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File: Invasion.jpg (96 KB, 1224x424)
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With the IF's seat of power destroyed few of the Peace Keeper's command staff remain alive. One such officer is General Carvine, leader of the International Desert Task Force currently headquartered in Landum... and under siege by a relentless Zanvran assault.
>>
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https://www.youtube.com/watch?v=C0kVxrFu3wI&index=2&list=PLpTiDdAF70fIKtzKKIf7cuNFZPHNQdkaH

Cable Guy: “This is the big one, we pull this off and we might slip out from under the peacekeeper’s thumb without having to go rogue. The Zanvran army has managed to push deep into Landum and has come within striking distance of the International Task Force’s HQ. Task Force assets have been severely depleted over the past few days prompting them to hire a unit from Noblesse Oblige to bolster their defenses. Even those forces have suffered heavy casualties, so now the job falls to us.”

“Our primary objective is to protect the HQ from the incoming Zanvran assault if we can break their spearhead then it will give the Task Force brass enough time to evacuate and regroup at a better defended location. The Zanvrans have committed a full mech platoon backed up by assault servers and MGP units. The mecha themselves are piloted by veterans and elites and consist of general purpose crocodiles with specialist units mixed in. Once the mecha units have pushed forward they’ll be sending MGP-Ds to begin bombarding the command center and MGP-Bs and Cs to hit the flanks.”
>>
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>>49071597
“The base’s long range air defence net was disabled several days ago and Zanvran airstrikes have taken a heavy toll on the defenders. Fortunately they’ve recently managed to set up two temporary SAM sites that are keeping the enemy air units at bay. If these sites fall your job will get a lot harder as the Zanvran CAS will start strafing your position and they’ll bring in type-C heavy VTOLs to begin hacking your mecha. Aside from the SAM sites the base defenders have got a handful of infantry spread thin and a lone Lord mech from Noblesse piloted by a Captian Eshe Nkruma guarding key points.”

“The battlefield is a mess, the smoldering wreckage from previous battles will give you some form of cover. Just remember that mecha are taller than most vehicles so the wrecks won’t block line of sight and sandbags only offer protection to infantry. The helipad in the south west is a raised platform that will block line of sight. You’ll need jump jets if you want to get up there. There are multiple deployment zones to choose from. If you’re feeling bold we can slip a team into the warehouse at bravo and pop out to flank the main attack force but this will hamper your ability to redeploy around the HQ. We’ve also plenty of space to put the pioneers in if you want to deploy them.”

>All pilots post your builds and desired deployment zone.
>Officers if you wish to deploy the pioneers, purchase intel or hire air support, do so now.
>>
File: Company Support Assets.jpg (1.98 MB, 3092x2550)
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Do try to avoid dying out there, all right?

Your available Air Support Options are: EVERYTHING and our current company funds are
59 COMPANY CREDITS.

Because that sort of thing might be neccessary, feel free to invest pay a few freelancers to stand by. Keep in mind thought that we will also possibly be needing either Shrike or Bird Man's help for the Ammerit mission, and that while carpet bombing an assaulting mech platoon is a good feeling... so is shooting them.

Hey, look on the bright side! It ain't an oncoming mechanized tank brigade. You rookies are lucky.

Mr. Kerry, any hope of any reinforcements from either the IF or Noblesse? Or are they actually so depleted its on us and Captain Nkruma? I bet they'll say they're busy hunting for Richard Irving. Lazy bones.
>>
"Huh. cable guy, I see some mechs without smokes coming out of them.
Either way, is that seriously all? four infantry squads, a lord, two SAM sites, and that's it? my god, a real mess must have happened here."
>>
Oh and if you want to change your mechanized gear around, the current state of the company ressource pool is as follows...

Franz has put in an order for 1 ECM pod and 1 Composite Armor, so unfortunately both ECM pods are taken as is the armor.

You can also check out a missile cluster from the Bitz Bin Of Bombardment, since the compahy has a stockpile of 15 defective missiles and my current plans for a sling-shot based mech operated delivery system has had some severe issues with range. And accuracy. And flight time. And just generally working, actually.

Defective missiles are AMMO for MISSILES and discount the repair and maintenance cost of missiles on this mission, but they sometimes go "fzz" rather than "!!!" or "KRAK" when you sort of want them to go "BOOSH".

--

Also of note is the existence of both a spare Cobra and a spare Lord in the motor pool; the cobra with a mortar. Maybe someone will think of something clever with them.

--

Anyway, this isn't my operation, so good luck Pilots...
Malek
Eigan
Goose
Haze
Nihilus
Borealis
>and deepbreath
Chuck
Cryptic
Bob Doe
Franz

and try to stay in one shape out there. I've gotta get back to conspicously loitering around the IF compound making vaguely sure Irving isn't dropped down a flight of bullet-shaped stairs.
>>
>>49071837
Cable Guy: "No hope of reinforcements I'm afraid. All taskforce units are tied up elsewhere. To be honest this whole situation seems wrong. The taskforce had a significant presence in the region. They shouldn't have been reduced to calling upon us like this. Maybe once we rescue Captain Nkruma and General Carvine they can tell us more."

>>49071865
Cable Guy:"The fires on those wrecks have burned themselves out already. Rest assured every white icon you see on that display is well and truly out of action."
>>
>>49072025
"something more to note is that the Cobra in storage has an Autoloader. Anyone would be able to use it easily, or could very well be uninstalled and be slapped on the Lord. That autoloader is mine, by the way, so to anyone using it, please try to bring it back in one piece if possible!"

"Oh, shoot, yeah. Speaking of franz. I checked the logs last time, and I saw this:"

=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction :3 (one from composite +2 from shield)

RA : Laser rifle: Rng:6,Dmg:2 beam, Rof:3)
LA : Tactical shield (Dr:2, front only)
Torso : Ecm pod and Free redundant system
Legs : -
Armor: Composite armor
Pilot skills: Fortified systems

"this seems incredibly weird. first off, the free redundant system that comes with the Combat tech training doesn't take up a hardpoint slot. secondly, the DR from the Tacshield and Composite armor doesn't stack.
so it should look like this:

'
[T/CRC-LZ-TS]Franz
=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction : 2 on front, 1 on back

RA : Laser rifle (2/2)
LA : Tactical shield (2/2)
Torso : Ecm pod (1/3)
Legs : - (0/1)
Armor: Composite armor

Pilot skills: Fortified systems
'

"correct me if I'm wrong, but I think this should be it for him."

>>49072026
"Well, thanks for confirming that, I would be incredibly worried if one of it suddenly activated and jumped one of our guys."
>>
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>>49071597
"Malek reporting. Just arrived on the scene and boy... it's grim down here. We're definitely going to need the pioneers, but I'm going to contact the IF command before making any operational decisions."

"General Carvine, the Three-C defence team is about to land so I'll save pleasantries for another day. Any intel on how long we have until the next Zanvran assault? Is there time to reposition either of the SAM sites? And are the doors on warehouse Bravo functional?"

"Captain Nkruma, reinforcements are deploying now. Could you upload your mech equipment and pilot dossier to the tac-net? We want to put you where you can do the most good."

I presume now is too late to buy the pioneer defence turret upgrade? What about a tac-net hub, since mine got borrowed by Kestrel and then treated rather roughly.

---
Pilot: Malek
Cred: 1
Stash: Tac-Net Hub (leant to Kestrel)
Secret Stash: Chemical Submunitions, Terror Drone
---
Skills:
EW-Specialist (+2 to Lock-on and Hacking)
Target Aquired (One free Lock-on action each turn)
Automated Aggression (Fire two Lock weapons at Locked targets for free each turn)
Redline (once per mission, roll a natural 20 for a single roll, or get +10 to all rolls for a turn)
Advanced Warfare training (+2 to all rolls)
---
== Stormlord ==
[Zenith] - HP 14/14
DEF 10 - ECM 8
SEN 12+4 - Move 4
---
Armour - Reactive {4/4}
Right Arm - HK Missile {1/1}, Combat Drone {3/3}
Left Arm - HK Missile {1/1}, Combat Drone {3/3}
Torso - Advanced Sensor, Cluster Rocket {3/3}
Legs - Four
---
Value: 43 +20 in drones
>>
>>49071597
Good lord, look at the state of this place. I've never seen so much twisted metal in once place before. I count a whole platoon's worth of mech scrap down there.

Well then, deploying to the frontlines in zone Alpha.

>Deploy to zone Alpha

==Magnus Lux==
Summit
HP: 16/16
Def:10
EDef:8
Sensor:8
Move:5
Armour: Reactive armour (4/4)
Torso: Enhanced Auto Loader, Advanced FCS, Redundant Systems
RA: Heavy Laser
LA: Tactical shield
Legs: Thruster Array
Cost: 51

Bear in mind, my reactive armour isn't going to be too useful against the laser rifles those Crocs'll be packing.


>>49072025
>>49073167
Spare, I was puttering about the archives, and I noticed that at one point you had a TacNet hub. Could you double check your inventory? Malek could really do with it.
>>
>>49073522
Oh, right you are.

I actually do have one if it's relevant? It was on the Stratus then the Nimbus then the non-existent non-stratus then the Nimbus again then replaced with a Sat-Com Jammer and now I can't fit it in because of the missiles and the PD turret.
>>
>>49073666
Well, if it's in the stock I'm sure Malek can grab it on his way over.

You trust him with the keycode to your personal stash, right?
>>
>>49073522
>>49073666
Well spotted! Now, does anyone have space to mount it? Haze, I seem to remember your warden had a some unused space?
>>
>>49073786
She does, but not enough to fit a hub.

Franz has a couple torso slots to spare though, and his Croc has pretty good base sensor range.

Speaking of which, I have a demo charge in my inventory just gathering dust. Franz, you want to borrow it? Waste not want not, right?

Welcome to the 3C, where people be trippin over theyselves to give you free shit.
>>
>>49073858
Franz indeed has two torso and one leg slot left for fitting. he can take the both tacnet and demo charge well enough.
>>
>>49073858
I have a few HKM pods and a pair of mech pistols to add to that borrow list.
>>
>>49073967
And I have a spare smoke pod (unless Command will let me attach it to my knees).
>>
>>49071639
Command, can you confirm whether or not the flank attack will be part of the first wave? Will we have mechs approaching from all directions from the moment of contact, or will they take some time to outflank?

I'm starting to put a plan together...
>>
>>49074165
"Already itching to use that new gear you got, are ya Malek?"
>>
>>49074213
He could actually hit both flanks from zone Alpha. The range on those cluster rockets is pretty amazing.

It occurs that the people in Linebreakers could switch between zones quite quickly too.
>>
Reporting for duty!

Any chance I can repair the damaged turret if I deploy in Delta?

==Atonement==
Onager (Cost:52 (Upkeep:10))
HP 20 DEF 8 ED 8 SR 8 MV 4
--
Armor: Reactive Armor
Right Arm: Howizter
Left Arm: Shell Plating, Repair Arm, Recon Drone
Torso: Shell Plating, HK Missile
Legs: Heavy Servo
Other: Redundant Sub-sytem

-Storage-
Sensor Pod
>>
>>49071639
>>49071597

"B-bob Doe here! W-where should I deploy?" he nervously asked. "Spirits watch over us" he muttered.

=Bob Doe=
Gunner: Vigilance

=The Snapper=
Chassis: [Summit]
Armour: Composite Armour (+4 HP, 1 DR)
HP: 20/20
DEF: 10 (1 DR and 2 DR front arc)
E.DEF: 8
SENSOR: 8
MOV: 4
Torso (3/3): Redundant Systems, Stiletto Targeting Suite, Enhanced Auto-Loader
LA (2/2): Tactical Shield
RA (2/2): Heavy Laser
Legs (0/1): N/A

>Gonna be in classes all day so expect delayed responses.
>>
>>49075230
Oh, hey Bob.

