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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Okay, I think I'm going to turn around and head to 1407. Not massively exciting, but it gives me more options for next turn.

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Otter Madness
Jan 4, 2014

Scintilla posted:

Okay, I think I'm going to turn around and head to 1407. Not massively exciting, but it gives me more options for next turn.

How about I jump out in front of you then, to 1508?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Otter Madness posted:

How about I jump out in front of you then, to 1508?

Go for it. It'll keep us closer together and make it easier to coordinate.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

VolticSurge posted:

So, are the Ocelot or Beowulf newtech Clan Mechs? Because if one of them isn't I'm thinking of taking a potshot at that one.

Late answer because I thought someone had gotten to it.

If the enemy 'Mech's card has an armor type, it's new. Anything without a little shield on the card is old.

Edit: If I did have a shield icon for old 'Mechs it would be a blank shield with a bunch of swiss-cheese holes blown through it, but I only just thought about that and spriting while I'm doing an actual update is a no-no.

PoptartsNinja fucked around with this message at 21:55 on Jul 12, 2020

TheParadigm
Dec 10, 2009

have we seen any 'half tech' mechs that are just old mechs with new armor slapped on yet?

there's gotta be a pirate out there going 'Well golly, these newtech mechs are sure not available to use, but its easy to get armor parts, and these old heat sinks can probably run a new ballistic gun' redneck kitbashing

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The Pillar of Steel 7

“Ah, here they come.” Samohira Kiko muttered to herself. She’d been expecting this, after all. Clan patience only lasted so far, and if they thought their enemy had made a critical error they’d rush to capitalize on it. An overextended ‘Mech could be swiftly isolated and brought down, and the Coordinator’s Shiro was a tempting target. Bright read, and sporting twin white dragons coiled around its body from foot to shoulder, that and the oversized banner pole on its back shouted ‘I’m Important’ so loudly even the Clanners couldn’t miss it. They were probably busy patting themselves on the back. Nevermind that the Coordinator could make an end run the lot of them and engage their oldest heavy ‘mech from behind before they completed their encirclement.

They were probably laughing at Kiko’s own foolishness as well. She’d fired so many shots from her Tight-Stream EMP Cannon in a row that surely she’d scrambled her own electronics. Why else would she have tried to engage a target that was so far out of range of her medium laser? The Clanners used EMP weapons, albeit sparingly. They clearly understood after so many shots her Tenshi should have been on the verge of shutting down due to her own repeated EMP attacks; and even if she wasn’t there was no way a ‘Mech as big and heavy as the Tenshi had enough heat sinks to fire all of its weapons in this day and age. Assault ‘Mechs were versatile, but vulnerable to being rushed by lighter units.

Kiko’s grin turned vicious as she flipped the protective cover of the switch controlling one of the Tenshi’s two coolant pods. In an instant, she could flush her machine with cold, fresh coolant. The tanks would need to be refilled after the fight, of course, but coolant was cheap and Kiko loved nothing more than dropping an ice cold Alpha Strike on dumb, overconfident Clan warriors. Assuming the Coordinator didn’t need them for intelligence purposes, it was time to add a few more bondsmen to her collection.







Movement Phase
Blip 2333
- Revealed by Hitotsume Kozo Clanbuster!

Blip 1612
- Revealed by Hitotsume Kozo!

Blip 2116
- Revealed by Hitotsume Kozo!

Unknown 1716
- Revealed by Hitotsume Kozo!



Shooting Phase
Shiro “Kanabo” (Player)
- Fires Plasma Rifle at Beowulf (2 base + 0 range + 1 movement + 3 enemy movement = 6): rolled 9, hit Head (0/9 armor, 2/3 structure remaining)! Crit!
- Gains 11 heat, sinks 17!

Hitotsume Kozo Clanbuster (Player)
- Holds fire!
- Gains 2 heat, sinks 12!

Hitotsume Kozo (Player)
- Fires PPC at Sarath (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 7, hit Left Front Leg (14/24 armor remaining)!
- Gains 12 heat, sinks 12! Overheating!

Shugenja (Player)
- Holds fire!
- Gains 2 heat, sinks 15!

Tenshi B #1 (Player)
- Fires TSEMP Cannon at Ocelot C (3 base + 2 range + 3 movement + 1 enemy movement = 9): rolled 6, miss!
- Fires Medium Laser at Ocelot C: Target out of range!
- Gains 20 heat, sinks 24!

