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Saros posted:That's not static it moved from 1313, look closely the trail. Distance for move mod is the number of hexes it passed through so in this case 6 hexes for +2 movemod and distance to target is simply the amount of hexes it goes through. 1017 is heavy woods too so that's another +2 so that anubis is actually a really tough target especially with its SR armor. Remember, AC5s are all now Ultra by default, so they're actually good weapons.
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# ? Aug 20, 2018 15:18 |
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# ? Apr 19, 2024 11:06 |
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It's still not comparatively good because everything is Ultra and 5 damage blocks are simply too low to really be scary unless you have lots of them. The big advantage is ammo swapping to defeat armor resistance.... which my Wolverine cant do on the fly. [e] I'm not saying its a bad mech overall I just wish I had a plasma rifle or something meatier instead. The minimum range also makes it a bit questionable for a mech with so many MG's and a battle claw. Also I hosed up loading AP ammo because I thought it gave a chance to through-armor-crit. Saros fucked around with this message at 15:29 on Aug 20, 2018 |
# ? Aug 20, 2018 15:25 |
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Saros posted:It's still not comparatively good because everything is Ultra and 5 damage blocks are simply too low to really be scary unless you have lots of them. The big advantage is ammo swapping to defeat armor resistance.... which my Wolverine cant do on the fly. Xenocides posted:If we are going to knife fight (and we should) that Locust needs to go.
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# ? Aug 20, 2018 15:28 |
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Actually PTN speaking of the locust what does the compact mech tag do and does the 'minimal arms' mean it has flippy arms?
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# ? Aug 20, 2018 15:31 |
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I dont feel that the "Ultra by default"-ness of AC/5s is that big of an advantage because I feel that the cluster table for 2 is incredibly stupid - you need an 8 or higher for both of your munitions to hit, after needing to roll to hit with the weapon in the first place. Rolling higher on your to-hit roll does not enhance your chance of both munitions hitting either, which I also think is kinda absurd.
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# ? Aug 20, 2018 15:31 |
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Saros posted:Actually PTN speaking of the locust what does the compact mech tag do and does the 'minimal arms' mean it has flippy arms? Compact 'Mech does nothing in play but lets you stack two compact 'Mechs in a single Mechbay. Locust smol. Minimal Arms is a flaw that means it can't flippy arms or punch, its "arms" are basically fixed without real joints to speak of. It still has enough traverse to track moving targets but can't do anything an "arm" can do. The real dangerous quirk on the Locust is Low Profile, which is a flat +1 penalty to-hit at all ranges no matter what the Locust is doing. A Locust standing still in the middle of a field is harder to hit than a walking Annihilator.
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# ? Aug 20, 2018 15:53 |
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Good news guys, the locust can't even turn an arm to shoot behind it so if you're directly behind it you're totally safe. Low profile is just nasty especially with SR armor.
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# ? Aug 20, 2018 16:07 |
Saros posted:That's not static it moved from 1313, look closely the trail. Distance for move mod is the number of hexes it passed through so in this case 6 hexes for +2 movemod and distance to target is simply the amount of hexes it goes through. 1017 is heavy woods too so that's another +2 so that anubis is actually a really tough target especially with its SR armor. Ah I see, yea not worth shooting then. Not sure what I'd shoot at then if I head into melee - nothing looks like a particularly tempting target, 1117 maybe? But I'm running, so going to be pretty inaccurate anyways.
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# ? Aug 20, 2018 16:40 |
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PoptartsNinja posted:You have no idea how much it pleases me to see the Locust singled out as an actually dangerous opponent. I felt dirty typing it.
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# ? Aug 20, 2018 16:42 |
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Nothingtoseehere posted:Ah I see, yea not worth shooting then. Not sure what I'd shoot at then if I head into melee - nothing looks like a particularly tempting target, 1117 maybe? But I'm running, so going to be pretty inaccurate anyways. Maybe you/me and the tanks back off a bit to stay out of laser range (3/6/9) of all those light mechs hiding in the forest while everyone else goes around the side. I really want to get into HMG range but you don't actually have any and the LRM's and my AC5 have miminum ranges.
