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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Repossession 8

“Woah, took a bad hit there,” Glitch announced matter-of-factly as an enemy missile caught her already damaged leg. She wasn’t even phased by the damage, she’d taken worse hits in smaller ‘Mechs. With a perfunctory ease, she leveled the Vindicator’s Plasma Rifle at the spindly Taurian ‘Mech. Its head was shaped like a screaming skull. The designers no doubt intended that to intimidate pirates, but in Glitch’s eyes the lumpy, lopsided ‘Mech looked more like it had been designed by a young child.

Dekker could’ve told her precisely what it was, but Glitch hardly cared. She depressed the firing stud and put a shot directly into the still-open missile bay, sending tongues clinging fire dripping down the ‘Mech’s chest. A moment later it staggered as its C.A.S.E. panels blew away and vented an entire ammo bin, which detonated in a flash a dozen or more meters behind it.

Glitch scowled. A shot like that would’ve split an older design in half. Instead, she’d probably only succeeded in giving the pilot a migraine. As if on cue, the spindly light ‘Mech rushed further downfield, either attempting to cut her off or to rush down Clambake’s Jackrabbit.

“Interesting,” Glitch breathed. “Can’t say I’ve ever faulted Taurian Mechwarriors for their guts; but I can’t help but wonder how much ammo you have left.”







Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 1 movement + 2 enemy movement + 1 heat - 1 laser = 6): Rolled 9, hit Left Leg (9/16 armor remaining)!
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 1 movement + 2 enemy movement + 1 heat - 1 laser = 6): Rolled 5, missed!
- Gains 15 heat, sinks 19! Overheating!


Shooting Phase
SDR-17K Venom (Player)
- [Combat Intuition]
- Gains 15 heat, sinks 19! Overheating!

JKR-80T Jackrabbit (Player)
- Torso-twists to threaten hex 1427!
- Fires Light Gauss Rifle (Slug) at Cadaver (3 base + 0 range [sniper] + 1 movement + 3 enemy movement = 7): Rolled 4, missed!
- Fires SRM-4 (Streak) at Cadaver (3 base + 2 range [sniper] + 1 movement + 3 enemy movement = 9): Rolled 9, 4 missiles hit Head (8/9 armor remaining (Pilot hit!)), Right Torso (9/10 armor remaining), Right Arm (8/9 armor remaining), Right Torso (8/10 armor remaining)!
- Gains 5 heat, sinks 10!

Tiburon (Export Version) (Player)
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement - 1 laser = 6): Rolled 5, missed!
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement - 1 laser = 6): Rolled 6, hit Right Leg (9/16 armor remaining)!
- Gains 16 heat, sinks 18! Overheating!

VND-9L Vindicator (Player)
- Fires Plasma Rifle at Shadow Hawk (2 base + 0 range + 0 movement + 3 enemy movement = 5): Rolled 10, hit Right Torso (0/10 armor, 5/7 structure remaining)! Marksman TAC! Crit! Target gains 5 heat!
- Gains 10 heat, sinks 14!

Hasek #1
- Fires PPC at Spider (3 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): Rolled 12, hit Left Torso (3/13 armor remaining)!
- Fires Pulse Laser at Spider (3 base + 0 range + 2 movement + 3 enemy movement - 1 laser = 7): Rolled 7, hit Right Torso (10/13 armor remaining)!

Hasek #2
- Fires PPC at Tiburon (3 base + 0 range + 0 movement + 3 enemy movement + 2 minimum range = 8): Rolled 6, missed!

Locust
- Holds fire!
- Gains 0 heat, sinks 16!

Commando
- Torso-twists to threaten hex 2017!
- Fires SRM-6 (Streak) at Tiburon (3 base + 0 range + 2 movement + 3 enemy movement = 8): Rolled 5, fails to lock-on!
- Fires SRM-4 (HE) at Tiburon (3 base + 0 range + 2 movement + 3 enemy movement = 8): Rolled 5, missed!
- Fires Small Laser at Tiburon (3 base + 0 range + 2 movement + 3 enemy movement - 1 laser = 7): Rolled 9, hit Center Torso (9/16 armor remaining)!
- Gains 10 heat, sinks 10!

