Probably. I am, however, trying to make sure I keep Zeke’s relative lack of experience in mind as I move. Also, I’m pretty rusty so I’m sure I’m missing things that I’d catch if I’d played more recently.Recklessfireball wrote:OOC: Be careful when you move, guys. He's going to initiative sink with E2 and E3, moving the two mechs on the ground last. And since we lost initiative this round, that makes it particularly tricky. I want to move Orloff and my mech last, so I can have the best possible positioning to bring our heavier weapons to bear.
return to Rally Point
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Re: return to Rally Point
Re: return to Rally Point
your move
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- Ranger
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Re: return to Rally Point
Eh, I posted the warning too late anyway; Zeke and White had already moved.Probably. I am, however, trying to make sure I keep Zeke’s relative lack of experience in mind as I move. Also, I’m pretty rusty so I’m sure I’m missing things that I’d catch if I’d played more recently.
Orloff moves to 0203, facing 0304. Gene moves up begin him, covering his rear, to hex 0103.
Re: return to Rally Point
E1 walks 4 to the light woods
e1 walks 4 to 0315
e2 - stand still
e3 - stand still
e4-stand still
declare and roll fire
e1 walks 4 to 0315
e2 - stand still
e3 - stand still
e4-stand still
declare and roll fire
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Re: return to Rally Point
Zeke and White will open up on E1 with everything that has the range to reach him.
”Target the designated mech and fire, White,” Zeke radios as he engages the enemy mech.
OOC: posting from phone so if you would be so kind Wolfpack.
”Target the designated mech and fire, White,” Zeke radios as he engages the enemy mech.
OOC: posting from phone so if you would be so kind Wolfpack.
Re: return to Rally Point
E1: LL at P3
E2: 2 AC2 at F1
E3: AC5 at F1
E4: AC5 at F1
Spectre runs his spider with ease across the battlefield, his confidence soaring with the way his speedy mech has hadnled everything thrown at it today, when suddenly he is jerked hard to the right. For the first time he has taken a hit, and a large one, as the phoenix hawks large laser melts through his right torso destroying a jump jet.
The 2 lance commanders race to close distance on the long rang mechs. As Orloff turns to run by the wood line he is jolted as the uncannily accurate blackjack slams two autocannon shells into his tiny mech.
E2: 2 AC2 at F1
E3: AC5 at F1
E4: AC5 at F1
The 2 lance commanders race to close distance on the long rang mechs. As Orloff turns to run by the wood line he is jolted as the uncannily accurate blackjack slams two autocannon shells into his tiny mech.
Re: return to Rally Point
You got it Doughty, eat laser asshole
F4 2 ML at E1
P4 ML and SRM2 at E1
Whites first shot strikes the phoenix hawk directly in the middle of it's chest
F4 2 ML at E1
P4 ML and SRM2 at E1
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Re: return to Rally Point
White and Zeke both shot at me? Mutiny!F4 2 ML at P1
P4 ML and SRM2 at P1
Re: return to Rally Point
oops lol they are still mad you called the sgt a private. fixedRecklessfireball wrote:White and Zeke both shot at me? Mutiny!F4 2 ML at P1
P4 ML and SRM2 at P1
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Re: return to Rally Point
OOC: Well, this is going well so far.
Grinding his teeth at the toll the enemy unit was taking on their forces, Gene forces himself to remain calm and brings the Harmon large laser to bear on the Hermes in the light woods at 0907. Orloff supports his attack with a shot from his medium laser and a volley from his SRM 6.
Large Laser: Hit=[2d6] = 6 | Location=[2d6] = 3 | CritChance=[2d6] = 6
Orloff Medium laser hit [2d6] = 5, Location [2d6] = 9, Critical [2d6] = 5
Orloff SRM 6 Hit [2d6] = 5, Location [2d6] = 9, Critical [2d6] = 6
Grinding his teeth at the toll the enemy unit was taking on their forces, Gene forces himself to remain calm and brings the Harmon large laser to bear on the Hermes in the light woods at 0907. Orloff supports his attack with a shot from his medium laser and a volley from his SRM 6.
Large Laser: Hit=[2d6] = 6 | Location=[2d6] = 3 | CritChance=[2d6] = 6
Orloff Medium laser hit [2d6] = 5, Location [2d6] = 9, Critical [2d6] = 5
Orloff SRM 6 Hit [2d6] = 5, Location [2d6] = 9, Critical [2d6] = 6
Re: return to Rally Point
Just need spectres shots this round and we roll init since F2 and P2 are still out of range of their weapons.
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Re: return to Rally Point
Taking aim at the enemy as it enters the trees, David opens up with both medium lasers. Just as he fires though, the Phoenix Hawk's large laser bores into his own right torso, throwing his aim off as it rocks his mech to the side.
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- Jimmy Nguyen - Martial Artist Detective - 4e GURPS - Rebirth of Power
- David "Spectre" Coughlan - Piloting a SDR-5V - Battletech - [Mechwarrior 2] 3028 campaign
Re: return to Rally Point
don;t forget the fusilier mech (F3)BuckshotChuck wrote:Taking aim at the enemy as it enters the trees, David opens up with both medium lasers. Just as he fires though, the Phoenix Hawk's large laser bores into his own right torso, throwing his aim off as it rocks his mech to the side.
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Re: return to Rally Point
Seeing his running buddy blasted, Armbuster opens up with his medium laser at long range at the assailant, but his shot goes wide.
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- Jimmy Nguyen - Martial Artist Detective - 4e GURPS - Rebirth of Power
- David "Spectre" Coughlan - Piloting a SDR-5V - Battletech - [Mechwarrior 2] 3028 campaign
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Re: return to Rally Point
E2 stands still
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Re: return to Rally Point
This be some backwards arsed chess game usually pieces have to move each turn you know in "chess"wolfpack wrote:E2 stands still
Last edited by GreyWolfVT on Fri Oct 20, 2017 6:09 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: return to Rally Point
with exactly double the mech your move will be
Me -1
you-2
me-1
you-2
me-1
you-2
me-1
you-2
as long as you double what I have you get to move more than 1 last when you win init
Me -1
you-2
me-1
you-2
me-1
you-2
me-1
you-2
as long as you double what I have you get to move more than 1 last when you win init
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Re: return to Rally Point
White, I’m going to circle behind E1, you loop around so you’re nose to nose. If he moves forward we’ve still got a friend back here. If he retreats we can keep swarming him.”
Zeke will loop to 0314 and White to 0316. If needed they will swing a little wide to ensure a run movement.
Zeke will loop to 0314 and White to 0316. If needed they will swing a little wide to ensure a run movement.