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  • Locked thread
GenericServices
Apr 28, 2010

Arquinsiel posted:

Actually Comstar did it all the drat time, and we know it works because Clans.

It's just retarded that people haven't kept on doing it, in retrospect. Best step away from the fridge and abandon logic here I think.

The Fronc Reaches are just the most visible example, given they're actually on the maps as a real country and everything! I hope they get to amount to something, and I expect them to be burned at the altar of "throwing the Capellans a bone" at some point. You're right, though, that thinking about it too hard just begs for tears and acrimony.

Oh, Battletech, every discussion about you always ends that way. Never change!

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Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

SageSepth posted:

EDIT: I went for T2 cause it was the closer target, so I figured I would shoot it easier, you think I should've gone after T1 even though it was further away?

It'd surprise me (and annoy me) if T2 was still alive when it came to your turn in firing. Anyway next round you can probably flank anything that still lives. If you still live.

Runa
Feb 13, 2011

Seriously though, don't die. When my turn comes around I wouldn't want to see the POV suddenly shift to the combined surviving remnants of OxHorse. If PTN doesn't just write the operation off with the destruction of the assault company.














Though come to think of it, if I wind up being a Hunchback pilot with nothing to lose, I'll be sure to go out with either as big a bang I can manage or with the most absurdly anticlimactic death I could hope for barring a headcap.

Runa fucked around with this message at 09:09 on Aug 16, 2012

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Seriously though. We are rocking this mission. We have lost 1 mech to a headshot and we've taken out one Clan heavy, one light, 4 VTOLs and 2 light tanks.

This round we'll take out one heavy tank. And likely more. Though we will probably lose one or two mechs.

radintorov
Feb 18, 2011

PoptartsNinja posted:

Good news everyone!

The Cataphract managed to not kill itself by trying to stand while dumping ammo.


VVV Well fortunately, only T5 is in a position to shoot it in the back.
Well, that's something. Of course, by standing up I lose the defensive +1 TH that I had while prone, and I'm still in front of both a Mars and Athena tank.
Hopefully my ejection seat works and I have a gun: if I remember the RPG/TT conversion rules correctly, no matter what weapon I have, it always scales to cause at least 1 point of damage. :D

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Hard Landing: Tactical Update 7

Movement Phase
Y4 Atlas
- Must pass a piloting test or fall (1 base + 3 gyro hit = 4): rolled 6, succeeds!

Y5 Cataphract
- Begins dumping AC/10 ammo!
- Must pass a piloting test to stand (2 base + 3 gyro hit = 5): rolled 10, succeeds!



Combat Phase
Y1 Stalker
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 8, hit Front (3/38 armor remains)!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires LRM-10 at T2 Athena Combat Vehicle (1 base + 2 range + 2 movement + 0 enemy movement - 1 iLK = 4): rolled 3, miss!
- Fires LRM-10 at T2 Athena Combat Vehicle (1 base + 2 range + 2 movement + 0 enemy movement - 1 iLK = 4): rolled 9, 6 missiles hit Left Side (16/26 armor remains (Chance for Motive System Damage!), Front (2/38 armor remains)!
- Fires SRM-6 at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement - 1 iLK = 6): rolled 5, miss!
- Fires SRM-6 at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement - 1 iLK = 6): rolled 3, miss!
- Gains 28 heat, sinks 30!

Y2 Battlemaster
- Torso Twists to threaten hex 1415!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 0 range + 2 movement + 0 enemy movement = 3): rolled 6, hit Front (0/38 armor, 5/8 structure remains)! Critical chance!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 0 range + 2 movement + 0 enemy movement = 3): rolled 11, hit Turret (22/30 armor remains)!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 0 range + 2 movement + 0 enemy movement = 3): rolled 9, hit Front (0/8 structure remains)! Vehicle destroyed!
- Fires Medium Laser at T2 Athena Combat Vehicle (1 base + 0 range + 2 movement + 0 enemy movement = 3): rolled 4, hit Left Side (11/26 armor remains)!
- Fires SRM-6 at T2 Athena Combat Vehicle (1 base + 0 range + 2 movement + 0 enemy movement - 1 iLK = 2): automatic hit, 4 missiles hit Front, Front, Left Side (9/26 armor remains), Turret (20/30 armor remains)!
- Fires Machine Gun at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires Machine Gun at T2 Athena Combat Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 5, miss!
- Fires PPC at T4 Mars Assault Vehicle (1 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 minimum range = 5): rolled 2, miss!
- Gains 28 heat, sinks 27!

Y3 Crockett
- Torso twists to threaten hex 1430!
- Fires Autocannon/10 at H1 Thresher (1 base + 0 range + 3 movement + 4 enemy movement = 8): rolled 7, miss!
- Fires Small Laser at H1 Thresher (1 base + 2 range + 3 movement + 4 enemy movement = 10): rolled 6, miss!
- Fires Small Laser at H1 Thresher (1 base + 2 range + 3 movement + 4 enemy movement = 10): rolled 9, miss!
- Fires SRM-6 at H1 Thresher (1 base + 0 range + 3 movement + 4 enemy movement - 1 iLK = 7): rolled 9, 3 missiles hit Left Arm (7/14 armor remains), Left Leg (11/21 armor remains), Right Leg (14/21 armor remains)!
- Fires SRM-6 at H1 Thresher (1 base + 0 range + 3 movement + 4 enemy movement - 1 iLK = 7): rolled 4, miss!
- Gains 28 heat, sinks 22! Overheating!