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# ? Aug 20, 2018 16:46 |
Saros posted:Maybe you/me and the tanks back off a bit to stay out of laser range (3/6/9) of all those light mechs hiding in the forest while everyone else goes around the side. I really want to get into HMG range but you don't actually have any and the LRM's and my AC5 have miminum ranges. Yea - I'll camp out in 1024 and unload on 1019 - should hit on 6's
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# ? Aug 20, 2018 16:53 |
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Sounds good, the Vedette in 1019 has got KR armor so is a much easier target for both you and the two tanks. Probably wont kill it but should put some hurt on.
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# ? Aug 20, 2018 17:01 |
Saros posted:Maybe you/me and the tanks back off a bit to stay out of laser range (3/6/9) of all those light mechs hiding in the forest while everyone else goes around the side. I really want to get into HMG range but you don't actually have any and the LRM's and my AC5 have miminum ranges. The LRM and AC/5 minimum's aren't actually that bad. I only had a problem with it once or twice last mission, and one of those times I was in melee range. A minimum of 1 is basically "slightly harder if trying to punch stuff too" for the AC/5, and you can always take a secondary target mod for shooting at something else with the LRM, even if it's a bit of a long shot. You're not paying for ammo, so as long as it doesn't cause you other problems and it's got a shot, blast away. A little extra heat can only help you with the new tech.
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# ? Aug 20, 2018 18:02 |
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PoptartsNinja posted:You have no idea how much it pleases me to see the Locust singled out as an actually dangerous opponent. Please also make the Cicada dangerous . It was super lovely due to being 50% engine, but it holds a special place in my heart because of Crescent Hawk’s Revenge.
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# ? Aug 20, 2018 22:19 |
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The Cicada is right in the sweet spot for its speed once XL engines happen. And before that there's the 3C that drops to 7/11 speed to mount a ppc and some machine guns.
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# ? Aug 20, 2018 22:36 |
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OniPanda posted:Please also make the Cicada dangerous The Cicada is dangerous to a certain subset of things and an irritant to everything else. I dropped the Jenner post-timeskip and brought in the Owens instead because the Cicada had about the same firepower but was faster and more heavily armored. It's hugely threatening to anything lighter than it, but particularly to slow 'Mechs like the Valkyrie. It's also virtually impossible for the Locust, Stinger, Gunsmith, and Wolfhound to engage. PoptartsNinja fucked around with this message at 23:24 on Aug 20, 2018 |
# ? Aug 20, 2018 23:17 |
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Going with the "charge with the 'Mechs, back off with the vehicles" plan. My turn 3 orders: Dola #1 Activate stealth armour. Movement: Jump 8 hexes to 1016, facing toward 1117. Firing: Fire all weapons at the 'Mech in 1017. Physical: Hatchet the 'Mech in 1017 if it is still legal to do so after firing phase. If the 'Mech in 1017 is dead or otherwise not hatchet-able, hatchet the 'Mech in 1117. Myrmidon Movement: Maintain same facing, reverse 5 hexes to 0927. Firing: Fire all weapons that aren't impossible (13+) shots at the Vedette in 0920. If that Vedette is already dead, fire all weapons that aren't impossible (13+) shots at the 'Mech in 0918.
