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Still waiting on orders for the Zeus.
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# ? Apr 30, 2013 16:47 |
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# ? Apr 28, 2024 14:42 |
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That Italian Guy posted:Don't forget the catch phrase when you start spinning those RACs! ...Sonuvabitch.
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# ? Apr 30, 2013 18:02 |
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Malachite_Dragon posted:...Sonuvabitch. Sounds like a perfect start for a fight, don't let the action get to you too fast and try to conserve information for the right moment.
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# ? Apr 30, 2013 18:28 |
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Malachite_Dragon posted:...Sonuvabitch. Quick, send updated orders! There is scenery to be chewed!
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# ? Apr 30, 2013 19:25 |
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Podima posted:Quick, send updated orders! There is scenery to be chewed!
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# ? Apr 30, 2013 19:37 |
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But I'm terrible at shooty one-liners! Now, if I had a hatchet, that'd be another thing...
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# ? Apr 30, 2013 19:37 |
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# ? Apr 30, 2013 19:51 |
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Sorry for the delay everybody work's been kind of crazy the last few days. Got my orders in now!
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# ? May 1, 2013 01:19 |
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Holybat posted:Sorry for the delay everybody work's been kind of crazy the last few days. Got my orders in now! No worries, my current work schedule prevents me from updating Mondays and Tuesdays anyway. The rest of the week is fair game, so the quicker I get orders the quicker the turns!
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# ? May 1, 2013 01:39 |
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My apologies for taking so long on this update. Sergeant Rex Power Colt needed my help today. I'm still going to try to get an update out tonight.
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# ? May 2, 2013 03:56 |
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PoptartsNinja posted:My apologies for taking so long on this update. Sergeant Rex Power Colt needed my help today. I'm still going to try to get an update out tonight. Helping out a cyborg commando in need is not something to be ashamed of.
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# ? May 2, 2013 04:40 |
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PoptartsNinja posted:My apologies for taking so long on this update. Sergeant Rex Power Colt needed my help today. I'm still going to try to get an update out tonight. Mark IV style, motherfucker!
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# ? May 2, 2013 04:53 |
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PoptartsNinja posted:My apologies for taking so long on this update. Sergeant Rex Power Colt needed my help today. I'm still going to try to get an update out tonight. Don't apologize! You're obviously doing important, vital, and completely necessary research for next years mech block-buster movie.
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# ? May 2, 2013 06:11 |
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Hogarth’s Heroes: Tactical Update 4 Combat Phase Blue 1) Hogarth’s Atlas II - Fires Ghost Hunter PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 10, hit Right Leg (damage blocked by terrain)! - Fires Rotary Autocannon/5 (Quint) at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 9, miss! - Fires Rotary Autocannon/5 (Quint) at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 12, 4 shells hit Head (4/9 armor remains), Right Arm (19/24 armor remains), Right Arm (14/24 armor remains), Right Leg (damage blocked by terrain)! - Fires Medium Pulse Laser at Battlemaster Red 1 but the target is out of range! - Fires Medium Pulse Laser at Battlemaster Red 1 but the target is out of range! - Fires Medium Pulse Laser at Battlemaster Red 1 but the target is out of range! - Fires Medium Pulse