Y4 Atlas
- Fires Gauss Rifle at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 7): rolled 11, hit Left Torso (0/10 armor, 2/7 structure remains)! Through-Armor Critical chance!
- Fires MRM-40 at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement - 1 iLK + 1 MRM = 5): rolled 10, 40 missiles hit Center Torso (10/15 armor remains), Left Torso (0/7 structure remains (Damage transfers to Center Torso (7/15 armor remains))), Right Leg (9/14 armor remains), Right Torso (5/10 armor remains), Right Torso (0/10 armor remains), Head (4/9 armor remains (Pilot hit!)), Right Leg (4/14 armor remains), Center Torso (2/15 armor remains)!
- Fires Medium Laser at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement = 5): rolled 8, hit Center Torso (0/15 armor, 7/10 structure remains)! Through-Armor Critical chance!
- Fires Medium Laser at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement = 5): rolled 5, hit Center Torso (2/10 structure remains)! Critical hit!
- Fires Medium Laser at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement = 5): rolled 6, hit Center Torso (0/10 structure remains)! `Mech destroyed!
- Fires Medium Laser at H3 Incubus (0 base + 0 range + 2 movement + 3 enemy movement = 5): rolled 8, hit Center Torso!
- Gains 27 heat, sinks 30!

Y5 Cataphract
- Torso twists to threaten hex 1321!
- Fires PPC at T2 Athena (1 base + 2 range + 1 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires Medium Laser (Rear) at T6 Hephaestus (B) (1 base + 4 range + 1 movement + 3 enemy movement + 2 secondary target in rear arc = 11): rolled 6, miss!
- Fires Medium Laser (Rear) at T6 Hephaestus (B) (1 base + 4 range + 1 movement + 3 enemy movement + 2 secondary target in rear arc = 11): rolled 8, miss!
- Gains 17 heat, sinks 24!

Y6 Archer
- Medium Laser at T6 Hephaestus (B) (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 9, hit Front (10/20 armor remains)!
- Medium Laser at T6 Hephaestus (B) (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 10, hit Turret (8/30 armor remains)!
- Gains 7 heat, sinks 15!

Y9 Raven
- Torso twists to threaten hex 1630!
- Fires Medium Laser at H1 Thresher (1 base + 0 range + 2 movement + 4 enemy movement = 7): rolled 8, hit Right Torso (12/17 armor remains)!
- Fires Medium Laser at H1 Thresher (1 base + 0 range + 2 movement + 4 enemy movement = 7): rolled 8, hit Right Torso (7/17 armor remains)!
- Fires MRM-10 at H1 Thresher (1 base + 0 range + 2 movement + 4 enemy movement - 1 iLK + 1 MRM = 7): rolled 4, miss!
- Fires MRM-10 at H1 Thresher (1 base + 0 range + 2 movement + 4 enemy movement - 1 iLK + 1 MRM = 7): rolled 6, miss!
- Gains 16 heat, sinks 18!

Y10 Po 1
- Fires Flamer at H1 Thresher (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 9, hit Rear Center Torso (5/7 armor remains)!
- Fires Flamer at H1 Thresher (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 7, hit Right Arm (12/14 armor remains)!
- Fires MRM-10 at H1 Thresher (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 5, miss!
- Fires MRM-10 at H1 Thresher (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 10, 8 missiles hit Rear Center Torso (0/7 armor remains), Left Leg (8/21 armor remains)!
- Fires MRM-10 at H1 Thresher (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 2, miss!
- Gains 19 heat, sinks 18!

Y11 Po 2
- Fires Flamer at T5 Hephaestus (A) (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 2, miss!
- Fires Flamer at T5 Hephaestus (A) (1 base + 0 range + 1 movement + 4 enemy movement = 6): rolled 9, hit Turret (16/18 armor remains)! Critical hit!
- Fires MRM-10 at T5 Hephaestus (A) (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 3, miss!
- Fires MRM-10 at T5 Hephaestus (A) (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 3, miss!
- Fires MRM-10 at T5 Hephaestus (A) (1 base + 0 range + 1 movement + 4 enemy movement - 1 iLK + 1 MRM = 6): rolled 8, 4 missiles hit Rear (14/18 armor remains)!
- Gains 20 heat, sinks 18!

Y12 Phoenix Hawk
- Fires Large Laser at T6 Hephaestus (B) (1 base + 0 range + 2 movement + 4 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at T6 Hephaestus (B) (1 base + 0 range + 2 movement + 4 enemy movement = 7): rolled 9, hit Turret (3/18 armor remains)! Critical hit!
- Fires Medium Laser at T6 Hephaestus (B) (1 base + 0 range + 2 movement + 4 enemy movement = 7): rolled 9, hit Turret (0/18 armor, 1/3 structure remains)! Critical hit!
- Fires Machinegun at T6 Hephaestus (B) (1 base + 2 range + 2 movement + 4 enemy movement = 9): rolled 9, hit Left Side (18/20 armor remains)!
- Fires Machinegun at T6 Hephaestus (B) (1 base + 2 range + 2 movement + 4 enemy movement = 9): rolled 9, hit Left Side (16/20 armor remains)!
- Gains 12 heat, sinks 15!