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# ? Aug 21, 2018 01:42 |
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Men Shen reporting in here. Thanks for laying out a plan, Saros. I feel like I'm in the same situation as GhostStalker, the only other game I've played of this was way back in Hogarth's Heroes (I was the Zeus). I'm honestly not really sure how to be playing my mech at this point. Originally seeing the loadout and all that ammo, I was just going to be planting it on an elevated position and firing nonstop - thanks to Rorahusky for the reminder in the thread that they can Ultra fire now though, since I forgot about that. Here's my (tentative) orders: As planned moving to 0418, firing on SRM carrier with both ACs on Ultra, AP rounds. Holybat fucked around with this message at 06:39 on Aug 21, 2018 |
# ? Aug 21, 2018 06:34 |
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Here is my new thinking for my move. Either jump 5 to 0521 or run to 0621. Both positions cant see the SRM carrier (I checked with PTN) but can see the locust which is super vulnerable to me because of my advanced targeting computer meaning it's movemod is capped at 2. At 3 range on 7's it's going to on average take 2 MG hits and one of the AC5 or SRM6 and if it tries to return fire I half the damage from it's HMG's thanks to KR armor. Saros fucked around with this message at 11:13 on Aug 21, 2018 |
# ? Aug 21, 2018 10:19 |
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Carbolic posted:Going with the "charge with the 'Mechs, back off with the vehicles" plan. My turn 3 orders: The Dolas have Brutal Assault and make their Physical attacks in the Firing phase.
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# ? Aug 21, 2018 10:23 |
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Oh and it might be better to check about the rules for tanks reversing, 5 may put you into flanking speed territory with the associated to-hit malus.Remmon posted:The Dolas have Brutal Assault and make their Physical attacks in the Firing phase. Dolas are awesome.
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# ? Aug 21, 2018 10:52 |
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Holybat posted:Men Shen reporting in here. Thanks for laying out a plan, Saros. I feel like I'm in the same situation as GhostStalker, the only other game I've played of this was way back in Hogarth's Heroes (I was the Zeus). Actually with a recount of MP you should be able to reach 0318 and turn north with 13MP spent. This would put you out of short range for the SRM carrier which makes it much less dangerous to you especially with your SR armor. GhostStalker posted:I got it, and will also unload on the Locust with my SRMs and HMGs. If I live through any return fire likely coming for my squishy mech through the move mods, I'm in a decent position to possibly Nimble Jump behind some fool and Sword them in the back depending on their positioning. Oh poo poo I forgot you had nimble jumper which is so so broken. In that case I recommend instead jumping to 0521 while I run to 0621 and we both shoot the poo poo out of the locust while the SRM carrier cant see us. I PM'd PTN to double check that 0521 can see the locust but the SRM carrier definitely cant see you there leaving its only target the Men Shen who is racking up a good move-mod and has the ECM/SR combo. Saros fucked around with this message at 11:19 on Aug 21, 2018 |
# ? Aug 21, 2018 11:12 |
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Remmon posted:The Dolas have Brutal Assault and make their Physical attacks in the Firing phase. I don’t want to make my physical attack in the firing phase because then I can’t retarget my hatchet if I get lucky enough to kill my first target with weapons fire.
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# ? Aug 21, 2018 12:06 |
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Carbolic posted:Going with the "charge with the 'Mechs, back off with the vehicles" plan. My turn 3 orders: I know there are a bunch of new players on the team so I'm not trying to be a dick because I do know that Battletech is complicated, but I also know that PTN does a ton of work to make this all happen so it is easier on him if we as players send "I fire these weapons" rather than "I maybe fire these guns once you do a bunch of math". The math is pretty straightforward once you get familiar with the game: Your gunnery skill + Your movement type: 0/+1/+2/+3 for Stationary/Walk/Run/Jump (does not matter how many hexes traversed, just the type of movement you used) + Enemy hexes traversed: +1/+2/+3/+4/+5 for 3-4 hexes/5-6 hexes/7-8 hexes and so on. Look this is one up if you're not sure. If their movement method was jumping you simply add +1 on top of the number you get from hexes moved, if I remember correctly. + Weapon range: 0/+2/+4 for Short/Medium/Long Also us Battletech vets will always happily help if you're not sure, so feel free to post your math and we can help you figure it out.
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# ? Aug 21, 2018 12:43 |
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Saros posted:Actually with a recount of MP you should be able to reach 0318 and turn north with 13MP spent. This would put you out of short range for the SRM carrier which makes it much less dangerous to you especially with your SR armor. PM'ed a quick question to PTN, but I think this sounds good to give you some backup, so I'm game.
