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Machado de Assis
Dec 12, 2005

PTN is a merciful god :toot:

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mercenarynuker
Sep 10, 2008

His dice are not

anakha
Sep 16, 2009


mercenarynuker posted:

His dice are not

The dice giveth (see Warlord Korean Robert), the dice taketh away (see Vorenus).

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Orders in:

Activate masc and supercharger
Move to 1419. Turn to 1319, move to 1118 facing 1017.

Fire ultra-fire AC with AP rounds and SRM4 at Paladin in 0717.

Mace attack on the Owens.

LET'S GO. Come on MASC/Supercharger, hold it together...

Edit: Added in contingencies for firing my guns and macing any available targets. At worse I'll fire my guns into the building I'm stuck in because one or both speed boosts broke. Need to keep up that heat bonus!

Artificer fucked around with this message at 05:33 on Mar 3, 2019

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Artificer posted:

Edit: Added in contingencies for firing my guns and macing any available targets.

"Any" remains an invalid target.

VVV Nah. Your contingency didn't fire.

PoptartsNinja fucked around with this message at 00:12 on Mar 4, 2019

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

PoptartsNinja posted:

"Any" remains an invalid target.

Do I need to go and provide specific contingencies for the BA squads near me then or is it too late?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
- Locust #1 suffers 25 damage in a direct Artillery strike
- Locust #1 suffers 25 damage in a direct Artillery strike

It lived! A-R armor is good!

Stravag
Jun 7, 2009

Goddamn hero locusts seriously.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Too late it is then! Fingers crossed for our brave pilots, everyone!

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
So the result of this mission is everyone in Skye and the DC starts driving locusts?

GhostStalker
Mar 26, 2010

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

PoptartsNinja posted:

- Locust #1 suffers 25 damage in a direct Artillery strike
- Locust #1 suffers 25 damage in a direct Artillery strike

It lived! A-R armor is good!

drat, a light mech surviving 2 direct hits from arty? That just strikes me as wrong...

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

PoptartsNinja posted:

- Locust #1 suffers 25 damage in a direct Artillery strike
- Locust #1 suffers 25 damage in a direct Artillery strike

It lived! A-R armor is good!

They need to recover that little bug and enshrine it.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Allied MVPs: The Unkillable Locusts

berryjon
May 30, 2011

I have an invasion to go to.

DivineCoffeeBinge posted:

Allied MVPs: The Unkillable Locusts

Quoted for Truth. Now to figure out who the other MVPs will be. :)

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Well, that settles it. I'll be nominating Victoria Mayweather and Rebecca Hawthorne for membership in the Knights of Donegal after this.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
River City Ransom Turn 11

Another rolling detonation split the dawn as one of the enemy’s big artillery tanks dropped a pair of shells at the feet of Lt. Hawthorne’s Locust. The little light ‘Mech was lost in the blast, enveloped first in fire and then in the cloud of inky black smoke that replaced it. A direct hit from a pair of long toms was often enough to put down even a medium ‘Mech, but after a few moments the Locust was revealed still standing. Lt. Hawthorne’s formerly pristine blue and white armor had been scorched black from head to foot, and one of her boxy arm-mounted missile pods had been completely torn away, but she’d kept her feet, perhaps helped by two competing compression waves.

Her lancemate hadn’t been so lucky. Where Lt. Hawthorne’s lend-leased Marik design was purpose-built to harass enemy artillery and LRM carriers, Mechwarrior Mayweather’s had been designed to kill Stingers and Wasps. Its laser reflective armor had nearly shattered in the blast, but more crippling her little ‘Mech’s torso had already been blown open in an earlier exchange. The paired blast waves had crumpled her little ‘Mech, and sent it tumbling heals over head. It was a survivable tumble, provided she’d ridden it out in her cockpit rather than ejecting, but Robert doubted she was conscious after a tumble like that.