You're probably best on the frontline with me. These heavy lasers pack a hell of a punch if you can keep them on target, so if we make good use of our overwatch training then we can rack up the damage. We'll show them the difference between a Crocodile and a Summit.

Try and keep close to Haze too, wouldn't want to get caught in the rain.
>>
>>49075230
Good to see you Bob! I'm currently thrashing out a Plun (like a plan but more betterer), so hold on a bit and we'll have deployment orders for you.
>>
>>49072025
"So from what i have perceived from this mission is that if worst comes to worst we all die, and I get to sip sweet's in heaven. If not some of us live and well I get to pass out on a couch for another day! Either way good ending nonetheless in my opinion. Either way today is a good day to die suns shining our mechs are ready and well i cant really think of any other way to die than in a cramped somewhat overheated mech. Thats sarcasm kids!"
>Get ready :3

=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reducction: (2 front, 1 everywhere)
RA : Laser rifle: Rng:6,Dmg:2 beam, Rof:3)
LA : Tactical shield (Dr:2, front only)
Torso : Ecm pod and Free redundant sub system
Legs : Natha
Armor: Composite armor
Pilot skills: Fortified systems,Redline
>>
>>49075608
>today is a good day to die
No quite. It is, however, a good day for someone else to die.

As Kestrel mentioned earlier, you were misinformed about the redundant system, it doesn't take up a slot, which means you still have two torso hardpoints.

How do you feel about carrying the TacNet hub?
>>49073858
>>49073886
>>
>>49071639
>>49072025
"Haze reporting, looks like we've got our job cut out for us this time, huh?"

=Singing In The Rain=
Warden (WRD)
Reactive Armour
HP 20/20
DEF 8 + (2 within SR)
EDEF 10 +2
SR 8
MV 4 + (1 Jump)
DR: 8 x4

Torso (3/4): TAM, AM Umbrella
L Arm (2/2): Sabot Cannon (Lnk)
R Arm (2/2): Sabot Cannon (Lnk)
Legs (1/1): Thruster Array (On Loan/Izzy)
Special: Redundant Systems

Upkeep: 8 Creds

Also missed the thread earlier because I was searching 'Mercs' and it's typoed in the thread title, derp.
>>
>>49072025
I think someone bought me the ECM pod? Either way it got sold with my last mech Sorry :C[/psoiler]
>>
>>49073167
>since mine got borrowed by Kestrel and then treated rather roughly.
"It was unintentional! I sweat to god, the entire mission was cursed or something."

>>49075608
"Ah, Franz, a moment please. please see this memo: >>49072566. and what Cryptic said. unless you're planning on bringing anything else in particular, a tacnet will be a great help, and a demo charge can help if something needs to be taken care of fast."
>>
>>49072025

There's also my old Crocodile in there as well, in case people need a back-up mech.
>>
>>49076830
((What equipment does that have? I'll add it to the inventory till you respawn.))
>>
>>49076895
Hang on, I'll fetch it.

Right, he just repaired it after its last mission without changing anything, so it should have the same stats:

==Jormungandr==
[Crocodile] - HP 18/18
DEF 10 - ECM 8
SEN 10 - MV 4+1
DR 1

Right Arm - Laser Rifle
Left Arm - Laser Rifle
RNG: 6 ROF: 3 DAM: 2 PEN: 2 (3) CRT: 19 (17) Special: Beam, Doubles Damage
Torso - Stiletto Targeter, Hunter-Killer Missile {1/1}, Smoke Launcher {2/2}
Armor - Composite Armor
Legs - Thruster Array
>>
>>49076164
One we dont have any tac net's and two if your expecting me to have money i dont. And also having a demo charge would be excellent and thank you for the advice.
>>49072025
>rent out demo charges
>>
"Nihilus reporting for duty!"
>salutes impeccably

Linebreaker:
Ablative
HP: 22/22
Def: 10
Edef: 8
SR: 8
Move: 4 +1
Torso: Sabot Cannon, Guidance Disruptor (3/3)
RA: Impact Hammer
LA: Sabot Cannon
Legs: Charge Booster
Extra: HV rounds
Cred: 1
Inventory: redundant systems

"Lt. Malek, where do you wish me to deploy?"
>>
>>49077242
> we dont have any tac net's
Actually, Spare stashed one in his closet and forgot he'd put it there.
>>49073666
So we do have one to hand. You don't have to install it, but it would be appreciated, as you are the only one at present who can mount it without taking other things off first.

>having a demo charge would be excellent
Certainly

>Lend Demo Charge from Cryptic's stash to Franz
>>
>>49071597
I don't like this, it feels like a setup. But the IF couldn't possibly orchestrate this just to kill us off. Still, I feel like something odd is going on, stay alert.

Also, I spot a few Knight Lite mechs in the wreckage : Do a sensor sweep of the area from time to time, we don't want a stealth unit slipping past our defenses. Good luck, team.
>>
>>49073167
Cable Guy:"I'll pull up the spec's on the Captain's mech"

Captain Nkruma’s Mech
Chassis: [Lord]
Armour: Composite Armour (+4 HP, 1 DR)
HP: 16/16
DEF: 10
E.DEF: 8
SENSOR: 12
MOV: 4
Torso (3/3): Tac Net Hub, Recon Drone
LA (2/2): Marksman Rifle
RA (2/2): Lancer Cannon
Legs: N/A

Pilot Skills: Veteran Gunner
Vigilance, Marksman

Taskforce Officer:"The General is busy merc. We've had to set everything up in a hurry so the SAM's can't be moved, if they stop scanning the skys for even a moment we'll be hit by Zanvran bombers. The warehouse doors on bravo work fine, and even if they didn't you could just smash through them kool aid style."

>>49074648
Cable Guy: "No chance. None of the wrecks on that battlefield can be brought online again without at least a day in the maintenance bay and the task force just doesn't have time to conduct a salvage and refit operation"

>>49074165
You'll need to buy intel if you want that information.
>>
>>49077396
"Then i shall gladly carry the dang hub i mean someones got to do it. Just promise me someone rents out glory boy at one point I wonder what that old geezer can do to the other fighter planes!"
>rent out the tac-net hub and install both the demo charge and hub onto the mech
>>49077489
"Stop being so paranoid, before you know it you will start believing that someone out there is spraying chemicals so they can control the population! The mission will be done maybe one of our mechs will be wrecked, in the end it will just be a normal mission everything's going to be okay!"

=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction : 2 on front, 1 on back

RA : Laser rifle (2/2)
LA : Tactical shield (2/2)
Torso : Ecm pod,Tac-net hub (3/3)
Legs : - Demolition charges(1/1)
Armor: Composite armor

Pilot skills: Fortified systems
>>
>>49077582
Thanks Franz. This should give our defence a real shot in the arm for all those folks who love their lockons.

>"everything's going to be okay!"
(In his cockpit, out of eyeshot, Cryptic visibly winces)
Franz...don't....please don't do that...

>>49077553
>>49073666
>>49076895
>You'll need to buy intel
Spare/Malek?
>>
>>49077335
Good to see you Nihilus. Will have deployment instructions shortly.

>>49077582
Turns out Captain Nkruma is in possession of a Hub, so we may not need one ourselves. Stand by.

>>49077553
Since we're all working together, I presume Nkruma's Hub can interface with our Camel-Code(tm) brand tac-net software?

>You'll need to buy intel if you want that information.
>Stop talking and take my 5 company credits
Authorised immediately. If we can guard the SAMs properly, we won't need to pay for expensive airsupport. Doing that requires understanding how the enemy seek to take them.
>>
>>49077818
>Captain Nkruma is in possession of a Hub, so we may not need one ourselves
Nkruma's pretty far back and likely to stay there, it couldn't hurt to have another hub up front.
>>
>>49077582
>The mission will be done maybe one of our mechs will be wrecked, in the end it will just be a normal mission everything's going to be okay!
You.
stop.
please. don't.
>>
>>49077922
The Lord does have a sensor range of 12 though, and it only needs to cover the mechs who are sharing, not the enemies who are locked-on to.
>>
>>49078063
After Kestrel went down to a stealth mech last mission and took the hub with him, I'm inclined to say better safe than sorry. There's not really any reason for Franz to not carry it, unless there's something else he feels he could get more use out of.
>>
>deploy charlie
>>
>>49077818
Your sources tell you that the Zanvrans intend to send in MGP squads to attack the flanks on the second turn.

The incoming mecha unit consists of 9 mecha split into three squads of three, each supported by their own assault server. In each squad 2 of the mecha will be general purpose crocodiles, but the third mech is a specialist. In this case there will be two Onagers kitted out with a siege cannon, howitzer and point defence turret. The third specialist is a command Nimbus with a tacnet hub and mixed loadout of missiles and drones.

Also, yes, you can use the captain's tac-net hub
>>
>>49078799
"Two Onagers with howitzers and siege cannons? Jesu... We're in for a hell of a time"
>>
>>49079622
Elite pilots too. I'm no longer regretting my decision to take reactive armour, artillery is way scarier than lasers.

If we hit hard and fast and wipe out as many units as possible as fast as possible, we could save ourselves a lot of trouble. Recommend we focus fire on one unit at a time.
>>
>>49078799
Damn good intel command, give my regards to Tragedy on her "vacation".

>Three assault servers, two onagers with PD, and a command nimbus
Since the servers alone come with a Quad-Flak each and are very hard to take down, I think we can discard the air-support options for now.

Meanwhile, a Plun has made itself known. Now to scrabble it down.
>>
Could have mentioned the thread had started.

>Deploy Alpha

"Time for the ultimate stress test"

19 Monies
Mech Cost: 51

=Noble Savage=
Linebreaker
-Composite Armour-
HP: 22/22
Def: 10
EDef: 10
Sensor: 8
Move: 3
DR: 6 Frontal Arc, 2 Rear Arc

RA: Impact Hammer
LA: Shell Plating *, Melee Sub-Processor
Torso: Shell Plating *, Threat Assessment Module, Point Defense Turret
Legs: Charge Booster
Extra: Redundant Sub-system
Skills: Combat Tech, System Restore, Deflection Angles
>>
>>49080863
Great to see you Chuck. Going to have a special mission for you in a moment though.
>>
>>49080863
Ah, good to have you.

Now I believe we're just waiting on Borealis and Eigan. Really hope they show, we're badly going to need that firepower/tanking.
>>
>>49078799
Command, what happens if we lose one SAM site but not the other? Will the Zanvrans chance sending in the airsupport, or will it be enough to hold them back?
>>
>>49071597
>>49077553
"Roger that deploying to Alpha site then."

>Deploy to the western side of Alpha

==Atonement==
Onager (Cost:52 (Upkeep:10))
HP 20 DEF 8 ED 8 SR 8 MV 4
--
Armor: Reactive Armor
Right Arm: Howizter
Left Arm: Shell Plating, Repair Arm, Recon Drone
Torso: Shell Plating, HK Missile
Legs: Heavy Servo
Other: Redundant Sub-sytem
>>
>>49071639
> the smoldering wreckage from previous battles will give you some form of cover.
Do the wrecks block movement completely or just count as difficult terrain?
>>
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"Ok folks, listen up! This is Operation: IRON CURTAIN. We are going to draw a line in the sand here, and draw it with the burning wrecks of the Zanvran forces. To do that, we're dividing into three groups."

"The enemy outnumber us, but they have one key weakness: the mobile server farms they use to keep rolling. Team BRAVO is Chuck, Borealis, and Nihilus: deploy in Bravo, and ambush the servers as they advance. Once that's done, engage or pull back as necessary."

"Team ALPHA is almost everyone else. While Bravo provides the hammer, you're the anvil. Engage the enemy, focus the Onagers down first, and don't let them get past that weak west flank."