H1 Thresher
- Fires Ultra AC/10 (Ultra) at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, 1 round hit Center Torso (25/35 armor remains)!
- Fires ER Medium Laser at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 11, hit Right Leg (29/36 armor remains)!
- Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Left Leg (29/36 armor remains)!
- Fires SRM-6 (Inferno) at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 12, 2 missiles hit! Y3 Crockett gains 4 heat!
- Fires SRM-6 (Inferno) at Y3 Crockett (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 4 missiles hit! Y3 Crocket gains 8 heat!

H3 Incubus
- Fires Large Pulse Laser at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement - 2 Pulse Laser = 4): rolled 7, hit Left Arm (0/22 armor, 9/11 structure remains)! Critical chance!
- Fires ER Medium Laser at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, hit Left Arm (2/11 structure remains)! Critical chance!
- Fires ER Medium Laser at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Left Leg (19/26 armor remains)!
- Fires Machine Gun at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Left Arm (0/11 structure remains) Limb blown off!
- Fires Machine Gun at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Center Torso (16/33 armor remains)!
- Fires Machine Gun at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Left Leg (17/33 armor remains)! Through-Armor Critical chance!
- Fires Machine Gun at Y6 Archer (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 12, hit Right Torso (5/15 structure remains)! Critical chance!

H4 Incubus 2
- Fires ER Medium Laser at Y2 Battlemaster (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires ER Medium Laser at Y2 Battlemaster (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, hit Left Torso (14/28 armor remains)!

T5 Hephaestus Scout Tank (A)
- Fires LRM-15 w/ Artemis IV at Y5 Cataphract (3 base + 2 range + 2 movement + 0 enemy movement = 9): rolled 8, 12 missiles hit Right Leg (16/22 armor remains), Rear Right Torso (1/6 armor remains (Ammo Explosion Triggered!)), Rear Right Torso (0/6 armor, 14/15 structure remains (Critical chance!))!

T6 Hephaestus Scout Tank (B)
- Fires ER Medium Laser at Y9 Raven (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Center Torso (6/13 armor remains)!
- Fires ER Medium Laser at Y9 Raven (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 3, miss!

T1 Mars Assault Vehicle
- Fires Gauss Rifle at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 8, hit Right Arm (1/24 armor remains)!
- Fires ER Large Laser at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9, hit Left Leg (14/26 armor remains)!
- Fires LRM-15 w/ Artemis IV at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 5, miss!
- Fires LRM-15 w/ Artemis IV at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 2, miss!
- Fires LRM-15 w/ Artemis IV at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9, 15 missiles hit Right Arm (0/24 armor, 10/14 structure remains (Critical chance!)), Center Torso (13/40 armor remains), Left Arm (12/24 armor remains)!
- Fires LB-10X AC (cluster) at Y2 Battlemaster (3 base + 0 range + 1 movement + 2 enemy movement - 1 cluster ammo = 5): rolled 6, 10 clusters hit Left Arm (11/24 armor remains), Left Arm (10/24 armor remains), Right Leg (16/26 armor remains), Left Arm (9/24 armor remains), Right Arm (9/14 armor remains (Critical chance!)), Left Arm (8/24 armor remains), Right Torso (4/28 armor remains), Center Torso (12/40 armor remains), Left Torso (13/28 armor remains), Left Leg (13/26 armor remains)!

T2 Athena Combat Vehicle
- Fires Gauss Rifle at Y7 Charger (3 base + 0 range + 1 movement + 1 enemy movement - 1 targeting computer = 4): rolled 4, hit Left Arm (0/24 armor, 6/13 structure remains)! Critical chance!
- Fires Gauss Rifle at Y7 Charger (3 base + 0 range + 1 movement + 1 enemy movement - 1 targeting computer = 4): rolled 5, hit Left Torso (0/26 armor, 16/17 structure remains)! Critical chance!
- Fires LRM-10 at Y7 Charger (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 3, miss!
- Fires ER Medium Laser at Y7 Charger (3 base + 2 range + 1 movement + 1 enemy movement - 1 targeting computer = 6): rolled 7, hit Right Arm (0/13 structure remains)! Limb blown off!
- Fires ER Medium Laser at Y7 Charger (3 base + 2 range + 1 movement + 1 enemy movement - 1 targeting computer = 6): rolled 7, hit Left Torso (9/17 structure remains)! Critical chance!
- Fires Machine Gun at Y2 Battlemaster (3 base + 2 range + 1 movement + 2 enemy movement - 1 targeting computer + 1 secondary target = 8): rolled 5, miss!
- Fires Machine Gun at Y2 Battlemaster (3 base + 2 range + 1 movement + 2 enemy movement - 1 targeting computer + 1 secondary target = 8): rolled 7, miss!

Y7 Charger
- Fires Autocannon/20 at T1 Mars Assault Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Front (30/50 armor remains)!
- Fires Medium Laser at T1 Mars Assault Vehicle (1 base + 4 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires SRM-6 at T1 Mars Assault Vehicle (1 base + 4 range + 2 movement + 0 enemy movement - 1 iLK = 6): rolled 11, 2 missiles hit Front (28/50 armor remains), Front (26/50 armor remains)!
- Fires SRM-6 at T1 Mars Assault Vehicle (1 base + 4 range + 2 movement + 0 enemy movement - 1 iLK = 6): rolled 3, miss!
- Gains 19 heat, sinks 19!



