gun Critical Damage: None! Notes: 2 hands H4 Incubus 2 Weight: 30 tons (Light) Overheat Penalty: None Movement: 9/14/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Miranda Mechwarrior Status: OK! Armament: PPC, 2x Medium Laser, 4x Machine Gun Critical Damage:[/b] None! Notes: 2 hands H5 Warhammer IIC Weight: 80 tons (Assault) Overheat Penalty: None Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Lucas Mechwarrior Status: OK! Armament: 2x PPC, 5x Medium Laser, SRM-6 Critical Damage: None! Notes: no hands T1 Mars Assault Vehicle Weight: 100 tons (Heavy) Movement: 2/3 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: Large Laser, Gauss Rifle, 2x Machine Gun, Autocannon/10, 3x LRM-15, 2x SRM-6 Notes: T2 Athena Combat Vehicle Weight: 75 tons (Heavy) Movement: 3/5 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: 2x Gauss Rifle, 2x Medium Laser, 2x Machine Gun, LRM-10 Notes: T3 Hephaestus Scout Tank (Prime) 1 Weight: 30 tons (Light) Movement: 8/12 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: 2x Medium Laser, TAG, Active Probe, ECM Suite Notes: 4 ton infantry bay, ECM removes iLK benefits T4 Hephaestus Scout Tank (Prime) 2 Weight: 30 tons (Light) Movement: 8/12 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: 2x Medium Laser, TAG, Active Probe, ECM Suite Notes: 4 ton infantry bay, ECM removes iLK benefits T5 Hephaestus Scout Tank (A) Weight: 30 tons (Light) Movement: 8/12 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: 1x LRM-15, Small Laser, Active Probe Notes: 4 ton infantry bay, ECM removes iLK benefits T6 Hephaestus Scout Tank (B) Weight: 30 tons (Light) Movement: 8/12 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: 2x Medium Laser, SRM-6, Active Probe Notes: 4 ton infantry bay V1 Donar Assault Helicopter 1 Weight: 21 tons (Heavy) Movement: 9/14 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: Large Laser, 2x SRM-2 Notes: V2 Donar Assault Helicopter 2 Weight: 21 tons (Heavy) Movement: 9/14 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: Large Laser, 2x SRM-2 Notes: V3 Donar Assault Helicopter 3 Weight: 21 tons (Heavy) Movement: 9/14 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: Large Laser, 2x SRM-2 Notes: V4 Anhur Assault Helicopter Weight: 30 tons (Heavy) Movement: 8/12 Crew: Driving 4, Gunnery 3 Motive System Damage: None! Critical Damage: None! Armament: Gauss Rifle, ECM Suite Notes: ECM removes iLK benefits F1-F6 Tyre Aerospace Fighter Weight: 55 tons Damage Threshhold: 35 Status: F1: Ok, F2: Ok, F3: Ok, F4: Ok, F5: Ok, F6: Ok! Attention, Mechwarriors! You will be receiving a PM / E-Mail PoptartsNinja fucked around with this message at 08:48 on Jul 24, 2012 |
# ? Jul 24, 2012 08:37 |
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Holy poo poo. The raw SIZE of the OpFor. That's not even taking into account Clantech. Good luck, GoonCompany. My SPACE ROBOT thoughts and prayers go with you.
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# ? Jul 24, 2012 08:58 |
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Only now caught up with the threat. Jesus Christ, that whole comapny and that Atlas with a Gunnery 0 pilot. The Clanners look to be all over the place, looks like they're a bit surprised. V2 and T4 look kinda boned. +3 mov isn't exactly insurmountable for your elite gunners, especially as quite a few can get into their short-range brackets. The Mars, Athena and Whammy IIC look like the biggest threats, followed by the Anhur. Though there could still be Elementals and artillery waiting.
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# ? Jul 24, 2012 08:58 |
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If they're still all over the place, they won't be for long. GoonCompany has got to hit hard and fast and do as much damage as possible before the Clanners can mount a concerted defense.
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# ? Jul 24, 2012 09:00 |
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Man, look at that OpFor. Guess it's time to roll the dice. Good news is they're fairly scattered so you shouldn't have to face them all at once, considering how much firepower you can bring to bear.
