Bobcloclimar Posted February 12 Author Clone Share Posted February 12 33 minutes ago, Tecmes said: I can't seem to see the image for T7 movement in the other thread? Fixed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 12 Author Clone Share Posted February 12 (edited) 1 hour ago, Inash said: T-bolt T7 move Run to 2508 facing 2509 No idea what I'll have for LoS, but it should be my fastest route to the water. You can only make it to 2507, and would only be able to see the Peregrine; only the Level 1 hexes grant LOS to the other mechs. The arrangement of the woods hexes will likely block any LOS while in the river until you can make it to ~2113 (unless the scrum heads north). Available hexes and 2507 LOS Edited February 12 by Bobcloclimar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted February 12 Clone Share Posted February 12 That is the hex I intended... I was just looking at the wrong place for the number. Sorry. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted February 12 Clone Share Posted February 12 Phoenix T7 move Jump into 1713, face SW. UNLESS the Scarabus or Starslayer wants that spot, in which case I'll walk into 2016. I have no range advantage on the Caesar, so I'll bring the MPLs to bear... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Demented Posted February 13 Clone Share Posted February 13 The Archer has medium range shots on the Caesar, so it can stay put this round. @InashYou could sprint to 2105. The woods will shield you this turn, and you'll be able to get stuck in the next. Demented T7 Move Run 1709>1508>1513 end 1513 facing SE. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cirlot Posted February 13 Clone Share Posted February 13 (edited) Okay, I've got a potential backshot here and if I calculated the TN's right it's on 6 up which is too good not to take. Here's hoping the Po doesn't rip me a new one . . . then again, I wasn't banking on my Left Torso making it through the round anyway. One note - order of movement here matters: the Starslayer needs to move BEFORE Demented as I'm running through Hex 1513 and don't want to cause an accidental on-side charge. Cirlot - Starslayer Movement Phase - Turn 7 Run - > 1714 (1 MP) -> 1613 (1 MP) -> 1513 (2 MP) - > Turn SW (1 MP) -> 1413 (2 MP) -> 1314 ( 1 MP) [8 MP Total] ENDING Hex: 1314 facing SW Torso Twist S and might as well pre-declare the Firing phase because, well, we all knew what this was. That and I might be AFK the next day or two and don't want to hold things up. Cirlot - Starslayer Firing Phase - Turn 7 on the Banshee! 2 LL, 2 ML, 1 SL and 4 SRMs up the tailpipe! aaaaand lastly, a hoped for physical attack phase. There's a nonzero chance I lose the LT and attached arm which means this might not be possible, but if the Starslayer's left arm is in working order in the physical attack phase . . . Cirlot - Starslayer Physical Attack Phase - Turn 7 Left Arm Punch into the back of the Banshee. Edited February 13 by Cirlot (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Demented Posted February 13 Clone Share Posted February 13 You know, the Banshee has that hatchet, so attacking from there is trading a 5-point punch for a 19-point hatchet. On your painfully exposed left side. I'd either jump to push the TNs up and allow you to turn to present for front table hits, or give up on physicals altogether and run through the trees to to 1412 and then extend to 1213. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cirlot Posted February 13 Clone Share Posted February 13 It's also rear armor/locations on the Banshee vs. a hatchet swinging at the Starslayer's entire to-hit chart (unless I'm off on the math it can't choose to use the punch table, the +4 mod pushes it into auto-fail territory). Between that and the slight edge in to-hit modifiers ( 7 vs. 8, my favor) I'm inclined to take the risk. The Banshee isn't the pointiest of 'mechs but it's got an ungodly amount of armor to churn through so I'm in favor of maximizing the chance of punching through the rear armor and hitting something juicy at the expense of safety. I'm not going to pretend it's the smartest play, but smart pilots don't take mediums up against heavies to being with. 🙄 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted February 13 Clone Share Posted February 13 17 hours ago, Demented said: @InashYou could sprint to 2105. The woods will shield you this turn, and you'll be able to get stuck in the next. I don't think I can get to 2105. That would take more than the 6 movement I have when running. Unless there's some newfangled movement rule that gives me a higher speed... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted February 13 Clone Share Posted February 13 31 minutes ago, Inash said: I don't think I can get to 2105. That would take more than the 6 movement I have when running. Unless there's some newfangled movement rule that gives me a higher speed... Yes, "sprinting" (see the Scenario 1 options in effect on the game page). No shooting, more MPs than Run. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 14 Author Clone Share Posted February 14 (edited) 10 hours ago, Inash said: I don't think I can get to 2105. That would take more than the 6 movement I have when running. Unless there's some newfangled movement rule that gives me a higher speed... The magenta hexes in the image above are the ones accessible by sprinting. In addition to what Tecmes noted, sprinting also makes it easier to be hit (additional -1 modifier, so sprinting 4 hexes would be a net +0). Edited February 14 by Bobcloclimar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 15 Author Clone Share Posted February 15 @InashHave you decided if you're going to 2105, 2507, or some other hex? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted February 15 Clone Share Posted February 15 I'm going to stick with my current plan and try to take out the peregrine. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted February 16 Author Clone Share Posted February 16 Turn 7 Shooting is up. @Inash, you can't actually hit anything from where you are (the Peregrine has too large of a to-hit modifier, which I should have picked up on earlier), so I will allow a retcon if you want to sprint instead (only to a place that doesn't have LOS to the other mechs, to avoid changing their fire orders). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecmes Posted February 16 Clone Share Posted February 16 Phoenix T7 shooting Both MPLs and one ERLL at Caesar. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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