Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Axe-man posted:

The sad thing is that everything ballistics do, there is an energy weapon that does near the same thing.

There is no laser/20

Actually is there? I'm not familiar with all the wacky high tech stuff

Adbot
ADBOT LOVES YOU

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

UberJew posted:

There is no laser/20

Actually is there? I'm not familiar with all the wacky high tech stuff

Heavy Large Laser, I'd expect. 16 damage, but much better range. Alternately maybe X-Pulse Lasers.

Usual Barb
Aug 27, 2005

pop it and lock it
The Blazer cannon does 12 damage with no accuracy penalty, enough for a headcap.

EDIT: Just looked up the damage again, it's 16 heat actually for 12 damage, not the hole puncher I thought.

Usual Barb fucked around with this message at 21:23 on Feb 12, 2011

Axe-man
Apr 16, 2005

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

The perfect meatball.
Clapping Larry

UberJew posted:

There is no laser/20

Actually is there? I'm not familiar with all the wacky high tech stuff

Advanced Heavy Lasers have 16 damage for 15 heat and better range, with no acc -, hence the "advanced"

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Axe-man posted:

Advanced Heavy Lasers have 16 damage for 15 heat and better range, with no acc -, hence the "advanced"

Even that still doesn't hit the 20 threshold for forcing a piloting check, though loving hell

Tempest_56
Mar 14, 2009

PoptartsNinja posted:

It's bunny of doom's first game ever, incidentally, so let's give him some tactical advice.

I can do tactical advice.

Looking at your current position, there's a few places you can go.

1) Walk to 0518. This will get you in the good cover of heavy woods and allow you to have a good firing line on most of the enemy forces - D4 (Blackjack) is range 7 with partial, D2 (Vindicator) is range 6 through 2 light woods, V2 (Zhukov) is range 7 through 1 light woods. The Blackjack is probably the best target to hit, but is the least threat so your choice. This position will let you flank the enemy next turn by continuing north and leaves you in reasonable cover.

2) Run to 0616. Puts V2 and D2 in short range and has no woods in the way, so you'll have a great shot on either. However, this will open you up to more return fire than staying in the woods. You're still in a flanking position as above, but exposing yourself to greater return fire in exchange for a better chance to hit.

3) Walk to 0819. Puts you into excellent cover (1 light woods and partial cover) to avoid return fire, and you're in short range + 1 light woods when firing at D2. This also puts you in position to help gangtackle D3 (Cataphract) next turn. The downside is that we end up with nearly all our firepower clustered on the one side of the field, which will be very very bad if they're using artillery and denies us any real chance of flanking shots.

4) Run to 0116. Range 8 on D4 through partial cover, but no real other decent shots. This puts you in position to go further north next turn, breaking out into the area around the hostages. Risky, since you'll have to be very careful of those Karnovs and the SRM Carrier, but potentially a huge tactical advantage for us if you can force them to split their attention in the opposite direction.

The Merry Marauder
Apr 4, 2009

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

Magni posted:

Infernos in TW aren't the insta-murder they used to be against vehicles. Nowadays, every hit by an inferno SRM simply causes a critical hit roll and nothing else. All combat vehicles also get a -2 modifier on that crit roll. IE, anything under 8+ means that the inferno attack does nothing and none of the insta-kill crits are possible at all.

While it's true that Infernos don't instakill anymore (at least one edition of the Compendium/BMR I've used required all players to agree to the use of Infernos, which we called the "Go gently caress Yourself" corollary), you can still effectively kill a vehicle with 'em, given pretty common circumstances.

That is, since weapons on the side and rear of vehicles are relatively uncommon, and irrelevant results on the crit table continue to more serious results, you end up with "Engine Hit" results on a 10-12 (9-12 if no Cargo carried) on the Rear or 11&12 on the Side table when Infernoing an unarmed side. Since that result makes the vehicle immobile (-4 TH), shuts down energy weapons, and locks the turret, it's 90% dead. Still, after that, the same results on either table blow up the ammo/fuel (if there is any) respectively.