End Phase:
T5Hephaestus (A)
- Critical hit in Turret! LRM-15 Malfunction!

T6 Hephaestus (B)
- Critical hit in Turret! ER Medium Laser destroyed!
- Critical hit in Turret! ER Medium Laser malfunction!

Y2 Battlemaster
- Critical chance in Right Arm! 1 critical hit sustained!
- - Shoulder Actuator hit!
- Critical chance in Right Arm! 1 critical hit sustained!
- - PPC hit!
- Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled , succeeds!

Y3 Crockett
- Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled 8, succeeds!

Y5 Cataphract
- 170 damage AC/10 Ammo Explosion in Right Torso (0/15 structure remains)!
- - Damage transfers to Center Torso (0/26 armor, 0/22 structure remains)! `Mech destroyed!

Y6 Archer
- Through-Armor Critical chance in Left Leg! 2 critical hits sustained!
- - Lower Leg Actuator hit!
- - Upper Leg Actuator hit!
- Critical chance in Right Torso! 1 critical hit sustained!
- - LRM-20 destroyed!
- Must pass a piloting test or fall (2 base + 1 massive damage + 2 destroyed actuators = 5): rolled 7, succeeds!

Y7 Charger
- Critical chance in Left Arm! 1 critical hit sustained!
- - Upper Arm Actuator hit!
- Critical chance in Left Torso! 1 critical hit sustained!
- - SRM-6 hit!
- Critical chance in Left Torso! No critical hits sustained!



Physical Combat Phase:
Y4 Atlas
- Kicks T6 Hephaestus (B) (1 base + 2 movement + 3 enemy movement + 3 gyro hit - 2 kick = 7): rolled 5, miss!

Y6 Archer
- Kicks T6 Hephaestus (B) (2 base + 2 movement + 3 enemy movement - 2 kick = 5): rolled 9, hit Front (0/20 armor, 0/3 structure remains)! Tank destroyed!

Y10 Po 1
- Kicks H1 Thresher (2 base + 2 movement + 4 enemy movement - 2 kick = 6): rolled 2, miss!

Y11 Po 2
- Kicks T5 Hephaestus (A) (2 base + 2 movement + 3 enemy movement - 2 kick = 5): rolled 7, hit Rear (6/18 armor remains)!



End Phase:
Y4 Atlas
- Must pass a piloting test or fall (1 base + 3 gyro hit + 0 missed kick = 4): Rolled 5, succeeds!

Y10 Po
- Must pass a piloting test or fall (2 base + 1 actuator hit + 0 missed kick = 3): rolled 6, succeeds!



Ho He spat a curse as her captured Davion Crockett burst into flames as a half-dozen Inferno SRMs spilled jellied incendiaries over its barrel-shaped chest. It was every Mechwarrior’s nightmare to die in a fire but though she flinched away instinctively Ho He held her weapons on target and scored several solid hits with her SRMs against the difficult Clan target. Autocannon slugs glanced from her armor shattering plating and sending it crashing and broken to the earth so far below. The Clans’ unusual green lasers stitched lines of destruction across the Crockett’s fat thighs.

“Come on, you fat Davion pig,” Ho He mumbled. “Kill this—” Reece Collier’s Cataphract winked off one of his secondary monitors, the dull thud of an ammunition exploding following an instant later. Ho He’s eyes snapped closed for an instant of mourning—not for the pilot, who would almost certainly survive, but for the firepower they’d just lost.

The radio crackled, Ho He couldn’t tell who spoke. Likely one of the pilots without any Chinese ancestry, they all sounded alike to her. “It looks as though the survivors are trying to withdraw.”

William’s more distinctive voice filled the comms. “Pursue and destroy, I don’t want any `Mechs or tanks leaving the battlefield intact.”





Mission Objective:

Destroy All Clan Forces (11/15)
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 Ran
H4 Incubus 2: +0 Reversed
T1 Mars Assault Vehicle: +0 Reversed
T5 Hephaestus Scout Tank (A): +3 Flanked

PoptartsNinja fucked around with this message at 03:15 on Aug 19, 2012

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
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): 9/36 (27/27)
CT R A(S): 11/11
RT A(S): 20/25 (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): 13/25 (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: 26, 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: 14, 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): 8/9 (3/3)
LT A(S): 13/28 (18/18)
LT R A(S): 8/8
CT A(S): 12/40 (27/27)
CT R A(S): 11/11
RT A(S): 4/28 (18/18)
RT R A(S): 8/8
LA A(S): 8/24 (14/14)
RA A(S): 0/24 (10/14)
LL A(S): 13/26 (18/18)
RL A(S): 16/26 (18/18)
Heat: 4/30
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: Shrapnel Wounds (3+)!
Armament:
PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: Damaged!)
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: 96, 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: 26, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: Right Shoulder Actuator hit!
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): 25/35 (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): 29/36 (18/18)
RL A(S): 29/36 (18/18)
Heat: 11/30
Overheat Penalty: Movement reduced to 1/2/3! +1 penalty to hit!
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: 25, 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: 16, 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): 0/32 (9/21)
LT R A(S): 10/10
CT A(S): 40/47 (31/31)
CT R A(S): 14/14
RT A(S): 26/32 (21/21)
RT R A(S): 10/10
LA A(S): 34/34 (17/17)
RA A(S): 27/34 (17/17)
LL A(S): 30/41 (21/21)
RL A(S): 27/41 (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: 10, Range: (L:15 M:8 S:3), Status: OK!)
Gauss Rifle – RT (Heat: 1, Ammo: 13, Range: (L:22 M:15 S:7 Min:2), Status: OK!)
Critical Damage: Gyro damaged!
Notes: 2 hands

