Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"You. ♥♥♥♥♥♥♥♥♥♥♥! That is MY cheat!!!" > Turn E, 2E, Turn N, 3S. As I pass the Dunfort, reaction fire 100 overcharge Railgun into its rear. AP laser the Ramats cause ♥♥♥♥ them.
Tue Nov 26, 2019 4:23 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tW 1E tN 3S Fire on Dunfort at maximum compression 2S "There's cameras on the walls! The Dunfort can see us!"
Tue Nov 26, 2019 4:29 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
time for the smoke dance
Tue Nov 26, 2019 6:59 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> S tE. Douse the easternmost tile, presumed to be holding the Dunfort, in flamer fire, in addition to a Deora-Lasair.
Tue Nov 26, 2019 11:32 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> 2S, full doot South, AP rockets at cameras.
Last edited by maart3n on Thu Nov 28, 2019 1:56 am, edited 1 time in total.
Tue Nov 26, 2019 6:40 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 1 North
Fire one HE shot at the East-most smoke.
If an enemy that isn't the Dunfort is revealed, fire remainder of shots at it + machinegun, else dump cannon + machinegun into Dunfort.
Trooper Done to reaction fire at anything that tries to zoom towards my flank.
Wed Nov 27, 2019 2:02 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1S, sidestep 1E
>5 mobi punch, all-2 mobi kick!
>Sidestep 1W
Wed Nov 27, 2019 3:45 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Attempt to knock out as many cameras as possible with electrolaser fire while turning CW, move WWN. If the Dunfort is revealed by Baroque open fire on it with the SABRE and Backstop.
Wed Nov 27, 2019 5:45 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [46/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [100 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [13] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - Landed 40/40 HP
"You. ♥♥♥♥♥♥♥♥♥♥♥! That is MY cheat!!!" Fuming as Baroque clears the smoke you start driving up behind the Dunfort and with your Railgun set to overcharge you get behind it and fire. [180mm Railgun] 80+50-4-15-10+10+8:100 - 77 It punches into the rear plating and looks like it did some damage, but the damn thing will take a lot more than that to finish off. All of a sudden a warning siren blares from your console, you look down to see a strobing red error on your railguns readout. Excessive heat: Rail Warping Detected ♥♥♥♥, guess this overcharge thing was too good to be true after all. Taking your anger out to fire a burst of AP fire at the Ramats. [AP Pulse Laser] 80+50-15-45:70 - 85 Your pulses go high, missing completely, but before you get a chance to really get annoyed by this the Dunfort comes barreling out of the gas that Crispr threw at it, narrowly avoiding hitting you, guess they were more interested in leaving the gas than ramming you.
[Any further overcharges past 50 energy use will degrade performance of your Railgun, degradation intensity scaling with energy usage and repetition.]
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [8] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [300] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [59] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
With the smoke clearing and making the Dunfort visible you take aim and open up on it. [Heavy Flamethrower] 80+20+10-5-15:90 - 5 15 13 45 [Ag Caoineadh Iarainn] 80+20+10-15-20:75 - 73 [Discharger APS] 100/80/60/40/20 - 17 48 1487 74 45 38 51 25 27 [Dorn Lasair] 80+20+10-15-20:75 - 99 [Scatter] 8(W) Your Flames lick over its armour heating it up just as its APS shoots down a few of your Deora Shells, but most of them land around it, your Dorn Lasair shell though gets mixed up in the smoke and somehow lands short, bathing Frog and Shockwave in fire... oops? Just as you consider apologising you find yourself the target of the Ramats and Dunfort. [76mm Autocannons] 80+20-20-20:60 - 1276 84 80 9749 40 47 41 29 33 20 [Quad 150mm Howitzer] 80+50-25-20-20:65 - 51 168939 [Discharger APS] 100/80/60 - 30 7983 [Kinetic APS] 100 - 64 The Ramats shots punch into your armour, but your APS combined manages to stop all the fire from the Dunfort, all told the Ramats dealt some damage but nothing you can't cope with really.