“If you have time, try to extract our fallen,” Robert ordered after only a moment’s hesitation. “If anyone can spare a moment to stop next to a downed machine. We’ll have to trust they’re smart enough to grab an ascending ladder or hop into a waiting fist, we can’t afford to slow down. If they can’t rescue themselves we’ll have to leave them. The Dracs have been taking more prisoners than they used to, but we all know the old adage: never trust a snake.”







Movement Phase
ZEU-X40 Zeus-X (Player)
- Must pass a piloting test to avoid building damage (3 base + 1 heavy building = 4): rolled 8, succeeds!

AXM-23S Maceman (Player)
- Must pass a 5+ test to activate MASC: rolled 6, succeeds! (Next Test: 7+)
- Must pass a 5+ test to activate Engine Supercharger: rolled 9, succeeds! (Next Test: 7+)
- Must pass a piloting test to avoid building damage (3 base + 1 heavy building = 4): rolled 7, succeeds!
- Must pass a piloting test to avoid building damage (3 base + 1 heavy building = 4): rolled 7, succeeds!


Shooting Phase
SH-3V Shiro (ACE!)
- Holds fire!
- Gains 2 heat, sinks 11!

Kishi #1 (ACE!)
- Initiates Swarm Attack on Maceman!

Kishi #2 (ACE!)
- Fires 3x Heavy Machine Gun at Black Knight (3 base + 0 range + 2 enemy movement + 1 stealth = 6): rolled 11 with a cluster roll of 6: 2 troopers hit Rear Left Torso (3/7 armor remaining), Rear Right Torso (3/7 armor remaining)!

Kishi #3 (ACE!)
- Fires 4x Heavy Machine Gun at Maceman (3 base + 0 range + 1 enemy movement = 4): rolled 9 with a cluster roll of 2: 1 trooper hit Center Torso (26/28 armor remaining)!

Kishi #4 (ACE!)
- Holds fire!

ZEU-X40 Zeus-X (Player)
- Torso-twists to threaten hex 1418!
- Fires PPC at Paladin 442 ([3] base + 0 range + 2 movement + 0 enemy movement + 1 heat + 2 minimum range = 8): rolled 5, miss!
- Fires LRM-4 at Paladin 442 ([3] base + 0 range + 2 movement + 0 enemy movement + 1 heat + 2 minimum range = 8): rolled 7, miss!
- Gains 18 heat, sinks 15! Overheating!

BL-70-KNT Black Knight (Player)
- Fires PPC at Paladin #783 ([3] base + 0 range + 2 movement + 0 enemy movement + 1 heat + 1 light woods = 7): rolled 7, hit Turret (12/32 armor remaining)! TAC!
- Fires Medium Laser at Paladin #783 (target out of range): automatic miss!
- Gains 19 heat, sinks 24!

AXM-23S Maceman (Player)
- Fires Autocannon/10 (Ultra, AP) at Paladin #442 ([3] base + 0 range + 2 movement + 0 enemy movement + 1 heat = 6): rolled 7 with a cluster roll of 3: 1 shell hit Rear Right Side (5/30 armor remaining)!
- Fires SRM-4 at Paladin #442 ([3] base + 2 range + 2 movement + 0 enemy movement + 1 heat = 8): rolled 6, miss!
- Gains 11 heat, sinks 12! Overheating!

BSW-S31 Bushwacker (Player)
- Fires Large Laser at Paladin 442 ([3] base + 0 range + 2 movement + 0 enemy movement + 1 light woods - 1 laser - 1 accurate = 4): rolled 7, hit Front (23/42 armor remaining)!
- Fires LRM-2 at Paladin 442 ([3] base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 8): rolled 4, miss!
- Fires Light Machine Gun at Paladin 442 ([3] base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 10): rolled 4, miss!
- Fires Light Machine Gun at Paladin 442 ([3] base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 10): rolled 7, miss!
- Gains 16 heat, sinks 15! Overheating!