Technically, you can even totally wipe a crew out with Infernos even with the -2, but that's a bit harder.

(I use vehicles a lot)

The Merry Marauder fucked around with this message at 22:23 on Feb 12, 2011

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

bunnyofdoom posted:

Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.

In the immortal words of a great scientist, "I love this plan. I'm excited to be a part of it. Let's do it!"

TerryLennox
Oct 12, 2009

There is nothing tougher than a tough Mexican, just as there is nothing gentler than a gentle Mexican, nothing more honest than an honest Mexican, and above all nothing sadder than a sad Mexican. -R. Chandler.

Arglebargle III posted:

When did an Abra(h?)ms tank come up?


Hey I like the setting, but this thread has been kind of a journey of discovery for me in how silly it is. My last post was supposed to be an "oh well, battletech makes no sense so okay" but I could see how it came off differently.


So I'm intrigued by the conversation about how energy weapons are always better than ballistic weapons. Mech building is probably my favorite part of the game. Can you really always get more firepower for an equal weight of energy weapons+heat sinks than ballistic weapons + ammo?

I used to be very rejecting of ballistic weaponry until one of the latest Tekmek patches for Mechwarrior 4 Mercs. I discovered what I call the Mech eater combo. Take a Daishi. Strip the engine to the slowest speed. Strip out all weapons. Add two Clan LBX-20s and 3~4 Clan ER Large Lasers. You should have enough weight left for adding extra ammo loads 2~3 depending on your abilities. Balance the remaining weight between heatsinks and extra armor. This mech is what I consider, the cheap man's version of the Fafnir with dual heavy gauss. Not even assault mechs can withstand more than 2 or 3 salvos of your weapons if you aim for center torso. The weaknesses are that armor is a bit thin for a Daishi and the sluggish speed will have you eating LRMs for every meal. Ammo is not much of an issue as with 36 shots per LBX-20, you should have more than enough ammo for any missions you play, including Solaris. You should have two weapon groups. 1 for the LBX and 2 for the lasers. Don't alpha strike or fire the lasers too quickly and you shouldn't have any heat issues.

I know the video games rules are not a very faithful argument for tabletop but I wanted to add my .02

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

bunnyofdoom posted:

Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.

Don't forget to fire wildly into the air in celebration once you're done.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
To add my two cents to the ballistic vs energy discussion, from Living Legends experience I feel like ballistics have several advantages the tabletop rules don't necessarily recreate.

That tiny advantage they have over energy weapons can mean your mech winning when you get the first shot. That's much more likely when you're actually in control of said shot instead of rolling dice.

Also, lasers really give away your position, hard. You might get nailed by an AC20 or AC10 and have no idea where it came from. But a group of beam lasers or pulse lasers is gonna be very obvious.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

bunnyofdoom posted:

Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.

Shine on, you crazy diamond. :patriot:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

DatonKallandor posted:

Also, lasers really give away your position, hard. You might get nailed by an AC20 or AC10 and have no idea where it came from. But a group of beam lasers or pulse lasers is gonna be very obvious.

Only if they're poorly focused and/or diffusing very badly. A truly focused laser should pretty much be almost entirely invisible.

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:

UberJew posted:

The AC/20 is the best weapon and all other ballistics suffer the disadvantage of not being AC/20s

Don't mention that infernal piece of machinery while I'm around. :argh:

bunnyofdoom posted:

Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.

I'd follow you into hell and back.

Gothsheep
Apr 22, 2010

UberJew posted:

The AC/20 is the best weapon and all other ballistics suffer the disadvantage of not being AC/20s

What about the Ultra AC/20?

Polaron
Oct 13, 2010

The Oncoming Storm

PoptartsNinja posted:

Only if they're poorly focused and/or diffusing very badly.

This is the Inner Sphere. The fact that their lasers work at all is a miracle.