Cadaver
- Torso-twists to threaten hex 2023!
- Fires MRM-3 at Vindicator (3 base + 0 range + 2 movement + 0 enemy movement - 1 MRM = 4): Rolled 6, with a cluster roll of (8 - 1 MRM = 7): 2 missiles hit Left Torso (11/16 armor remaining), Left Leg (4/18 armor remaining)!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 2 movement + 0 enemy movement = 7): Rolled 8, hit Left Leg (2/18 armor remaining)!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 2 movement + 0 enemy movement = 7): Rolled 4, missed!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 2 movement + 0 enemy movement = 7): Rolled 4, missed!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 2 movement + 0 enemy movement = 7): Rolled 4, missed!
- Gains 13 heat, sinks 10! Overheating!

Shadow Hawk
- Torso-twists to threaten hex 2015!
- Fires Medium Laser at Spider (3 base + 0 range + 2 movement + [2] enemy movement - 1 laser = 6): Rolled 4, missed!
- Gains 9 heat, sinks 13!

TDF Foot Platoon #1
- Primary target out of range!

TDF Foot Platoon #2
- Holds fire!

TDF Anti-Mech Jump Platoon
- Primary target out of range!


Shooting End Phase:
Cadaver
- Must pass a 5+ consciousness test: Rolled 8, succeeds!
- Marksman critical chance in Right Torso: Rolled 8, 1 critical hit sustained!
- - MRM-3 Ammo hit! MRM-3 Ammo explodes! Pilot hit!
- Cadaver suffers 1 damage to Right Torso (4/7 structure remaining)! 19 damage vented harmlessly by C.A.S.E. II!
- Critical chance in Right Torso: Rolled 2, no critical hits sustained!
- Critical chance in Right Torso: Rolled 5, no critical hits sustained!
- Must pass a 6+ consciousness test: Rolled 7, succeeds!
- Must pass a guts test to avoid forced withdrawal (6 base + 0 critical damage + 2 pilot damage = 8): Rolled 8, succeeds!


Physical Combat Phase:
SDR-17K Venom (Player)
- Punches Shadow Hawk (3 base + 1 movement + 2 enemy movement + 1 heat + 1 no battle computer = 8): Rolled 8, hit Left Torso (14/18 armor remaining)!

Tiburon (Export Version) (Player)
- Unable to punch Shadow Hawk, fired arm-mounted weapons!
- Kicks Shadow Hawk (4 base + 2 movement + 2 enemy movement - 1 Melee Specialist = 7): Rolled 7, hit Right Leg (5/16 armor remaining)! TAC!
- Fires Pulse Laser point-blank at Shadow Hawk (4 base + 2 movement + 2 enemy movement - 1 Fist Fire - 1 point-blank attack = 6): Rolled 9, hit Left Arm (7/16 armor remaining)!
- Fires Pulse Laser point-blank at Shadow Hawk (4 base + 2 movement + 2 enemy movement - 1 Fist Fire - 1 point-blank attack = 6): Rolled 9, hit Right Arm (13/16 armor remaining)!
- Fires SRM-2 (Deadfire) point-blank at Shadow Hawk (4 base + 2 movement + 2 enemy movement - 1 Fist Fire - 1 point-blank attack = 6): Rolled 6, with a cluster roll of 9: 2 missiles hit Right Arm (10/16 armor remaining), Left Arm (4/16 armor remaining)!
- Fires SRM-2 (Deadfire) point-blank at Shadow Hawk (4 base + 2 movement + 2 enemy movement - 1 Fist Fire - 1 point-blank attack = 6): Rolled 6, with a cluster roll of 9: 2 missiles hit Center Torso (20/23 armor remaining), Right Torso (15/18 armor remaining)!
- Gains 26 heat, sinks 18! Overheating!

Shadow Hawk
- Punches Tiburon (4 base + 2 movement + [2] enemy movement - 1 BattleFists = 7): Rolled 4, missed!
- Fires SRM-2 (HE) point-blank at Tiburon (4 base + 2 movement + [2] enemy movement - 1 point-blank attack = 7): Rolled 8, with a cluster roll of (7 + 2 Artemis = 9): 2 missiles hit Left Leg (7/16 armor remaining), Right Arm (6/12 armor remaining)!
- Fires SRM-2 (HE) point-blank at Tiburon (4 base + 2 movement + [2] enemy movement - 1 point-blank attack = 7): Rolled 6, missed!
- Gains 13 heat, sinks 13!