"Finally, Team OMEGA is myself, Cryptic and Captain Nkruma. Our job is to defend the SAM sites from assault by the MGPs. I hate to take you away from the frontlines Cryptic, but they need a solid defence and we are it. You take the east from Charlie, Nkruma takes Delta, and I'll fill both full of missiles from the center. All you need to do is distract them long enough for my Cluster Rockets to get a bead, so no heroics."

To reiterate:

Deploy Pioneers: Center
Deploy Delta: Nkruma, if we can get her to redeploy?
Deploy Charlie: Cryptic
Deploy Bravo: Chuck, Borealis, Nihilus
Deploy Alpha: Everyone else

Deploy hugging the pioneers, two hexes south of Nkruma's current position: Me, if possible.
Otherwise Deploy Alpha, as close to the pioneers as I can.

"Good hunting everyone."
>>
>>49082552
> hate to take you away from the frontlines Cryptic, but they need a solid defence and we are it. You take the east from Charlie
Ngggh, damn it all. Fine, I've known you long enough to trust your tactical sense. Alpha will just have to make do with what firepower they have.

>Redeploy to Charlie

Anything makes it through on the east, I turn it back or I turn it to scrap.

>>49078799
By the way, this reminds me. I don't think we've ever gotten a stat block for an assault server. We know how much armour it has, but its HP would be useful.
>>
>>49078566
"Pretend this never existed.."
>>49082552
>>49071597
>deploy alpha
>>
>>49082814
Don't worry Cryptic, I can at least keep the missiles off our boys at Alpha - we'll keep the frontline busy until you get back.

>Deploy Alpha - preferably in the middle.
Also a friendly reminder that the AM Umbrella works to defend allies as well - stay within 4 hexes if you can!
>>
>>49082552

"U-understood sir. Borealis, Deploying to Bravo..."
Assault, Point Blank
[Linebreaker] (LBK)
Composite Armor (borrowed)
HP: 22/22
DEF: 10 (4 reduction front arc, 1 all around)
EDEF: 8
SENSOR: 8
MOV: 3 (6 in straight lines)
Torso: (PI)Mech Pistol, Stiletto targeting suite (Pending)
LA: Shell Plating, (PI) Mech Pistol
RI: (IH) Impact Hammer
Legs: Charge Booster
>>
>>49084934
I know I don't have to worry about you Haze, pretty sure that when the sun explodes and engulfs the planet you'll still be sitting pretty in that Warden. I'm more worried about Bob and Franz, they don't have LHI machines to take the punishment.
>>
>>49082552
"Yes sir! Nihilus, deploying to Bravo!"

>salutes excitedly, eager to test the new Linebreaker within the fray of it all

Linebreaker:
Ablative
HP: 22/22
Def: 10
Edef: 8
SR: 8
Move: 4 +1 (Commando)
Torso: Sabot Cannon, Guidance Disruptor (3/3)
RA: Impact Hammer
LA: Sabot Cannon
Legs: Charge Booster
Extra: HV rounds
Cred: 1
Inventory: redundant systems
>>
>>49085122
"Dont worry, its why i have this huge shield that should hopefully block those laser rifles the croc's should have. And if there was something we could do about it we will have done it already so stop worrying! No reason to pull your hair if you cant do anything about it. I mean whats the reason other than to build your stress levels?"
>>
>>49085358
Hey, come on now, I'm not Kestrel. Malek is right, the mission necessitates this, so I can swallow my misgivings and deal. I just consider it unfortunate that the frontline is short a heavy laser, given how much damage I could potentially do to a mech with it.

> have this huge shield that should hopefully block those laser rifles
Heh. I remember thinking that. See this?

(He pats his own tactical shield with a clang)

It's pristine! Not a mark on it, I've never once managed to block anything with the thing. They always seem to get round my guard. Maybe I'm just sloppy, Malek swears by 'em.

Anyway, bear in mind that a frontal shield won't protect you against blast weapons like the Onagers' howitzers.
>>
>>49082552
>>49071639

"Y-yes sir! Deploying to Alpha!"

>Deploy Alpha

=Bob Doe=
Gunner: Vigilance

=The Snapper=
Chassis: [Summit]
Armour: Composite Armour (+4 HP, 1 DR)
HP: 20/20
DEF: 10 (1 DR and 2 DR front arc)
E.DEF: 8
SENSOR: 8
MOV: 4
Torso (3/3): Redundant Systems, Stiletto Targeting Suite, Enhanced Auto-Loader
LA (2/2): Tactical Shield
RA (2/2): Heavy Laser
Legs (0/1): N/A
>>
>>49085580
"(frustrated grunting is heard over the comms)"
>>
>>49085580
"Hey, you know what? I just remembered something. you know how before that guyco raid, we had the option to cover a desert retreat, right? in that briefing it confirmed the existance of some giant assault server. chances are, it's still kicking around, as I don't see any large chunks of burning server farms around there.
how's that for a dose of paranoia?"
>>
>>49088697
"H-hopefully that's all it is... If not, t-the linebreaker's hammers specialize in destructive force. I-if we activate redline and hit it center mass, we should be able to take it down swiftly.
>>
>>49082814
I'm not overly happy with it either Cryptic, but it was either you, Bob, or Franz.

Bravo needs all the Linebreakers. Alpha needs Goose and Haze. And Eigan hasn't even shown up yet. I trust you the most to get the job done: we NEED that eastern SAM to survive.

All that really needs to happen, is for you and Nkruma to hold them for a minuite while my rockets get a lock. Since the main force has five(!) different ways of intercepting missiles, I've worked out a way to bombard both sides at once instead.
>>
>>49090531
I have a pugilist in storage...
Someone can borrow it.
>>
>>49071639
Confirmed Deployment orders so far:

Cryptic: Charlie >>49082814
Franz: Alpha >>49083179
Haze: Alpha >>49084934
Borealis: Bravo >>49085062
Nihilus: Bravo >>49085237
Bob Doe: Alpha >>49086916
Goose: Alpha >>49081361
Chuck: Bravo - Needs confirmation
Eigan: Alpha - AWOL?

Me: With Pioneers/Alpha
Nkruma: Delta if she would be so kind
>>
>>49071597
Both those sam sites are with in 14 hexs of the south and 10 of the east/west. We have at least 4 incoming onager with howitzers. All sam sites can ranged in with a single 4 hex move action from the projected incoming paths...
>>
>>49091879
Make that 2 not 4 but the danger of both sites getting shelled before we can take them down is very real.
>>
>>49091888
I don't think the eastern side is much of a concern, three Linebreakers charging into their midst should prove plenty distracting, even if they don't take out the Onager first thing. But the western squad is a problem, only way to reliably take that one down fast would be if you and Eigan concentrate fire, and Eigan shows up. If he doesn't, we are at a severe firepower deficit.

What is it with 3C Onager pilots and tardiness? We're 2 for 3 with that.
>>
>>49092003
Maybe I could redline called shot on the arm with the howitzer since even with reactive armor I'd still penetrate with 1-2 damage.
>>
>>49092045
Yeah, good call. It looks like that might be your best option.

God Onagers are bullshit. They can hit you like a speeding freight train from the next postcode and when you finally get to them they can eat more bullets than 50 Cent.
>>
>>49092003

Threads at inconvenient times

[ONG-2HW/G]

Onager
HP: 24
DEF: 8
EDF: 8
SNS: 8
MOV: 4

Armor: Ablative Armor
L Arm [4/4]: Howitzer
R Arm [4/4]: Howitzer
Torso [2/2]:
- Stilleto Targeting System
- Redundant Systems
Leg [1/1]: Heavy Duty Servos
>>
>>49092155
(Does a little jig in his cockpit harness)
I have never been happier to see an Onager.
>>
>>49092155
What timezone are you, out of curiosity?

Don't take my grumbling to heart, I really am glad to have you aboard.
>>
>>49071597

Here

[ONG-2HW/G]

Onager
HP: 24
DEF: 8
EDF: 8
SNS: 8
MOV: 4

Armor: Ablative Armor
L Arm [4/4]: Howitzer
R Arm [4/4]: Howitzer
Torso [2/2]:
- Stilleto Targeting System
- Redundant Systems
Leg [1/1]: Heavy Duty Servos
>>
>>49092155
Fantastic! Just need you to confirm deployment to Alpha with Command here >>49071597

Then once Chuck has confirmed deployment to Bravo we're good to go.
>>
>>49092140
Onagers used to have "slow reload" on their guns once. Next hanger thread maybe it should come back.
>>
>>49077553
hold on a minute
>RA (2/2): Lancer Cannon
>2/2
>2
>Lancer cannon
???
>>
>>49092785
He'll fix it in post.
>>
Bump.
>>
>>49092286
I did wonder why that went away. Perhaps the ubiquity of enhanced auto-loaders made it fairly moot?
Well, this mission will give us a good chance to see them in action, should help with determining if they need a rebalance.
>>
I think it was because he might have thought being both heavy and slow to reload was too big of a drawback.

This seems to me to be similar to the situation with the original Summit's weapons where one was clearly superior, though in this case it's one decent weapon weighed against an extremely good one. The siege cannon is fine, I think. It's powerful but the short range limits its use. The real issue is the howitzer. It's almost as powerful (a paltry 2 dmg difference), while having extremely long range. An Onager can sit and dish out 20 damage a turn (plus splash) from half the map away, potentially from behind cover, and can have its choice of ballistic or blast special ammo as well. Sabot gives it longer range than a railgun, DU lets it ignore armour like one & HESH makes the siege cannon redundant.

That the Onager itself is tied for toughest mech in the game even before armour is the cherry on top. And it can do all this with a rookie pilot. Meanwhile an elite gunner can play keep away or reliably land shells between the gap in your teeth. In the face of all that, why bother messing about trying to get into reach with the siege cannon?

I know the Onager was supposed to be an unholy terror in the lore; but it still feels a little much. One of the reasons the now retracted Predator nerf confused me was that it really didn't seem that strong, given how the howitzer was as good as the railgun but you could have two. Like, if this was a video game, I'd probably have the whole squad riding dual howitzer Onagers by now. It's not all that flexible and there are tons of things it can't do, but when you can bury the battlefield in ordinance why bother with them?

Making it reload is one option to incentivise anything else, but it might be better to give it he same damage/crit stats as the MGP-D howitzer. That way it's more of a beefed up mortar than a finger of god.
>>
>>49094726
Unrelated balance but when was the last time any one used Tactical Advance to any benefit? It feels like would be off being something like once per turn take a free move action after an attack action.
>>
>>49094761
I believe Tragedy used it to toss a demo charge and back away. The thing about Tactical Advance is that it's a bit useless for smashy melee people, which is what most of our assaults are. It's of more benefit to people like Tragedy that use the tree for point blank gunslinging, but she's the only one of us who uses it for that.
>>
>>49094761
>>49094803
I've said for a while that I think the Assault and Commando base skills are the wrong way round. The Commando likes the ability to run back and forth shooting, while the Assault just wants to move as fast as possible into your face.
>>
>>49094853
I think the Commando movement was meant to play more into the flanking aspect. That said, I don't think it should be changed at this stage, it's not unbalanced and it'd make all our commandoes very unhappy. Tactical advance my be due a change, Goose's idea>>49094761 sounds better, but having a free action of any sort seems a little powerful for a first tier ability.
>>
>>49094912
Maybe take [CQ]C +2 to def against attacks within 4 as the base skill and give Free action move+2 to hit as the alternate to Point Blank?
>>
>>49095137
Hm. Assault was meant to be split between attack and defense at close range, what you're proposing would make tier 2 a choice of extra movement or extra damage, which doesn't fit with that, especially since for a melee build they both end up conferring more damage.