Tarquinn
Jul 3, 2007

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

PoptartsNinja posted:

Only if they're poorly focused and/or diffusing very badly. A truly focused laser should pretty much be almost entirely invisible.

(Un)Fortunately there's nothing like a truly focused laser in the BT-universe. :v:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


WarLocke posted:

How many points of armor does a platoon count as? That is totally something I would expect Liaos to try (well, hostages strapped down onto APCs or something anyway)

:shepface:

Zero points. When you consider that each point of BT-scale damage is 1d6 + 5 points of damage to a person, it makes a lot of sense.

Yes, that means a Gauss Rifle does 15d6 + 65 points of damage to a person.

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Defiance Industries posted:

Zero points. When you consider that each point of BT-scale damage is 1d6 + 5 points of damage to a person, it makes a lot of sense.

Yes, that means a Gauss Rifle does 15d6 + 65 points of damage to a person.

I've played D&D characters that could take that.

ShadowDragon8685
Jan 23, 2011

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

raverrn posted:

I've played D&D characters that could take that.

I've played Exalted characters that could parry that with a butterknife.

:sun: :smug:

Arglebargle III
Feb 21, 2006

Psshh. You think you have big numbers? Man, my numbers are so much bigger than that. Think of your numbers, and then multiply them by a squillion. That's how big my numbers are. You wanna play me in numbers? I don't think you enough zeros to handle this. Talk to me when you have bigger numbers.

:smuggo:

Arglebargle III fucked around with this message at 09:37 on Feb 13, 2011

ShadowDragon8685
Jan 23, 2011

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

Arglebargle III posted:

Psshh. You think you have big numbers? Man, my numbers are so much bigger than that. Think of your numbers, and then multiply them by a squillion. That's how big my numbers are. Talk to me when you have bigger numbers. :smuggo:

I don't need numbers. I have narration. Throw any attack you want at me, I can parry it with my butterknife. :smugissar:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


raverrn posted:

I've played D&D characters that could take that.

Gauss slugs have Faith 00. The numbers don't lie; they spell DISASTER for you.

Koorisch
Mar 29, 2009
Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome?

Having a hard time picking which one I want for my squad in MW2:Mercs! :v:

Pinguliten
Jan 8, 2007

Koorisch posted:

Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome?

Having a hard time picking which one I want for my squad in MW2:Mercs! :v:

The :iia: of course!

edit: If I ever get an awesome miniature that is what I'll try to pencil on the shoulder guards!

Pinguliten fucked around with this message at 13:59 on Feb 13, 2011

anakha
Sep 16, 2009


Koorisch posted:

Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome?

Having a hard time picking which one I want for my squad in MW2:Mercs! :v:

From my (admittedly dim) memories of playing through the campaign in MW2: Mercs, 1 on 1 mech battles with the AI tend to be pushed to extremely close ranges. IIRC, PPCs do absolutely jack poo poo in those situations, so the Awesome is out.

I'd go with the Stalker as your main ride, as it can be absolutely murderous up close. Also, as LRMs and Large Lasers are your best bet if engaging someone from far away, the Stalker has the most effective long-rage options(the PPC bolts' slow speed make hitting from a distance difficult unless you're using the leading reticle cheat).

If you're doing the campaign as a merc leader, I'd go with Thugs for your lancemates. They have decent close-range ability with the SRMs, and the smaller number of weapons they carry make repair costs less painful on the pocket.

lilljonas
May 6, 2007

We got crabs? We got crabs!

Pinguliten posted:

The :iia: of course!

edit: If I ever get an awesome miniature that is what I'll try to pencil on the shoulder guards!

This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with!

Koorisch
Mar 29, 2009

anakha posted:

From my (admittedly dim) memories of playing through the campaign in MW2: Mercs, 1 on 1 mech battles with the AI tend to be pushed to extremely close ranges. IIRC, PPCs do absolutely jack poo poo in those situations, so the Awesome is out.