Physical Combat End Phase:
Shadow Hawk
- Must pass a piloting test or fall (4 base + 1 leg damaged in melee = 5): Rolled 7, succeeds!
- Through-armor critical chance in Right Leg: rolled 7, no critical hit sustained!




Map Link


Primary Objective
- Destroy all enemy BattleMechs (0/4)

Secondary Objectives
- Destroy Demolisher Devastator Tank (Complete!)
- Destroy or drive off enemy vehicles (4/6)

Tertiary Objectives
- Crush something with the Hysteria (0/1)
- Hysteria Radio Repaired: (Complete!)


Player Status:



OpForce Status:



Special Rules
- Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance.
- Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance.
- Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase.
- Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks.
- Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack.
- Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2.
- Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria.


Orders Due: Any Time On Tuesday!

PoptartsNinja fucked around with this message at 00:36 on May 24, 2021

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Stravag
Jun 7, 2009

Hey PTN did you roll the TAC from the kick? Also i didnt know you could TAC with a kick lol

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Anything that hits a location and does even a point of damage can TAC.

No NARC or TAG TACs, unfortunately.

Stravag
Jun 7, 2009

TACing with a narc would be hilarious. The spotter missile hit too hard and gave the enemy mech pilot a concussion lol

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Actually, RAW a NARC hit to the head still does pilot damage.

Total Warfare p.41 posted:

Head Hits: The MechWarrior takes 1 point of damage
whenever the ’Mech’s head is hit, even if the hit does not penetrate
the ’Mech’s armor.

Edit: A TAG wouldn't since it doesn't roll hit locations.

PoptartsNinja fucked around with this message at 23:57 on May 23, 2021

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all

PoptartsNinja posted:


Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 1 movement + 2 enemy movement + 1 heat - 1 laser = 6): Rolled 9, hit Left Leg (9/16 armor remaining)!
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 1 movement + 2 enemy movement + 1 heat - 1 laser = 6): Rolled 5, missed!
- Gains 15 heat, sinks 19! Overheating!


Tiburon (Export Version) (Player)
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement - 1 laser = 6): Rolled 5, missed!
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement - 1 laser = 6): Rolled 6, hit Left Leg (9/16 armor remaining)!
- Gains 16 heat, sinks 18! Overheating!


Shouldn't the left leg be down to 2 armor? I'm surprised I punched the front left torso instead of the rear, but I'm guessing that's from the torso twist?

I was both lucky and unlucky that turn. Tagged an uninjured leg, dodged most incoming fire, but somehow ate the PPC that needed 10+. Going to look at my options this turn...

thiswayliesmadness fucked around with this message at 00:35 on May 24, 2021

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

thiswayliesmadness posted:

Shouldn't the left leg be down to 2 armor? I'm surprised I punched the front left torso instead of the rear, but I'm guessing that's from the torso twist?

I typo'ed, the second hit was to the right leg.

You were in the left side arc, not the rear arc.

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
D'oh. Of course. My bad on that!

It's an interesting board this turn. The Hasek and Shadow Hawk are really trying to cover each other, but the SH lacks most of it's range and jumped so it's med laser is it's biggest concern.

I assume the building in 2215 would block LoS to the Hasek? (eg. if I was 2313)

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
I know I asked this before, but if your strategy hinged entirely on pilot/head hits (unlikely as they are), what would your go-to load out be?

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

PoptartsNinja posted:

VND-9L Vindicator (Player)
- Fires Plasma Rifle at Shadow Hawk (2 base + 0 range + 0 movement + 3 enemy movement = 5): Rolled 10, hit Right Torso (0/10 armor, 5/7 structure remaining)! Marksman TAC! Crit! Target gains 5 heat!
- Gains 10 heat, sinks 14!

I am guessing this is meant to be on the Cadaver, since it's the one that took the damage and had the crit.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

evilmiera posted:

I know I asked this before, but if your strategy hinged entirely on pilot/head hits (unlikely as they are), what would your go-to load out be?