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# ? Aug 21, 2018 13:25 |
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AAAAA! Real Muenster posted:Someone please correct me if I am wrong, but I think I remember PTN saying that it behooves us as players to do this math on our own to reduce the busywork he has to do when doing all the different turn management tasks. This isn't the case, calculating to-hits is easy and I tend to ignore them. What I don't allow are contingencies based on the to-hit, if you pick a target and it's a 13+ you can't redirect the weapon to another target. So it's still beneficial to have a general idea what your numbers should be, both because it helps you learn the game and because if I gently caress something up it makes it easier to spot. I do make mistakes! Nimble jumping also requires you to make a non-straight jump, which means you have to make a midair zig-zag or sharp turn. Mechanically this shortens your jump range by one hex, if you travel your full distance you're not making a nimble jump.
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# ? Aug 21, 2018 17:03 |
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PoptartsNinja posted:This isn't the case, calculating to-hits is easy and I tend to ignore them. What I don't allow are contingencies based on the to-hit, if you pick a target and it's a 13+ you can't redirect the weapon to another target. So it's still beneficial to have a general idea what your numbers should be, both because it helps you learn the game and because if I gently caress something up it makes it easier to spot. I do make mistakes!
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# ? Aug 21, 2018 17:08 |
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https://www.youtube.com/watch?v=ELKyrmDlTd4 Sorta relevant but a new DLC for Battletech just got announced. Even comes with a Hatchet.
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# ? Aug 21, 2018 20:42 |
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Yeah, that surprised me. It's good to see HBS adding 'Mechs that PGI didn't. I'm kinda surprised they didn't bring in the Javelin though. I do love PGI's Cyclops. It's one of the best of their redesigns (go figure it doesn't have the double-thumb hands) PoptartsNinja fucked around with this message at 21:34 on Aug 21, 2018 |
# ? Aug 21, 2018 21:31 |
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PoptartsNinja posted:Yeah, that surprised me. It's good to see HBS adding 'Mechs that PGI didn't. Also obligatory "THEY WON THE COURT CASE WHT AREN"T THEY ADDING THE UNSEEN///?" No, no one needs to explain this to me and please do not derail the thread about it.
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# ? Aug 21, 2018 21:35 |
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"Won" probably means "settled" but with court documents closed the only people who know for sure are the ones involved. Not worth worrying about in any case when it's so easy to add the Marauder and Warhammer via a mod. HBS has no control over what mods people decide to use.
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# ? Aug 21, 2018 21:45 |
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PoptartsNinja posted:"Won" probably means "settled" but with court documents closed the only people who know for sure are the ones involved. Not worth worrying about in any case when it's so easy to add the Marauder and Warhammer via a mod. I really like the warauder mod, my only problem is that the models included have no extra weapon slots so the customization is rather limited with them. There's a bunch of mechs in that game that come with extra ballistic or support slots for weapons they didnt come with.
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# ? Aug 21, 2018 23:01 |
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Saros posted:Oh poo poo I forgot you had nimble jumper which is so so broken. In that case I recommend instead jumping to 0521 while I run to 0621 and we both shoot the poo poo out of the locust while the SRM carrier cant see us. I PM'd PTN to double check that 0521 can see the locust but the SRM carrier definitely cant see you there leaving its only target the Men Shen who is racking up a good move-mod and has the ECM/SR combo. Dealing with the SRM Carrier is important, but I guess confirming the kill on the Locust while staying out of sight of the vehicle works too. No way I can Nimble Jump to 0521 that I can see, so I guess I'll just do a regular one, then fire everything at the Locust. Orders will be in shortly.
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# ? Aug 21, 2018 23:40 |
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GhostStalker posted:Dealing with the SRM Carrier is important, but I guess confirming the kill on the Locust while staying out of sight of the vehicle works too. No way I can Nimble Jump to 0521 that I can see, so I guess I'll just do a regular one, then fire everything at the Locust. My orders are in, moving the Men Shen up to 0318 and firing on the Light SRM Carrier.