I'd go with the Stalker as your main ride, as it can be absolutely murderous up close. Also, as LRMs and Large Lasers are your best bet if engaging someone from far away, the Stalker has the most effective long-rage options(the PPC bolts' slow speed make hitting from a distance difficult unless you're using the leading reticle cheat).

If you're doing the campaign as a merc leader, I'd go with Thugs for your lancemates. They have decent close-range ability with the SRMs, and the smaller number of weapons they carry make repair costs less painful on the pocket.

Yeah, I got that the Stalker was a rape-machine when I played the mission where you loan one, however when I fought one with a Sentinel I just ran around it and never got hit once. :v:

The AI seems to want to run up and close so you seem to be correct about a Thug or two.

In the old games, are there any REAL reason to not use tons of LRM5 or SRM4's instead of the heavier versions? After all, their total weight is the same as a heavier one but it is cheaper to buy smaller ones.

Never had any use for Large Lasers since I'm the IN YOUR FACE type of guy, also since they were so hot and weighed so much I just loaded with a bunch of mediums and more heatsinks for rapid fire for more DAKKA. Also a Machinegun in case I want to blow up the head without it exploding the mech!

Axe-man
Apr 16, 2005

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

The perfect meatball.
Clapping Larry

lilljonas posted:

This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with!

:ohdear: The dark age version from what i understand is very different from the one in the thread, maybe some of the people who bought it can elaborate the differences :)

Pinguliten
Jan 8, 2007

lilljonas posted:

This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with!

I got the fourth edition starter box and that one only contains four maps (double sided sheets), cardboard cutouts of some mechs and a light starter book with some rules and the four training scenarios that you can try in megamek.

Heck even the extra master rules I bought back then is outdated.

Well the point I want to make with this is just print some maps on A3 (or buy a map pack), print the bloody pdf (or buy a rulebook) and buy some cast models from Ral Partha or Iron Wind Metals or whatever they call themselves now.
There really is no point in getting the starter box anymore.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

Koorisch posted:

Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome?

Having a hard time picking which one I want for my squad in MW2:Mercs! :v:

The only thing that actually matters is tonnage in single-player Mercs, so get the Atlas and mod it however you want. I like to rip out the AC for a pair of Large Lasers, and fill up the rest of the extra space/tonnage with extra medium lasers and heat sinks. 2 LL + LRM-20 is a great punch at medium range, and four or five mediums plus the SRM-6 is pretty deadly at short range. In general, the loadout kind of makes you a Stalker with more armor and heat sinks, which is A Good Thing.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Hostage Situation: Tactical Update 5

Movement Phase
La Dama Muerta uses Distracting Tirade (needs 6, rolls 5)
Hostage Killed
D3 Cataphract reverses to 1113 (4 hexes) (Green D3)



Combat Phase:
St Hunchback attempts to fire at D3 Cataphract (5 base + 2 movement + 1 enemy movement + 4 range + 1 light woods + 1 partial cover = 14): DM PoptartsNinja forces St Hunchback to hold fire because he can’t possibly hit.
“Easier” Target Selected: D2 Vindicator
St Hunchback fires medium laser at D2 Vindicator (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods + 1 partial cover = 12): rolled 9, miss!
St Hunchback fires medium laser at D2 Vindicator (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods + 1 partial cover = 12): rolled 7, miss!
St Gains 8 heat, sinks 13.

F Catapult fires LRM 15 at D3 Cataphract (3 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 3, miss!
F Catapult fires LRM 15 at D3 Cataphract (3 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 9, hit with 9 missiles! Hit right leg (missiles impact on hill, no damage sustained), hit left leg (missiles impact on hill, no damage sustained)!
F Catapult gains 11 heat, sinks 15!

SS Rifleman fires large laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 7, miss!
SS Rifleman fires AC5 at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 10, hit right leg (8/18 armor remains)!
SS Rifleman fires AC5 at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 9, hit right arm (7/14 armor remains)!
SS Rifleman gains 11 heat, sinks 10! Now at Overheat 1

Sw Wolverine fires large laser at D3 Cataphract (3 base + 1 movement + 1 enemy movement + 4 range + 1 light woods + 1 partial cover = 11): rolled 6, miss!
Sw Wolverine gains 9 heat, sinks 14! Now at Overheat 0!

