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Re: Rally Point

Posted: Fri Oct 13, 2017 6:43 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 6:51 pm
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

Posted: Fri Oct 13, 2017 6:59 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 7:04 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 7:06 pm
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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Re: Rally Point

Posted: Fri Oct 13, 2017 7:08 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 7:11 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 7:35 pm
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

Re: Rally Point

Posted: Fri Oct 13, 2017 8:31 pm
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

Re: Rally Point

Posted: Fri Oct 13, 2017 8:41 pm
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

Posted: Fri Oct 13, 2017 8:48 pm
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. "

Re: Rally Point

Posted: Fri Oct 13, 2017 8:58 pm
by Diamond_Spear
Zeke will run to 0415 and make sure to keep the enemy mechs in his firing arc.

Re: Rally Point

Posted: Fri Oct 13, 2017 10:33 pm
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

Posted: Fri Oct 13, 2017 10:43 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 10:45 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 10:49 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 11:09 pm
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

Re: Rally Point

Posted: Fri Oct 13, 2017 11:15 pm
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.

Re: Rally Point

Posted: Fri Oct 13, 2017 11:38 pm
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."

Re: Rally Point

Posted: Fri Oct 13, 2017 11:40 pm
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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