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# ? Aug 22, 2018 02:41 |
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Night10194 posted:HBS Battletech is a game entirely about convincing players SRM Carriers are satan and must be destroyed. I took one look at the stats the first time I saw one and realized that letting even one salvo off was one too many. I feel like this was the smartest decision to make in that game.
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# ? Aug 22, 2018 04:57 |
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Volmarias posted:I took one look at the stats the first time I saw one and realized that letting even one salvo off was one too many. I feel like this was the smartest decision to make in that game. They are just as deadly in normal Battletech as in HBS Battletech. But normal Battletech, everything is visible. So those slow SRM carriers are effectively just a bubble of impassable terrain in normal Battletech. In HBS Battletech, every mission is a double-blind mission with reduced LoS. So SRM carriers have a chance of actually getting into range.
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# ? Aug 22, 2018 05:20 |
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AAAAA! Real Muenster posted:Enemy hexes traversed: +1/+2/+3/+4/+5 for 3-4 hexes/5-6 hexes/7-8 hexes and so on. Look this is one up if you're not sure. If their movement method was jumping you simply add +1 on top of the number you get from hexes moved, if I remember correctly. Close but it’s actually 3-4 hexes: +1 5-6 hexes: +2 7-9 hexes: +3 10+ hexes: +4 +1 more for a jump of any distance. I am a Battletech vet but with the weapons rebalanced, stealth armour etc, I am trying to cover my rear end against possible miscalculations like last turn
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# ? Aug 22, 2018 06:40 |
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Orders are in anyway; should be hitting on 8's on the Locust thanks to my Advanced TarComp which isn't amazing but oh well. Wolverine: Movement Run directly to hex 0621 and face hex 0620 (8MP) Firing Fire at weapons at Locust in 0618 in following order. AC5 (AP) (Ultra) SRM6 4x HMG If Locust is destroyed fire all weapons in same order as above at Vedette V12 in 0920. Saros fucked around with this message at 12:09 on Aug 22, 2018 |
# ? Aug 22, 2018 12:03 |
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Random tips that aren't obvious to new players: You have 3 units generating 6 ECM (Angel ECM is good). The enemy has 4 units generating 4 ECM. You can switch four of your ECM to ECCM to cancel out the enemy's ECM and give your side Artemis bonuses, but whichever player unit switches both of its ECM to ECCM will lose the benefit of Active SR Armor (you'll get the passive bonus instead). If you eliminate one of the enemy ECM carriers, the player units can switch to 1 ECM / 1 ECCM and suppress the enemy ECM entirely. Edit: Oh good, I was wondering how long that hidden unit was going to go undetected. See, the thing about a Compact 'Mech is the enemy has probably brought along another 'Mech with that quirk. PoptartsNinja fucked around with this message at 20:31 on Aug 22, 2018 |
# ? Aug 22, 2018 19:05 |
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# ? Apr 19, 2024 11:06 |