FY Lancelot fires PPC at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 0range + 1 light woods = 7): rolled 11, hit center torso (8/18 armor remains)!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 8, miss!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 9, hit left arm (6/14 armor remains)!
FY Lancelot fires Medium Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 3, miss!
FY Lancelot gains 31 heat, sinks 26! Now at Overheat 7 (movement reduced to 5/8/0, +1 overheat penalty to hit)!

D2 Vindicator fires PPC at St Hunchback (3 base + 2 movement + 2 enemy movement + 0 range + 2 light woods (x2) = 9): rolled 8, miss!
D2 Vindicator fires medium laser at St Hunchback (3 base + 2 movement + 2 enemy movement + 2 range + 2 light woods (x2) = 11): rolled 10, miss!
D2 Vindicator gains 15 heat, sinks 16

D3 Cataphract fires AC 10 at St Hunchback (3 base + 1 movement + 2 enemy movement + 2 range +1 light woods + 1 partial cover = 10): rolled 6, miss!
D3 Cataphract fires PPC at Sw Wolverine (3 base + 1 movement + 2 enemy movement + 2 range +1 light woods + 1 partial cover = 10): rolled 10, hit left leg (PPC strikes hill, no damage sustained)!
D3 Cataphract gains 1 heat, sinks 16

D4 Blackjack fires AC 2 at SS Rifleman (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods + 2 heavy woods = 7): rolled 6, miss!
D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 6, miss!
D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 10, miss!
D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 8, miss!
D4 Blackjack gains 10 heat, sinks 11!

End Phase
D2 Vindicator must make piloting test or fall (4 base + 1 massive damage = 5 ): rolled 7, succeeds!

Physical Combat Phase:
No physical combat takes place

End Phase:
Shaped Charge detonates!
K1 Karnov suffers motive system damage (immobilized), crashes into hex 1207
Satchel Charge detonates!
K2 Karnov cargo bay destroyed!
K2 Karnov flight crew killed!
K2 Karnov spirals out of control, crashes into hex 0704
K3 Stolen Karnov deploys Scout Snipers into hex 0709



The loud drone of the Karnov’s engines filled Trooper Li’s ears, drowning out all noise except his own imagined heartbeat. Li was terrified, as a criminal conscript of the Capellan Militia, he’d been issued a simple bolt-action rifle and herded into the transport to go face off against Mercenary battlemechs. He was sixteen, it was his first time in combat and, as a convicted criminal, he expected it’d be his last.

In short, he was terrified.

Nonetheless, Li was remarkably calm when the engines of the Karnov in which his conscript platoon was flying exploded. The craft shuddered beneath him as, without thrust, the blocky design lost nearly all lift. He closed his eyes and felt a profound feeling of weightlessness even as the other members of his platoon broke into a terrified panic.

*****

“Yeee-oooow!” A man shouted over—both the Capellans and the Caballeros could hear the wide-band broadcast. “You are now enjoying fireworks courtesy of the Supreme Radio Station: KATN,” Several other voices raised in the background, “Kick-rear end, and take names!” The other voices died down, “Get ready to pay the piper you Capellan pigs, 'cause payback's a-comin' courtesy of the 17th Recon Regement!”