Y5 CTF-1X Cataphract
Weight: 70 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 14/16 (15/15)
LT R A(S): 6/6
CT A(S): 0/26 (0/22)
CT R A(S): 9/9
RT A(S): 0/16 (0/15)
RT R A(S): 6/6
LA A(S): 8/22 (11/11)
RA A(S): 2/22 (11/11)
LL A(S): 17/22 (15/15)
RL A(S): 16/22 (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: Neural Shock (5+)!
Armament:
PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: Salvageable!)
Autocannon/10 – RT (Heat: 3, Ammo: 17, Range: (L:15 M:10 S:5), Status: Destroyed!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: Salvageable!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: Salvageable!)
Medium Laser – RT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: Destroyed!)
Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: Destroyed!)
Critical Damage: Gyro hit!
Notes: 1 hand

Y6 ARC-2R Archer
Weight: 70 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 14/24 (15/15)
LT R A(S): 6/6
CT A(S): 16/33 (22/22)
CT R A(S): 10/10
RT A(S): 0/24 (5/15)
RT R A(S): 6/6
LA A(S): 0/22 (0/11)
RA A(S): 17/22 (11/11)
LL A(S): 17/26 (15/15)
RL A(S): 9/26 (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: 18, Range: (L:21 M:14 S:7 Min:6), Status: Destroyed!)
iLK LRM-20 – LT (Heat: 6, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Critical Damage: Left Lower Leg Actuator hit, Left Upper Leg Actuator hit!
Notes: 2 hands

Y7 CGR-1A5 Charger
Weight: 80 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 0/26 (16/17)
LT R A(S): 8/8
CT A(S): 29/39 (25/25)
CT R A(S): 10/10
RT A(S): 7/26 (17/17)
RT R A(S): 8/8
LA A(S): 0/24 (6/13)
RA A(S): 0/24 (0/13)
LL A(S): 26/33 (17/17)
RL A(S): 28/33 (17/17)
Heat: 4/30
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: 7, Range: (L:9 M:6 S:3), Status: Damaged!)
iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Autocannon/20 – RT (Heat: 7, Ammo: 6, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: Left Upper Arm Actuator hit!
Notes: 2 hands

Y8 FLSH-8K Flashman
Weight: 75 tons (Heavy)
HD A(S): 0/9 (0/3)
LT A(S): 15/22 (16/16)
LT R A(S): 10/10
CT A(S): 11/25 (23/23)
CT R A(S): 16/16
RT A(S): 5/22 (16/16)
RT R A(S): 10/10
LA A(S): 24/24 (12/12)
RA A(S): 9/24 (12/12)
LL A(S): 13/27 (16/16)
RL A(S): 18/27 (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: AJ_Impy
Mechwarrior Status: Killed In Action!
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): 2/12 (8/8)
LT R A(S): 3/3
CT A(S): 6/13 (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): 5/12 (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: LegioPraetoria
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: 40, 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): 11/15 (10/10)
LT R A(S): 4/4
CT A(S): 16/18 (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): 12/14 (10/10)
RL A(S): 14/14 (10/10)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 12[18]
Movement: 4/6/0
Mechwarrior: Pilot 2, Gunnery 1
Mechwarrior Name: Louw Bouman
Mechwarrior Player: Rivensteel
Mechwarrior Status: OK!
Armament:
iLK MRM-10 – RA (Heat: 4, Ammo: 34, 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: Left Foot Actuator Destroyed!
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): 8/15 (10/10)
LT R A(S): 4/4
CT A(S): 11/18 (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): 0/14 (9/10)
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: 39, 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): 3/23 (14/14)
CT R A(S): 5/5
RT A(S): 11/18 (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: 2/30
Overheat Penalty:
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: 98, 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)
Mechwarrior Name: Piet

H3 Incubus
Weight: 30 tons (Light)
Mechwarrior Name: Donovan

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)
Mechwarrior Name: Lucas

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)

T3 Hephaestus Scout Tank (Prime) 1
Weight: 30 tons (Light)

T4 Hephaestus Scout Tank (Prime) 2
Weight: 30 tons (Light)

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

T6 Hephaestus Scout Tank (B)
Weight: 30 tons (Light)

V1 Donar Assault Helicopter 1
Weight: 21 tons (Heavy)

V2 Donar Assault Helicopter 2
Weight: 21 tons (Heavy)

V3 Donar Assault Helicopter 3
Weight: 21 tons (Heavy)

V4 Anhur Assault Helicopter
Weight: 30 tons (Heavy)

F1-F6 Tyre Aerospace Fighter
Weight: 55 tons
Damage Threshhold: 35
Status: F1: Ok, F2: Ok, F3: Ok, F4: Ok, F5: Ok, F6: Ok!

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
Good thing the fight is about over, cause this company is fit for a scrap heap.

KnoxZone fucked around with this message at 17:01 on Aug 16, 2012

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Two `Mechs is a small price to pay for killing two stars of Clanners.