Laser at Battlemaster Red 1 but the target is out of range! - Fires Medium Pulse Laser at Battlemaster Red 1 but the target is out of range! Blue 2) Steiner’s Awesome - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 7, miss! - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 6, miss! - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 8, miss! - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 9, miss! - Fires Small Laser at Battlemaster Red 1 but the target is out of range! - Fires Medium Laser (Rear) at Battlemaster Red 1 but the target is out of range! - Fires Medium Laser (Rear) at Battlemaster Red 1 but the target is out of range! Blue 3) Vasquez’s Banshee - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 4, miss! - Fires PPC at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 7, miss! - Fires Autocannon/10 at Battlemaster Red 1 (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 10): rolled 10, hit Left Leg (damage blocked by terrain)! - Fires Medium Laser at Battlemaster Red 1 (4 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 12): rolled 7, miss! - Fires Medium Laser at Battlemaster Red 1 (4 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 12): rolled 12, hit Left Arm (19/24 armor remains)! - Fires Medium Laser at Battlemaster Red 1 (4 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 12): rolled 7, miss! - Fires Medium Laser at Battlemaster Red 1 (4 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 12): rolled 6, miss! - Fires SRM-6 at Battlemaster Red 1 (4 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover = 12): rolled 4, miss! Blue 4) Schultz’s Zeus - Fires PPC at Battlemaster Red 1 (4 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 partial cover = 8): rolled 9, hit Right Torso (18/28 armor remains)! - Fires Large Laser at Battlemaster Red 1 (4 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 10): rolled 11, hit Left Arm (11/24 armor remains)! - Fires Large Laser at Battlemaster Red 1 (4 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 10): rolled 8, miss! - Fires Medium Laser at Battlemaster Red 1 (4 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 10): rolled 7, miss! - Fires Medium Laser at Battlemaster Red 1 (4 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 10): rolled 9, miss! - Fires LRM-15 at Battlemaster Red 1 (4 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 10): rolled 5, miss! Red 1) Battlemaster - Fires PPC at Zeus Blue 4 (4 base + 0 range + 0 movement + 1 enemy movement + 2 light woods = 7): rolled 6, miss! - Fires Medium Laser at Zeus Blue 4 (4 base + 2 range + 0 movement + 1 enemy movement + 2 light woods = 9): rolled 4, miss! - Fires Medium Laser at Zeus Blue 4 (4 base + 2 range + 0 movement + 1 enemy movement + 2 light woods = 9): rolled 5, miss! - Fires Medium Laser at Zeus Blue 4 (4 base + 2 range + 0 movement + 1 enemy movement + 2 light woods = 9): rolled 7, miss! - Fires Medium Laser at Zeus Blue 4 (4 base + 2 range + 0 movement + 1 enemy movement + 2 light woods = 9): rolled 3, miss! - Fires SRM-6 at Zeus Blue 4 (4 base + 2 range + 0 movement + 1 enemy movement + 2 light woods = 9): rolled 8, miss! Red 2) Grand Dragon - Fires PPC at Atlas Blue 1 (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 11, hit Center Torso (37/47 armor remains)! - Fires LRM-10 at Atlas Blue 1 (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 6, miss! Red 3) Kintaro - Fires LRM-5 at Banshee Blue 3 (4 base + 2 range + 0 movement + 0 enemy movement + 3 light woods = 9): rolled 7, miss! Red 4) Black Knight - Holds fire! Red 5) Panther 1 - Becomes Possessed! Red 6) Javelin - Holds fire! Red 7) Wolf Trap - Fires LRM-10 at Banshee Blue 3 (4 base + 0 range + 2 movement + 0 enemy movement + 2 light woods = 8): rolled 11, 10 missiles hit Right Torso (25/30 armor remains), Center Torso (35/40 armor remains)! - Fires LB-10X AC (Cluster) at Zeus Blue 4 (4 base + 2 range + 2 movement + 0 enemy movement + 2 light woods - 1 Cluster = 9): rolled 5, miss! Red 8) Panther 2 - Fires PPC at Zeus Blue 4 (4 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 9): rolled 7, miss! - Fires SRM-4 at Zeus Blue 4 (4 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 11): rolled 7, miss! End Phase: Battlemaster Red 1 - Ignores Pilot Hits! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 6, succeeds! Ghost Panther Red 5 - Must pass a piloting test to stand (5 base = 5): rolled 7, succeeds! - - Must pass a piloting test to make it look unnatural (5 base + 2 challenge = 7): rolled 9, succeeds! “YAAAAAAAAAH!” Thomas Hogarth announced his intentions with a heroic yell as he brought his rotary autocannons up to speed. He walked his stream of fire into the enemy Battlemaster, striking sparks from its armor as the low-power black powder charges detonated in clouds of harmless black smoke. A shell bounced from the Battlemaster’s sloped cockpit and exploded a dozen meters over its head. For good measure, Thomas added his pulse lasers to the barrage though none was close enough to register a hit. The impressive lightshow was only enhanced as every member of his Lance added their own firepower, but as smoke and fire wreathed the Battlemaster and explosions of sparks burst into the air from near-misses the stubborn enemy `Mech refused to fall. Nearly unscathed, the Battlemaster strode forward through the lingering smoke, barely reacting as a round from Vasquez’s autocannon caught it in the chest. Precisely as scripted, Thomas noted gleefully. Letting his defiant yell subside, he toggled over to a general broadcast—the action was meaningless since every `Mech was on the same frequency, but it would look good on the cockpit cam—and said, “So, you must be the legendary Red Corsair!” “The Red Corsair? I hear her Battlemaster is—” Andrew snorted, biting back more laughter. Thomas shook his head, it was at least to the young man’s credit that his mirth sounded so much like genuine panic, “—three times faster than a normal model!” “Don’t believe everything you hear,” The Red Corsair replied in icy tones, even though Andrew’s communication was theoretically over squad-level comms instead of part of the general broadcast. “You must be the famous General Hogarth. Tell me General, has the Commonwealth finally invaded or is your intrusion here on Summer one of your famous social visits?” “I heard there was to be a ball,” Thomas quipped in reply, “but I lost my invitation. Care to dance?” “Very well,” The Red Corsair replied. “Just you and I, while my forces crush your friends.” “I hope you don’t mind if I lead,” Thomas leaned over, toggling back to his Lance’s circuit. “Alright people, you know the drill! Keep the Red Corsair’s forces off my back, and remember: shoot to disable, not to kill! The Skye rebels may have abandoned the Commonwealth, but the Commonwealth hasn’t abandoned them! I won’t have us murdering our own soldiers, even if they are just mercenaries!” “We may not have a choice sir, Look!” Vasquez cut in with a bass rumble as the Panther they’d downed rose jerkily to its feel. It stood there, arms at its sides like a marionette with cut strings and wobbled back and forth like a drunkard. “Any pilots we disable are just going to get possessed!” “Disable the machines, not the pilots!” Hogarth countered, “If you force them to punch out there’ll be nothing for the spirits to control!” Primary Objectives Rescue Melissa Steiner and Clovis Holstein (0/2) Defeat Richard Cameron (0/1) Secondary Objectives Thomas Hogarth duels the Red Corsair (0/1) One of Hogarth’s Heroes“dies” dramatically, but no more than one (0/1) Hogarth kills the ghost with his Ghost-Killer PPC (0/1) Cross the Streams (0/4) (everyone has to hit with a PPC for it to count) Hidden Objectives Piles of Cardboard Boxes Destroyed: 1 Fruit Carts Destroyed: 1 Wilhelm Screams: 1 [Unknown] Key: Blue1) Atlas II Blue2) Awesome Blue3) Banshee Blue4) Zeus Enemy `Mech Key Red1) Battlemaster – Ran, 1 Red2) Dragon – Ran, 2 Red3) Kintaro – Ran, 2 Red4) Black Knight – Stationary, 0 Red5) Panther 1 – Walked, 0 Red6) Javelin – Jumped, 2 Red7) Wolf Trap – Ran, 2 Red8) Panther 2 – Ran, 1 Player `Mech Status Enemy `Mech Status Cinematic Crit Table 2 – Railing Kill / Protagonist Injured! 3 – Stunned Enemy / Protagonist Flesh Wound! 4 – Huge Random Explosion! 5 – Fruit Vendor Demolished / Chickens Escape / Outhouse Detonates! 6 – Cardboard Boxes Destroyed! 7 – Wilhelm Scream / Flubbed Line! 8 – Cardboard Boxes Destroyed! 9 – Explosive Barrels Explode Unexpectedly! 10 – Something Catches Fire! 11 – Delayed Casualty / Protagonist Flesh Wound! 12 – Kneecapped / Protagonist Injured! PoptartsNinja fucked around with this message at 07:50 on May 2, 2013 |
# ? May 2, 2013 06:31 |
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THREE TIMES FASTER! Oh god my sides. This "mission" has it all.
