Demented Posted January 26 Clone Share Posted January 26 (edited) Technically it applies this turn, but not until the End Phase, which won't help. Demented T3 Movement B2 L1 B2 L1 B4 End 1909 S. Turn all the heat sinks back on, and TAG the Banshee for giggles. Edited January 26 by Demented (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted January 27 Author Clone Share Posted January 27 (edited) Banshee successfully TAGged! Turn 3 shooting phase is up. @Demented, TAGging will actually give you an extra +1 if you were planning on shooting anything this turn, so I can retcon that if you want (note: the current modifiers assume you are NOT using the TAG). @Inash, you might want to buckle up a bit, there's a lot of dakka heading your way. Edited January 27 by Bobcloclimar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Demented Posted January 27 Clone Share Posted January 27 Is this some sort of optional house rule MegaMek has? I wish I'd known sooner, because that makes TAG huge instead of deadweight. I absolutely want to re-target the Axman instead. Demented T3 Firing TAG the Axman. No other weapons. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted January 27 Author Clone Share Posted January 27 Maybe it's a bug? I see at least two related bugs (both closed) on the MM GitHub. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cirlot Posted January 27 Clone Share Posted January 27 While I technically have a shot with the large lasers on the banshee at 11+ it isn't worth it, just gonna sink heat this turn. Cirlot - Turn 3 Firing Phase - NA No shots fired. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted January 29 Clone Share Posted January 29 Phoenix T3 shoot Both ERLL at Axman. I didn't expect *everyone* to shoot at the Tbolt. It means that they're not shooting everything they have. Hope our luck holds on! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted January 31 Clone Share Posted January 31 Inash T3 Everything that can reach the axeman at the ace man. If he drops first somehow, then target the Caesar Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 1 Author Clone Share Posted February 1 (edited) Turn 4 movement phase is up. Apologies for the delay. The Axman was lucky and didn't suffer any armor breaks in the last shooting phase, although it's torso armors are looking pretty thin. The other Mechs and the Po are still doing... something and not really moving around. The Peregrine has decided to buzz the hill with our long-ranged units and is currently mocking them with its aft vent ports. Excior has decided to leave the game, so I will be taking over the Archer, unless you want to vote on its actions. I think it'll likely be staying put for at least this turn, though. Edited February 1 by Bobcloclimar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted February 1 Clone Share Posted February 1 Baring a better plan (feel free to suggest one if someone has a better idea), my thinking is to twist and unload short range weapons at the peregrine. Inash T4 movement Tbolt will stay put but torso twist to face the peregrine Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted February 1 Clone Share Posted February 1 Phoenix T4 movement Move backwards to 2011 I'm not using the excellent hex 1912 because both the Starslayer and Scarabus have weapons that are better at that range of 2. The Axman will have to wait... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Demented Posted February 2 Clone Share Posted February 2 11 hours ago, Inash said: Baring a better plan (feel free to suggest one if someone has a better idea), my thinking is to twist and unload short range weapons at the peregrine. Inash T4 movement Tbolt will stay put but torso twist to face the peregrine You can fire three mediums at the VTOl secondary while keeping up the long-range stuff at the enemy 'Mechs, and put your heat up to 7, which won't be enough to impact your shooting next turn. Add the Archer's SRMs and one of you might get lucky. And it's Peregrine, so you only have to get lucky once. Go after an AC/2 packing assault when there's two XLed heavies with armor wearing thin? I think not. Demented T4 Movement F1 R1 F6 R1 F2 L2 F1. End 1113 facing S Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cirlot Posted February 2 Clone Share Posted February 2 Hmm. I can manage a few high-risk middling reward positions that would give me a full alpha shot on the Caesar and also hopefully draw some fire from the Scab but the resultant exchange would likely leave the slayer a smoldering crater: taking on a Caesar from the front at range 2 seems like it could end poorly. Alright, "trooper" doesn't mean "cannonfodder" - gonna leave the Scarabus scare an ax bus . . . not proud of this one, and I acknowledge it only barely, tangentially, makes sense. Look, you're playing witha dude who makes "pew pew" noises, a certain level of immaturity is to be expected. and make the safe play. Side note, I'm not gonna have energy weapon fire to spare this turn but I'm getting a bit tired of Princess turtling - anyone want spare a shot ot two to light some hexes on fire to try and get them to budge? Cirlot Turn 4 - Movement Phase Running to 1912, ending facing N, torso twist NW. Line of Movement: Turn NW (1 MP), Forward to 2014 (1 MP), Forward to 1914 (2 MP), forward to 1913 (1 MP), turn N (1 MP), Forward to 1912 (2 MP). 8 MP total. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted February 2 Clone Share Posted February 2 43 minutes ago, Demented said: Go after an AC/2 packing assault when there's two XLed heavies with armor wearing thin? I think not. I see your point, and I'm certainly eager to finish that Axeman and get some lucky shots on the Caesar, but my point is that we have an opportunity this turn to shoot at a single enemy while none of the others can get LOS on us through the woods, except to the distant artillery and using only part of their array. I mean even if the Corsair is not the most threatening, that's kind of a free turn for us... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Demented Posted February 2 Clone Share Posted February 2 I do see the merits of picking off the lone guy. Alright. Demented T4 Movement R2 F3 L1 F1 L1 F3 L1 F3 R1. End 1912 S Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 2 Author Clone Share Posted February 2 11 hours ago, Tecmes said: Phoenix T4 movement Move backwards to 2011 Is this from 1914-1911 to 2011, with final facing SW? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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