Zeroisanumber
Oct 23, 2010

Nap Ghost
Jesus Christ guys.

PoptartsNinja posted:

Two `Mechs is a small price to pay for killing two stars of Clanners.

Two mechs and the rest fit for the scrap heap.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

You don't know that,

Way I see it. Y11 heads down and shoots a tank some more.

Other guys up north head up and blast the INCUBUS into scrap now. The mars cannot escape you.

Everyone else head over and blast the thresher... who has 0 Rear CT armor, get behind and :getin: to its juicy CT... those with damaged legs and gyros walk so you don't fall and pour the fire on.

Though I am confused as to why you all positioned yourself as you did... makes it hard to chase down the thresher and beat it to death.

AtomikKrab fucked around with this message at 17:20 on Aug 16, 2012

Taerkar
Dec 7, 2002

kind of into it, really

Honestly you guys need more campaign experience. A mech fit for a scrapheap is one with numerous damaged actuators, engine damage, and half of its weapons gone, not 'My armor is pretty low'.

The inferior Cataphract wouldn't have died this turn if it wasn't dumping ammo. The gun was still intact and you're on a suicide mission anyways.

Edit: The Battlemaster's PPC, for example, can be repaired and, if not, there's a rather nice one lying on the battlefield near the crater that used to be a Warhammer IIC.

Taerkar fucked around with this message at 17:16 on Aug 16, 2012

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Taerkar posted:

Honestly you guys need more campaign experience. A mech fit for a scrapheap is one with numerous damaged actuators, engine damage, and half of its weapons gone, not 'My armor is pretty low'.

The inferior Cataphract wouldn't have died this turn if it wasn't dumping ammo. The gun was still intact and you're on a suicide mission anyways.

Edit: The Battlemaster's PPC, for example, can be repaired and, if not, there's a rather nice one lying on the battlefield near the crater that used to be a Warhammer IIC.

PTN deliberately targeted the cataphract because it was dumping ammo, if it hadn't it would likely be alive right now.

Shoeless
Sep 2, 2011
Small nit pick PTN; at the beginning of the fluff for this update, Ho He refers to the Crockett as "his" mech, and then throughout the rest of the update Ho He is referred to as female.

On a completely different note, good job Goons! You've got them on the run, their firepower's drastically reduced, and you're probably going to get out of this with only two mechs down.

landcollector
Feb 28, 2011
So, with my Left Leg's upper and lower actuators hosed, I'm guessing my movement speed is now 2/3? As for the second RT LRM-20 hit, who cares, it was already screwed up anyway. Also, radintorov, sorry for telling you to dump ammo, as my advice killed you anyway.... :(

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

landcollector posted:

So, with my Left Leg's upper and lower actuators hosed, I'm guessing my movement speed is now 2/3? As for the second RT LRM-20 hit, who cares, it was already screwed up anyway. Also, radintorov, sorry for telling you to dump ammo, as my advice killed you anyway.... :(

You are a turret now, especially because running can knock you over,

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Way I see it (Stalker) is I just advance and pour on fire onto the Mars or Incubus. Question is if I use my LLs instead of my MLs. Long range for SRMs and MLs.

Thinking of overheating some by using my LLs followed by LRMs followed by SRMs.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

landcollector posted:

So, with my Left Leg's upper and lower actuators hosed, I'm guessing my movement speed is now 2/3? As for the second RT LRM-20 hit, who cares, it was already screwed up anyway. Also, radintorov, sorry for telling you to dump ammo, as my advice killed you anyway.... :(

A single hit damages the launcher, a second hit destroys it. Any other crits then transfer to Center Torso since there's nothing else to hit.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
Woof. I really thought we'd get through that turn without losing anyone. See you on the other side.

Now all we have to do is run down 4 machines without paying too much of a butcher's bill.

landcollector
Feb 28, 2011
My probable actions:

Turn to face hex 1529. Torso Twist left to face hex 1530.

Fire LT LRM-20 at H1 Thresher (TH 3: 1 Base + 1 Walked + 0 Short Range + 2 Enemy Movement - 1 iLK)
Fire RA Medium Laser at H1 Thresher (TH 8: 1 Base +1 Walked + 4 Long Range + 2 Enemy Movement)

That’s likely the best I can do.

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
11 enemy targets eradicated.
2 disgraced warriors lost.

The balance is far in our favour. End them, and claim this place and all within it.

Li Po posted:

I climb the towers and towers
to watch out the barbarous land:
Desolate castle, the sky, the wide desert.
There is no wall left to this village.
Bones white with a thousand frosts,
High heaps, covered with trees and grass;
Who brought this to pass?
Who has brought the flaming imperial anger?
Who has brought the army with drums and with kettle-drums?
Barbarous kings.
A gracious spring, turned to blood-ravenous autumn,
A turmoil of wars-men, spread over the middle kingdom,

Leperflesh
May 17, 2007

My job appears to be chasing down T5. His LRM-15 is malfunctioning so he's not a significant threat any more though - he's got just an ER Small Laser left - so alternatively I could run north and get to within 9 hexes at best of T1/H4.

For T5, I can get to four hexes range (0426) which is still medium range for MRMs, so that's uh, 1 base +2 ran +2 Medium range +1 MRMs -1 iLK +3 flanked = 8s.