Tenshi B #2 (Player)
- Holds fire!
- Gains 3 heat, sinks 24!

Ashigaru Team #1 (Player)
- Holds fire!

Ashigaru Team #2 (Player)
- Holds fire!

Ocelot C
- Fires ATM-12 (ER) at Tenshi B #1 (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 7, 12 missiles hit Right Torso (25/30 armor remaining), Center Torso (40/45 armor remaining), Left Arm (30/32 armor remaining)!
- Gains 10 heat, sinks 10!

Beowulf
- Fires Large Laser at Shiro (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser - 1 focus = 3): rolled 5, hit Right Leg (17/29 armor remaining)!
- Gains 12 heat, sinks 10! Overheating

Sarath A
- Fires Gauss Rifle at Hitotsume-Kozo (3 base + 0 range + 2 movement + 2 enemy movement - 1 focus = 6): rolled 4, miss!
- Gains 3 heat, sinks 10!

Panther
- Holds fire!
- Gains 4 heat, sinks 13!

Rokurokubi
- Holds fire!
- Gains 0 heat, sinks 10!

Summoner
- Spots Hitotsume Kozo Clanbuster
- Gains 1 heat, sinks 14!

Mangonel
- Fires Heavy G.A.R. at Hitotsume-Kozo
- - Burst 1 (3 base + 0 range + 2 movement + 2 enemy movement - 1 focus = 6): rolled 11, hit Left Arm (15/18 armor remaining)!
- - Burst 2 (3 base + 0 range + 2 movement + 2 enemy movement - 1 focus = 6): rolled 7, hit Left Leg (23/26 armor remaining)!
- - Burst 3 (3 base + 0 range + 2 movement + 2 enemy movement + 1 recoil - 1 focus = 7): rolled 5, miss!
- - Burst 4 (3 base + 0 range + 2 movement + 2 enemy movement + 1 recoil - 1 focus = 7): rolled 3, miss!
- - Burst 5 (3 base + 0 range + 2 movement + 2 enemy movement + 2 recoil - 1 focus = 8): rolled 9, hit Right Leg (23/26 armor remaining)!
- - Burst 6 (3 base + 0 range + 2 movement + 2 enemy movement + 2 recoil - 1 focus = 8): rolled 6, miss!
- Gains ? heat, sinks 10!

???
- Fires ATM-3 (ER) indirectly at Hitotsume Kozo Clanbuster (3 base + 0 range + 1 movement + 1 enemy movement + 1 indirect = 6): rolled 3, miss!
- Fires ATM-3 (ER) indirectly at Hitotsume Kozo Clanbuster (3 base + 0 range + 1 movement + 1 enemy movement + 1 indirect = 6): rolled 7 with a cluster roll of 7: 2 missiles hit! Gauss AMS shoots down 2 missiles!
- Gains 5 heat, sinks??!


End Phase:
Beowulf
- Must pass a 5+ consciousness test: rolled 7, succeeds!
- Critical chance in Head: rolled 5, no critical hits sustained!
- Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached + 1 pilot hit = 6): rolled 9, succeeds!


Next Turn’s Movement Phase
Blip 1307
- Revealed by movement!




Map Link


Player Status:



OpForce Status:


Primary Objective
- Capture at least one new Clan ‘Mech (0/1)

Secondary Objectives
- Capture one new Clan ‘Mech of every weight class ([light], [medium], [heavy], [assault])
- Capture the Rokurokubi (0/1)
- Capture the Panther (0/1)
- Destroy or Drive Off Clan Garrison Forces (0/??)


Special Rules
Blips
– The mission is semi-blind, all enemy units not in a player unit’s direct Line of Sight will be marked by an un-numbered blip token. Non-hostile blips may also exist.

BattleMech Capture – BattleArmor units may capture a shut down enemy ‘Mech with a successful swarm attack.

Design Quirk: Shielded Electronics – A unit with shielded electronics suffers no self-damage from EMP attacks, and reduces incoming EMP damage by 20%.

Design Quirk: Command BattleMech – A unit with the Command ‘Mech quirk grants that unit’s SPA to all units under that unit’s direct command.

Advanced Composite Armor – Advanced composite armor is staggeringly expensive, interlocking small hexagons of the other metallic-carbon armor types. While the coverage is imperfect, a unit with advanced composite armor reduces all incoming damage—including HEAT and EMP damage—by 20%. Advanced composite armor is unique to House Kurita.