What if you took the short range hit bonus from the veteran skills and made that the base skill, since both branches get and use it anyway? Maybe beef the rank two skills up a bit to compensate.
>>
>>49094912
>>49094853
>>49094803
>>49094761
Tactical Advance has issues because it gives no benefit taking a seperate move + attack action doesn't. Movement ranges + gun ranges are too short to benefit from not just moving then shooting or vice versa. 2nd skills and 3rd skills means you want to be closer to the enemy, so when exactly are you going to take a shot after you've moved 3 hexes and still be needing to move a 4th? Just move 4 then shoot. For mobile firepower, Automated Aggression means 2 moves + Free attack so that's already better.

The second problem is one of map-construction. Tactical Advance is a *good* skill if you're using it to strafe from cover - fire - into cover. On the mech-strewn battlefield this map entails, you can easily hang around in cover the pop out and take a shot then move back in. Constantly navigating mazes of debris + cover is not much fun for everyone else, so the previous 13 missions seldom include small constrained spaces. Oh, and with Automated Aggression you do the same again but better.

You could use Tactical Assault to jumpjet "up" then fire at a target beyond a wall you're standing behind. But then you're out of range for your 2nd level and 3rd level skills and Automated does it better at longer range - this came up on the GuyeCo mission and is one of those slim edge cases.

So the reason you don't see people use it is that there's no reason to use it, because the cases where you can seldom come up.

I remain convinced that Tactical Advance should be: "When Move+Run, double Run Def Bonus" or some variation on a free attack when moving+moving. Fire 1 weapon at -2? Alternatively "Preserves cover bonus until end start of next turn" would mean you're advancing tactically. if with some book-keeping. +1 Def per 2 hexes moved is extreme, but useful.

>>49094761
It's sort of meant to be hipfiring snapshots because you're a cool operator, the ability to move more means you're faster than a commando. Good idea though.
>>
>>49094726
> can have its choice of ballistic or blast special ammo as well. Sabot gives it longer range than a railgun, DU lets it ignore armour like one & HESH makes the siege cannon redundant.
Having though about this some more, I realised it might look like a condemnation of special ammo, which was definitely not my intent. I like special ammo, there's clearly a much greater variety for ballistics and that's good, I gives them something to keep viable (versatility). Maybe ballistic and blast weapons should be separate again, that way there'd be a decent balance between weapon types.

It would go:

>Ballstics
Generic weapon type with unremarkable stats and few inherent traits, but has a greater variety of special ammo available for different situations.

>Magnetic
Similar performance to ballistic, but often conferring special effects like armour piercing or silence. Limited variety of less effective special ammo

>Beam
Higher raw damage, but harder to crit with and no special ammo. More effective against reactive armour thank other types.

>Blast
Deals AOE damage, often at range. Limited variety of special ammo. Ignores directional armour plating.

>Missiles
Always has some combination of range, power or special effects, but always has limited ammo and each missile is essentially its own special ammo type (i.e. no 'special warheads'). Dependant on locks.
>>
Don't die folks.
>>
>>49096214
Inspiring words of encouragement from my fellow officer!
>>
>>49092785
Yeah that's a typo. It's what I get for excessively copy-pasting stat blocks.

Right I'm going to bed now but I'll be looking to start the mission sometime tomorrow. Hopefully that would have given you all ample time to report for deployment.

>>49096038
Special ammo was feature creep and is really starting to cause me a headache now now. I should have restrained myself and refrained from putting it in the game.
>>
>>49091754

Err sure I'll do that

=Noble Savage=
Linebreaker
-Composite Armour-
HP: 22/22
Def: 10
EDef: 10
Sensor: 8
Move: 3
DR: 6 Frontal Arc, 2 Rear Arc

RA: Impact Hammer
LA: Shell Plating *, Melee Sub-Processor
Torso: Shell Plating *, Threat Assessment Module, Point Defense Turret
Legs: Charge Booster
Extra: Redundant Sub-system
Skills: Combat Tech, System Restore, Deflection Angles
>>
>>49097279
Just Eigan left to claim a deployment zone and we can get this trainwreck running.

> I should have restrained myself
The box has been opened, the ammo unleashed! You cannot hope to fan the flames, only direct their growth! All hail ammo! All hail ammo!
>>
I'll deploy alpha
>>
>>49097068
All deployments confirmed!

Cryptic: Charlie >>49082814
Franz: Alpha >>49083179
Haze: Alpha >>49084934
Borealis: Bravo >>49085062
Nihilus: Bravo >>49085237
Bob Doe: Alpha >>49086916
Goose: Alpha >>49081361
Chuck: Bravo >>49097279
Eigan: Alpha >>49097467


Me: Behind Pioneers, or at Alpha if I can't
Nkruma: Delta if she would be so kind
>>
It would probably be a shame if this dropped of off the face of the Earth before the entire team deployed.
>>
>>49097516
>>49099737
Y'know, I think this is the first time I've seen any CO successfully coral the herd of cats that is our combat team into a single coherent organized plan. Better be careful Spare, he could be gunning for your job next.
>>
>>49099737
At least we won't run into jamming mid mission like that last time we did a full company on company level engagement. Though that did get us MOEDORNE
>>
>>49100822
Moedrone best drone
>>
Bump
>>
Badump
>>
Beep
Boop
>>
BUMP
FOR GREAT JUSTICE
>>
>>49100804
The trick is giving the operation a name in BLOCK CAPITALS, to attract the attention of the cats. But lets see if it actually works first.

And I have no desire at all for Spare's position. When he did that guye-co charge I was shitting bricks at the thought he might die and dump responsibility for this entire insane cat posse on my lap. You hear that Spare? For the love of god, don't get killed!
>>
>>49108561
>I was shitting bricks at the thought he might die and dump responsibility for this entire insane cat posse on my lap
Ah, but that's how you tell who'll be a good leader; you find the person that recognises the weight of responsibility and is smart enough to want nothing to do with it, then you forcibly install them in the position over their desperate protests.
>>
>>49109337
This makes me remember a saying I read somewhere:
"there are four type of leaders: competent and passionate, competent and lazy, incompetent and lazy, and incompetent and passionate. first one is good as advisers, second good as generals/leaders, third will do nothing and cause no harm, forth causes internal damage and should be removed immediately"
I'm just thankful that Spare is competent.
>>
>>49109377
I remember that too. Field Marshal Moltke.

>“There are only four types of officer. First, there are the lazy, stupid ones. Leave them alone, they do no harm…Second, there are the hard- working, intelligent ones. They make excellent staff officers, ensuring that every detail is properly considered. Third, there are the hard- working, stupid ones. These people are a menace and must be fired at once. They create irrelevant work for everybody. Finally, there are the intelligent, lazy ones. They are suited for the highest office.”
>>
>>49109514
The trick, of course, is telling the difference between someone who's lazy because they're dumb and one who's lazy because they're smart...
>>
BUMP AGAIN!
FOR GREAT JUSTICE!
>>
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Okay let's do this before the thread dies.

Commencing deployment
>>
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Cable Guy: "Bringing the tactical display online, cloud threads nominal."

Cryptic: 1
Franz: 2
Haze: 3
Borealis: 4
Nihilus: 5
Bob Doe: 6
Goose: 7
Chuck: 8
Eigan: 9
Malek: 10

Captain Nkruma: "Thank the Saint you're here! The Zanvrans are upon us. General Carvine MUST survive. He's the only hope of restoring the IF."

>Declare actions, you guys have until tomorrow night, roughly 24 hours from this post.
>>
Come see the amazing circu--- wow that's a lot of crocodiles. You know, I was originally worried that the flanking position was a negative tactical move because I was assuming a full advance from all sides and splitting up our forces in that manner would be ineffecient.

I see I was wrong. I take that back. Nice going Malek, that's a good plan - and solid props to you Camels for going along with it.
>>
>>49112523
>Mfw
https://www.youtube.com/watch?v=BzXfVgYCxWI [Embed]

Though Cryptic did want to deploy at Charlie, ( >>49082814 ) otherwise our flank is exposed...
>>
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>>49112734

Ah sorry got confused while going up and down the thread looking for stuff.

It's not too late though...
>>
>>49112783
Thanks command. Mind giving us a quick lowdown on visible equipment the Crocs are carrying? Any Shields?
>>
>>49112783
Ah, seeing that shiny new Summit on the map with my unit number on it brings a tear to my eye.

I'll just stand all alone over here on the east flank. And secure it by myself, like a badass I hope.

Also, I had a couple questions.

One was about the wrecked units. You mentioned earlier that you could shoot over them and they counted as cover. Do they just confer cover and count as difficult terrain same as trees, or do they block movement altogether? Because the distinction will likely be important

The other was about how much health assault servers have. My current best guess being about 10-12.
>>
>>49112783
>>49113126
Oh, and whether or not cluster rockets can be intercepted. They're classed as blast weapons, not missile weapons, but I felt I should check.
>>
>>49112523
Moedrones truly are moe.
>>
>>49113250
...that is something I hadn't noticed. Afterall the rocket body itself is abandoned at high altitude, and it sprays out 37 bomblets.
>>
>>49113439
Yeah, that was my thinking. It's an artillery weapon, not a guided one.

If it is viable then you could put a lot of hurt on that central squad this turn. Beats twiddling your thumbs and waiting for the flankers.

In fact, if you put a rocket to the 2 or 6 of the Nimbus you could potentially bag both drones and hit the server, the Nimbus and three Crocs all at once.
>>
>>49113126
Wrecked vehicles count as difficult terrain and can be moved over for 2 mobility per hex. Wrecked mecha block movement, but not line of sight.

Assault servers have 15 health.

Cluster rockets can be intercepted, I think I forgot to put the missile icon on them during the last update.

>>49113439
Did you count them? I certainly didin't

>>49113420
That's just custom software for the tactical display. They're still unfeeling death machines "IRL"

>>49112915
The Crocs appear to be carrying a tactical shield and laser rifle. They also seem to be outfitted with reactive armour.
>>
>>49113804
>They also seem to be outfitted with reactive armour.
FUCK.

What about the Onagers and the Nimbus, reactive as well?
>>
>>49113804
(Quick question, cognis. How does the missile interception work with cluster missiles? Will it intercept the few bomblets nearby, or will it go for the missile beforehand?)
>>
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>>49113804
>Cluster rockets can be intercepted
Sad face. I'm guessing the entire rocket gets intercepted, not each individual bomblet?
Yes I counted. 1 center, +6 ring, +12 ring, +18 ring.

>Crocs with shield and reactive armour.
Welp. We're boned. How does reactive armour work against Impact Hammers anyway?

I should probably actually post some tactical suggestions.

The western flank is, as feared, our weakest spot, and we must focus down the mechs on that side NOW before they get a bead on our SAMs. Unfortunately, only our artillery can really reach them and Reactive armour means that end croc is likely not going to die this turn whatever we do.

Meanwhile, Bravo can wreck havoc in the east. Whether you decide to go for the server or just trash the mechs is up to you, but ironically the reactive armour makes killing the server easier than the crocodiles!
>>
>>49113922
I have a tactical recommendation. I think some people should pop their redline turn one. I know we all like to save it as a trump card, but this mission is not likely to get any a harder, and the more stuff we waste this turn the less risk there is. We need to go full throttle right from the start.

If at least one Linebreaker redline torso called shot crits the Onager, it should kill it no matter what armour it has, since impact hammers are demolition weapons. Maybe a second for safety in case it has redundant systems. Meanwhile, goose or Eigan can't kill with it, but they could use it to poinpoint the howitzer on the other one and blow it off with the crit damage. Alternately, one of them could use it to take out the Nimbus's PDF turret, leaving Malek to cut loose on the center.
>>
>>49114014
Great advice there Cryptic, this is almost certainly the time for Redlines and crits. Lets take away their shiny toys, along with the arm that is holding them!