LCT-7M Locust (Ally)
- Fires LRM-5 at Paladin 442 ([3] base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9 with a cluster roll of (4 + 2 = 6): 1 missile hit Front (20/42 armor remaining)!
- Fires LRM-5 at Paladin 442 ([3] base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7 with a cluster roll of (11 + 2 = 12): 2 missiles hit Front (17/42 armor remaining), Front (14/42 armor remaining)!
- Gains 10 heat, sinks 10!

LCT-7V Locust (Ally)
- Holds fire!
- Gains 2 heat, sinks 10!

VT-U8 Violator (Ally)
- Holds fire!
- Gains 2 heat, sinks 10!

STK-30K Stalker II (Ally)
- Holds fire!
- Gains 2 heat, sinks 28!

PXH-11K Phoenix Hawk
- Holds fire!
- Gains 2 heat, sinks 16!

SUN-F300 Sunfire
- Torso-twists to threaten hex 1117!
- Fires Large Laser at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement - 1 laser= 5): rolled 9, hit Right Arm (9/26 armor remaining)!
- Fires Large Laser at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement - 1 laser= 5): rolled 12, hit Left Torso (14/26 armor remaining)!
- Fires Heavy Machinegun at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Right Leg (20/28 armor remaining)!
- Fires Heavy Machinegun at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Right Arm (16/28 armor remaining)!
- Fires Heavy Machinegun at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires Heavy Machinegun at Zeus-X ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 7, hit Left Torso (10/26 armor remaining)!
- Gains 22 heat, sinks 20! Overheating!

PNT-26R Panther #1
- Fires PPC at Zeus-X ([3] base + 0 range + 1 movement + 1 enemy movement + 2 minimum range = 7): rolled 6, miss!
- Gains 11 heat, sinks 13!

PNT-26CT Panther (Commander Type)
- Holds fire!
- Gains 4 heat, sinks 6!

OW-3 Owens D
- Fires NARC Tracking Beacon at Maceman ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Center Torso!
- Fires SRM-6 at Maceman ([3] base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8 with a cluster roll of (8 + 2 = 10): 5 missiles hit Right Arm (15/17 armor remaining), Right Arm (13/17 armor remaining), Center Torso (24/28 armor remaining), Left Torso (19/21 armor remaining), Left Arm (15/17 armor remaining)!
- Gains 7 heat, sinks 10!

Hanse MBT!
- Crew stunned!

Turhan IFV #1
- Holds fire!

Turhan IFV #2
- Holds fire!

Paladin Defense System 442
- Fires Long Tom Artillery directly at hex 1609 (3 base + 0 movement + 4 direct-fire artillery = 7): rolled 9, hit!
- Locust #1 suffers 25 damage in a direct Artillery strike to Center Torso (1/4 armor remaining), Head (6/9 armor remaining (Pilot hit!), Center Torso (0/4 armor, 3/6 structure remaining (Crit!), Right Leg (0/3 armor remaining), Right Torso (1/4 armor remaining)!
- Locust #2 suffers 15 damage in an Artillery strike to Center Torso (0/6 structure (’Mech destroyed!), Center Torso, Head (4/9 armor remaining (Pilot hit!))!
- Fires Long Tom Artillery directly at hex 1609 (3 base + 0 movement + 4 direct-fire artillery = 7): rolled 7, hit!
- Locust #1 suffers 25 damage in a direct Artillery strike to Left Arm (0/2 armor, 2/3 structure remaining (Crit!)), Left Torso (1/4 armor remaining), Left Arm (0/3 structure remaining (Arm blown off! Damage transfers to Left Torso (0/4 armor, 4/5 structure remaining (Crit!)), Right Arm (0/2 armor, 2/3 structure remaining (Crit!)), Head (3/9 armor remaining (Pilot hit!))!
- Locust #2 suffers 15 damage in an Artillery strike to Left Leg (3/8 armor remaining), Left Torso (3/8 armor remaining), Right Leg (3/8 armor remaining)!