In PTNverse? No clue. In Prime timeline BattleTech? Mid-caliber LBX autocannons or Silver Bullet Gauss and SRMs.

Stravag
Jun 7, 2009

evilmiera posted:

I know I asked this before, but if your strategy hinged entirely on pilot/head hits (unlikely as they are), what would your go-to load out be?

Kraken with its 10 ultra 2s.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
SRM Carrier.

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

PoptartsNinja posted:

SRM Carrier.

Well, if you want to get technical.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

evilmiera posted:

I know I asked this before, but if your strategy hinged entirely on pilot/head hits (unlikely as they are), what would your go-to load out be?

3 UAC2++ and 4 ERML++ on a Marauder

wait, wrong thread :v:

Stravag
Jun 7, 2009

Commando time? I can do a big u turn run and come up in its rear arc and punch and melee

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

AJ_Impy posted:

Well, if you want to get technical.

Booooo

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
2213 blocks LoS to all but the one Hasek. I could move there, but think it might be a better position for Stravag in his Tiburon. Where you thinking of moving this turn? If we can lure that jump infantry north this turn then get out of Dodge, we can make it a non-factor for a few turns.

Could jump to 1317 and try to get some more rear crits against the Shadow Hawk. Does put me in min range for the PPC, but the commando will be in med/long range for it's SRMs. Shadow Hawk might turn to shoot it's laser too but I do have the option of making this a nimble jump if I feel I need to play it safe.

Part of me really wants to jump to 1217 out of LoS to cool down and go for a better jump out next turn.

Edit: I'm hitting the SH on 9's, the Hasek can PPC me on a 7 and there's a lot of bad what if's I'm looking at in that NE corner. The 1217 option gives a heavy middle finger to their plans, lets me cool completely (I want that -1 shooting penalty gone) and gives me plenty of good jump outs for next turn. Including supporting the south. Very tempted to go this route unless someone points out an option I missed.

thiswayliesmadness fucked around with this message at 15:06 on May 24, 2021

CoffeeQaddaffi
Mar 20, 2009
I'd say cool off.

I've let myself get into a bit of a pickle. I can't stay where I am, or go higher, so I gotta move. And so, I need advice on which of the two plans I'm thinking of.

Jump to 1425 or 1724 and keep on the Cadaver. Another Cadaver option, that I think I can do, is DFA it. DFA idea could probably see me off the board, or at least missing a leg.

There's also harassing the Locust flanking in, but I don't really like giving the SH an option on my back.

Stravag
Jun 7, 2009

I was going to run to 1812 to melee pulse laser and srm the commando in the back

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.

CoffeeQaddaffi posted:

There's also harassing the Locust flanking in, but I don't really like giving the SH an option on my back.

I'd be more concerned about the leg period than the backside per-se, given you have Laser Reflective Armor so it'd be down to location rolls matching up with the SRMs. The Locust could be an issue though, but so far we've managed with this focus method. Would not recommend the DFA however, since that means being Danger Close to the Cadaver's remaining weaponry. As for the other two jumps you mentioned? I'd double check with PTN to make sure 1425 is safe from the southern Hasek first, but I think you have enough cliffside to LoS block. But better to be sure than to assume. If so, I think that is strictly better than 1724 as a result as it gives more pivot options IMO? Too bad that's not one hex further for a bit more safety move mod.

Speaking of the Cadaver, I'm eyeing 2030 as a possible move-to option for the Jackrabbit. That doesn't look like it will get me rear arc eyeballing it, and sadly it's the wrong side arc to defang the Cadaver more thoroughly, but it would put me within the range shadow of the more southerly Hasek while also getting more distance from the Locust. Granted, the Haseks have pulled a PPC hit on a 10+ literally just this turn, but I could risk it. Even if I can't get hits on the juicy holes opened up, the SRM-4 could get lucky and ping off the cockpit again, which gives a chance of a harder Forced Withdrawal check.


Stravag posted:

Commando time? I can do a big u turn run and come up in its rear arc and punch and melee

I can't see a reason not to, since I think you also manage to be in the northern Hasek's range shadow as a result. Might be worth if you can cripple the Commando. Anyone see an issue with that plan? Because otherwise godspeed with plan punchybot!

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all

CoffeeQaddaffi posted:

I'd say cool off.