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# ? Jul 24, 2012 09:07 |
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drat, this is looking awesome. For the damages, I asked a Taiwanese friend of mine who does translation work and knows some Chinese, and here's his suggestions: Damage Level/Huisun Chengdu None/Wu Light/Qingwei Damage/Huisun (lit. damage) Heavy Damage/Yanzhong (lit. serious) Crippled/Jidu (lit. extreme) Exceptional/Guzhang (malfunction) Destroyed/Jiluo (lit. shot down) Along with a translator's note: quote:As I have not exactly studied Chinese technical terms or military jargon, I couldn't exactly throw in a more literal translation of "light damage" in its entirety, because it would be literally be four characters - "qingwei huisun"- and I'm guessing trying to type that out in a language you don't understand, even if romanized, isn't great. So I'm sticking with largely just two-character terms with the understood context that this is about "damage levels". "Qingwei", for example, means "light"; like in English, it doesn't automatically insinuate damage alone, but this is under the assumption that everyone understands the context by which it's inferred. Lastly, don't just add "huisun" (damage) after each of the levels; it only works for "qingwei", "yanzhong", "jidu" and "wu".
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# ? Jul 24, 2012 09:15 |
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This is going to be rough. For both sides. Might be worse for the goons depending on how many elementals are hiding on the map.
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# ? Jul 24, 2012 09:19 |
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Gonna be a blood bath. As it should be
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# ? Jul 24, 2012 09:58 |
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Magni posted:Only now caught up with the threat. Jesus Christ, that whole comapny and that Atlas with a Gunnery 0 pilot. An Atlas with a Gunnery 0 pilot and speed demon. Too bad he can't sprint, because a sprinting speed demon Atlas makes 86 kph. Sure you can't attack, but EIGHTY SIX KPH.
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# ? Jul 24, 2012 10:09 |
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Gooncompany is going to breeze through this mission, watch out for tags and elementals. Would it make sense to have Assault Lance advance and take cover around the building in fron of us. Dealing with two tanks on the first round and laying covering fire for the rest of the lances advance?
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# ? Jul 24, 2012 10:13 |
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The Mars and the WHM-IIc will be pretty mean to tangle with. You guys are lucky PTN showed mercy to you and used the second-line Mars variant that moves 2/3, rather than the Hell's Horses exclusive (one might say "signature machine") variant with the XL Fusion engine that moves 3/5.
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# ? Jul 24, 2012 10:15 |
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Also someone please explain to me how arcs work for tanks, guns mounted on the turret can shoot anywhere right? Can tanks shoot from -1 and hit things standing at 0?
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# ? Jul 24, 2012 10:25 |
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So, those with tactical skills... How realistic is it to complete the mission by taking out those fighters? It looks to me like we'll have to fight through the entire OpFor to reach them.
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# ? Jul 24, 2012 10:27 |
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Guns mounted on a side arc are fixed to fire in that arc. The turret works like a mech torso that can twist in any direction, so you can face it any way but it's still only one arc at a time so it's not a full 360 arc. Not sure I understand the second question about firing from -1 but I'm drunk posting right now so that might be why. Your pal, Defiance Industries Furillo's favorite son
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# ? Jul 24, 2012 10:29 |
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This looks like an easy "opening" mission. I wouldn't worry about the stationary fighters. Move as a group and sweep away each clump of enemy contacts. Do not stop, do not slow down, you have the skill levels to press the attack constantly. Enemy reinforcements are probably en route- kill as much as you can as fast as you can, working as a cohesive unit. The only real threat looks to be incoming gauss rounds, but barring a headshot, I don't see anything but the lightest of our company taking serious damage.
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# ? Jul 24, 2012 10:29 |
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Hm. If we do feel like hitting the stationary fighters, we'll probably need to leave it to Y8-Y12, since they're the ones that actually have decent movement. Still, the question isn't so much "how do we complete the mission" as it is "how do we complete the mission while minimizing damage for the next group"... Still, very interested in seeing what happens here.
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# ? Jul 24, 2012 10:33 |
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The only thing I would mention here (from a theoretical standpoint) is that you have to consider what your primary objective is going in. While that is obvious, remember that you may have to face any mechs you don't kill here in another defensive area (not THAT big a deal), but more importantly those fighters may not remain stationary for the entire battle and this is probably your only shot at crippling or destroying the Clan aerospace assets. [EDIT]At the very least I'd recommend taking out F5 and F6 since they are so close to you to start with, and even reducing the enemy aerospace assets in the general area by a third would be a pretty big deal.