Paladin Defense System 783
- Fires Long Tom Artillery at off-map target!

HZK-2F Hitotsume Kozo
- Holds fire!
- Gains 2 heat, sinks 12!

MAD-37K Marauder
- Fires PPC Black Knight ([3] base + 2 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!
- Fires PPC Black Knight ([3] base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!
- Gains 22 heat, sinks 22! Overheating!

RGH-9A Roughneck
- Holds fire!
- Gains 2 heat, sinks 11!


End Phase:
Paladin Defense System 783
- Through-armor critical chance in Turret: rolled 8, Long Tom Artillery malfunctions!

LCT-7M Locust (Ally)
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Must pass a 5+ consciousness test: rolled 7, succeeds!
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Critical chance in Right Arm: rolled 5, no critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 9, succeeds!
- Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached + 2 pilot damage + 0 critical damage = 7): rolled 5, fails!


Physical Combat Phase:
Kishi #1 (ACE!)
- Swarms Maceman (5 base + 2 active troopers + 2 enemy movement = 9): rolled 6, fails!

ZEU-X40 Zeus-X (Player)
- Kicks Kishi #1 (4 base + 2 movement + 0 enemy movement + 1 small targets = 7): rolled 12, hit Trooper 4 (0/6 armor, 0/1 trooper remaining)! Trooper killed!

AXM-23S Maceman (Player)
- Attacks Owens with Mace (4 base + 2 movement + 3 enemy movement = 9): rolled 9, hit Left Leg (0/14 armor, 1/7 structure remaining)! Crit!


End Phase:
Owens
- Critical chance in Left Leg: rolled 11, 2 critical hits sustained!
- - Left upper leg actuator hit!
- - Left foot actuator hit!
- Must pass a piloting test or fall (5 base + 1 massive damage + 1 mace hit + 2 actuator damage = 9): rolled 7, fails!
- Must pass a piloting test to avoid pilot damage (5 base + 1 massive damage + 1 mace hit + 2 actuator damage + 2 avoiding damage = 11): rolled 11, succeeds!
- Owens suffers 4 damage in the fall to Right Arm (7/11 armor remaining)!


Turn End Phase:
MAD-37K Marauder
- Must pass a 4+ shutdown test: rolled 4, succeeds!




Map Link


Player Status:


Ally Status:


OpForce Status:




Objective Status:



Special Rules
Dead Before Daylight – The sun has risen.

Anchor Turn – A unit with Anchor Turn may reserve 1 MP until the end of the movement phase. A unit with Anchor Turn that has reserved MP in this way may make a 1-hexside turn after all units without movement-modifying SPAs have moved normally. A unit that used Jump MP is unable to make an Anchor Turn.

Step In – A unit with Step In may reserve up to half its normal walking MP until the end of the movement phase. A unit with banked MP may expend that banked MP for any purpose at the end of the movement phase, after all units without movement-modifying SPAs have moved normally. A unit with Step In may not use Step In to exceed its modified maximum running MP. A unit using Step In only counts as running if it exceeds its normal walking MP.

Die Hard – Die Hard units ignore all Guts tests and cannot enter Forced Withdrawal.

Kamikaze – Upon failing a Guts test, Kamikaze units gain +1 walking MP and +1 melee damage for the remainder of the battle and immediately stop making Guts tests. A Kamikaze unit cannot enter Forced Withdrawal.

Environment Specialist (Woods/Water/Swamp/Hills) – Reduces the MP cost of their preferred environment by 1.


Primary Objectives
Escape (0/4)

Secondary Objectives
Drive off or destroy the Draconis Combine Artillery (0/2)
Go Down Fighting (0/4)


Orders Due: Midnight Tuesday!

PoptartsNinja fucked around with this message at 03:18 on Mar 4, 2019

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
EAT poo poo OWENS.

edit: No forced withdraw roll for the Owens? 2 leg actuator crits, what's the current speed of the Owens now?