I've let myself get into a bit of a pickle. I can't stay where I am, or go higher, so I gotta move. And so, I need advice on which of the two plans I'm thinking of.

Jump to 1425 or 1724 and keep on the Cadaver. Another Cadaver option, that I think I can do, is DFA it. DFA idea could probably see me off the board, or at least missing a leg.

There's also harassing the Locust flanking in, but I don't really like giving the SH an option on my back.

Depending on where you jump to, you'd likely have the hills between you and the Shadow Hawk. 1425 is fairly safe but won't give you much of a move mod. A DFA could drop you point blank for it's machine guns and/or break your leg so I'd advise against.


Stravag posted:

I was going to run to 1812 to melee pulse laser and srm the commando in the back

Just be aware it's got laser reflective armor vs your lasers. 1812 also puts you in range of the SH, both Haseks, and lets the infantry shoot your rear (though at long range).


Edit: I just noticed the locust is -crap- for heat management. It can run and fire both mediums at max heat. Any small laser fire starts to heat it up. A lot.

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
I can run a big circle around that L1 building and end up in 2213. PTN says I'll probably have LoS to that Hasek, so can fire both mediums and still drop 3 heat (losing that -1 shooting penalty). I can hit it's rear on 6's while the SH has 11+ with its missiles and Hasek's PPC has me well in minimum range.

This will mean I can't support the south as well next turn; Likely Stravag and I will need to clean up the Shadow Hawk and any survivors from our attack instead. Still possible for me to dash/jump south to help, but not as much.



Ronin Of Dreams posted:

Speaking of the Cadaver, I'm eyeing 2030 as a possible move-to option for the Jackrabbit. That doesn't look like it will get me rear arc eyeballing it, and sadly it's the wrong side arc to defang the Cadaver more thoroughly, but it would put me within the range shadow of the more southerly Hasek while also getting more distance from the Locust. Granted, the Haseks have pulled a PPC hit on a 10+ literally just this turn, but I could risk it. Even if I can't get hits on the juicy holes opened up, the SRM-4 could get lucky and ping off the cockpit again, which gives a chance of a harder Forced Withdrawal check.

This looks like a pretty good plan. Especially if it'll be a turn or two till Stravag and I come to reinforce.

thiswayliesmadness fucked around with this message at 18:02 on May 24, 2021

Stravag
Jun 7, 2009

My route involves me passing through 1614 and 1611 for Max movement its a risk but it's minimums i think. Also i think im out of range if the SHs srms right? Those are all it has left because it forgot the lrm at home and we blew up its ac5?

Edit: the shadowhawk is pointed the wrong way and cant target me unless it has extended torso twist arc

Stravag fucked around with this message at 18:04 on May 24, 2021

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
You'd be 7 hexes away so it can torso twist and tag you with it's laser (3 gunnery + 3 jump + 3 your mov mod -1 laser) on 8 and missiles on 11's.

Stravag
Jun 7, 2009

Oh i thoughy torso twist was only 1 hex L/R unless it was extended torso twist

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It only needs to twist to face hex 1718 to get 1812 in its front arc.

Stravag
Jun 7, 2009

Oh the arc extends further than i thought my bad

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
If you put a 'Mech in the exact center of a hexagon-shaped play area, the 'Mech's front arc would take up exactly 1/3rd of the playable space. Every other arc is ever so slightly smaller.

Stravag
Jun 7, 2009

Yeah that was the issue i thought the front arc was much more narrow

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
The numbers on that circle run to 2213 are too good. I'm going to send that as my orders with 2 medium laser shots.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.

thiswayliesmadness posted:

Just be aware it's got laser reflective armor vs your lasers. 1812 also puts you in range of the SH, both Haseks, and lets the infantry shoot your rear (though at long range).

I've a feeling firing the Pulse Lasers is more of a critseek thing thanks to Fist Fire rather than a care about the armor. Though do we know if using FF means the Punch hits first then the weapons or vice-versa? All that and Stravag can cool that Tiburon down to set up an alpha next round.