No good targeting the nimbus to remove interception though, each Assault Server has a quad-flak that can shoot down 3 missiles each in a range of 10.
>>
>>49113804
>They're still unfeeling death machines "IRL"

Please leave a man his illusions.
>>
>>49114067
Damn, you're right.

Well, Eigan could still potentially one shot the middle server and leave the Nimbus a much reduced threat. Though the other Onager might still be a more pressing target.
>>
>>49114067
>>49114014
>they could use it to poinpoint the howitzer on the other one and blow it off
> along with the arm that is holding them
Oh, shit. Just realised that the western Onager could hit the SAM (and infantry) with its siege cannon if it moves up, so destroying just the howitzer isn't going to cut it.
>>
From my current position, I can move a whole 12 spaces and end up behind the Assault Server and hit it with a +6 Damage Redline Impact Hammer crit.

Do they follow the normal unit rules of exploding instantly on crit?
>>
>>49114379
I believe they're big enough to have internal HP, but if you have an impact hammer I don't think it'll end up mattering (demolition again).
>>
Rolled 18, 7 = 25 (2d20)

>Fire both howitzers at Onager A2

[ONG-2HW/G]

Onager
HP: 24
DEF: 8
EDF: 8
SNS: 8
MOV: 4

Armor: Ablative Armor
L Arm [4/4]: Howitzer
R Arm [4/4]: Howitzer
Torso [2/2]:
- Stilleto Targeting System
- Redundant Systems
Leg [1/1]: Heavy Duty Servos
>>
>>49114781
Not bad. You missed one shot, but that other one will have crit *something* important.
>>
>>49114842
Since he only missed by one, he might even catch it in the blast of the second shot.
>>
A thought just occurred to me: if someone can Redline-20-called-shot the Quad-Flak off the back of the Left or Center server, and Chuck obliterates the one on the right, then they're down to merely one piece of AoE interception. Three is too many, but I can overload one with my missile-spam no problem.
>>
>>49114998
If anyone is going to do this it'd have to be Haze. Goose is reeeally needed to fuck up that Onager, and the linesmen have lasers and can't really use redline 20.
>>
>>49114998
"Sir, if I redline my impact hammer charge may it still be possible to empty my dual linked sabot cannons into the onager afterwards for good measure?"
>>
>>49113922
"If you guys want i can move my mech towards the west samsite and overwatch/redline on A1."
>>
>>49115353
If you redline the charge you'll kill it outright unless it has a subsystem (which it might well do). If you don't kill it, the shots'll at least remove most of its reactive armour.

If I were you, I'd make it conditional: "shoot sabot cannons at Onager if it survives, otherwise shoot at something else".

That's just me though.
>>
>>49113804
Question, do redundant systems affect the demolition trait, or do they bypass crit mechanics entirely and just directly destroy the part?
>>
>>49115445
This is good advice, just remember to called shot the Torso to ensure maximum chance of death.

The Onagers only have interception of missiles aimed at them. The trouble is the Servers, which have a bubble of 10 width each that intercepts 3 missiles. So the first 9 missiles get shot down, no matter who they're targeting.

Actually, hang on a moment. If you redline-crit-charge the onager Nihilus, then Borealis can redline-crit-charge the right Server, then Chuck is one straight-line roller-skate charge from the middle server. Once they're down, the enemy forces will be very debuffed, and my missiles can wreck havok.

What do you think Chuck?
>>
>>49115530
Oh yes, and Chuck has to go BEFORE Borealis.
>>
>>49115530

Sounds good to me. I'll go for it.

>>49115554

Roger that.
>>
>>49112523
>Move: 5,5,5,6
>Redline +10, overwatch on a1 croc


=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction : 2 on front, 1 on back

RA : Laser rifle (2/2)
LA : Tactical shield (2/2)
Torso : Ecm pod,Tac-net hub (3/3)
Legs : - Demolition charges(1/1)
Armor: Composite armor

Pilot skills: Fortified systems,redline (0/1)
>>
Rolled 8, 20 = 28 (2d20)

>activate redline auto-crit and charge 5, 5, 5, 5, 5 targeting the onager's torso with my impact hammer if possible
>if the onager survives, empty dual linked sabot cannons into its torso afterwards
>if the onager dies, empty dual linked sabot cannons into C1's right flank instead

"Cry havoc! And let slip the dogs of war!"

Linebreaker:
Ablative
HP: 22/22
Def: 10
Edef: 8
SR: 8
Move: 4 +1 (Commando)
Torso: Sabot Cannon, Guidance Disruptor (3/3)
RA: Impact Hammer
LA: Sabot Cannon
Legs: Charge Booster
Extra: HV rounds
Cred: 1
Inventory: redundant systems
>>
>>49115815
That crit tho, DOH!
>>
>>49115815
>Rolled 8, 20 = 28 (2d20)
Oah, what a waste. Fucking reactive armour.
>>
>>49115815
Clarify, did you mean to perform called shots with the sabot cannons? Because that puts them at minus 4.
>>
>>49115777
No rolls?
>>
>>49116448
You don't have to roll, Command will do it if you don't. And since he might not even get to take that overwatch shot, he might just not want to feel like he wasted the dice. It sucks to get good rolls but not have the chance to use them.
>>
>>49113922
>Reactive armour means that end croc is likely not going to die this turn whatever we do.
Oh. I just realised Franz had an ECM pod and could potentially hack its electronics, which would also disable its laser rifle. It also works on PD turrets.

An option to consider later, I suppose.
>>
>>49116576
...you're totally right, how didn't I see that option? Luckily Franz didn't actually roll any dice, so he can change his Overwatch action to a Hack if he wants to.

I think we're getting a handle on this. If Borealis and Chuck smash the Right and Middle Server, then Haze and/or Goose can redline-20-crit-called-shot the Left one and destroy it's Quad-flak. At which point there's very little preventing me unleashing the full missile-storm on them.
>>
Rolled 6 (1d20)

>>49115777
>>49116576
>Changing it :3
>move: 5,5
> Hack the a1 crocodile and attempt to disable its laser rifle
=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction : 2 on front, 1 on back

RA : Laser rifle (2/2)
LA : Tactical shield (2/2)
Torso : Ecm pod,Tac-net hub (3/3)
Legs : - Demolition charges(1/1)
Armor: Composite armor

Pilot skills: Fortified systems,redline (1/1)
>>
>>49116974
Goodbye sam turret, and hello bombers that are going to wreck us.
>>
>>49116886
Better for Goose to go after the west Onager, make sure it loses the howitzer. Haze has a jillion targets, but most of them have reactive armour. If she can target the turret separately then she might as well, nothing else she can damage besides either drone.

>>49116974
>>49116991
Welp, it was worth a shot.

Sorry.
>>
>>49115914
Yes the called shots were with dual linked sabot cannons in case the onager survived the redline auto-crit. If not, they are to be nonspecific (not aiming at the torso anymore) shots at C1.
>>
>>49117026
>>49116991
>>49116974
>>49116576
Your plan has merit, except for perhaps a semi-important feature.

You can't actually hack a laser rifle to turn it off, because it's not sensitive equipment. Hacking the laser rifle doesn't do anything. If you hack a crocodile, you want to hack the fire controls for a -4 to hit.
>>
>>49116991
>>49117026
We can still do this.

If Haze redline-20s and called-shots the Quad-flak off the sever, then the interception is down and I can fire all five missiles at the crocodile. The first 4 strip off the armour, and the last one I Redline-20 and called-shot it's laser/legs off. Or I could fire everything at the server as well, and then we get to see what its like for a mech company to fight without any cloud computing.
>>
>>49117935
Server is clearly the better target. Take it down and the Croc can't reach the SAM.
>>
Reporting back in.
Where do you want me to direct my fire?
>>
Sorry to interrupt, but how do you make maps like the one in the second post?
>>
>>49117896
I ask because if it has reactive armour (it probably does, if they sprung for it on the Crocs) calling shots would only decrease you odds of removing it.

No matter though, given your rolls all it'd still mean you'd remove at least one layer with the cannon.

>>49117923
Ack, for some reason I thought that hack also affected beam weapons, but I was thinking of EMP. Why was I thinking of EMP?

>>49119676
Dunno if Malek's still up, so you might be waiting for a while for an answer. Best guess, he'll probably say redline at A2's howitzer arm (to prevent it from shelling the SAM, which it can do from its current spot). You might just want to wait for him though.
>>
>>49119902
Since you're asking

Cognis uses Adobe Illustrator. A hex-grid is put on one layer, and then details go on a seperate layer. The mechs and other icons are small vector based graphics that one then copy and pastes unto the map as well.

The entire process is relatively simple, although constructing all the cool looking tanks and mechs and buildings and sams takes some time.

1) adobe illustrator
2) hex grid pattern
3) combine the two
4) draw on background layer for terrain
5) embellish terrain
6) add mech icons
7) chaos
>>
>>49120036
Thank you. I've got an XCOM game I can use this for.
>>
>>49119971
Does calling shots affect redline auto-crits and natural 20 crits?
>>
>>49121664
You still get the 20 from the auto crit, and a natural 20 is invariably enough to hit anything that isn't a Cirrus with very specific setups. Your criting it with the hammer was never in question.
>>
>>49118277
I guess we'll go with this plan, eh?

>Move 5454
>Redline 20
>Called shot on Server A(?)'s Quad Flak with 2x Linked Sabot Cannon
>Free action: Try not to panic as I move closer to the Crocodile firing line.

I'm assuming you want me to shoot at Server A since we NEED to shut it down, let me know otherwise.

>>49121664
IIRC it does not. The -4 penalty is for everything BUT a 20, natural or not - at least that's how it works in most systems, best to ask Cognis how that's intended.
>>
Rolled 6 (1d20)

>>49112783
>>49119971
Provisional orders willing to change if the LT wants me to change.

>Redline 20 called shot on the howitzer arm of A2 with HW
>Drone Control: Move 1,1,2,2: Overwatch lockon
>>
Right, I think I've sat and spewed out quite enough backseat tactics (some of which is even mechanically correct). Time to get off my arse.

Lets do this everyone.
https://www.youtube.com/watch?v=jdiOcP-kMtk

MISSION START
SYSTEM SWITCH TO BATTLE MODE

Oh man, listen to that hum. God I love this thing. Right, lets take these new thrusters for a spin.

>>49112783

>Jump 2 3 3 3 3 and land among the wreck/cover.

*CRUNCH*
Well, if it wasn't unsalvageable before it is now. Setting up defensive perimeter

>Overwatch with heavy laser (vigilance, suppression, +5 to hit). Prioritise any MGP-Cs.

-Cryptic
Pilot Class: Gunner
Pilot rank: Veteran
Pilot Skills: Redline, Vigilance, Supression

==Magnus Lux==
Summit
HP: 16/16
Def:10
EDef:8
Sensor:8
Move:5
Armour: Reactive armour (4/4)
Torso: Enhanced Auto Loader, Advanced FCS, Redundant Systems
RA: Heavy Laser
LA: Tactical shield
Legs: Thruster Array
Cost: 51
>>
>>49122033
Forgot my stat block

==Atonement==
Onager (Cost:52 (Upkeep:10))
HP 20 DEF 8 ED 8 SR 8 MV 4
--
Armor: Reactive Armor 4/4
Right Arm: Howizter
Left Arm: Shell Plating, Repair Arm, Recon Drone
Torso: Shell Plating, HK Missile 1/1
Legs: Heavy Servo
Other: Redundant Sub-sytem
>>
>>49121855
Don't forget your stats.

And don't sweat it. You're a tough cookie, and if Bravo and Malek pull through that force is about to get a lot less intimidating.
>>
Rolled 12 (1d20)

>>49115530
"A-alright... B-borealis, moving in now."