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# ? Jul 24, 2012 10:33 |
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Hmm. I don't see any Elementals on the map. I guess that means they didn't bring any Also please kill the 16 SRM Jenner before it shoots.
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# ? Jul 24, 2012 10:41 |
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Zaodai posted:The only thing I would mention here (from a theoretical standpoint) is that you have to consider what your primary objective is going in. While that is obvious, remember that you may have to face any mechs you don't kill here in another defensive area (not THAT big a deal), but more importantly those fighters may not remain stationary for the entire battle and this is probably your only shot at crippling or destroying the Clan aerospace assets. gently caress that advice, you're here to seize the starport and all assets in the area. The fact that those aerospace fighters weren't thrown at the Dropships in space strongly implies that they're a very limited resource - indeed, these could be the only aerospace assets on planet. Capturing them would guarantee air and recon superiority. If you fail to seize the Spaceport in a coup-de-main then you are hosed anyway. Go hard and fast for the enemy forces. Block the runway. But don't give up valuable assets that could tip the balance later on.
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# ? Jul 24, 2012 11:11 |
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Might not be a bad idea to pot all the little support units that have crap like active probes and ECM and so forth.
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# ? Jul 24, 2012 11:42 |
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This may be considered gamey, but couldn't you blast the M4 building at the north of the map and then just stand a few snipers on the HD4 building and take out all the aerotech from there? That's what I'd do if this was a video game mission that ended as soon as a primary objective was achieved.
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# ? Jul 24, 2012 12:09 |
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Der Waffle Mous posted:As Hells Horses saKhan. Again I'm gone for a day or two and already I miss out on some clanners stomping Inner Spherists
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# ? Jul 24, 2012 12:32 |
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Alchenar posted:gently caress that advice, you're here to seize the starport and all assets in the area. The fact that those aerospace fighters weren't thrown at the Dropships in space strongly implies that they're a very limited resource - indeed, these could be the only aerospace assets on planet. Capturing them would guarantee air and recon superiority. The real learning here is - ask PTN if the fighters are active or powered down! If they are active, shoot them now. If not, try and capture them.
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# ? Jul 24, 2012 12:33 |
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Artificer posted:Holy poo poo. The raw SIZE of the OpFor. That's not even taking into account Clantech. I don't have a good sense of relative threat levels or how well equipped to fight this specific force composition the players are, but that's only three more OPFOR total than player mechs, barring surprise additions. And a lot of them are significantly lighter than the player forces, plus most are vehicles. I grant you that we've already established vehicles can be pretty nasty and not to disregard them entirely, but the rules of the game nonetheless slant against them, particularly when it comes to taking damage.
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# ? Jul 24, 2012 13:31 |
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AtomikKrab posted:Going prone forces swarmers off a mech. EDIT: Not the stupidest thing because you do 2d6 infantry style damage to the swarmers but the fact is that they can get back on and then you're really screwed. MadScientistWorking fucked around with this message at 14:12 on Jul 24, 2012 |
# ? Jul 24, 2012 13:42 |
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You might want to eliminate any of those scout tanks that get into range, as they're likely all carrying either infantry or elementals. Then again, the two heavy tanks are terrifying. The support units are a problem as well. Stupid target rich environments, making us think.
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# ? Jul 24, 2012 13:55 |
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I started a janky google doc for discussion, already filled in with some of my boneheaded notions. Pilots, if you want to pop on #megamek on IRC and ping me I'll send you a link. Or if someone else has already made one, toss me a link s'il vous plait.
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# ? Jul 24, 2012 13:56 |
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Talmonis posted:You might want to eliminate any of those scout tanks that get into range, as they're likely all carrying either infantry or elementals. Also TAG, don't forget the TAG. Don't underestimate those VTOLs, either. If V1 is cruising high enough over the building for LOS, you just might have the gunnery and the firepower to take him out turn 1 along with T4 and V2.
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# ? Jul 24, 2012 14:14 |
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# ? Apr 28, 2024 11:02 |
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All I ask for in this campaign is maximum .
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# ? Jul 24, 2012 14:19 |