SPA: Kamikaze – Units with the Kamikaze quirk automatically pass all rolled guts tests. Guts tests that would be automatic failures instead apply a pilot hit.

SPA: Yorinaga’s Successor – An active, powered-up unit piloted Yorinaga’s Successor has no facing, and does not pay MP to turn. All attacks made by or against the Successor use the successor’s front arc.


Orders Due: Any Time On Tuesday!

PoptartsNinja fucked around with this message at 02:49 on Jul 13, 2020

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



Ohhhhboy this is gonna get messy. Thinking of shooting that Summoner in the rear end with the MGs, maybe plopping my babs into a building so they're safer.

Stravag
Jun 7, 2009

loving newtech Deimos is siiiiick

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



Actually, can I melee attack with the Hatchet and also unload my MGs in one action, or can I only do one of those? If the former then that's probably what I'm gonna do. If not then I'm just gonna pepper the Summoner's rear end with MGs.

VolticSurge fucked around with this message at 01:13 on Jul 13, 2020

dis astranagant
Dec 14, 2006

VolticSurge posted:

Actually, can I melee attack with the Hatchet and also unload my MGs in one action, or can I only do one of those? If the former then that's probably what I'm gonna do. If not then I'm just gonna pepper the Summoner's rear end with MGs.

You can fire your plasma rifle in the shooting phase and then swing the hatchet + fire all the machine guns during the melee phase and you won't even build up any heat in the process.

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



dis astranagant posted:

You can fire your plasma rifle in the shooting phase and then swing the hatchet + fire all the machine guns during the melee phase and you won't even build up any heat in the process.

Sounds like a plan then.

Technowolf
Nov 4, 2009




PTN, you forgot to update the Beowulf with its new head damage.

Anyway, I'm thinking about going to 1033 and walloping the Beowulf again.

Soup Inspector
Jun 5, 2013
Oh boy, this is gonna get messy. Thinking of dumping both TSEMPs into the Beowulf and activating one of my Coolant Pods, or maybe smacking the Summoner with the TSEMPs. I'm hoping that'll let the BA get to work. Thoughts?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Soup Inspector posted:

Oh boy, this is gonna get messy. Thinking of dumping both TSEMPs into the Beowulf and activating one of my Coolant Pods, or maybe smacking the Summoner with the TSEMPs. I'm hoping that'll let the BA get to work. Thoughts?
If you're going to double TSEMP something, I would do it on the Beowulf because the Summor is Old Tech and is not an objective target, while the Beowulf is.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Alright Team North, it looks like the Sarath and Mangonel are playing chicken with us. Good news is that it's left the Rokurokubi exposed. Should we try and set things up for a capture attempt? I can move to 1511 and fire off some smoke rounds if the Ashigaru need some cover to hide in.

Soup Inspector
Jun 5, 2013

AAAAA! Real Muenster posted:

If you're going to double TSEMP something, I would do it on the Beowulf because the Summor is Old Tech and is not an objective target, while the Beowulf is.

Good point. Is it worthwhile backing up to hex 0635 or similar to increase the difficulty of rolls for incoming fire or should I just plant my feet and hope that I'm more likely to hit despite the higher risk?

Also considering alpha striking in case I whiff the TSEMPs but I don't really know how the Coolant Pods work so I'm not sure if that's a smart use (the fluff for this update implies this is the case but I don't want to go off half-cocked).

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The coolant pod doubles your cooling the turn you use it.

I'd also advise against committing both TSEMPs to the same target. Yes, you're more likely to shut that target down, but 20 EMP damage is overkill if you hit with both shots. If you split your fire between two targets that are 3~ (keep hills in mind!) hexes away from your Ashigaru, they can capture it if the Hitotsume Kozo drops them this turn.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Soup Inspector posted:

Good point. Is it worthwhile backing up to hex 0635 or similar to increase the difficulty of rolls for incoming fire or should I just plant my feet and hope that I'm more likely to hit despite the higher risk?
Walking incurs a 1 penalty in your to-hit roll and moving three hexes incurs a 1 penalty to anyone shooting at you, so if you look at just that factor, its a wash. Looking at the map and the enemies that are in your face, if you backed up to 0635 it would get you out of range of the Skinwalker's Heavy Lasers which would be very good (yes you have laser reflective armor but completely negating an enemy's guns is always good if yours would still be in effective range). HOWEVER, I believe you are on a height 2 hex and 0635 is height 1 (someone please correct me if I am wrong) and unfortunately you cannot change elevation going backwards (someone please correct me if this changed and I am wrong).