>Wait for chuck to go, then get in there.
>Charge 554554,
>Pop redline for nat 20 crit, target center-mass with Impact hammer (10 dmg + 3 Point Blank + 3 Charge bonus)
>If server is still active, unarmed melee strike on the server (5 dmg + 2 point blank. Turn to face 6 if possible after this.
>Otherwise, move 4, Turn to face (and bring shield to) 6
>>
Aaaaand forgot stats. Swell. Can't delete since it's a roll, so here they are.

[Linebreaker] (LBK)
Composite Armor (borrowed)
HP: 22/22
DEF: 10 (4 reduction front arc, 1 all around)
EDEF: 8
SENSOR: 8
MOV: 3 (6 in straight lines)
Torso: (PI)Mech Pistol, Stiletto targeting suite (Pending)
LA: Shell Plating, (PI) Mech Pistol
RI: (IH) Impact Hammer
Legs: Charge Booster
>>
Rolled 1, 4 = 5 (2d20)

>>49112523
>>49112783
>>49113922

"Forgive me guys but I can't reach the A group, so I'll provide some back up for Bravo!"

>Move 3
>-Face 4
>Overwatch to attack any enemy that gets into range (Vigilance) [Prioritize on the Assault Severs and Onagers]

=Bob Doe=
Gunner: Vigilance

=The Snapper=
Chassis: [Summit]
Armour: Composite Armour (+4 HP, 1 DR)
HP: 20/20
DEF: 10 (1 DR and 2 DR front arc)
E.DEF: 8
SENSOR: 8
MOV: 4
Torso (3/3): Redundant Systems, Stiletto Targeting Suite, Enhanced Auto-Loader
LA (2/2): Tactical Shield
RA (2/2): Heavy Laser
Legs (0/1): N/A
>>
>>49122651

Well shit
>>
>>49121855
>>49122241
I was posting from work, forgive me! The 14 hour day was not fun, let me tell you

Singing In The Rain=
Reactive Armour
Warden (WRD)
HP 20/20
DEF 8 + (2 within SEN)
EDEF 10 +2
SEN 8
MV 4 + 1
DR: 8 x4

Torso (3/4): TAM, AM Umbrella
L Arm (2/2): Sabot Cannon (Lnk) (10 Rng, Dmg 6, Crit 2, Pen 17)
R Arm (2/2): Sabot Cannon (Lnk)
Legs (1/1): Thruster Array (On Loan)
Special: Redundant Systems
>>
>>49122774
Maybe you should go to the circus
https://www.youtube.com/watch?v=BzXfVgYCxWI
>>
>>49122774
at least you have a job
>>
Just gonna address a few things
>>49113922
Yes the whole rocket is intercepted but this only becomes an issue if the enemy has area of effect interceptors. If it's just a personal interceptor then the rocket only gets intercepted if you fire it directly at said target.

Redundant Systems negate a single critical hit and thus a critical effects associated with that hit, including the demolition instant-destruction.

Also everyone seems to be under the impression that lasers can easily strip down reactive armour. Remember: shots from exponential damage weapons are resolved as a single attack. They will only negate one charge of reactive armour.
>>
>>49119676
>>49122033
Hey Goose. Cryptic is right, I think redline-called-shotting the howitzer off A2 is probably the best option. Then the random-crit assigned by Eigan will blow off something else important.

>>49121855
Good job Haze, thanks for opening the way for us! You should probably roll dice for the second Sabot shot though.

>>49124042
Thanks Command. Last question for now: How do Cluster Rockets interact with enemies that occupy multiple hexes, such as buildings or Assault Servers? Do they only get damaged once, or multiple times?
>>
>>49124042
...I lied about that being the last question. Do the Onagers and Nimbus have reactive armour as well?
>>
>>49112783
Chuck is apparently having problems with his connection for posting, and has asked me to bot him:

>Activate Redline-20 Auto-Crit
>Move 55555
>Charge 555555, Face 1
>Swing at whatever will make this assault server explode with Impact Hammer
>>
>>49122651
Well, if it helps you missed a dice, heavy lasers have RoF 3. Plus, you have a second shot because vigilance.

(Next time ditch the stiletto and pack an advanced FCS, it's precisely why I got mine. Crits are near impossible to get with lasers anyway)

>>49122774
That's rough buddy.

>>49124042
>Also everyone seems to be under the impression that lasers can easily strip down reactive armour
I know they only strip one charge, but they also ignore most of the DR, so lasers are still a good solution to reactive armour.

>>49127206
I'd bet you anything they do, if they're willing to give it to their grunts it figures the elite units would be similarly well armoured.

Just you to go now, I think. We've all set the stage for you so step out there and blow their socks off (along with all their other extremities).
>>
>>49124042
>Also everyone seems to be under the impression that lasers can easily strip down reactive armour.

Ehn, I thought it did since you're firing 3 times, it's just a little counterintuitive - it makes sense though, because then Reactive would be practically worthless.

>>49127928
Nice double post :^)
It was my own doing. I run a computer store with someone else, and we're falling behind right before the long weekend that we'd be closed. I'm hoping it'll be less crazy today after that.
>>
>>49129389
>Nice double post
Hey, I deleted the other one. I got into the habit of deleting the old one and adding what I forgot after Izzy's griping and Command's request.

>I thought it did since you're firing 3 times.
Most of us had some trouble wrapping our heads round exponential weapons. It used to be a lot worse; the errata originally said that it multiplied damage by the power of the number of hits.
>>
>>49129389
Hey Haze. Could you roll for your second Sabot cannon shot? Whether or not it hit the Server actually makes alot of difference for my turn.
>>
Rolled 3 (1d20)

>>49121855
>>49129647
I'll roll, but it's a linked weapon so I believe it'll just be hitting the quad flak twice anyways. I'll leave that up to Cognis.
>>
>>49122651
>>49127928

Well shoot, guess I was too tired earlier to remember that, thanks. Here are the leftover rolls.
>>
Rolled 17, 13, 13, 8 = 51 (4d20)

>>49129723
Derp
>>
>>49129647
Not to rush you, but I recall the deadline being around about now. Can't start the show without our star performer now can we?
>>
>>49130765
I kind of need the answer about whether large objects (like servers) take extra damage from Cluster Rockets. But ah well, let's just let loose Krak-thoom's children and go for it!
>>
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Rolled 5, 5, 17, 1, 11, 9 + 6 = 54 (6d20 + 6)

>>49112783
>Wait for Borealis, Chuck and Haze to disable servers/Flak
"PD confirmed disabled! MISSILES AWAY!"
>Run: - \\Deathblossom.exe

If the server can be damaged by multiple cluster bombs from a pod, then:
>Attack action: Fire Cluster Rocket at ground between A2 and A3 (see pic) (+2)
>Free action, Lock-On (+6) on Crocodile A1
>Drone Control Action:
> - 10a: Jump up to get LoS, fire Longbow at A1 (-2 if no lock), Move 112 drop down to reload
> - 10b: Jump up to get LoS, fire Longbow at A1 (-2 if no lock), Move 1112 drop down to reload
>Free action, Fire HK missile at A1
>Free action, REDLINE-20 Called-shot a HK missile at A1's laser rifle

If it can only be damaged once per rocket, then;
>Redline +10 mode
>Attack action: Fire Cluster Rocket at ground between A2 and A3 (see pic) (+12)
>Drone Control Action:
> - 10a: Jump up to get LoS, dumbfire Longbow at server A (+6 with no lock), Move 112 drop down to reload
> - 10b: Jump up to get LoS, dumbfire Longbow at server A (+6 with no lock), Move 1112 drop down to reload
>Free action, Lock-On (+16) on ECM drone 2
>Free action, Fire both HK missiles at ECM drone 2
>>
>>49130814
Precedent says no. Some peeps used blast weapons on the server in mission 2 and did damage twice, once to the server, once to the AA gun.
>>
>>49130970
But the cluster rocket isn't a normal blast weapon: it's 37 weapons with Blast(0) going off at once.
>>
>>49112783
All actions submitted:

1 Cryptic >>49122034
2 Franz >>49116974
3 Haze >>49121855 >>49129690
4 Borealis >>49122327
5 Nihilus >>49115815
6 Bob Doe >>49122651 >>49129734
7 Goose >>49122033
8 Chuck >>49127577
9 Eigan >>49114781
10 Malek >>49130958
>>
>>49131013
I took it as a blast weapon with no decay, which seems more what the rules indicate.
>>
>>49127206
Yes
>>49126749
Only once

Beginning Turn processing.
>>
This is going to be utter pandemonium and I can hardly wait.
>>
>>49132167
"Onagers... With reactive armor... Great."
>>
I predict 2 KIAs this turn
>>
>>49132265
Well all the servers are dead, so the enemy mechs are going to be very disabled. Still gonna be painful though.
>>
File: Campaign14_P1.jpg (2.02 MB, 1354x1166)
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>>49132167

I'm gonna have to cut this short for now because I am feeling really tired and burned out. I'll finish resolving the turn when I wake up again in a couple of hours.

>Standby for NPC phase
>>
>>49132966

I don't seem to have moved the full distance I asked to be moved, and now you've presented my back to the enemy.

Could I move the one extra space behind the server and face 1 like I wished to be?

And since I am here I forgot to pick a thing for my PDT, so I pick 'Intercept 2 Missiles' mode.
>>
>>49132966
...did Haze's called shot not destroy the left server's flak cannon? Oh shit.
>>
>>49132966
Franz asked to move in direction 5, not 6. >>49116974
>>
>>49132966
>I am feeling really tired and burned out
You ought to at this time of night. What is it, like 3am? In future it's probably just better to get your rest and to heck with the orders deadline. Nothing will kill your interest faster than feeling obligated to work on it in the small hours.

By the way, you appear to have neglected the scatter on Eigan's second shot.

>>49133202
It seems that the armour of the server applies to the quad flak. Which (I checked) has always been the case, we just forgot. Le sigh.

Additionally from the crits, it would appear that the Onagers are equipped with damage control modules. Which is fine, actually. If it'd been redundant systems the attacks would have done nothing.

>Oh shit
The situation is not yet lost. Consider; two thirds of the main enemy assault force is now crippled and acting at half capacity, which will greatly hamper the pace of their offence. They have only one wide area missile interceptor remaining, which puts Malek a hair away from showering them in cluster bombs. We also have three linebreakers running wild behind enemy lines, which will disrupt the fuck out of them. We've broken the back of this siege effort before it's even started.

Their frontline mechs do remain undamaged, so it would be incorrect to say that we bloodied their noses. More like 'shanked them in the kidneys'.
>>
>>49134972
>the armour of the server applies to the quad flak
we know that. I'm just very suprised the crit damage from the sabot wasn't enough to destroy it
>>
>>49132966
(sorry for the double post, last one didn't have the space)

On another note, I hate to be a griping dickhead after all the work in time you put into running this game and trying to keep it balanced and fun (which I very much appreciate and sympathise with), but there's something that's been bothering me a long time, to wit internal HP.

The rules say non-mech units don't have it, but obviously that's not true, since otherwise that AA turret would have gone down, as would several other things, like the King Kau, to name one. But I think we were under the impression it would be destroyed instantly by crit, like an armoured vehicle would have been (see >>49135106). I don't have a problem with some units having internal HP and some not, but it bothers me not knowing which types do or don't, because it's a hidden stat, so there's no way to know besides trial and error.