Vs. T1 it's 1 base +2 ran +4 long range +1 MRMs -1 iLK +0 reversed = 7s actually so that's still better! Plus if T1 makes it through the round, I'll be in position to close and assist next round with finishing him off.

I'm running on pavement both ways, too, of course, but at 2 piloting that's not an issue.

Rivensteel
Mar 30, 2010
Tough loss of the Cataract...

PTN, I included melee orders, is there a reason they're not up there?

Mezzanon
Sep 16, 2003

Pillbug
Here are the options I am considering for this turn:

1) Run 9 hexes to 1031 and alpha strike H1 and also kick him.

Upsides: Good damage potential. I am hitting him on 5's (+1 gunnery +0 range +2 ran + 2 enemy move), he is hitting me on 8's (+3 gunnery, +3 enemy movement, +2 ran). (at least by my math)

Downsides: I'm not hitting his rear armor, and you just know that UAC is going to double tap my center torso again and core the poo poo out of me.

2) Run to 1532, which puts me at seven hexes moved. I can fire my large and two medium lasers, which will have me hitting on 7's

Upsides: I will be hitting side armour, and will be a less delicious and in your face target.

Downsides: Lessened damage potential.


Alternate plan: 3 of us can run into point blank range, alpha strike, and kick-gently caress H1. One of us will probably get blown to rear end and hell, unless he's too busy taking back shots at someone else.


I am open to suggestions and debate. I think option 1 is my most :viking: option, but I would absolutely love to hear more. Since he has 0 rear armour and I don't really have a shot at that, would my time better be spent attacking something else?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Leperflesh posted:

My job appears to be chasing down T5. His LRM-15 is malfunctioning so he's not a significant threat any more though - he's got just an ER Small Laser left - so alternatively I could run north and get to within 9 hexes at best of T1/H4.

For T5, I can get to four hexes range (0426) which is still medium range for MRMs, so that's uh, 1 base +2 ran +2 Medium range +1 MRMs -1 iLK +3 flanked = 8s.

Vs. T1 it's 1 base +2 ran +4 long range +1 MRMs -1 iLK +0 reversed = 7s actually so that's still better! Plus if T1 makes it through the round, I'll be in position to close and assist next round with finishing him off.

I'm running on pavement both ways, too, of course, but at 2 piloting that's not an issue.

Go for T5, 3 assault mechs should be able to finish off a tank and a light.

Leperflesh
May 17, 2007

AtomikKrab posted:

Go for T5, 3 assault mechs should be able to finish off a tank and a light.

By the same token, six mechs in the south should be able to finish off H1 and T5. The fight is over but for the crying, but it really seems dumb to run after a tank armed with nothing but a small laser when I can get better shots on the Mars.

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

PoptartsNinja posted:

Two `Mechs is a small price to pay for killing two stars of Clanners.

I think everyone is also underestimating the amount of repair work a good roll of duct tape can do. It's the universal binding medium.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Leperflesh posted:

By the same token, six mechs in the south should be able to finish off H1 and T5. The fight is over but for the crying, but it really seems dumb to run after a tank armed with nothing but a small laser when I can get better shots on the Mars.

its up to you, Someone will need to divert from H1 to T5... the atlas prehaps? It would ensure a killshot (all likely hood but then again :rolldice:) (please walk since you don't need to risk your gyro again)

Narsham
Jun 5, 2008

Leperflesh posted:

My job appears to be chasing down T5. His LRM-15 is malfunctioning so he's not a significant threat any more though - he's got just an ER Small Laser left - so alternatively I could run north and get to within 9 hexes at best of T1/H4.

T5 is also the biggest risk of successful withdrawal. Kill it before it can exit the battle.

H1 appears to be set up to threaten back shots in an attempt to cover the others. T1 is too slow to get away, so H4 is the other likely flight risk.

The big question is whether to try to offer one of the more intact mechs as a juicy target or take the risk that split fire manages to find all the open spots in your armor. The Charger can get in medium range but it's got a lot of exposed structure. There does seem to be a need to get in closer just in case H4 survives the round and makes a break for it.

I suspect next turn is the time to demonstrate how good massed MRM fire can be at long range... or how lousy.

Leperflesh
May 17, 2007

Hmm, I hadn't considered the "getting away" angle. If I head north I'll be the fastest mech up there, though, so it goes both ways as well. I'll have to discuss it with the other pilots, make sure we're covering all the fleeing bastards.

Rivensteel
Mar 30, 2010
(Y10 Po 1) I'm looking at running SW to 1233, facing NW and alpha striking H1 in the back again. At 3 hexes, I'm shooting 5s with 3x MRM 10 and 9s on flamers, ending at 4 heat. Sound ok?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Rivensteel posted:

(Y10 Po 1) I'm looking at running SW to 1233, facing NW and alpha striking H1 in the back again. At 3 hexes, I'm shooting 5s with 3x MRM 10 and 9s on flamers, ending at 4 heat. Sound ok?

Sounds good.


Recommending Atlas walk and shoot T5 and PO 11 pursue T5 don't let it escape,

Crockett can jump to melee range on the thresher and give it the ac/10 and two srm strikes before kicking.

Others just get to where you can and hit it.

Charger can walk forward 4 and get to medium range with the ac/20 and hit the incubus on a 4. BM can get to 3 hexes and pound the incubus at short range. Stalker will have to settle for being farther away.

