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Re: return to Rally Point

Posted: Thu Oct 26, 2017 4:40 pm
by Caadium
Dagger walks Tricksy to 1106. As he does, he sends a broad channel comm hoping his opponents can hear him:

"Your unit has fought valiantly, but you are beaten. Surrender, and nobody else has to get hurt."

Re: return to Rally Point

Posted: Thu Oct 26, 2017 4:47 pm
by wolfpack
E4 runs 5 into the woods in 1410.

In a few more minutes you will be eating those words.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 5:09 pm
by GreyWolfVT
Ivan P2 moves to 1409 and turns to face E4

Brownlee F2 moves to 1310 turning to face E4

Re: return to Rally Point

Posted: Thu Oct 26, 2017 5:13 pm
by wolfpack
GreyWolfVT wrote:Ivan P2 moves to 0907 and turns to face E3 not wanting to leave his back to E4.
to do that you have to move through the water hex so i would need a piloting roll (you can't cross through a hex an enemy mech is in). also need F2's move. E3 moves last

Re: return to Rally Point

Posted: Thu Oct 26, 2017 5:44 pm
by GreyWolfVT
wolfpack wrote:
GreyWolfVT wrote:Ivan P2 moves to 0907 and turns to face E3 not wanting to leave his back to E4.
to do that you have to move through the water hex so i would need a piloting roll (you can't cross through a hex an enemy mech is in). also need F2's move. E3 moves last
Changing my move tactic and location, editing my post above.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 5:49 pm
by wolfpack
E3 jumps 6 to the heavy woods
piloting
[2d6] = 9
Fire phase
terraincomp1.png
terraincomp1.png (1.51 MiB) Viewed 478 times

Re: return to Rally Point

Posted: Thu Oct 26, 2017 6:05 pm
by Diamond_Spear
wolfpack wrote:E3 jumps 6 to the heavy woods
piloting
[2d6] = 9
Fire phase
terraincomp1.png
Correct me if I’m wrong but I believe that Zeke and White are both out of range of everyone.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 6:10 pm
by Caadium
Diamond_Spear wrote:
wolfpack wrote:E3 jumps 6 to the heavy woods
piloting
[2d6] = 9
Fire phase
terraincomp1.png
Correct me if I’m wrong but I believe that Zeke and White are both out of range of everyone.
Looks that way. With the BJ gone, Orloff is also out of range.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 6:21 pm
by Caadium
With the ejection of the Blackjack, Gene looks for another target. Seeing the Clint jump away, he settles on the Hermes. With the difficulty of the shots, he figures this is a great time to get his heat back under control and limits the shot to his Medium Lasers. As he watches the Blackjack pilot eject, his first shot at the Hermes is nowhere near the mark. The second shot had the target's cockpit dead-to-rights, but just as the trigger was pulled the Hermes slipped behind a tree.
Dagger at F4: Gunnery 4 + 1 Walk + 2 target movement + 1 target in woods + 2 medium range = TN 10
Medium Laser: Hit=[2d6] = 3 | Location=[2d6] = 7 | CritChance=[2d6] = 9
Medium Laser: Hit=[2d6] = 9 | Location=[2d6] = 12 | CritChance=[2d6] = 8

Re: return to Rally Point

Posted: Thu Oct 26, 2017 6:40 pm
by BuckshotChuck
Spectre fires both medium lasers at the Hermes that ran into the woods. One lucky beam strikes the mech's injured right arm and melts through the minimal remaining armor into arm's internal structure. "Keep a lookout boys.", Spectre warns over the mission comm line. "Their still pretty belligerent, so we should keep an eye out for enemy reinforcements.

Armbuster fires his Stinger's single medium laser at the same target, but is unable to strike the mech.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 6:40 pm
by GreyWolfVT

Re: return to Rally Point

Posted: Thu Oct 26, 2017 7:36 pm
by wolfpack
One of brownlee's machines guns rake the center torso of the Hermes while Ivans SRM's hit home one tearing more armor from the center torso and the other destroying the remaining myomer on the right arm blowing it off.
# of missles [2d6] = 9(2)
1st : your CT hit
2nd:[2d6] = 3

Re: return to Rally Point

Posted: Thu Oct 26, 2017 7:48 pm
by wolfpack
E3:AC5 at P1
E4: AC5, ML, Flamer at P2
E3 (5 +3 jump +2 move+2 range=12)
AC5:[2d6] = 11

E4 (5 +2 run +1 for move=8 +3 for min ac5=11)
ac5:[2d6] = 11
ML:[2d6] = 8
flamer:[2d6] = 5

ac5 local:[2d6] = 5(rl)
ml local:[2d6] = 11(la)
The clint's autocannon round wizzs by daggers head barely missing. Ivan is not so lucky however as the autocannon round from the hermes blasts the armor from his right leg and the laser melts what is left of his left arm.

Other mechs are out of range

Physical attack phase

with both of Ivan legs injured the Hermes tries to finish off the little mech with a swift kick, he misses but remains on his feet
kick (5 +2 for run + 1 for move=8)
[2d6] = 7
[2d6] = 7
both ivan and brownlee can attempt a kick if they want

Re: return to Rally Point

Posted: Thu Oct 26, 2017 8:08 pm
by GreyWolfVT

Re: return to Rally Point

Posted: Thu Oct 26, 2017 10:44 pm
by wolfpack
Both kicks miss, brownlee's mech slips out from under him and he falls while Ivan maintains his balance.
piloting:[2d6] = 3
falling damage:[2d6] = 9(ll)

Ivan
piloting[2d6] = 5
heat phase
no overheat generated


initiative
[2d6] = 3

Re: return to Rally Point

Posted: Thu Oct 26, 2017 10:48 pm
by Caadium

Re: return to Rally Point

Posted: Thu Oct 26, 2017 10:51 pm
by Caadium
Across a channel both allied lances can hear: "White, Shadow, unless a better target presents itself, run west around the water to pin these guys in."

Re: return to Rally Point

Posted: Thu Oct 26, 2017 10:55 pm
by wolfpack
E3 jumps 5 into the heavy woods
piloting
[2d6] = 7
E3-jump 5

move 5

terraincomp1.png
terraincomp1.png (1.51 MiB) Viewed 458 times

Re: return to Rally Point

Posted: Thu Oct 26, 2017 11:45 pm
by Caadium
With the loss of his last target, Lt. Orloff runs to engage what is left of the enemy.

Run 6 spaces to 1206, right in front of Lt. Harlow.

Re: return to Rally Point

Posted: Thu Oct 26, 2017 11:47 pm
by wolfpack
Caadium wrote:With the loss of his last target, Lt. Orloff runs to engage what is left of the enemy.

Run 6 spaces to 1206, right in front of Lt. Harlow.

piloting roll to run over rubble