And following from that, I would also very much appreciate clarification on how destruction of equipment after a crit actually functions. How much internal damage does a part need to take before it loses something? Is it if it takes any crit damage at all? Is there some set amount? I presume lost equipment is determined at random, but clarification on that would also be very much appreciated.
>>
>>49132966

I think you missed my drone control order for 1a
>Drone Control: Move 1,1,2,2: Overwatch lockon

I hope you get some good rest.
>>
File: 1460342118012.jpg (53 KB, 230x252)
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>>
bamp
>>
Bump
FOR GREAT JUSTICE
>>
hello?
>>
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>>
>>49142608
that looks like that shiggidy diggidy baseball guy's face plopped on a crest.
>>
>>49142677
Even using polar projections Monus island is still the center of everything! Think about that mang.
>>
>>49142813
I don't get it.
>>
Bump
>>
BUMP
FOR GREAT JUSTICE
>>
Right, clearly I wasn't in the right state of mind to be processing last night given the amount of mistakes I made.

I might as well re-process the turn. I also need to catch up on my book keep so this could take a while.
>>
>>49142813
Really makes you think.
>>
*waiting drone noises*
>>
>Turn is still processing standby...
>>
File: Campaign14_E1.jpg (2 MB, 1354x1166)
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>>49135129
How internal HP works is explained in the first entry of the errata. It is clearly stated that ALL units have internal HP. Most mooks only have 1 so they get destroyed instantly. I never elaborated on it because most things die before it becomes an issue.

Super heavy units such as assault servers and Large Mega Fauna have 10.
I have since amended said entry to add more clarity

Everyone also seems to be under the impression that you can shoot the flak turrets off the assault servers, you can't. The turret is part of the vehicle, you have to chew through it's pool of HP.

>stand by for aftermath
>>
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>>49149101
Forgot to mention. Mistakes that have been pointed out have been corrected for the enemy phase.

>Declare actions, The next turn will get processed... at some point in the next 48 hours.
>>
Did that Onager seriously just survive two crits?
>>
>>49149665
I don't think any of them have taken two crits. Besides there are ways to mitigate critical damage and it's quite possible to survive multiple critical hits.
>>
>>49149997
Very well then. Also can my charge boosters be used to double my movement in one straight line and then double my charge in a different direction?
>>
>>49150074
Yes
>>
Rolled 20 (1d20)

>>49149147
"Well as much as I'd like to stay in the company of all this reactive armor... I have places to go and assault servers to hunt down."

>activate charge boosters
>move 6,6,6,6,6,6,6
>charge 5,5,5,5,5,5,5,5,5 (the extra hex is to pass over the wreckage) towards the last assault server with my impact hammer
>attack gains +4 dmg for distance covered
>end attack by facing 2 so my rear isn't exposed

Linebreaker:
Ablative
HP: 16/22
Def: 10
Edef: 8
SR: 8
Move: 4 +1 (Commando)
Torso: Sabot Cannon, Guidance Disruptor (3/3)
RA: Impact Hammer
LA: Sabot Cannon
Legs: Charge Booster
Extra: HV rounds
Cred: 1
Inventory: redundant systems
>>
File: Y6FawCH.gif (5.65 MB, 400x225)
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5.65 MB GIF
>>49150445
>>
>>49149101
>You can't called-shot assault servers
Well bugger. Sorry guys, I think this one is probably on me. Of all the questions I asked regarding crits that wasn't one of them.

>>49149997
>I don't think any of them have taken two crits
The left Onager (A2) took two crits. One natural from Eigan with a howitzer+stiletto here >>49114781 and one redline-20 from Goose here >>49122033

Also, [6] Bob Doe did a vigilance overwatch with a range-8 heavy laser, but didn't appear to fire when A3 came into range.

Sorry for all the nitpicking,

>>49149147
>How to solve problems, the Nihilus way
Good god, that was beautiful. NOW the damn flak is truly down.
>>
>>49149101
Thanks muchly for the clarification on equipment destruction, and sorry for my poor wording related to internal HP. This clears all my questions up.


It does, however, mean that howitzer is still in play. Watch out alpha team!
>>
>>49151142
"Thank you, sir. I'm glad my initiative has been met with your approval."

Also the C2 Onager took two crits as well. One was the initial impact hammer redline and the other was a natural from my sabot cannon.
>>
Rolled 15, 12 = 27 (2d20)

>Fire both howitzers at A2

[ONG-2HW/G]

Onager
HP: 24
DEF: 8
EDF: 8
SNS: 8
MOV: 4

Armor: Ablative Armor
L Arm [4/4]: Howitzer
R Arm [4/4]: Howitzer
Torso [2/2]:
- Stilleto Targeting System
- Redundant Systems
Leg [1/1]: Heavy Duty Servos
>>
>>49151399
The sabot cannon was blocked completely by the reactive armour, and an attack must do at least one damage to crit.

>>49151526
And without any specialised training...you're getting good at this.
>>
>>49151575
Whelp.. I know what I'm buying next time around.
>>
>>49149147
"T-this is starting to look surprisingly doable. The shell plating really does hold up well...
S-should we start dispersing towards the flanks? Their assault servers will be down entirely soon, and their croc's will probably follow suit, so if they want to try and flank, they won't have much more time for it."
>>
File: Missiles Away.jpg (168 KB, 583x697)
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Rolled 8, 18, 7, 14, 18, 2 + 6 = 73 (6d20 + 6)

>>49151399
I forget how amazingly fast a Linebreaker can be, when not carry shell plating. Now I can give the battlefield the missile storm it truly deserves.

>>49151763
If you and Chuck focus down the A3 Onager that would be great. The Nimbus can wait until other people have stripped the reactive armour, and the Crocodiles can barely hurt the two of you.

>>49149147
"Missiles intercepted! God damn it, we needed that server dead now..."
>Nihilus does his thing
"...now? YESSSS! Going to full barrage!"
>Free action, Lock-on crocodile A1 (+6)
>Drone control action:
> - 10a: Move 666, fire Longbow at A1 (-4 if no lock)
> - 10b: Move 6666, fire Longbow at A1 (-4 if no lock)
>Fire Cluster Rocket at wrecked tank between A1 and A2 (see pic) (+2)
>Free action: Fire two HK missiles at A1
>>
>>49151763
I'd reccomend staying put and laying into the mechs. They might be crippled, but they still have reactive armour that will take time to burn through (protip, shoot them with your pistol before you charge to shed some of it). You'll also have to be on hand for the MGP-D's.

I'm confident I can handle my flank, but alpha probably should sort out the west squad, it's already in range.
>>
>>49152026
How does reactive armor work against melee? The full 6?
If I shoot it with mecha pistols, will that wear it down?
>>
>>49152074
Reactive armour is 2dr against lasers and 8 against everything else, but only applies to the first 4 hits, regardless of what they are. So the third best way to deal with it (behind penetrators and lasers) is to hit it with multiple shot weapons to strip it off fast.
>>
>>49152074
Reactive armour "goes off" when it gets hit, and will provide the full DR against melee hits. Every hit you get with a pistol shot will trigger it first however, and it only works on the first four hits.

Then again, I think all its reactive armour is already down: 2 sabot shots, Nihilus's crit, and its own bad-scattering siege cannon stripped it.

Oh yes, and meant Onager C2, not A3.
>>
Rolled 11, 14, 3, 20 = 48 (4d20)

>>49151685
As much as you'd think it's wonderful, Reactive armour is terrible for drawn out engagements. I'm already down 2 hits (of 4) and we're only on the second turn. With low DEF, I'm probably going to be in a bad spot once my Reactive is all gone. Overall I think Composite is the best, but Reactive can be better in certain situations (same with Camo Plating).

>>49152074
Any (!) hit will strip off a layer of Reactive, whether it does 1 damage or 100. Melee (should) work the same way - every hit counts as one layer stripped.


Alright, actions this turn - correct me if I'm overkilling something I shouldn't.

>Fire Linked Sabot Cannons at A2
>Fire LInked Sabot Cannons at A1
>>
>>49152204
And stats, derp

=Singing In The Rain=
Reactive Armour
Warden (WRD)
HP 20/20
DEF 8 + (2 within SEN)
EDEF 10 +2
SEN 8
MV 4 + 1
DR: 8 x2

Torso (3/4): TAM, AM Umbrella
L Arm (2/2): Sabot Cannon (Lnk) (10 Rng, Dmg 6, Crit 2, Pen 17)
R Arm (2/2): Sabot Cannon (Lnk)
Legs (1/1): Thruster Array (On Loan)
Special: Redundant Systems
>>
>>49152189
>>49152074
Even if the Onager's is down you could still lend a hand by shooting a different target before/after you charge.

>>49152204
It really depends on what you're riding and what you're fighting. I think more often than not reactive will end up soaking more damage than composite would have, but for tank techs (who get bonus DR) and people in high HP robots (who will take more hits and get more mileage from the DR) it's definitely the prime choice. You're both, so it'd certainly suit you.
>>
>>49152204
Just noticed, you tried to fire yout cannons twice. A piece of equipment (including a weapon) can normally only be used once a turn (Vigilance being the one exception), so to avoid wasting an action you should probably amend the second (illegal) attack to something else. Maybe a lock, Franz does still have that hub after all.
>>
>>49152204
I already killed A1, and you can't fire the same weapon twice a phase anyway (without skills).

Important thing about Reactive armour: it's a piece of [ammo] equipment, so can be refreshed by pioneers and Zenith fabricators. If you feel yourself getting low, why not pull back for a patch-up!
>>
>>49152204
Now I count, I think A2 is dead already as well. It lost 3 pieces of armour and 6 health last turn from howitzer fire, and it just got hit with two more howitzers (2 damage and last armour gone, 10 damage) and then my cluster rocket (6 damage). 6+2+10+6=24 health gone = very dead
>>
File: 1472918034103.jpg (60 KB, 317x433)
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Rolled 6, 15 + 1 = 22 (2d20 + 1)

>>49149147
"I'm firing to suppress B2 and hopefully take out its drone in the process!"

>Drone 7a never moved last turn(>>49122033)
>Keep 7a in lock on mode (free action)
>Fire HW at indicated hex. +1 roll
>Overwatch with HK preference of targets that are locked on. +1 on roll
>>
>>49153682
"Expect minor deviation on that salvo!"
>>
(Cryptic sits in his cockpit, doing his level best to tune out the lights and sounds of the symphony of destruction going on in his peripheral vision as his friends and comrades risk their lives against an entire platoon of veteran Zanvran assault mechs and, from the sound of it, blow seven shades of hell out of them. He stares at his sensor display like he's trying to melt a hole in it and his index finger curls and uncurls around the trigger of his laser. He starts muttering to himself.)

Come on, you bastards. Stick your ugly heads out so I can blow them off.

>>49149147

>Overwatch with heavy laser (vigilance, suppression, +5 to hit). Prioritise any MGP-Cs.


-Cryptic
Pilot Class: Gunner
Pilot rank: Veteran
Pilot Skills: Redline, Vigilance, Supression

==Magnus Lux==
Summit
HP: 16/16
Def:10
EDef:8
Sensor:8
Move:5
Armour: Reactive armour (4/4)
Torso: Enhanced Auto Loader, Advanced FCS, Redundant Systems
RA: Heavy Laser
LA: Tactical shield
Legs: Thruster Array
Cost: 51
>>
>>49152204
>>49152507
>>49152729
>>49153313

Should I go for the server or B1-B3 then?

Also my mistake, I thought linked weapons could be fired more than once. What should I lock?
>>
>>49155808
B1-B3. Nihilus already fucking annihilated the server (>>49150445, who needs redline, eh?). Pretty much all that's left to shoot is Crocodiles, plus the command Nimbus.