Also, if the Cadaver can go down via dice luck, willing to move up and help handle the Commando next round. Good armor matchup for me if I draw its fire. Forced Withdraw is not valid on the Mechs for victory, sadly. Something we need to keep in mind with a more likely result with the Cadaver at this rate. That said, these Haseks are remaining a PITA...hmmm. PTN, when we call for a Crushing Extraction, it takes effect that round correct? No delay?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The melee attack always happens before weapons with the [melee] tag.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.
Delicious potential!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Repossession 9

Blood trickled down Alexandria’s side. She’d been tagged by a piece of shrapnel when a squad of Taurian infantry had opened fire on her—it hurt like hell, which was a good sign. It probably hadn’t hit anything vital. The new-model cockpits also didn’t require Mechwarriors to circulate toxic coolants through rubberized tubes right next to their skin. Modern ‘Mechs simply ran too hot to vent any exhaust into the pilot’s space, modern cooling jackets had to deflect that heat away from the cockpit to keep from cooking the Mechwarrior alive.

Alexandria had worn a flak vest, which was typical of modern Mechwarriors. A few of the old cooling tubes remained—as a last resort, if the life support failed, she could connect herself to the ‘Mech’s cooling system and survive as long as she didn’t push her heat out of the blue section of the heat scale.

“No infantry, huh Darius?” She muttered to herself. The Taurians didn’t skimp on their infantry training and equipment—at least, not for their regular units. Their militia was still as rough as anyone else’s, but as a general rule Taurians knew how to shoot and they drilled like hell until anyone who couldn’t reached a reasonable standard. They weren’t DEST or Death Commandos, but if Alexandria had been forced to take a platoon of regular infantry into battle she’d probably have chosen Taurian-trained troops for the task.

She took a moment to spray a liquid bandage on her side and, satisfied she wasn’t likely to bleed out in the next ten minutes, brought her Tiburon around behind the Taurian Commando. The little ‘Mech was occupied, its pilot hunting for Dekker’s Spider. It barely had time to twist and snap a shot her way with its small laser.

Alexandria caught its right bicep in the Tiburon’s pincer-shaped hand and squeezed. The Sea Fox export looked spindly and its fingers were only barely articulated, but the myomer that powered the hands was shockingly strong. Armor buckled and collapsed as Alexandria tried to crush the Commando’s upper arm actuator.

She fired as the Commando twisted again to try to shake her off. Her missiles spread wildly, but a pulse from her anti-infantry lasers found the hole an SRM had blown in the Commando’s back and slipped through. Whether it was the laser or the missile itself, something touched off the Commando’s SRM ammo.

The Lyrans had designed the Commando as a cheap but dangerous scout, with enough firepower to discourage other light ‘Mechs from getting too close and enough speed to outrun anything it couldn’t intimidate. Unfortunately for the Taurian, deterrence only helped until you took an actual hit, and the Commando’s designers hadn’t been able to squeeze C.A.S.E. protection into it. New machines and modern ammo bins were better able to withstand an ammunition explosion than older designs had been; but the blast was still enough to blow the Commando’s entire side off leaving Alexandria holding the smaller ‘Mech’s severed arm.







Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Hasek #1 (3 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 laser = 6): Rolled 7, hit Rear (15/22 armor remaining)!
- Fires Medium Laser at Hasek #1 (3 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 laser = 6): Rolled 12, hit Rear (8/22 armor remaining)!
- Gains 16 heat, sinks 19! Overheating!


Shooting Phase
SDR-17K Venom (Player)
- [Combat Intuition]
- Gains 16 heat, sinks 19! Overheating!

JKR-80T Jackrabbit (Player)
- Torso-twists to threaten hex 2029!
- Fires Light Gauss Rifle (Slug) at Cadaver (3 base + 0 range [sniper] + 2 movement + 2 enemy movement + 2 minimum range = 9): Rolled 5, missed!
- Fires SRM-4 (Streak) at Cadaver (3 base + 1 range [sniper] + 2 movement + 2 enemy movement = 8): Rolled 2, fails to lock-on!
- Gains 3 heat, sinks 10!

Tiburon (Export Version) (Player)
- Holds fire!
- Gains 2 heat, sinks 18! Overheating!