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Jungle Valley 4 “Urbanmech on our right flank! I thought the Dolas were scouting?” “This Dola is not easy to pilot!” “Watch that SRM Carrier!” “poo poo—it’s got infernos!” Vitaliy Shwetz did his best to tune out the radio chatter. Only belatedly did he realize he’d spoken in response to Mechwarrior Toros’ inquiry. He hadn’t spotted the Urbanmech as he’d raced up the formation’s right flank. Either it hadn’t been moving or it’d been hidden behind the trees. It was fortunate he hadn’t blundered into it at close range. His Dola was the Urbanmech’s polar opposite: fast where it was slow, and lightly armed and armored. The Dola sacrificed nearly everything for speed. It was designed to be a dagger-armed peasant in a battle of warring knights: finishing off crippled foes and running down those that tried to run. The Urbanmech hadn’t shed its poor reputation even as the Confederation worked to upgrade the design to modern specifications. With an engine weighing a mere one and a half tons, the Urbanmech was almost cripplingly slow. But it was able to devote half its weight to a single autocannon and a targeting computer big enough to threaten even the fastest BattleMechs. Or, as the Confederation had discovered, to a plasma rifle and enough machineguns to make infantrymen and rioters flee in terror at first sight. By comparison, the Dola’s computer systems were downright primitive. Vitaliy had none of the aim assistance or target identification algorithms one wanted from a dedicated scout. The Dola wasn’t a recon ‘Mech, it relied on others to scout for it. And it was vastly different from the Wasp Vitaliy had trained in. It was only after he jumped behind one of the new-model Anubis raider ‘Mechs that Vitaliy realized he’d made a mistake. He’d landed too far away, out of easy reach of the Dola’s hatchet-like arm. The Anubis’s arms twisted unnaturally at the elbows, and Vitaliy cursed as he twisted his machine to avoid the enemy’s lasers. He squeezed his firing stud all the same but between the woods and the Anubis’s stealth armor he didn’t manage a single hit. Too slow, he stepped forward to strike with the knife the Dola held in a reverse-grip, but the Anubis was already gone. An instant later, the jungle surrounding his machine burst into flame. Movement Phase Men Shen (Player) - Must pass a 3+ test to safely activate MASC: rolled 9, succeeds! - Must pass a 3+ test to safely activate Engine Supercharger: rolled 11, succeeds! Centurion (Player) - Reveals Hidden Enemy Unit during the movement phase! - - UM-R600 Urbanmech detected in hex 2323! Shooting Phase Wolverine (Player) - Affected by Enemy ECM! - Fires Autocannon/5 (Ultra, AP) at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 7, miss! - Fires SRM-6 at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 9 with a cluster roll of 5: 3 missiles shells hit Center Torso (8/10 armor remaining), Right Leg (6/8 armor remaining), Center Torso (6/10 armor remaining)! - Fires Heavy Machinegun at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 2, miss! - Fires Heavy Machinegun at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 7, miss! - Fires Heavy Machinegun at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 6, miss! - Fires Heavy Machinegun at Locust ([3] base + 0 range + 2 movement + [2] enemy movement + 1 low profile = 8): rolled 7, miss! - Gains 8 heat, sinks 10! Centurion (Player) - Affected by Enemy ECM! - Fires Autocannon/10 (Ultra, HE) at Vedette V13 ([3] base + 0 range + 1 movement + 2 enemy movement = 6): rolled 9 with a cluster roll of 5: 1 shell hit Turret (15/25 armor remaining)! - Fires LRM-2 (Standard) at Vedette V13 ([3] base + 0 range + 1 movement + 2 enemy movement = 6): rolled 6 with a cluster roll of 9: 2 missiles hit Front (31/36 armor remaining (CfMSD)), Front (26/36 armor remaining)! - Gains 9 heat, sinks 10! Assassin (Player) - Affected by Enemy ECM! - Fires Heavy Machinegun at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 8, hit Left Torso (4/8 armor remaining)! - Fires Heavy Machinegun at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 8, hit Left Leg (4/8 armor remaining)! - Fires SRM-2 at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 8 with a cluster roll of 6: 1 missile hit Right Leg (4/8 armor remaining)! - Fires SRM-2 