Enemy Forces
D1 WHM-6L Warhammer
D2 VND-1R Vindicator
D3 CTF-1X Cataphract
D4 BJ-1 Blackjack
I1 Capellan Militia
I2 Capellan Militia
I3 Death Commando Infantry
I4 Capellan Militia
V1 Heavy Wheeled APC (MG Variant)
V2 Zhukov Heavy Tank
V3 Goblin Medium Tank
V4 SRM Carrier

Turn 6 OpForce Movement:
D1 Ran to 0906 (5 hexes)
D2 Jumped to to 0714 (4 hexes)
D4 Remained stationary (0 hexes)
I1 Remained Stationary
I2 Rides V1
I3 Rides marched to 1211 (1 hex)
I4 Rides V1
V1 Flanked to 1106 (1 hex (movement costs doubled, not on pavement))
V2 Cruised to 1111 (2 hexes)
V3 Flanked to 1110 (5 hexes)
V4 Remained Stationary
D3 Ran to 0815 (4 hexes) (Black D3)

Mission Objectives
18/20 hostages remain!
Rescue the Hostages or Bury them




Note: The green D3 is Turn 5’s movement, the black D3 is the Cataphract’s current position



SS “Lil’ Sure Shot” RFL-3N Rifleman
Weight: 60 tons (Heavy)
HD A(S): 6/6 (3/3)
LT A(S): 15/15 (14/14)
LT R A(S): 2/2
CT A(S): 22/22 (20/20)
CT R A(S): 4/4
RT A(S): 15/15 (14/14)
RT R A(S): 2/2
LA A(S): 15/15 (10/10)
RA A(S): 15/15 (10/10)
LL A(S): 12/12 (14/14)
RL A(S): 12/12 (14/14)
Heat: 1/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 4/6/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Annie Sue Hurd
Mechwarrior Player: Tempest_56
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!)
AC5 – RA (Heat: 1, Ammo: 16, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
AC5 – LA (Heat: 1, Ammo: -, 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 – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc.

S2 Scout Snipers
Platoon(4/4)
Type: Sniper
Weapon: Sniper Rifle
Player: Tempest_56
Movement MP: 1
Range: 6 hexes
Notes: May snipe or double-tap at infantry or vehicles.



St “Stubby” HBK-4G Hunchback
Weight: 50 tons (Medium Class)
HD A(S): 9/9 (3/3)
LT A(S): 20/20 (12/12)
LT R A(S): 4/4
CT A(S): 26/26 (16/16)
CT R A(S): 5/5
RT A(S): 20/20 (12/12)
RT R A(S): 4/4
LA A(S): 16/16 (8/8)
RA A(S): 16/16 (8/8)
LL A(S): 20/20 (12/12)
RL A(S): 20/20 (12/12)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 13
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 5
Mechwarrior Name: Andre “Clueless” Norris
Mechwarrior Player: Polaron
Mechwarrior Status: OK!
Armament:
AC20 – RT (Heat: 7, Ammo: 10, 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 – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)

La Dama Muerta
Player: Polaron
May either use a Distracting Tirade or Mock and Berate the Capellans once per turn.



FY “Sir gently caress You” LNC25-01 Lancelot
Weight: 60 tons (Heavy)
HD A(S): 7/7 (3/3)
LT A(S): 16/16 (14/14)
LT R A(S): 10/10
CT A(S): 21/21 (20/20)
CT R A(S): 16/16
RT A(S): 16/16 (14/14)
RT R A(S): 10/10
LA A(S): 14/14 (10/10)
RA A(S): 14/14 (10/10)
LL A(S): 14/14 (14/14)
RL A(S): 14/14 (14/14)
Heat: 7/30
Overheat Penalty: Movement Reduced to 5/8/0, +1 overheat penalty to hit!
Heat Sinks: 13 (double capacity)
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rebecca “Divot” Moss
Mechwarrior Player: bunnyofdoom
Mechwarrior Status: OK!
Armament:
PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
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!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

S1 Scout Sapper
Player: bunnyofdoom
May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP.
May use either ability this turn!