You could lock, or you could go with Malek's suggestion (>>49152729) and refill your armour. If you do lock though, don't even bother trying it on the Nimbus, its Edef is just too good.
>>
>>49152204
Ignore this order, will be doing the following (I guess just use the first two dice? Up to you Cognis)

>Fire both Sabots at B3
>Move 11112

=Singing In The Rain=
Reactive Armour
Warden (WRD)
HP 20/20
DEF 8 + (2 within SEN)
EDEF 10 +2
SEN 8
MV 4 + 1
DR: 8 x2

Torso (3/4): TAM, AM Umbrella
L Arm (2/2): Sabot Cannon (Lnk) (10 Rng, Dmg 6, Crit 2, Pen 17)
R Arm (2/2): Sabot Cannon (Lnk)
Legs (1/1): Thruster Array (On Loan)
Special: Redundant Systems
>>
Updating
>>
Beep
Boop
>>
Bump
>>
Bamp
>>
Current state of the turn.
A1, A2 and the last server are dead.
Borealis, Chuck, Franz, and Bob Doe are yet to post actions.
The MGP wave is about to appear on our flanks.
>>
File: Current actions.jpg (537 KB, 1354x1166)
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>>49162077
Forgot the picture
>>
>>49162077
If I manage to get at least two hits with each shot I can take down two MGPs on their turn, though I'm expecting at least three of them, so I may or may not end up requiring fire support from you or Goose to finish the job. Nkruma is also further from the map edge and might not be able to cover the enemy with both guns.

And we haven't heard from Chuck, so you may need to bot him if he's still having connection problems.
>>
Rolled 7, 14, 20, 14, 5, 16 + 5 = 81 (6d20 + 5)

>>49149147
>>49154635
Oh, the hell with it. I didn't roll last turn because I wasn't sure if they'd show up in time for turn 2 or on it, but I'm almost certainly going to have a shot here and I should really stop giving the QM more work.
>>
>>49162204

No it's my weekend I can action up.

Is C2 dead? Or do we need to hit it more.

Or do you perhaps want me to hit the Nimbus instead?
>>
>>49162259
Haha! Every shot met its mark! Taste photons Zanvra! CRYPTIC BEEEEEAAAAM
>>
>>49162261
C2 isn't dead, has no reactive armour left, and has taken 3 damage. So is basically a perfect target for you and borealis to charge and flatten.
Leave the Nimbus till next turn, when we've had time to strip the armour off.
>>
>>49162290

He is still the closest target to me so I can activate my PDT for free and plink off three of his charges. I'll have my action up in a moment.
>>
Rolled 7, 16, 2, 9 = 34 (4d20)

>>49149147

>-Activate PDT for free, targeting the Nimbus (3 Shots, +2 Advanced Warfare)
>Move 222222
>Hit C2 with the Impact Hammer. (+2 Advanced Warfare, +2 Melee Sub-processor)
>-Threat Assessment module gives me +2 Defense versus everything in range right now.


=Noble Savage=
Linebreaker
-Composite Armour-
HP: 22/22
Def: 10
EDef: 10
Sensor: 8
Move: 3
DR: 6 Frontal Arc, 2 Rear Arc

RA: Impact Hammer
LA: Shell Plating *, Melee Sub-Processor
Torso: Shell Plating *, Threat Assessment Module, Point Defense Turret
Legs: Charge Booster
Extra: Redundant Sub-system
Skills: Combat Tech, System Restore, Deflection Angles
>>
>>49162086
Do you want to give some botting orders now?
>>
>>49163923
Since there is only Borealis, Franz, and Bob Doe left to go, and over 24hours till the deadline, I'll leave it for now.
>>
Rolled 6, 13, 4, 11, 18, 3 = 55 (6d20)

>>49149147

I'll help take out C group!

>Move 332
>-Face 4
>Overwatch [Vigilance] to attack any enemy in range (Prioritize firing at the Onager, if target is not in range, fire at any enemy)

=Bob Doe=
Gunner: Vigilance

=The Snapper=
Chassis: [Summit]
Armour: Composite Armour (+4 HP, 1 DR)
HP: 20/20
DEF: 10 (1 DR and 2 DR front arc)
E.DEF: 8
SENSOR: 8
MOV: 4
Torso (3/3): Redundant Systems, Stiletto Targeting Suite, Enhanced Auto-Loader
LA (2/2): Tactical Shield
RA (2/2): Heavy Laser
Legs (0/1): N/A
>>
Rolled 7, 16, 5, 14, 10, 10, 10 + 3 = 75 (7d20 + 3)

>>49149147
Line of sight here is a bit weird, but borealis does what he can to try and help take down some of these Crocs before they can continue advancing.

>Target C3 with twinlinked pistols (+3 to hit, 2 damage, six times) specifically in the back. I think he's kind of leaning towards 6 so I should have some kind of shot past the shield.
>Charge C3 (2121) and whack him in the back with the impact hammer (+3 to hit, 15 damage(10 impact, 3 PB, 2 charge)
>>
>>49165191
Yeowch! Armour shredded, and then HP obliterated. That is one ruined Crocodile.
>>
Bump
>>
>>49149147
Move: 116
>Overwatch with laser rifle


=The mook=
Chassis : Crocodile
HP : 18/18
DR : 10
ED : 14
SR : 10
Mv : 4
Damage reduction : 2 on front, 1 on back

RA : Laser rifle (2/2)
LA : Tactical shield (2/2)
Torso : Ecm pod,Tac-net hub (3/3)
Legs : - Demolition charges(1/1)
Armor: Composite armor

Pilot skills: Fortified systems,redline (1/1)
>>
Rolled 7 (1d20)

>>49170355
BY THE POWER OF THE DICE GODS I ALMOST FORGOT TO ROLL...and so i shall roll :3
>>
Rolled 11, 10 = 21 (2d20)

>>49170384
>Bottom
Forgot that laser rifle shot thrice...hehee sorry
>>
>>49149147
All actions submitted!
In the order they were posted:

[05] Nihilus >>49150445
[09] Eigan >>49151526
[10] Malek >>49151945
[07] Goose >>49153682
[01] Cryptic >>49154635 >>49162259
[03] Haze >>49155966 >>49152204
[08] Chuck >>49162432
[06] Bob Doe >>49164787
[04] Borealis >>49165191
[02] Franz >>49170355 >>49170384
>>
Bump
>>
Beep
Boop
>>
I'd heard defensive battles were a 3C specialty, but I never really understood the extent of that until today. You guys absolutely ran a train over those attackers, the main force is in tatters and it's only been two turns. And these were veteran units in fully kitted out modern mechs, quite unlike the ageing gavials you'd dealt with before.
>>
>>49174313
To be honest the game mechanics favour defenders - Overwatch is incredibly strong in the right hands, and being able to shoot twice from a static position makes long range guns very deadly.
>>
>>49175155
That and it focuses fire better, since you only overwatch attack live targets so you have less wasted actions.
>>
>>49175155
To be fair, most actual battles favor the defender. We were just lucky enough that they didn't have their flank ready by turn two, otherwise we would've been completely surrounded and unable to fend off the whole attack.
>>
>>49174313
It's far easier to dismantle someone else's plan, than come up with one yourself.

>>49176318
>most actual battles favor the defender
Very true. Classically, the attacker wants to outnumber the defender 2:1, with an extra 1 for every force-multiplying defence they have. Here we had no walls or turrets, but the Bravo server-ambush and ability to use all actions for firing was enough to push back the first wave. Being PCs with plot-based redline helped massively as well.

It's not over yet though, lets see how many MGPs arrive on our flanks.
>>
>>49175155
>>49176318
>>49179579
I don't really think this was the result of game mechanics, none of us has even got off an overwatch shot off yet.

If anything this is basically a big impromptu advertisement for Linebreakers. Can't help but imagine LHI's unit sales are going to spike just a little after this. They did exactly what they were designed to; charge into enemy battle lines and...break them, completely disrupt their cohesion, split them up and distract them while soaking whatever damage they respond with. And we didn't just have one, we had a whole squad. I can already see the ad now: a platoon of Zanvran assault mechs advances menacingly on a cluster of exposed defenders, then suddenly three Linebreakers burst through the door of a nearby warehouse, tear into the enemy formation at high speed, striking key targets as the Zanvrans panic and the defenders close the trap. Fade out to the LHI logo. It'd make a great TV spot.

Then some nerd on the couch watching turns to his mate and goes "So fake, as if that could really happen".

The normal defenders advantage doesn't really apply here, we had essentially no defensive fortifications because they were wrecked before we arrived, but regardless the enemy is down to the commander and a gang of bedraggled Crocodiles, all of which are crippled and in return they've inflicted a mighty two points of damage to any of their objectives. Even with the MGP's still incoming this is already a lost cause for Zanvra, and any half competent commander could see that.

You basically took a promising Zanvran assault and nonchalantly flipped it like a beermat into an embarrassing rout.
>>
Beep
Boop
>>
Bump
>>
>>49180717
keep talking like that and cognis will amp up the wave number and mech quality/ enemy count
>>
>>49184026
It's just that this is the first time the 3C has seemed like real smooth operators. I've harbored traitorous thoughts that maybe we deserve our rep as eccentric clowns because till now we've been a mech platoon that fought mooks and either inferior numbers of decent mechs or starter junk, and still frequently struggled even with that. But now we're fighting a whole platoon from a proper military (one that crushed Peacekeepers and Noblesse before us no less). We may have been a joke, but nobody's laughing now. Not after this. I feel like we've proven we have what it takes to stand on the world stage.
>>
>>49184422
The question is, will we be ready for what is to come?
Fame is good, sure, but we might be getting suicide levels of requests(in terms of threat levels) later on if we get famous...
>>
>>49184873
Requests we can ignore, the IF might think it owns us, but at any point we can burn down the place for the insurance, so to speak.

Besides, shit has gotten real. I doubt there'd be any easy jobs going regardless of our performance.
>>
Beginning Turn Processing
>>
>>49185827
>Ladies and gentlemen: Hold onto your butts
>>
File: Campaign14_P2.jpg (2.04 MB, 1354x1166)
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I resolved Bob Doe's forgotten Overwatch, he missed everything.

>Standby for NPC Phase
>>
>>49186470
Sorry to be a pain, but did you forget my HK missiles? They should have killed A1.

Also Borealis's bonus damage from the Point Blank skill should kill C3.
>>
File: Campaign14_E2.jpg (2.02 MB, 1354x1166)
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>>49186470
>>49187079
Corrections have been factored in for this phase.

>standby for aftermath phase
>>
File: Campaign14_A2.jpg (1.94 MB, 1354x1166)
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>>49187507

>Looks like this thread has just about reached the end of it's shelf life. I'll put a new one up when I wake up. watch the twitter for details.
>>
>>49187507
Prepare to be BOMBED.
>>
Right, this is getting to me, so I went back and counted the armour/HP status of the remaining enemies.

A2
Armour 0/4 HP 0/20

A3
Armour 2/4 HP 14/14

B1
Armour 3/4 HP 14/14

B2
Armour 3/4 HP 14/14

B3
Armour 3/4 HP /14

C1
Armour 3/4 HP 11/14


I don't know how A2 isn't dead. Going by the pictures it appears to have taken no less than 20 points of damage, which is all it should have if it's got reactive armour.
>>
>>49189082
Also, though the map doesn't display it, Chuck rolled 16+2 for one of his shots, so adding that to the howitzer blast and the Nimbus ought to have 2 uses of armour left, though I'm not sure if Command's records reflect this.

Also yep, A2 took:
A shot from Eigan (-2HP, -1 armour)
Splash from Eigan's missed shot (not displayed on map because Command missed it at first, but he was only one hex off, so -0HP, -1 armour)
Shot from Goose (-2HP, -1 armour)

End of the round stats: 16/20HP, 1/4 Armour

Nothing happened to it round 2, and on round three:

Shot from Eigan (-2HP, -1 armour)
Shot from Eigan (no armour, -10HP)
Cluster rocket from Malek (-6HP)

So it should be at negative 2 HP.



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