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# ? May 2, 2013 06:45 |
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I get back from my Jeopardy audition to find an update, which is great! What's not great is the fact that all we managed to do to the Red Corsair's Battlemaster is a whole lot of armor damage but no penetration. Guess that was to be expected with pilots of our skill and the target numbers that we were taking shots from. Still, with the Red Corsair challenging Hogarth to a one on one duel, I think I'm going to back off his target and let Malachite do his thing. Also, ghosts possessing pilots of downed mechs and having them fight on? What more will Thomas Hogarth think of for this blockbuster ghost movie of his anyway? Loved the Gundam reference with the Red Corsair's mech, btw. Three times faster indeed. GhostStalker fucked around with this message at 19:43 on Sep 29, 2015 |
# ? May 2, 2013 06:57 |
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T.G. Xarbala posted:THREE TIMES FASTER! Is the three times faster a reference to anything?
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# ? May 2, 2013 07:03 |
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Artificer posted:Is the three times faster a reference to anything? Char Anzable's Mobile Suit from the original Gundam and all its sequels. Char was an enemy ace that had a mobile suit that was modified from a stock model, it was painted red and allegedly moved 3 times faster than the base Zaku. There's also the Orks of Warhammer 40k to take into account, as we all know "DA RED WUNS GO FASTA!!!", but I think PTN was going for the Gundam reference.
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# ? May 2, 2013 07:06 |
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I think Red3 should have a movement mod. I think the Banshee can run up to 0520 and kick Red3 in the head. JUSTICE FOOT edit: oh drat wait, I got the elevations backwards. Don't go there, you'll get kicked in the head!
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# ? May 2, 2013 07:40 |
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I'm sure a bunch of mediocre pilots throwing 'stage' punches in assault mechs with cameras rolling will end hilariously.
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# ? May 2, 2013 08:22 |
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Voyager I posted:I'm sure a bunch of mediocre pilots throwing 'stage' punches in assault mechs with cameras rolling will end hilariously. - Must pass a piloting test to pull the punch (5 base = 5): rolled 3, fails! Pilot killed! Just one more reason to go for it, something like that would boost the movie sales like crazy.
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# ? May 2, 2013 08:59 |
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Leperflesh posted:I think Red3 should have a movement mod.
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# ? May 2, 2013 09:09 |
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So does this mean I'm restricted solely to fisticuffs with the Battlemaster or we're simply to blast the poo poo out of each other? Either way, (I'll send my orders in after I've gotten some sleep) My kingdom for a hatchet...
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# ? May 2, 2013 10:46 |
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To be fair, any assault mech moving 12/18 would be pretty terrifying. Charger ain't got nothin on that.
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# ? May 2, 2013 13:32 |
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Shoeless posted:To be fair, any assault mech moving 12/18 would be pretty terrifying. Charger ain't got nothin on that. The MUSE EARTH is the best assault mech. 100 ton mech going 10 hexes a turn?
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# ? May 2, 2013 13:58 |
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Malachite_Dragon posted:So does this mean I'm restricted solely to fisticuffs with the Battlemaster No, but remember the restriction on arm-mounted weapons. You'd be at a huge disadvantage if you fire some and she tries to suplex you!
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# ? May 2, 2013 17:21 |
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Leperflesh posted:I think the Banshee can run up to 0520 and kick Red3 in the head. JUSTICE FOOT Yeah, I'm not going to move into melee range with that Kintaro, as it's just asking for me to get a kick to the head, given what movement I have... As we all know, the heroes in this movie should be the ones giving the JUSTICE FOOTs, not the ones receiving them. Just going to move forward and FIRE EVERYTHING instead. Even the PPCs and the Small Laser, since the latter is finally in range, and I think the former is just on the range of the minimum distance not to get the penalty. Even with the penalty, it shouldn't effect my to hits all that badly, I think. Hopefully this turn of fire will be more productive than the previous ones, even if the previous ones did look awesome on film... Also, submitting preliminary orders shortly. Probably won't have internet again this weekend starting tomorrow, so if any of my fellow goon mechjockeys have any better ideas, I'll let them countermand my orders. Just hope that isn't needed. EDIT: \/\/\/\/\/\/ Eh, details. I'm still FIRING EVERYTHING but some things will have a better chance to hit than others. We're not worrying about Heat, so I can plink away with the Small Laser even if I have little to no chance of hitting with it... GhostStalker fucked around with this message at 19:53 on May 2, 2013 |
# ? May 2, 2013 19:01 |
That's actually impossible, since a Small Laser has a range of three hexes, and the minimum range of a PPC is also three hexes. So if you're exactly three hexes away you can fire the Small Laser at long range for a -4 penalty, while the PPC will have a -1 minimum range penalty. Still, the -1 ain't that bad, so you're probably getting the best you can hope for at three hexes, especially since that eliminates a -2 medium range penalty on all those Medium Lasers and your SRMs.