VND-9L Vindicator (Player)
- Fires Plasma Rifle at Cadaver (2 base + 0 range + 3 movement + 2 enemy movement = 7): Rolled 9, hit Left Torso (0/10 armor remaining)! Target gains 3 heat!
- Fires Small Laser at Cadaver (2 base + 0 range + 3 movement + 2 enemy movement - 1 laser = 6): Rolled 6, hit Left Leg (7/12 armor remaining)!
- Gains 18 heat, sinks 14! Overheating!

Hasek #1
- Fires PPC at Spider (3 base + 0 range + 1 movement + 3 enemy movement + 2 minimum range = 9): Rolled 11, hit Center Torso (4/14 armor remaining)!

Hasek #2
- Fires PPC at Jackrabbit (3 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): Rolled 6, missed!

Locust
- Holds fire!
- Gains 0 heat, sinks 16!

Commando
- Torso-twists to threaten hex 2012!
- Fires Small Laser at Tiburon (3 base + 0 range + 1 movement + 3 enemy movement - 1 laser - 1 focus = 5): Rolled 2, missed!
- Gains 6 heat, sinks 4! Overheating!

Cadaver
- Fires MRM-3 at Vindicator (3 base + 0 range + 1 movement + 1 enemy movement - 1 MRM = 4): Rolled 7, with a cluster roll of (10 - 1 MRM = 9) 2 missiles hit Left Leg (0/18 armor, 8/11 structure remaining (Crit!)), Center Torso (13/18 armor remaining)!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 1 movement + 1 enemy movement = 7): Rolled 7, hit Left Leg (6/11 structure remaining)! CritX!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 1 movement + 1 enemy movement = 7): Rolled 9, hit Left Arm (12/14 armor remaining)!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 1 movement + 1 enemy movement = 7): Rolled 7, hit Right Arm (8/10 modular armor remaining)!
- Fires Light Machine Gun at Vindicator (3 base + 2 range + 1 movement + 1 enemy movement = 7): Rolled 9, hit Right Torso (14/16 armor remaining)!
- Gains (7 + 3 external = 10) heat, sinks 10!

Shadow Hawk
- Holds fire!
- Gains 5 heat, sinks 13!

TDF Foot Platoon #1
- Fire auto-rifles and support PPCs at Tiburon (4 base + 2 range + 3 enemy movement = 9): Rolled 10, with a cluster roll of 6: 18 troopers deal (18 * 0.73 = 13) total damage to Left Arm (7/12 armor remaining), Head (4/9 armor remaining (Pilot hit!)), Rear Center Torso (3/6 armor remaining)!

TDF Foot Platoon #2
- Holds fire!

TDF Anti-Mech Jump Platoon
- Primary target out of range!


Shooting End Phase:
Tiburon (Player)
- Must pass a 5+ consciousness test: Rolled 8, succeeds!
- Must pass a guts test to avoid forced withdrawal (5 base + 1 pilot damage = 6): rolled 8, succeeded!

Vindicator (Player)
- Critical chance in Left Leg: Rolled 7, no critical hit sustained!
- Critical chance in Left Leg: Rolled 8, 1 critical hit sustained!
- - Foot actuator damaged!
- Critical chance in Left Leg: Rolled 4, no critical hit sustained!
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 7, succeeded!
- Must pass a guts test to avoid forced withdrawal (4 base + 1 critical damage = 5): rolled 5, succeeded!


Physical Combat Phase:
Tiburon (Export Version) (Player)
- Punches Commando (4 base + 2 movement + 2 enemy movement + 1 heat - 1 Melee Specialist = 8): Rolled 8, hit Right Arm (0/6 armor, 2/4 structure remaining)! Crit!
- Fires SRM-2 (Deadfire) point-blank at Commando (4 base + 2 movement + 2 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack = 7): Rolled 8, with a cluster roll of 5: 1 missile hit Left Leg (5/8 armor remaining)!
- Fires SRM-2 (Deadfire) point-blank at Commando (4 base + 2 movement + 2 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack = 7): Rolled 7, with a cluster roll of 10: 2 missiles hit Rear Right Torso (0/3 armor remaining (TAC!)), Right Leg (5/8 armor remaining)!
- Fires Pulse Laser point-blank at Commando (4 base + 2 movement + 2 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack - 1 laser = 6): Rolled 5, missed!
- Fires Pulse Laser point-blank at Commando (4 base + 2 movement + 2 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack - 1 laser = 6): Rolled 9, hit Rear Right Torso (3/6 structure remaining (Crit!))!
- Gains 26 heat, sinks 18! Overheating!


