|
Post by Gravedust on May 31, 2017 19:47:04 GMT -8
( Gravedust sometimes I feel like my vehicles don't wind up where I expect them to due to changes in orientation when pivoting - is there a more clear way we could give vehicle orders?) (( Yeah, it's kind of a mess. Probably the most foolproof way to get a vehicle in the place you want is to put of a screenie of the desired location, but I'm not gonna require folks to do that. The way I have been handling things, Trucks can pivot around their front or rear quads. (wherein a 'quad' is a group of 4 squares, with the "+" at the center of the 4 squares being the pivot point. For trucks, the front quad is also the location of the turret dot. The rear quad is comprised of a quad of the back 4 squares. (which overlap somewhat with the front quad) and the rear pivot is at the "+" junction of the back quad. Confused yet? I'm sorry. -_- when I get a chance I'll do up a diagram that helps explain a bit more, and mark the pivots on all vehicles with black dots or something. But anyway, for more precise control I guess you could specify which pivot point you want to use for a turn. (Turn West on Front Pivot) and for my part I'll try to follow vehicle movement orders a bit more assiduously than I have been.
|
|
|
Post by Abyssal Squid on May 31, 2017 21:54:09 GMT -8
Range is a little deceptive on the goliaths since it's up to +2 vs. what's listed because of splash . Also Squid, how are you getting 95% chance to hit with the AP rocket? My math is 1-(((15 distance - 2 evasion)/20)**4), which works out to about 82%. Still gonna take the shot, just curious if I'm misunderstanding something. Oh whoops, I missed that their evasion was changed from -5 to -2 since last mission, that'd be the problem. In that case I'm going to work on a contingency plan in case of a miss. I'd still have Q move closer though, since that fourth die gives a smaller benefit than closing in by three squares, gets you up to 90% (though standing still is still 87%). We're a lot better prepared than last mission, it'll melt pretty quickly once we start firing on it.
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 1, 2017 2:29:21 GMT -8
I'd appreciate if everyone could move out of the way of VC, I need to move it right now because I've got a very limited evacuation route and for some reason there's nobody driving VA so it can't move out of the way.
|
|
|
Post by Abyssal Squid on Jun 1, 2017 8:37:53 GMT -8
Yeah, that's another part of why I'd like Q to move closer before firing, although ideally the goliath dies this turn and VC is no longer threatened.
Just taking stock on strategy for a second here:
My immediate situation is that we've got two giants bearing down on the central hill, so I'm having my giantslayers point their lances at them. Right now I'd rather have all my soldiers adding to the hail of ARC fire rather than holding back, so VA is sitting idle within a couple turns of running, for the moment. Contingency plan for if the AP rocket misses: Giantslayers unload their RPGs on the goliath next turn, other goliath gets two more turns to approach menacingly.
In the slightly longer term, it looks like I'm stuck defending this hill for a while, because after these goliaths and this gang of mongrels, there's yet another blip to the southeast. B seems to be in a good spot, contributing slightly to cokerpilot's firepower when she's not painting targets for grenades.
It looks like our advance up the west is stalled for a little bit. :{}
|
|
|
Post by Gravedust on Jun 2, 2017 8:53:49 GMT -8
(( Okay, updated map that now includes glorious pivot point for vehicles. ))
|
|
|
Post by siefun on Jun 2, 2017 12:46:59 GMT -8
I would like for:
VD reverse 2 squares.
V move up to join SUX.
Everyone in SUX-V shoot a maggots. Use single MMG shots from VD and S if necessary to kill all a maggot.
Thanks.
|
|
|
Post by Gravedust on Jun 5, 2017 10:07:46 GMT -8
((Okay, think we still need orders from MD and Coker and we'll be ready to roll. I'm sick today so probably nothing would be getting done anyway. but I'd like to get up to 2 rounds a week or more if possible.))
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 6, 2017 4:33:53 GMT -8
Once everyone else is done moving and shooting, VC shoots the north goliath (or a surviving maggot or whatever else seems nasty and is in range if it's dead) and drives 4 south, pivots around the front to face west, and moves 4 tiles west.