While looking at that I observed that the Skinwalker and Beowulf are on height 0 hexes but adjacent to a height 2 which means if you ran to 1234 you lose LOS to them and vice-versa (someone please correct me if I'm wrong), and you could unload on the Panther or something. Not sure if that would be a good idea because you would be running for a small move mod to shoot a lot of guns at a small target, but it lets you play LoS games with them and depending on where the Coordinator goes it could leave those two mechs without a target this turn.

If you have extra movement due to heat (I dont think you do) you could DFA the Skinwalker by simply walking over the ledge, but as it stands you do not have the movement to get there :v:.

AAAAA! Real Muenster fucked around with this message at 22:59 on Jul 13, 2020

Soup Inspector
Jun 5, 2013

PoptartsNinja posted:

The coolant pod doubles your cooling the turn you use it.

I'd also advise against committing both TSEMPs to the same target. Yes, you're more likely to shut that target down, but 20 EMP damage is overkill if you hit with both shots. If you split your fire between two targets that are 3~ (keep hills in mind!) hexes away from your Ashigaru, they can capture it if the Hitotsume Kozo drops them this turn.

Thanks for the advice! I'll probably try splitting my fire, then.


After checking previous maps it looks like I'm on a height 1 hill. If anything is going to cause problems I assume it'd be the wreckage in hex 0834; I'm not sure if those impose a MP penalty. I could get to 1234 but I wouldn't have enough MP to let me face any of the bad guys. I'll keep chewing it over and hopefully come up with a solution tomorrow. My thinking is backpedalling to 0635 if I have enough MP and blasting the Beowulf and Skinwalker. If I don't have LOS to the Skinwalker due to the Beowulf in the way I might just use my PPC to keep the Summoner honest (or maybe even just my two Med Lasers to avoid having to expend a Cooling Pod). Thanks for being willing to hash this out with me!

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Soup Inspector posted:

Thanks for the advice! I'll probably try splitting my fire, then.


After checking previous maps it looks like I'm on a height 1 hill. If anything is going to cause problems I assume it'd be the wreckage in hex 0834; I'm not sure if those impose a MP penalty. I could get to 1234 but I wouldn't have enough MP to let me face any of the bad guys. I'll keep chewing it over and hopefully come up with a solution tomorrow. My thinking is backpedalling to 0635 if I have enough MP and blasting the Beowulf and Skinwalker. If I don't have LOS to the Skinwalker due to the Beowulf in the way I might just use my PPC to keep the Summoner honest (or maybe even just my two Med Lasers to avoid having to expend a Cooling Pod). Thanks for being willing to hash this out with me!
I should have thought to check an older map :v: I dont think the wreckage incurs a movement penalty but I'm not sure about that? Might not slow you down but triggers a piloting check or something? The Beowulf does not block LOS to units behind it, thankfully. Of course! I love analyzing the situation so I can find the most fun and/or effective options and this is a really interesting one..... target rich environment and all that.

Otter Madness
Jan 4, 2014
Do I have a clear shot from 1809 at the Rokurokubi?

Gwaihir
Dec 8, 2009
Hair Elf
You do!

Otter Madness
Jan 4, 2014

Haha! Excellent! I will try to shut it down then!

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Orders sent. I'm moving to 1511 and firing some smoke rounds at hex 1717.

Technowolf
Nov 4, 2009




I've decided instead to back into 1032 and shoot the Summoner up.

Dachshundofdoom
Feb 14, 2013

Pillbug
Hey PTN, two questions:

1. Can a unit use a bridge from any adjacent hex, or do you have to enter it from the road hex? In other words, could my infantry move onto 1917's bridge directly from 1916, or would they have to go through 2016?

2. Am I correct that my infantry can't climb to 1718 from 1717, or does the "you can always move at least one hex" rule supersede the "walking infantry can only go up one hex at a time" rule?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Dachshundofdoom posted:

1. Can a unit use a bridge from any adjacent hex, or do you have to enter it from the road hex? In other words, could my infantry move onto 1917's bridge directly from 1916, or would they have to go through 2016?

Bridges need to be crossed via the road hex.

Dachshundofdoom posted:

2. Am I correct that my infantry can't climb to 1718 from 1717, or does the "you can always move at least one hex" rule supersede the "walking infantry can only go up one hex at a time" rule?