Artificer fucked around with this message at 03:06 on Mar 4, 2019

Ardlen
Sep 30, 2005
WoT



Bushwacker almost home free! And they can stop in the dead locust's hex to rescue the pilot.

Ardlen fucked around with this message at 03:10 on Mar 4, 2019

GhostStalker
Mar 26, 2010

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

Pretty sure you have the wrong map for the Player Movement one posted in the update, PTN.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
I'm in range to mace the Paladin's rear right hex! If the Owens retreats instead of blocking me off............

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Artificer posted:

I'm in range to mace the Paladin's rear right hex! If the Owens retreats instead of blocking me off............

The Owens isn't an ace, it's already moved. If it isn't blocking you now it won't be.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Strobe posted:

The Owens isn't an ace, it's already moved. If it isn't blocking you now it won't be.

It IS blocking me now with its current move. The problem is that I don't think it got a forced withdraw roll that it should have. If it fails the roll, then its next movement will be to fall back and that should open up a line for me to get to the Paladin.

If it succeeds the roll then that's that. Fair enough but I don't think we can take down the Eastern Paladin without one last ditch attack on that rear right hex.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Artificer posted:

No forced withdraw roll for the Owens? 2 leg actuator crits, what's the current speed of the Owens now?

Prone 'Mechs don't test, standing up is a test.

Stravag
Jun 7, 2009

Hey PTN, how much heat sinking would -1 elevation water give my black knight?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Stravag posted:

Hey PTN, how much heat sinking would -1 elevation water give my black knight?

You have 4 leg-mounted heat sinks. So +4

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Oh prone mechs don't get a forced withdraw test? Okay that's fair I guess. Wow did I screw us out of getting that Paladin by knocking the Owens over? Dang.

Nothing for it, we gotta head North since everywhere else is blocked off haha.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Artificer posted:

Oh prone mechs don't get a forced withdraw test?

Forced withdrawal's only tested if the pilot is conscious and not distracted by other things. Until they stand up and reassess their situation right now their fight/flight response is "stay down." The Owens didn't even try to stand up.

If it makes you feel any better, the Paladin's front is pretty low on armor.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Alright, sample orders:

Turn to 1217. Move along bridge to 1615. Turn to 1612.

Fire on the Hanse with 1 HE round, SRMs, and medium laser, which should bring me to 9 heat.


I don't think we can avoid back shots and still retreat at a good pace at this point. The Western Paladin is blocked off from us and we don't really have a chance to knock it out anymore. I...also don't think we can move to target the Eastern paladin because the Sunfire and Owens and BA and all that are RIGHT there and the Northernmost bridge is down. I think that's that for the secondary objectives. We did give it a good try.

Stravag
Jun 7, 2009

Man what black magic is on that stalker? 22 heat sinks but 28 heat dissipation? Steal it and put it on the black knight!

edit: I'm 99% sure the best option for me right now is advance to 2219, turn to face 2220, fire both mediums all smalls and all HMGs at the kozo. Smack it with the sword if it comes within sword range.

dis astranagant
Dec 14, 2006

Stravag posted:

Man what black magic is on that stalker? 22 heat sinks but 28 heat dissipation? Steal it and put it on the black knight!

edit: I'm 99% sure the best option for me right now is advance to 2219, turn to face 2220, fire both mediums all smalls and all HMGs at the kozo. Smack it with the sword if it comes within sword range.

The combat computer quirk is a bunch of free heat dissipation.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
There is a Stalker about to make life for Paladin East a little bit more interesting, and the Bushwacker has lost a bunch of rear armor but its front is almost pristine. PTN pointed out Paladin West was having some front armor difficulties; the Bushwacker can just hang a left and ding it a few times.

I think with the amount of damage inflicted on the artillery even if there's not another scratch put on them for the rest of the scenario they'd still get busy trundling deeper into Combine lines. They may not be scrap yet but they're not exactly cheap and also not exactly very far from it.