The gunline holds their ground. If the goliath can be harmed, shoot it. If not, shoot the nearest maggot or if there are none, a lone MR (MMG only shoots goliaths and maggots, not MRs)
|
|
|
Post by Gravedust on Jun 7, 2017 8:40:41 GMT -8
((whew. sorry for further delay, was pretty much incapacitated for the last 2 days, huzzah. Hopefully will get something out today.))
|
|
|
Post by Gravedust on Jun 7, 2017 13:23:18 GMT -8
((Since it wasn't previously stated correctly, Goliath Bombard attacks are now notated as Ballistic.)) PLAYER ACTION -------------------------------------------------------- Q) Vs GL: Hit (-25 Health, -30 armor) VB) (area fire) { ML1 Hit, Kill ML2 Miss ML3 Miss ML4 Hit, Kill ML5 Hit, Kill ML6 Miss } N) Hit, Kill P) Hit, Kill R) Hit, Soaked -------------------------------------------- C) Hit, (-15 health) D) Hit, (-15 health) F) Hit, (-15 health) E) Miss B) Miss -------------------------------------------- U) Hit, Soaked X) Miss V) Hit, Soaked S) MMG 2 VD) Hit, Kill -------------------------------------------- VD) Hit (-18 health) Kill VD) Piloting roll failed G) Hit, Kill K) Hit, Soaked AC) Hit, Soaked (!!) I) (cancelled, the last mg was through a lot of smoke and I figured you'd rather save the ammo) ENEMY ACTION --------------------------------------------------------- M-CLASS============================================= ------------------------------------ Mobber (mb) [Movement:3][Detection:20] [Evasion:0][Defense:0] Weapons- Melee[Damage:5/2][Range:1] Special: If only 1 mobber is present in a square, it has a 50% chance of splitting into 2 instead of moving that turn. If 2 or more are present there is a 25% chance that it will split to add an additional Mobber instead of moving, up to a maximum of 4 Mobbers in 1 square. --------------------------------------------- Mongrel (ml) [Movement:4][Evasion:4][Defense:0] Weapons: Melee[Damage:8/1][Range:1] --------------------------------------------- Maggot (mg) [Movement:3][Detection:16] [Evasion:2][Defense:6] Weapons- Acid spit[Damage:15/15][Range:3] Special: when killed, bursts into a AOE:2 explosion of acid, (Blast:10) which deals (10/10)damage. Does not effect Geist. This acid cloud persists and shrinks by 1 radius per turn (beginning the turn after it was created) until it dissipates entirely. The acid cloud also adds an accuracy penalty in the same manner as a Smoke grenade. S-CLASS=========================================== --------------------------------------------- Slinger (Sl) [Movement:5][Evasion:6][Defense:4] Weapons: Javelin[Damage:10/2][Range:10] ------------------------------------ Scarab (Sb) [Movement:7][Detection:12] [Evasion:4][Defense:5] Weapons- Claws[Damage:14/5][Range:1] G-CLASS=========================================== --------------------------------------------- Goliath (Gl) [Movement:4][Detection:20] [Evasion:-2][Armor:25][Health:75] Weapons- Claws[Damage:22/20][Range:2] Bombard[Damage:15/3][Range:10](Ballistic)(AOE:1)(Blast:12)
|
|
|
Post by Abyssal Squid on Jun 7, 2017 20:42:50 GMT -8
Not looking too bad here, we'll be back to "holding our own" mode once we clear that last maggot and this goliath. Not that I don't want to see mobbers obliterated by a HE rocket! I'm a bit constrained by these mongrels, though I'm not especially worried about them just yet, because I can get at the goliath while staying out of their reach. CDF, 1E3S; E, 1E2S (this puts the four of them behind the right rear bumper on VC). D and E, fire your RPGs at the goliath. B, paint a target here for A, and A, shoot a grenade there. C and F, shoot the goliath.The odds of hitting with an RPG through cover aren't fantastic, but we're more likely to hit with both than miss with both, and the grenade is insurance against a miss with one.
|
|
|
Post by vikinghelmet on Jun 9, 2017 18:35:23 GMT -8
Yep, that goliath needs to die soon - threatening too much right now. I don't think the timing's quite right for an HE rocket into the mobbers - they're a bit too spread out (also the closest two could take a swipe if Q doesn't move) NPR move 2E 1N, shoot at the goliath VB area fire at the three leading mongrels Q move 2 W
|
|
|
Post by siefun on Jun 10, 2017 19:42:02 GMT -8
SUX-V ARC-shoot the nearby mobbers.