The "one hex per turn" rule allows you to enter 1 hex you could legally enter even if you don't have the MP to do so, so an UrbanMech can push its way into a hardened building but a Demolisher can't slowly drive itself across the bottom of a lake.

Dachshundofdoom
Feb 14, 2013

Pillbug

Scintilla posted:

Orders sent. I'm moving to 1511 and firing some smoke rounds at hex 1717.

Okay, so per PTN 2016 is the only spot I can reach where I can get infantry to the Rokurobi next turn, but if I do that I'll probably be in range of at least a few AP gauss rifles and I don't know if they can shoot infantry the turn I drop them. If we want to go all-in on catching the Roku, it might be a better idea for you to go to 1809 and smoke 2116 to cover me, if possible.

I could go to 1318 and leaving the infantry aboard for one more turn. That'll get me in position to start cutting off the Rokurobi's retreat and I might be able to regain LOS on the Sarath and Mangonel without getting shot at much.

Let me know what you think Team North, I'm fine with either.

Otter Madness
Jan 4, 2014

Dachshundofdoom posted:

Okay, so per PTN 2016 is the only spot I can reach where I can get infantry to the Rokurobi next turn, but if I do that I'll probably be in range of at least a few AP gauss rifles and I don't know if they can shoot infantry the turn I drop them. If we want to go all-in on catching the Roku, it might be a better idea for you to go to 1809 and smoke 2116 to cover me, if possible.

I could go to 1318 and leaving the infantry aboard for one more turn. That'll get me in position to start cutting off the Rokurobi's retreat and I might be able to regain LOS on the Sarath and Mangonel without getting shot at much.

Let me know what you think Team North, I'm fine with either.

I'll leave it up to you two, as I am shooting at the Rokurokubi regardless

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Dachshundofdoom posted:

Okay, so per PTN 2016 is the only spot I can reach where I can get infantry to the Rokurobi next turn, but if I do that I'll probably be in range of at least a few AP gauss rifles and I don't know if they can shoot infantry the turn I drop them. If we want to go all-in on catching the Roku, it might be a better idea for you to go to 1809 and smoke 2116 to cover me, if possible.

I could go to 1318 and leaving the infantry aboard for one more turn. That'll get me in position to start cutting off the Rokurobi's retreat and I might be able to regain LOS on the Sarath and Mangonel without getting shot at much.

Let me know what you think Team North, I'm fine with either.

Yeah, that sounds like a better idea. If I go to 1809 and smoke 2116, and Otter goes to 1512 and TSEMPs the Rokurokubi, that should give us the best chance to capture it. I'll alter my orders now.

Dachshundofdoom
Feb 14, 2013

Pillbug
Okay, orders are in. Had a brief moment of panic when I realized I wasn't at height 0, then realized I can make it anyway by cutting through the sensor's hex. Hopefully they don't explode when stepped on, or if they do, hopefully it's funny.

Otter Madness
Jan 4, 2014

Scintilla posted:

Yeah, that sounds like a better idea. If I go to 1809 and smoke 2116, and Otter goes to 1512 and TSEMPs the Rokurokubi, that should give us the best chance to capture it. I'll alter my orders now.

Orders updated. That also gets me in Med Las range.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
- Gains 46 heat, sinks [48]!

Technowolf
Nov 4, 2009




uh-oh

Soup Inspector
Jun 5, 2013

PoptartsNinja posted:

- Gains 46 heat, sinks [48]!

If there was a combined :f5: + :stare: emote I'd be posting it right now.

Otter Madness
Jan 4, 2014

Soup Inspector posted:

If there was a combined :f5: + :stare: emote I'd be posting it right now.

Haha, Tenshi B #1 Alpha'd!

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Pretty impressive something can sink 48 heat period

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.

Soup Inspector posted:

If there was a combined :f5: + :stare: emote I'd be posting it right now.

:f5h::stare: maybe?

Soup Inspector
Jun 5, 2013

Otter Madness posted:

Haha, Tenshi B #1 Alpha'd!

What can I say? It seemed like a good idea, and with the lovely fluff PTN provided how could I not alpha? :allears:



That's the ticket!

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Otter Madness
Jan 4, 2014

Soup Inspector posted:

What can I say? It seemed like a good idea, and with the lovely fluff PTN provided how could I not alpha? :allears:


That's the ticket!

Tremendous idea lol! We are here for the fun ;)

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