at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 5, miss! - Fires SRM-2 at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 10 with a cluster roll of 5: 1 missile hit Left Torso (2/8 armor remaining)! - Fires SRM-2 at Locust ([3] base + 0 range + [2] movement + [2] enemy movement + 1 low profile = 8): rolled 8 with a cluster roll of 4: 1 missile hit Left Arm (2/4 armor remaining)! - Gains 13 heat, sinks 11! Men Shen (Player) - Affected by Enemy ECM! - Torso-twists to threaten hex 0417! - Fires Autocannon/5 (Single, AP) at Light SRM Carrier (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 10, hit Rear (11/16 armor remaining)! - Fires Autocannon/5 (Single, AP) at Light SRM Carrier (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit Left Side (11/16 armor remaining)! CfMSD! - Gains 6 heat, sinks 11! Dola #1 (Player) - Fires Small Laser at Anubis #1 (4 base + 0 range + 3 movement + 2 enemy movement + 2 heavy woods + 1 Active SR Armor - 1 laser = 11): rolled 5, miss! - Fires Heavy Machinegun at Anubis #1 (4 base + 0 range + 3 movement + 2 enemy movement + 2 heavy woods + 1 Active SR Armor = 12): rolled 9, miss! - Fires Heavy Machinegun at Anubis #1 (4 base + 0 range + 3 movement + 2 enemy movement + 2 heavy woods + 1 Active SR Armor = 12): rolled 7, miss! - Fires Heavy Machinegun at Anubis #1 (4 base + 0 range + 3 movement + 2 enemy movement + 2 heavy woods + 1 Active SR Armor = 12): rolled 5, miss! - Fires Heavy Machinegun at Anubis #1 (4 base + 0 range + 3 movement + 2 enemy movement + 2 heavy woods + 1 Active SR Armor = 12): rolled 2, miss! - Gains 13 heat, sinks 11! Myrmidon #1 (Player) - Fires Plasma Rifle at Vedette V12 (4 base + 2 range + 1 movement + 2 enemy movement + 2 Active SR Armor - 1 Accurate = 10): rolled 10, hit Front for (10 + 2 = 12) damage (32/44 armor remaining)! Dola #2 (Player) - Fires Small Laser at Locust (4 base + 0 range + 3 movement + 4 enemy movement + 1 low profile - 1 laser = 11): rolled 8, miss! - Fires Heavy Machinegun at Locust (4 base + 0 range + 3 movement + 4 enemy movement + 1 low profile = 12): rolled 5, miss! - Fires Heavy Machinegun at Locust (4 base + 0 range + 3 movement + 4 enemy movement + 1 low profile = 12): rolled 8, miss! - Fires Heavy Machinegun at Locust (4 base + 0 range + 3 movement + 4 enemy movement + 1 low profile = 12): rolled 4, miss! - Fires Heavy Machinegun at Locust (4 base + 0 range + 3 movement + 4 enemy movement + 1 low profile = 12): rolled 11, miss! - Gains 13 heat, sinks 11! Myrmidon #2 (Player) - Fires Plasma Rifle at Vedette V13 (4 base + 0 range + 1 movement + 2 enemy movement - 1 Accurate = 6): rolled 8, hit Right Side for (10 + 3 = 13) damage (12/25 armor remaining)! CfMSD! - Fires SRM-6 at Vedette V13 (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 7, miss! Anubis #1 - Reverses arms! - Fires LRM-1 at Centurion ([3] base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 7, hit Right Torso (8/13 armor remaining)! - Fires LRM-1 at Centurion ([3] base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 8, hit Left Arm (11/16 armor remaining)! - Fires Small Laser at Dola #1 ([3] base + 0 range + 2 movement + [3] enemy movement + 2 heavy woods + 1 secondary target + 1 Active SR Armor - 1 laser = 11): rolled 8, miss! - Fires Small Laser at Dola #1 ([3] base + 0 range + 2 movement + [3] enemy movement + 2 heavy woods + 1 secondary target + 1 Active SR Armor - 1 laser = 11): rolled 5, miss! - Gains 16 heat, sinks 11! Anubis #2 - Fires LRM-1 at Centurion ([3] base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 4, miss! - Fires LRM-1 at Centurion ([3] base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 6): rolled 9, hit Center Torso (13/18 armor remaining)! - Gains 12 heat, sinks 11! Stinger - Fires Light PPC at Centurion ([3] base + 2 range + 3 movement + 0 enemy movement + 1 light woods = 9): rolled 