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# ? May 2, 2013 19:40 |
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I've been discussing doing this in the Google document but I am thinking about moving to hex 1520 and justice foot kicking that panther in the head along with a laser light show from all my torso guns. The PPC and LRM will probably go to his buddy nearby. Since I'm not all that familiar with the game I'll ask the battletech veterans here, is this a good idea or no?
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# ? May 2, 2013 19:50 |
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If you were trying to win, yes. Never ignore a chance to kick someone in the face. But this is Space Hollywood, so you don't want to callously kill the poor, potentially-possessed Panther pilot. Instead, sweep (and laser) the leg and force him to punch out.
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# ? May 2, 2013 20:22 |
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Not very movie-like to concentrate fire. You should all split up and go your own way.
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# ? May 2, 2013 20:30 |
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Sweep the leg. No mercy. https://www.youtube.com/watch?v=4kr24G8jQpM Cobra Kai!
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# ? May 2, 2013 21:33 |
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As the thread's acknowledged expert on the Lyran Commonwealth, I can confirm as CANON FACT that Cobra Kai-style martial arts are the official hand-to-hand combat training regiment taught at all Lyran military acadmies. STRIKE FIRST. STRIKE HARD. NO MERCY. COBRA KAI.
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# ? May 2, 2013 21:59 |
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PoptartsNinja posted:My apologies for taking so long on this update. Sergeant Rex Power Colt needed my help today. I'm still going to try to get an update out tonight. Power Glove had better be doing the score for Hogarth's movie.
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# ? May 3, 2013 01:19 |
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Didn't have to think too hard about what I'd be doing this turn. It's really dumb, but I can't help it, this scenario feels like it's made for trying dumb poo poo in the name of entertainment.
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# ? May 3, 2013 05:25 |
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Helter Skelter posted:Didn't have to think too hard about what I'd be doing this turn. It's really dumb, but I can't help it, this scenario feels like it's made for trying dumb poo poo in the name of entertainment. (4 base + 2 range + 2 movement + 0 enemy movement + 1 light woods + 1 partial cover - 4 being awesome = 6)
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# ? May 3, 2013 05:33 |
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DivineCoffeeBinge posted:(4 base + 0 range + 2 minimum range + 2 movement + 1 enemy movement + 1 secondary target - 4 being awesome = 6)
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# ? May 3, 2013 06:16 |
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Helter Skelter posted:Fixed that for you. That is even better.
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# ? May 3, 2013 06:17 |
Defiance Industries posted:As the thread's acknowledged expert on the Lyran Commonwealth, I can confirm as CANON FACT that Cobra Kai-style martial arts are the official hand-to-hand combat training regiment taught at all Lyran military acadmies. So, it's probably used during Steiner Duels By the way, don't forget to go for an illegal leg sweep only when you're alredy winning and you're going to be disqualified if you use that move for maximum
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# ? May 3, 2013 08:10 |
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# ? Apr 28, 2024 14:42 |
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Helter Skelter posted:Didn't have to think too hard about what I'd be doing this turn. It's really dumb, but I can't help it, this scenario feels like it's made for trying dumb poo poo in the name of entertainment. My orders are in too, Operation: Doing Dumb poo poo for Space Hollywood a go!
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# ? May 3, 2013 14:26 |