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 10, 2017 23:16:51 GMT -8
AC,G,K, shoot the nearbeast mobbers. I, if the maggot is dead, go 3 north. Otherwise stay where you are and shoot the maggot. J,H, leave the belfry (VC) on the hill tile west of it, and head 2W,1N
|
|
|
Post by Gravedust on Jun 12, 2017 8:54:21 GMT -8
((Cool, gonna wait another day to see if we get the rest of the orders in, then we'll be rollin'.))
|
|
|
Post by cokerpilot on Jun 12, 2017 14:09:17 GMT -8
Z move north one and reload Y AD AA move three east VE Pivot south and back up two
|
|
|
Post by Gravedust on Jun 13, 2017 16:21:26 GMT -8
((Not enough time to write, alas)) PLAYER ACTION -------------------------------------------------------- D) Hit: (0 damage, -20 Armor) E) Hit: (17 damage, -5 armor) A) Grenade (16 damage) C) Miss F) (15 damage) -------------------------- N) (15 damage) P) (16 damage) VB) area Fire { ML1: Miss ML2: Miss !! ML3: Hit, Kill } -------------------------- S) Hit, Kill U) Hit, Soaked X) Hit, Kill V) Hit, Kill -------------------------- AC) Hit, Soaked G) Hit, Kill K) Hit, Soaked (HOW!!?!?!) I) Hit, Kill ENEMY ACTION --------------------------------------------------------- ML vs. N) Hit, wound save(+2) Vs 15 damage: Success M-CLASS============================================= ------------------------------------ Mobber (mb) [Movement:3][Detection:20] [Evasion:0][Defense:0] Weapons- Melee[Damage:5/2][Range:1] Special: If only 1 mobber is present in a square, it has a 50% chance of splitting into 2 instead of moving that turn. If 2 or more are present there is a 25% chance that it will split to add an additional Mobber instead of moving, up to a maximum of 4 Mobbers in 1 square. --------------------------------------------- Mongrel (ml) [Movement:4][Evasion:4][Defense:0] Weapons: Melee[Damage:8/1][Range:1] --------------------------------------------- Maggot (mg) [Movement:3][Detection:16] [Evasion:2][Defense:6] Weapons- Acid spit[Damage:15/15][Range:3] Special: when killed, bursts into a AOE:2 explosion of acid, (Blast:10) which deals (10/10)damage. Does not effect Geist. This acid cloud persists and shrinks by 1 radius per turn (beginning the turn after it was created) until it dissipates entirely. The acid cloud also adds an accuracy penalty in the same manner as a Smoke grenade. S-CLASS=========================================== --------------------------------------------- Slinger (Sl) [Movement:5][Evasion:6][Defense:4] Weapons: Javelin[Damage:10/2][Range:10] ------------------------------------ Scarab (Sb) [Movement:7][Detection:12] [Evasion:4][Defense:5] Weapons- Claws[Damage:14/5][Range:1] G-CLASS=========================================== --------------------------------------------- Goliath (Gl) [Movement:4][Detection:20] [Evasion:-2][Armor:25][Health:75] Weapons- Claws[Damage:22/20][Range:2] Bombard[Damage:15/3][Range:10](Ballistic)(AOE:1)(Blast:12)
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 14, 2017 3:04:57 GMT -8
H,J, go N3, take a pot shot at the MRs to the lower right of you.
Everyone else, hold your ground and shoot the MRs to the North.
Suggestions for the rest of the team: When shooting MRs, try to kill off smaller groups first, to minimize the amount of reproduction they do. Let the MRs advance beyond the graveyard in the center. I'm hoping that we might find something useful there if we don't blow all that stuff up.
|
|
|
Post by Abyssal Squid on Jun 14, 2017 21:57:21 GMT -8
A, reload and head over to TA. B, shoot at a mongrel, let's say the one chasing VB. E, join Alpha Squad. Alpha Squad, shoot at mongrels.
Not terribly concerned here, Alpha squad has an expected 2.3 kills and the mobbers are gross but not scary.
|
|
|
Post by vikinghelmet on Jun 16, 2017 20:14:22 GMT -8
If everything goes well I think a HE rocket in a turn or two can wipe out the vast bulk of the mobbers once they clear the scrapyard. Until then, cleanup.
VB area fire at the cluster of 4 mongrels to the east and drive 2 S to try and crush the mongrel NPR shoot at the nearest mongrels Q single-shot at the nearest mobber.
|
|
|
Post by siefun on Jun 17, 2017 16:11:49 GMT -8
T gets outta da jeep and goes to join SUX-V.