Stravag
Jun 7, 2009

dis astranagant posted:

The combat computer quirk is a bunch of free heat dissipation.

ahhhh ok fair enough.

Strobe posted:

There is a Stalker about to make life for Paladin East a little bit more interesting, and the Bushwacker has lost a bunch of rear armor but its front is almost pristine. PTN pointed out Paladin West was having some front armor difficulties; the Bushwacker can just hang a left and ding it a few times.

I think with the amount of damage inflicted on the artillery even if there's not another scratch put on them for the rest of the scenario they'd still get busy trundling deeper into Combine lines. They may not be scrap yet but they're not exactly cheap and also not exactly very far from it.

The eastern paladin also has no functioning long toms atm, one is destroyed and the other is currently jammed. The stalker could stand still in front of it and have one free turn of shooting it with everything oh god that would be 16 overheat dont do that and then would have to move the second turn and be careful with its heat.

Stravag fucked around with this message at 03:42 on Mar 4, 2019

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

PoptartsNinja posted:

Forced withdrawal's only tested if the pilot is conscious and not distracted by other things. Until they stand up and reassess their situation right now their fight/flight response is "stay down." The Owens didn't even try to stand up.

If it makes you feel any better, the Paladin's front is pretty low on armor.

Okay taking this into account, I think I can modify my quoted sample orders below to SHOOT the hanse with SRMs and the medium laser. Fire the single AP round at the Paladin. I should have lines on the Paladin's front from 1615, facing 1614 right?

It won't do much but lets try and pile on it as much as we can.

Artificer posted:

Alright, sample orders:

Turn to 1217. Move along bridge to 1615. Turn to 1612.

Fire on the Hanse with 1 HE round, SRMs, and medium laser, which should bring me to 9 heat.


I don't think we can avoid back shots and still retreat at a good pace at this point. The Western Paladin is blocked off from us and we don't really have a chance to knock it out anymore. I...also don't think we can move to target the Eastern paladin because the Sunfire and Owens and BA and all that are RIGHT there and the Northernmost bridge is down. I think that's that for the secondary objectives. We did give it a good try.

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.
HERO LOCUST #2 NOOOOOO!

Of course it took a direct artillery hit to take out a hero locust.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

EponymousMrYar posted:

HERO LOCUST #2 NOOOOOO!

Of course it took a direct artillery hit to take out a hero locust.

It's very fortunate that it went down on our exit path. If anyone of us is making it out, it should as well.

Stravag
Jun 7, 2009

Our bushie can actually move to the hex right next to it for pickup, spin in place, and put fire on the hanse or west paladin still this turn if it wants.

edit: also i found a move that lets me be useful a little longer and still gives me the option of a WITNESS ME later on. Sweet.

Lemniscate Blue
Apr 21, 2006

Here we go again.
I can only picture Kishi #1 trying to pounce a leg like my cat attacking my ankle and getting loving punted off the map.

Looks like Team Rocket's blasting off agaaaaiiiiinnnn...

Lemniscate Blue fucked around with this message at 04:11 on Mar 4, 2019

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
If I move to 1615 facing 1614, does that give me LOS on the Paladin to the West still with my UAC10?

Stravag
Jun 7, 2009

Orders in.

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Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Because the BA in 1615 shuts down movement instantly when I move into the hex, I won't be able to turn and get LOS on the Paladin.
Paladin is our primary shooting target as far as objectives go, and I need to get my heat up. But it's too far away for my SRMs to get reliable shots on it, and my medium laser won't reach that far either.

The Sunfire, however, has 7 hp in its head and I have a 7 dmg medium laser. And it hasn't moved this turn.
So current plan after discussing it with my friendly pilots is and a helpful Gwaihir is: Move to 1516, facing 1515. Ultrafire AP rounds at west Paladin, medium laser the Sunfire.

Those are my tentative orders for now.

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