LET NO ONE ESCAPE, and the mars, while a brick outhouse can't run, so kill the incubus, then kill the mars.

Leperflesh
May 17, 2007

Rivensteel posted:

(Y10 Po 1) I'm looking at running SW to 1233, facing NW and alpha striking H1 in the back again. At 3 hexes, I'm shooting 5s with 3x MRM 10 and 9s on flamers, ending at 4 heat. Sound ok?

By PTN's chart, 1233 isn't in his rear. 1134 would do it though.

Crocett is badly overheating and probably shouldn't jump.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.

Rivensteel posted:

Tough loss of the Cataract...

PTN, I included melee orders, is there a reason they're not up there?

Waiting to see if this resolves into some more damage on the Thresher before deciding anything.

I can put a Gauss into the Incubus with a 4 to hit from where I'm at. His entire torso section is bare to almost bare with an arm missing right? I might be able to one shot him.

Conversely I can try to pick off that Tank, the shots would be much higher since I'd have to either run to get a shot or fire through trees. Finally, I could Alpha on the Thresher and try to take him down. However my Left Torso is one AC 10 away from scrap, and I'd rather not lose that.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Leperflesh posted:

By PTN's chart, 1233 isn't in his rear. 1134 would do it though.

Crocett is badly overheating and probably shouldn't jump.

incorrect

[14:34] <AtomikKrab> crockett jumps for 3 heat right?
[14:34] <Taerkar> yes
[14:35] <AtomikKrab> 11+3 =14
[14:35] <AtomikKrab> fires both srms and 22 which is neutral bringing it to 0
[14:35] <AtomikKrab> fires the ac-10 for a hole punch and is at 3 heat

Crockett should jump because MELEE IS GOOD AGAINST THE CLANS, especially when they can't melee you back,

Leperflesh
May 17, 2007

I've been arguing via PMs with PTN about his heat level, but yeah that's true if he's only shooting his SRMs and AC/10.

landcollector
Feb 28, 2011
So, seeing as how the remaining enemy units are fleeing, I've revised my plan a little bit.

Turn to face hex 1529. Torso Twist left to face hex 1530.

Fire LT LRM-20 at H1 Thresher (TH 3: 1 Base + 1 Walked + 0 Short Range + 2 Enemy Movement - 1 iLK)
If H1 is already destroyed, target T5 indirectly via firing at hex 0530 (TH 7: 1 Base + 1 Walked +2 Medium Range + 3 Enemy Movement + 1 Indirect -1 iLK).
Fire RA Medium Laser at H1 Thresher (TH 8: 1 Base +1 Walked + 4 Long Range + 2 Enemy Movement). Hold fire for ML if H1 is already destroyed.

I would like to hear peoples' thoughts about this.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

Too bad about the Cataphract, though if the pilot survived, maybe he'll still be able to be useful later on... Losing all that firepower is pretty tough, though half of them seem to be salvageable... Shame about all those crits too, those damaged actuators are going to be trouble later on in the campaign if they can't be even somewhat repaired... Also, a couple of lost limbs that round, though I guess they're still salvageable, maybe. The Archer losing half of its primary armament seems pretty bad, though I guess it was better than losing the entire mech if it still had all that ammo in its open torso that it dumped earlier.

Quick question, does a damaged weapon take any penalty to dice rolls or is it just signifying that one of it's crit slots has been hit? Because while there's some salvageable PPCs lying around for after this battle is done, the Battlemaster losing its primary armament even at this late stage of the game is bound to be trouble.

Good job taking out the Athena before it do much more damage, although the amount it did do to the Charger was pretty significant. The Mars and the Thresher seem to be the primary threats left here, though I guess the remaining Hephaestus could try to make a run for it. Though you guys have taken quite a bit of armor, weapon, and actuator damage and lost two mechs and a no doubt skilled pilot, I guess you guys have come out ahead here, savaging the better part of two Clan stars and taking out much of their heavy weaponry, even if one was vehicles and they were only a solhama unit. Still, GoonCompany is dishonored Death Commandos, so you guys were expected to take casualties anyway. You'll be able to handle the rest of these guys sooner rather than later.

Picard Day
Dec 18, 2004

Cataphract going down is very sad, one of my favorite 'mechs. The more important thing is that the pilot is still alive however! This is a very good thing, as there is a pristine Flashman with a gooey pilot stain where the cockpit should be. So following short repairs the company is practically still effectively 11 'Mechs strong after this mission (minus whatever goes down during cleanup, of course.)

There is still a chance that the Thresher or one of the Incubus's can be salvaged of course, but even if there are no actual 'mechs to be recovered, i'd imagine we will probably see some of the company integrating recovered clantech to replace battle damage when the next mission comes. Unfortunately, I predict that means the next opfor is likely to be even crazier.

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Brandy Collins
Sep 17, 2009

Leperflesh posted:

I've been arguing via PMs with PTN about his heat level, but yeah that's true if he's only shooting his SRMs and AC/10.

No argument to be had. Crockett had 5 residual heat before this turn started, and gained a total of 28 (12 of it from being hit by 6 Inferno SRMS, 3 from jumping, 2 from the small lasers, 8 from the SRM-6s, and 3 from the AC/10) -> sink 22 -> 5+6 = 11.

And yeah, jumping to melee the Thresher really is the only smart move IMO.

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