SUX-V reload or shoot ARC at mobbers.
|
|
|
Post by Gravedust on Jun 19, 2017 14:30:00 GMT -8
(( Eesh.. rough dice this round. )) PLAYER ACTION -------------------------------------------------------- H) Miss J) Hit, Kill AC) Hit, Soaked G) Hit, Kill K) Hit, Kill I) Hit, Kill -------------------------------- B) Miss C) Miss D) Hit, Kill E) Hit, Kill F) Hit, Soaked -------------------------------- VB Area fire { ML1: miss ML2: Miss } Crushes ML (Counterhit: turret ring (-1 armor) N) Hit, Kill P) Hit, Kill R) Hit, Soaked Q) Hit, Kill -------------------------------- S) Hit, Soaked V) Hit, Kill ENEMY ACTION --------------------------------------------------------- ML vs. P: Hit -Wound save vs. 8 damage (Failed) -Death save vs. 8 damage (Success) -Wound level set to 8 ML vs. F: hit -Wound save vs. 8 damage (Failed) -Death save vs. 8 damage (Failed) M-CLASS============================================= ------------------------------------ Mobber (mb) [Movement:3][Detection:20] [Evasion:0][Defense:0] Weapons- Melee[Damage:5/2][Range:1] Special: If only 1 mobber is present in a square, it has a 50% chance of splitting into 2 instead of moving that turn. If 2 or more are present there is a 25% chance that it will split to add an additional Mobber instead of moving, up to a maximum of 4 Mobbers in 1 square. --------------------------------------------- Mongrel (ml) [Movement:4][Evasion:4][Defense:0] Weapons: Melee[Damage:8/1][Range:1] --------------------------------------------- Maggot (mg) [Movement:3][Detection:16] [Evasion:2][Defense:6] Weapons- Acid spit[Damage:15/15][Range:3] Special: when killed, bursts into a AOE:2 explosion of acid, (Blast:10) which deals (10/10)damage. Does not effect Geist. This acid cloud persists and shrinks by 1 radius per turn (beginning the turn after it was created) until it dissipates entirely. The acid cloud also adds an accuracy penalty in the same manner as a Smoke grenade. S-CLASS=========================================== --------------------------------------------- Slinger (Sl) [Movement:5][Evasion:6][Defense:4] Weapons: Javelin[Damage:10/2][Range:10] ------------------------------------ Scarab (Sb) [Movement:7][Detection:12] [Evasion:4][Defense:5] Weapons- Claws[Damage:14/5][Range:1] G-CLASS=========================================== --------------------------------------------- Goliath (Gl) [Movement:4][Detection:20] [Evasion:-2][Armor:25][Health:75] Weapons- Claws[Damage:22/20][Range:2] Bombard[Damage:15/3][Range:10](Ballistic)(AOE:1)(Blast:12)
|
|
|
Post by cokerpilot on Jun 20, 2017 12:58:27 GMT -8
Should I go ahead and preposition my mobile assets north to support you guys there or keep holding the back in case of surprises?
|
|
|
Post by Abyssal Squid on Jun 21, 2017 20:21:54 GMT -8
I'd wait for the acid clouds to dissipate a bit more before moving VE forward, but moving ahead seems like a good idea. TA doesn't need to do anything though.
A, grab an ARC from TA. B, run over to TA and grab an ARC ammo. Alpha Squad, avenge F :{
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 21, 2017 23:23:11 GMT -8
I see a beautiful target for a high explosive rocket.
|
|
|
Post by vikinghelmet on Jun 22, 2017 18:37:49 GMT -8
Gravedust, the blast radius for an HE rocket is 2 squares, right? like this: XXXXX XXXXX XXXXX XXXXX XXXXX and not: OOXOO OXXXO XXXXX OXXXO OOXOO ?
|
|
|
Post by Gravedust on Jun 22, 2017 19:30:42 GMT -8
Gravedust, the blast radius for an HE rocket is 2 squares, right? like this: XXXXX XXXXX XXXXX XXXXX XXXXX and not: OOXOO OXXXO XXXXX OXXXO OOXOO ? The top one, yep. Also my schedule is completely borked, the prospect for getting around out tomorrow is pretty much nonexistant. Monday is questionable too but after that it should be smooth sailing again.
|
|
|
Post by siefun on Jun 24, 2017 21:13:36 GMT -8
SUX-V & T to shoot with ARCs at the mobbers.
|
|
|
Post by vikinghelmet on Jun 25, 2017 18:45:59 GMT -8
N toss a grenade at the two mongrels to the south (I could hit all three, but maybe not blowing up VC right now would be good) R heal up P VB maintain facing and go 2 E 4 N, and deploy O to the NE from that position Q, light up the mobber pile with a HE rocket like so:
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Jun 26, 2017 3:36:41 GMT -8
I - area fire 4E 2N KB - move 1W and reload HJ move 2N 1E Everyone with an ARC rifle: Shoot the nearest geist.
|
|