TheKebbit - Kettlehead
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [152] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [58] [20/40]
Turning around you strafe your Electrolasers across the Cameras. [Quintuple AP Electrolasers] 80+50:100 - 4 6 55 50 82 You manage to knock out a few of them, but there are just so many that it's unlikely to really make a difference, gotta wonder why they'd want so many cameras on this road when there are none on any of the others. Shelving that thought you swing over to take cover behind what is left of the smoke while locking aim on the Titan Tank, sights squared you open up. [70mm SABRE Chaingun] 80+50+10-5:100 - 73 57 82 70 2 36 62 2 12 15 [Backstop Missile launcher] 80+50+10-35:100 - 54 Your shells and missile tear into its armour now heated up by STOPs Plasma, and do quite a number on it.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Pulling back to get an angle you fire a probing shell into the smoke where the Dunfort should be. [150mm Autocannon] 80+50:100 - 48 It detonates clearing the smoke at which Frog rushes in and gives it a kick dropping its shield, at which you fire some more shells. [150mm Autocannon] 80+50+10-15:100 - 37 39 24 [8mm Machinegun] 80+50+10-15:100 - 80 They detonate on its armour, doing rather minimal damage, and the less said about your machinegun fire the better. Luckily at least your Drones don't have to fire on anything trying to flank you.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [0/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [36 Heat]
"There's cameras on the walls! The Dunfort can see us!" With a shout of warning you move along with Thunder and follow him in reversing behind the Dunfort and cranking up the compression to max you fire your Plasgun into its rear. [30MW Plasgun] 80+40-15+10+10-40:85 - 56 The bolt slams into it, boiling away at armour but sadly failing to penetrate. Continuing past it you come to a screeching halt, right between two of the Ramats who quickly back up while firing on Crispr.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Heading into the smoke you fire a pulse from your Marú Anála out of it, hoping to catch the Ramats, but from what you can see once the others pull past the Dunfort the damned ♥♥♥holes had backed up earlier, keeping them clear of your blast. Paying no heed to their bull♥♥♥♥ you fire your anthill at some of the cameras. [Anthill Micro Missile Pod] 80-10:70 - 8248 70 52 24 47 58725 You take a number out, but before you can think any further one of Crisprs shells detonates next to you, cutting into your already stressed shielding.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Smoke Discharger - [Smoke] Ammo [43] Twin Laser Turret APS
Dashing through the smoke you step out into the freshly cleared area to see the Giant Tank and give it a taste of your Mettle, the punch wears into is shield while bringing yours back up and the kick finally drops its shield with a crack that has you smelling ozone even in your cockpit, sadly the impact barely scratches its armour, at which you take the valorous option and beat a hasty retreat back into the smoke only for Crispr to somehow have his incendiary shell land at your feet cutting into your freshly raised shielding.
---- Enemies ----
Ramat #2 - Shield Down - Minor Armour Damage
Ramat #3 - Shield Down - Armour Damaged
Ramat #4 - Shield Down - Armour Damaged (Heat)
Dunfort - Shield Down - Armour Damaged (Heat)
Last edited by Amazigh on Thu Nov 28, 2019 4:36 am, edited 1 time in total.
Thu Nov 28, 2019 3:07 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn North. All drones fire at Ramat 2.
Turn South. Baroque to fire at Ramat 2.
Switch to other Ramats if Ramat 2 dies.
Move 2 South
Last edited by CaveCricket48 on Thu Nov 28, 2019 8:43 pm, edited 2 times in total.
Thu Nov 28, 2019 3:12 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
>tN SSSSS. Flamers and a Lasair for the Dunfort.
Last edited by CrazyMLC on Thu Nov 28, 2019 9:24 pm, edited 3 times in total.
Thu Nov 28, 2019 3:20 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"♥♥♥♥. I can't keep doing that trick with my railgun." > Turn S. 4S, Ram a Ramat, 1N.
Thu Nov 28, 2019 3:29 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shoot Dunfort again with Plasgun tW tS 4S tW tN
Thu Nov 28, 2019 4:14 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Jet into the air, jamming the Dunfort. Another round of SABRE shots distributed between Ramats #3 and #4, plus another missile for that ugly MF Dunfort.
Last edited by TheKebbit on Thu Nov 28, 2019 11:43 pm, edited 1 time in total.
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