8, miss! - Gains 11 heat, sinks 10! Locust - Fires Medium Laser at Wolverine ([3] base + 0 range + 2 movement + 1 enemy movement + 1 light woods - 1 laser = 6): rolled 8, hit Left Arm (10/16 armor remaining)! - Fires Heavy Machinegun at Wolverine ([3] base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss! - Fires Heavy Machinegun at Wolverine ([3] base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss! - Fires Heavy Machinegun at Wolverine ([3] base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss! - Fires Heavy Machinegun at Wolverine ([3] base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Gains 9 heat, sinks 10! Urbanmech - Fires Autocannon/10 (Single, HE) at Centurion ([3] base + 4 range + 1 movement + 0 enemy movement + 2 light woods = 10): rolled 6, miss! - Gains 4 heat, sinks 10! Vedette V12 - Fires Autocannon/5 (Ultra, HE) at Wolverine (4 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 9): rolled 8, miss! - Fires Heavy Machinegun at Wolverine (4 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 9): rolled 10, hit Right Torso (18/20 armor remaining)! - Fires Heavy Machinegun at Wolverine (4 base + 0 range + 2 movement + 1 enemy movement + 2 light woods = 9): rolled 10, hit Right Arm (14/16 armor remaining)! Vedette V13 - Fires Autocannon/10 (Single, HE) at Centurion (4 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 6, miss! Hunter LST - Fires TAG at Dola #1 (4 base + 0 range + 1 movement + 4 enemy movement + 2 heavy woods + 1 active SR armor = 12): rolled 6, miss! Light SRM Carrier - Turret twists to threaten hex 0718! - Fires SRM-6 (Inferno) at Hex 0516 (4 base + 2 range + 1 movement - 4 enemy movement = 3): rolled 7, hit! Rolled 10, hex 0516 ignites! - Fires SRM-6 (Inferno) at Hex 1016 (4 base + 2 range + 1 movement - 4 enemy movement + 2 light woods + 2 heavy woods + 1 secondary target = 8): rolled 9, hit! Rolled 10, hex 1016 ignites! End Phase: Vedette V13 - Chance for Motive System Damage (4/9 MS Armor remaining): blocked by motive system armor! - Chance for Motive System Damage (0/9 MS armor remaining): rolled 7, no damage sustained! Light SRM Carrier - Chance for Motive System Damage (1/6 MS Armor remaining): blocked by motive system armor! Physical Combat Phase: Dola #1 (Player) - Attacks Anubis #1 with Hatchet (4 base + 3 movement + 2 enemy movement + 2 heavy woods + 2 made shooting attack without a targeting computer = 13): automatic miss! Stinger - Torso-twists to threaten hex 1017! - Punches Dola #1 (4 base + 3 movement + 4 enemy movement + 2 heavy woods = 13): automatic miss! Map Link Player Status: OpForce Status: Special Rules No Retreat, Forced Surrender – The OpForce is unable to retreat, if a unit enters Forced Withdrawal it surrenders on the spot. Primary Objectives - Kill Lord Xu (0/1) Secondary Objectives - Destroy or Capture Any Stolen Production - (0/5) - Destroy or Capture All Enemy Vehicles – (0/4) Orders Due: Midnight Saturday! Orders Due: Midnight Tuesday! PTN Announcement I don’t like making changes mid-battle, but it’s become clear that Stealth Armor is probably too powerful. I’m not adding heat generation to it, so my options are as follows: A) Reduce the Stealth Armor values from passive 0/1/2 active 1/2/2 to passive 0/1/1 active 1/1/1. This makes the Stealth Armor numbers consistent while still making active mode valuable. B) Require Stealth Armor equipped units to set an ECM to ‘Stealth’ mode in order to benefit from active Stealth Armor (rather than simply requiring an undamaged ECM). This deprives Stealth Armor units of their “free” ECM coverage. Units with Angel ECM will still be able to use their second ECM normally. C) Both I’m leaning towards ‘A’ right now, but I’d like to hear everyone’s thoughts. PoptartsNinja fucked around with this message at 20:43 on Aug 24, 2018 |
# ? Aug 22, 2018 22:49 |