F “Firewalker” CPLT-C1 Catapult
Weight: 65 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 17/19 (15/15)
LT R A(S): 8/8
CT A(S): 24/24 (21/21)
CT R A(S): 11/11
RT A(S): 19/19 (15/15)
RT R A(S): 8/8
LA A(S): 13/13 (10/10)
RA A(S): 13/13 (10/10)
LL A(S): 18/18 (15/15)
RL A(S): 18/18 (15/15)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 15
Movement: 4/6/4
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: “Engine Joe” Running Wild
Mechwarrior Player: Red_Mage
Mechwarrior Status: OK!
Armament:
LRM 15 – RA (Heat: 5, Ammo: 10, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
LRM 15 – LA (Heat: 5, 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 – 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!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

TA Tech Platoon APC
Weight: 10 tons (Light)
Front A(S): 10/10 (1/1)
Left A(S): 8/8 (1/1)
Right A(S): 8/8 (1/1)
Turret A(S): 4/4 (1/1)
Rear A(S): 10/10 (1/1)
Movement: 6/9
Driver: Pilot 4, Gunnery 6
Player: Red_Mage
Tank Status: Ok!
Armament:
Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!)
Notes: Currently Carrying Tech Platoon

TP Tech Platoon (30/30)
Type: SRM Infantry
Weapon: SRM
Gunnery: 5
Anti-Mech: 3
Player: Red_Mage
Movement MP: 2
Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4
Notes: 1 round of Inferno ammo, currently carried by TA APC



SW “Skinwalker” WVR-6M Wolverine
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 20/20 (13/13)
LT R A(S): 6/6
CT A(S): 13/25 (18/18)
CT R A(S): 8/8
RT A(S): 10/20 (13/13)
RT R A(S): 6/6
LA A(S): 18/18 (9/9)
RA A(S): 18/18 (9/9)
LL A(S): 12/19 (13/13)
RL A(S):19/19 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 14
Movement: 5/8/5
Mechwarrior: Pilot 2, Gunnery 3
Mechwarrior Name: “Navajo Wolf” Bobby Begay
Mechwarrior Player: Bobbin Threadbare
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – HD (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!)
SRM 6 – LT (Heat: 3, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)
Special Ability: Eights to Aces (2/2)

S3 Scout Company(30/30)
Type: Caballeros Scouts
Weapon: Submachine Guns and Grenades
Gunnery: 3
Anti-Mech: 4
Player: Bobbin Threadbare
Movement MP: 3
Range: To-hit modifier: 0: -2, 1: 0, 2: +3
Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1, Arrives in 1 turn


K3 Stolen Karnov UR Transport Helicopter
Weight: 30 tons
Front A(S): 6/6 (3/3)
Left A(S): 5/5 (3/3)
Right A(S): 5/5 (3/3)
Rotor A(S): 2/2 (3/3)
Rear A(S): 6/6 (3/3)
Movement: 11/17
Driver: Pilot 6
Player: None
VTOL Status: Height 3
Armament:
Notes: Carries S3 Scout Platoon



Enemy Status
D1 WHM-6L Warhammer
Damage: None
Status:
Armament: Unknown
Notes:

D2 VND-1R Vindicator
Damage: None
Status:
Armament: Unknown
Notes:

D3 CTF-1X Cataphract
Damage: None
Status:
Armament: Unknown
Notes: Ace Pilot

D4 BJ-1 Blackjack
Damage: AC2 destroyed, Left Shoulder Destroyed
Status: Pilot injured!
Armament: Unknown
Notes:

I1 Capellan Militia (30/30)
Damage: None
Status:
Armament: Ballistic Rifle
Notes:

I2 Capellan Militia (30/30)
Damage: None
Status:
Armament: Ballistic Rifle
Notes: Being Transported by Heavy APC

I3 Death Commando Infantry (21/21)
Damage: None
Status:
Armament: SRM
Notes: Being Transported By Goblin Medium Tank

I4 Capellan Militia (30/30)
Damage: None
Status: Fine
Armament: Flamer
Notes: Being Transported by Heavy APC

[b]V1[/b] Heavy Wheeled APC (MG Variant)
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] 6 Machine Guns
[b]Notes:[/b]

[b]V2[/b] Zhukov Heavy Tank
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] AC 10, AC 10, SRM 6
[b]Notes:[/b]

