return to Rally Point

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Diamond_Spear
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Re: return to Rally Point

#41 Post by Diamond_Spear »

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.
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. :)

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Re: return to Rally Point

#42 Post by wolfpack »

your move

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Re: return to Rally Point

#43 Post by Recklessfireball »

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. :)
Eh, I posted the warning too late anyway; Zeke and White had already moved. :P

Orloff moves to 0203, facing 0304. Gene moves up begin him, covering his rear, to hex 0103.

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Re: return to Rally Point

#44 Post by wolfpack »

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
terraincomp1.png
terraincomp1.png (1.51 MiB) Viewed 277 times

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Re: return to Rally Point

#45 Post by Diamond_Spear »

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.

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Re: return to Rally Point

#46 Post by wolfpack »

E1: LL at P3
E2: 2 AC2 at F1
E3: AC5 at F1
E4: AC5 at F1
E1 (4 +1 for walk +3 for movement = 8)
LL:[2d6] = 11

LL location: [2d6] = 6
Critical:[2d6] = 9(1)


E2: (5 +3 for movement +2 for range=10)
AC2:[2d6] = 11
AC2:[2d6] = 11

Ac2 location:[2d6] = 7(ct)
ac2 location:[2d6] = 5 (rl)

E3: (5 +3 for movement + 2 for range=10)
ac5:[2d6] = 9

E4: (5 +3 for move +2 for range=10)
ac5:[2d6] = 9
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.

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Re: return to Rally Point

#47 Post by wolfpack »

You got it Doughty, eat laser asshole

F4 2 ML at E1
P4 ML and SRM2 at E1
F4 (5 +2 for range +2 for move +1 for woods, +1 for move=11)
ML:[2d6] = 11
ML:[2d6] = 7

Ml location:[2d6] = 7(ct)

E4 (6+2 for run +2 range +1 move +1 woods=12)
ml:[2d6] = 7
srm2:[2d6] = 5
Whites first shot strikes the phoenix hawk directly in the middle of it's chest

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Re: return to Rally Point

#48 Post by Recklessfireball »

F4 2 ML at P1
P4 ML and SRM2 at P1
White and Zeke both shot at me? Mutiny! :P :mrgreen:

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Re: return to Rally Point

#49 Post by wolfpack »

Recklessfireball wrote:
F4 2 ML at P1
P4 ML and SRM2 at P1
White and Zeke both shot at me? Mutiny! :P :mrgreen:
oops lol they are still mad you called the sgt a private. fixed

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Re: return to Rally Point

#50 Post by Recklessfireball »

OOC: Well, this is going well so far. :P

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

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Re: return to Rally Point

#51 Post by wolfpack »

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

#52 Post by BuckshotChuck »

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

#53 Post by wolfpack »

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.
don;t forget the fusilier mech (F3)

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Re: return to Rally Point

#54 Post by BuckshotChuck »

Seeing his running buddy blasted, Armbuster opens up with his medium laser at long range at the assailant, but his shot goes wide.
gunnery 5 + run 2 + move 1 + woods 1 + range 4 = TN 13(12)
Armbuster ML Shot: Hit=[2d6] = 7 | Location=[2d6] = 11 | CritChance=[2d6] = 7
____________________________________________________________________________________________

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Re: return to Rally Point

#55 Post by wolfpack »

Heat phase
No heat generated

init
[2d6] = 3

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Re: return to Rally Point

#56 Post by Recklessfireball »


wolfpack
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Re: return to Rally Point

#57 Post by wolfpack »

E2 stands still

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Re: return to Rally Point

#58 Post by GreyWolfVT »

wolfpack wrote:E2 stands still
This be some backwards arsed chess game usually pieces have to move each turn you know in "chess" :P
Last edited by GreyWolfVT on Fri Oct 20, 2017 6:09 pm, edited 1 time in total.
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Re: return to Rally Point

#59 Post by wolfpack »

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

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Re: return to Rally Point

#60 Post by Diamond_Spear »

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.

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