Rally Point

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Recklessfireball
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Re: Rally Point

#21 Post by Recklessfireball »

"Advancing right. Let's see if we can draw them out. Ivan, stick close, keep to my six, and stay under cover if possible. Let me advance first and draw their fire. I don't want to give them too much of an opportunity to take a shot at your Wasp; another hit or two might incapacitate you."

Gene pushes the Hawk's throttle forward and runs to hex 0203, then turns to the left and moves one more hex into 0104.
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Re: Rally Point

#22 Post by wolfpack »

As Eugene runs across the grassy plain he hears the roar of jump jets as a Stinger (E2) takes of and flys through the air, disappearing into heavy woods.

e1-
e2- Jump 6 to 1208
e3-
e4-
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Re: Rally Point

#23 Post by GreyWolfVT »

Ivan moves forward going a similar path as Gene. Jumping to 0102 or as close as I can get to it. Turning to face E2.
“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

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Recklessfireball
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Re: Rally Point

#24 Post by Recklessfireball »

Tactics [2d6] = 9

Wolfpack: His target was a 7 I believe yours was an 8 so he would have won. This was for the init tie but you moved first anyway.
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Re: Rally Point

#25 Post by wolfpack »

the other stinger (e1) follows it's comrades lead and jumps into the woods

e1-Jump 6 to 1209
e2- Jump 6 to 1208
e3-
e4-
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wolfpack
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Re: Rally Point

#26 Post by wolfpack »

GreyWolfVT wrote:Ivan moves forward going a similar path as Gene. Jumping to 0102 or as close as I can get to it. Turning to face E2.

You couldn't jump all the way to 0102 so I put you in 0303 in heavy woods.
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Re: Rally Point

#27 Post by GreyWolfVT »

wolfpack wrote:
GreyWolfVT wrote:Ivan moves forward going a similar path as Gene. Jumping to 0102 or as close as I can get to it. Turning to face E2.

You couldn't jump all the way to 0102 so I put you in 0303 in heavy woods.
close enough I likely miscounted the hexes to move to 0102, 0303 in heavy woods works though.
“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

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
Recklessfireball
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Re: Rally Point

#28 Post by Recklessfireball »

Recklessfireball wrote:Tactics [2d6] = 9

Wolfpack: His target was a 7 I believe yours was an 8 so he would have won. This was for the init tie but you moved first anyway.
Ah, well- I borked that. :lol: I just crawled out of bed when I wrote the post. Probably should have given myself more time to wake up. :P
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Re: Rally Point

#29 Post by BuckshotChuck »

David pilots the spider left, into the heavy woods at a walk.

turn left and walk 4 hexes (using 7 move) to hex 0414 , facing 0315
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Re: Rally Point

#30 Post by wolfpack »

one of the wasps (E4) powers up and sprints to 1514

e1-Jump 6 to 1209
e2- Jump 6 to 1208
e3-
e4- run 8 to 1514
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Re: Rally Point

#31 Post by BuckshotChuck »

"Well, maybe they're not as dumb as I hoped. Careful that these Wasps don't do to you guys what we were attempting. "
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Re: Rally Point

#32 Post by Diamond_Spear »

Zeke will run to 0415 and make sure to keep the enemy mechs in his firing arc.
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Re: Rally Point

#33 Post by wolfpack »

E3 jumps 6 to 1311

e1-Jump 6 to 1209
e2- Jump 6 to 1208
e3-jump 6 to 1311
e4- run 8 to 1514

Declare and Fire
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Re: Rally Point

#34 Post by wolfpack »

E4 fires 1 ML and 1 srm 2 at P3
E3 fires 1 ML at P3
E2 fires 1 ML at P1
E1 fires 1 ML at P3

E4 (5 +2 for run +2 for heavy woods +1 for P3 +2 for distance move = 12)
ML:[2d6] = 7
SRM:[2d6] = 3

E3 (5 +3 for jump + 2 for woods + 1 for p3 move +4 for distance=12)
ML[2d6] = 6

E2 (5 + 3 for jump + 3 for p1 move +2 for woods=12)
ML:[2d6] = 5

E1: (5 +3 jump + 2 woods +1 move +4 distance = 12)
ML:[2d6] = 9
The wasps and stingers move into range and fire up their lasers at the crusaders, but movement and distance is just to great to land on target.
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Re: Rally Point

#35 Post by Recklessfireball »

Line of sight is blocked for me (3+ woods hexes) for E1, E2, & E3. E4 is within long range of my LL, but the final to-hit number is 13, so Gene will hold his fire this round.
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Re: Rally Point

#36 Post by wolfpack »

Recklessfireball wrote:Line of sight is blocked for me (3+ woods hexes) for E1, E2, & E3. E4 is within long range of my LL, but the final to-hit number is 13, so Gene will hold his fire this round.

you don't count the woods they are standing in as blocking LOS so for e2 you can see but it is +2 for the 2 lights and +2 for the heavy woods. you final target will be 12 a 12 always hits.
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Re: Rally Point

#37 Post by Recklessfireball »

Hm, alrighty. Might as well take a pot shot with the LL, then. I can dissipate all the heat this round. I'll fire at E2.[
Large Laser: Hit=[2d6] = 7 | Location=[2d6] = 5 | CritChance=[2d6] = 8
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Re: Rally Point

#38 Post by BuckshotChuck »

David frowns at the enemy movement, disappointed they did not move exactly according to his plan. Hoping to offset some of that frustration, he fires off both medium lasers at the closest Wasp, but his frustration only deepens as the shots miss wide left.
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Re: Rally Point

#39 Post by Diamond_Spear »

"Engaging," Zeke radios as he aims at the enemy mech (E4) with his laser and fires.
Laser To hit: [2d6] = 5, Location [2d6] = 8, Critical [2d6] = 5
Watching his blast go wildly wide Zeke starts swearing.

"That fucking tech misaligned my sights, I swear to god. Not my fault he sucks at cards."
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Re: Rally Point

#40 Post by wolfpack »

I am going to roll for Ivan this round to move to movement phase.

[2d6] = 7

The Crusaders like their enemies are unable to lock on target with the speed and distance still between the mechs.

no physical attacks

no one generated over heat


Inititive
[2d6] = 9

Your roll
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