[b]V3[/b] Goblin Medium Tank
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] Large Laser, Machine Gun
[b]Notes:[/b] Transporting [b]I3[/b]

[b]V4[/b] SRM Carrier
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6
[b]Notes:[/b]

[b]K1[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

[b]K2[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

(WarLocke, you have a private message)

PoptartsNinja fucked around with this message at 05:24 on Jan 9, 2013

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

PoptartsNinja posted:

Hostage Situation: Tactical Update 5

End Phase:
Shaped Charge detonates!
K1 Karnov suffers motive system damage (immobilized), crashes into hex 1207
Satchel Charge detonates!
K2 Karnov cargo bay destroyed!
K2 Karnov flight crew killed!
K2 Karnov spirals out of control, crashes into hex 0704
K3 Stolen Karnov deploys Scout Snipers into hex 0709

Now that's how Caballeros roll! Commandos do it sneaky, but Caballeros do it with style! :ese:

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
loving awesome :D

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



DAYUM BITCH!


BOOM!


MOTHERFUCKING SCOUT SNIPAS! WOOOO!

:golgo:


But seriously, well played plot twist PTN.

Also, I'm thinking this turn staying still, and just firing a few weapons at the Zhukov to get rid of my heat.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


So... the space mexicans car jacked the Cappellans out of a helo, rigged the ones that had Cappellan troops in them to explode in the air, and it was basically all a setup to give the players even more troops? That was a confusing chain of events.

My poor, poor Death Commandos escaped mental patients claiming to be the Death Commandos. :ohdear:

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
/\ Death Commandos are in Mechs and one platoon. Rest of the Liao forces are supporting militia, like the fluff says.

bunnyofdoom posted:

Also, I'm thinking this turn staying still, and just firing a few weapons at the Zhukov to get rid of my heat.

You can't hit the Zhukov; too many woods intervene. (Technically PTN as defender would get to decide which side of the LOS he wants)

Since your nerf-decider let you down and you didn't flank, why not shoot the Cataphract with a PPC and a LLAS, to take advantage of Bobbin's ability and cool down? (you need 7s to hit)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Zaodai posted:

My poor, poor Death Commandos escaped mental patients claiming to be the Death Commandos. :ohdear:

It's not over yet

Adbot
ADBOT LOVES YOU

WarpedLichen
Aug 14, 2008


TerryLennox posted:

I used to be very rejecting of ballistic weaponry until one of the latest Tekmek patches for Mechwarrior 4 Mercs. I discovered what I call the Mech eater combo. Take a Daishi. Strip the engine to the slowest speed. Strip out all weapons. Add two Clan LBX-20s and 3~4 Clan ER Large Lasers. You should have enough weight left for adding extra ammo loads 2~3 depending on your abilities. Balance the remaining weight between heatsinks and extra armor. This mech is what I consider, the cheap man's version of the Fafnir with dual heavy gauss. Not even assault mechs can withstand more than 2 or 3 salvos of your weapons if you aim for center torso. The weaknesses are that armor is a bit thin for a Daishi and the sluggish speed will have you eating LRMs for every meal. Ammo is not much of an issue as with 36 shots per LBX-20, you should have more than enough ammo for any missions you play, including Solaris. You should have two weapon groups. 1 for the LBX and 2 for the lasers. Don't alpha strike or fire the lasers too quickly and you shouldn't have any heat issues.

I know the video games rules are not a very faithful argument for tabletop but I wanted to add my .02

The Dashi in MW4:Mercs can fit 3 LBX-20s I believe. You can one shot most heavies and 2 shot assaults if you hit torso.

You have 0 longevity but you have more than enough ammo to finish every mission so who cares. MW4 really does have a nice balance between ballistics and lasers for the most part since you're in slugging matches with a few mechs most of the missions and the amount of fire power ballistics in a short time frame is perfect for the brawling matches.

I think the fact that you instantly shut down at a set temperature regardless of heatsinks also helps.

  • Locked thread