Physical Combat End Phase:
Commando
- Through-armor critical chance in Right Torso: Rolled 9, 1 critical hit sustained!
- - XL Engine damaged!
- Critical chance in Right Torso: Rolled 9, 1 critical hit sustained!
- - SRM-4 ammo hit! SRM-4 ammo explodes! Pilot hit!
- Commando suffers 20 damage to Left Torso (0/6 armor, 0/6 structure remaining)! Torso destroyed! Right arm blown off! XL Engine damaged! Tiburon gains disposable club!
- - 11 damage transfers to Center Torso (0/8 armor, 5/8 structure remaining)! Crit!
- Critical chance in Center Torso: Rolled 4, no critical hit sustained!
- Must pass a 5+ consciousness test: rolled 8, succeeded!
- Must pass a guts test to avoid forced withdrawal (6 base + 2 critical damage = 8): Rolled 10, succeeded!


Next Turn’s Movement Phase
Hasek #1
- Deploys TDF Foot Platoon #2 into hex 2217!




Map Link


Primary Objective
- Destroy all enemy BattleMechs (0/4)

Secondary Objectives
- Destroy Demolisher Devastator Tank (Complete!)
- Destroy or drive off enemy vehicles (4/6)

Tertiary Objectives
- Crush something with the Hysteria (0/1)
- Hysteria Radio Repaired: (Complete!)


Player Status:



OpForce Status:



Special Rules
- Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance.
- Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance.
- Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase.
- Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks.
- Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack.
- Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2.
- Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria.


Orders Due: Any Time On Saturday!

PoptartsNinja fucked around with this message at 04:50 on May 27, 2021

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

PoptartsNinja posted:

Tiburon gains disposable club!

:getin:

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
That rear attack practically tore the commando in half. And you get a free club with every purchase! Nice!

We're looking pretty beat up (Ow. PPC to center torso) but still in fighting condition and giving back twice as hard as we're taking it. I could evac and crush the shadow hawk, but think I need at least another round of hits in so I'm not abandoning the Tiburon alone in the north.

It's an odd board and I have options, but waiting to hear people's ideas for their moves first.

Edit: I did a crit hit to the Shadow Hawk a few turns ago and it should have a hit to it's XL engine as well

thiswayliesmadness fucked around with this message at 02:12 on May 27, 2021

Stravag
Jun 7, 2009

PoptartsNinja posted:

 Through-armor critical chance in Right Torso: Rolled 9, 1 critical hit sustained!
- - XL Engine damaged!
- Critical chance in Right Torso: Rolled 9, 1 critical hit sustained!
- - SRM-4 ammo hit! SRM-4 ammo explodes! Pilot hit!
- Commando suffers 20 damage to Left Torso (0/6 armor, 0/6 structure remaining)! Torso destroyed! Right arm blown off! XL Engine damaged! Tiburon gains disposable club!
- - 11 damage transfers to Center Torso (0/8 armor, 5/8 structure remaining)! Crit!
- Critical chance in Center Torso: Rolled 4, no critical hit sustained!
- Must pass a 5+ consciousness test: rolled 8, succeeded!
- Must pass a guts test to avoid forced withdrawal (6 base + 2 critical damage = 8): Rolled 10, succeeded!

:black101:

Yessssssss. So two questions what exactly is the deal with the club? Is it more damage for me? And is 1816 -1 terrain or is it height 0?

Edit: We could call in the dropship on the Shawk, im thinking of running a little south and putting some shots into the haseks side from around 2019. It will block fire from the commando at me and keep my tmm up. Or i can try a run in on the commando again for another round of rear shots on it. I kinda REALLY REALLY like the idea of beating the commando to death with its own arm

Stravag fucked around with this message at 02:26 on May 27, 2021

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
1816 is height 0.

Clubs are a melee damage boost, they're like a temporary hatchet. I only gave that to you because you happened to blow off the side connected to the arm you just punched.

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Stravag
Jun 7, 2009

Yeah i was just curious if it was better to hit or better damage its awesome i love it

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