Last edited by DSMK2 on Sun Nov 03, 2019 10:53 pm, edited 3 times in total.
Sun Nov 03, 2019 1:21 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
"Affirmative."
> EEE. Open up with 20 FAE rockets on the three grouped targets. If any of them survive, proceed with my Flamers, Deora, and then Lasair.
Last edited by CrazyMLC on Sun Nov 03, 2019 11:10 pm, edited 3 times in total.
Sun Nov 03, 2019 6:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Unload machinegun and cannon on whatever survives Crispr/STOP/Shockwave's attacks
Turn North, Move 1 North, Turn East, Move 2 East
Last edited by CaveCricket48 on Mon Nov 04, 2019 8:28 pm, edited 3 times in total.
Sun Nov 03, 2019 7:07 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Crisper, hit that cluster of three with your incendiary and deora. STOP, hit the Restada in front. Shockwave, a blast north from 2 tiles east of your current position to hit those 4 vehicles after Crisper and STOP. Baroque and Kettlehead, clean up anything still alive once Crisper, STOP, and Shockwave finish the initial hit. Frog, the west Sumat will need some love. Come back down into smoke when you're done.
Everyone, keep moving east and get into smoke." > 1E, shoot Railgun at the Pony while I have the ally black box bonuses before Shockwave and Crispr get their shots off, 2E after the rest of the shooting happens, Smoke at the end tile.
Sun Nov 03, 2019 2:46 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
"Roger that, watch out for rubble!" >3E, 30MW blast North, 3E.
Sun Nov 03, 2019 2:53 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>After the initial onslaught by Shockwave and Crispr, jet to high altitude and hit any survivors with both SABRE rounds (spreading them out) and a missile. If the coast is clear to the east, 3E. Otherwise, 1E.
Mon Nov 04, 2019 5:03 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>E, sidestep 2N, W
>4 Mobi Armature, 4 Mobi Stomp
>Reverse previous moves to end up at my starting position in the smoke.
Mon Nov 04, 2019 5:39 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Updated/New Units encountered:
Bramble "How something with no smartplate protection made it past ANS acquisitions is a mystery, but despite that the Bramble is quite the nasty ambush predator." AGrav Chassis Internals: 342/342 Mobility: 10 Sensors: 2 Hardshield - 120 Thickness - 720/720 Durability Systems 8MW Generator Capacitor: [30/30] Weapons Scatter Laser (Hull Mounted) 12MW Particle Lance (Stabilised) [96pen, 48damage, 24thermal] Light Rocket Pod - HEAT [60/20]
"Spitter" "Unknown design, analysis shows it to be a militarized version of the ANS prototype "Spitter" Heavy Riot Dispersal Agrav, the excessive lift capacity of its progenitor has been utilised to notably upgrade the armour and replace the tear gas launcher with a heavier military-grade chem-canister launcher." Agrav Chassis Internals:>UNKNOWN< Mobility: >UNKNOWN< Sensors: >UNKNOWN< Hardshield - >UNKNOWN< Thickness - >UNKNOWN< Durability Systems Smoke Discharger Weapons Tri-Scatter Laser (Hull Mounted) >UNKNOWN< Canister Launcher (Hull Mounted) - Unknown Chemical Ammo
Sostenir "The heavy plasgun this thing packs makes it a nightmare in direct engagements, but it's also able to offer indirect fire support with its light mortar, The sheer cost of production being the only real drawback to this design." Tank - [Improved Sensor Relay] Chassis Internals: 470/470 Mobility: 3 Sensors: 2 Armour - 216(F) 172.8(S) (144) Thickness - 1440 Durability [b]Hardshield - 48 Thickness - 288/288 Durability Systems 20MW Generator Discharger APS [18] Weapons 8mm Machinegun (Turreted) 20MW Plasgun (Turreted+Stabilised) [40pen, 120damage, 120thermal] 80mm Mortar - HE [40pen, 128damage]
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district show it to be a dedicated military outpost, the Orbital gun Control-Hub is located at the far northern edge of the District, and the southern area has been heavily damaged by the first wave of contractors. - Destroy Orbital gun Control-Hub. - Leave District through Eastern Exit.
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: [56/150] Smoke Discharger - [Smoke] Ammo [8]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [64 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [18] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
"...Everyone, keep moving east and get into smoke." After yelling out directions to your allies you move into the smoke cloud and using your drone to make a best guess you fire your Railgun. [180mm Railgun] 80+50-82-20:28 - 85 From the feed you can see your shot go wide, pretty hard to get a good shot with rails this hot let alone the challenge of aiming via drone feed through the smoke. Nothing you can do about it so you just continue on ahead and drop another cloud of smoke.
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 [9] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [380] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [66] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [90] [20/40]
"Affirmative." Replying to Thunder you move up into the smoke before launching a barrage of rockets into the cluster of enemies. [Light Rocket Pod] 80-5-19+20+10:86 - 70 17 12 80 63 83 49 79 53 45 32 6 65 41 57 10 4997 99 92 [Scatter] 5(SE) 3(NE) 5(SE) [Discharger APS] 100/80/60/40/20 - 1896 84 71 84 66 44 59 35622 74 42 55 41 6320 A few go wide and burst over nothing and the Sumats APS takes out a few more, but the rest are right on target and detonate. Once the smoke clears the Restada and Pony are no more, and the Sumat is looking a lot worse for wear, it still being intact you open up with the rest of your weapons. [Heavy Flamethrower] 80-5+20+10:100 - 89 91 49 41 [Ag Caoineadh Iarainn] 80-35+20+10:95 - 57 [Dorn Lasair] 80-5+20+10:100 - 45 Your Flamethrower splashes over it heating up what little armour it has left, then your Deora lands around it surrounding it in corrosive gas, before that can really take effect, your Dorn Lasair slams into the cloud before detonating it all in a thunderous blast, after which there is nothing identifiable left of the Sumat, let alone the Pony or Restada. Before you can really get a chance to revel in thre destruction your computer beeps a warning as your Kinetic APS fires a burst skywards at an inbound missile. [Kinetic APS] 100-20:80 - 82 It fails to track properly through the smoke and misses, two missiles make it through the combined APS barrage and detonate above you all, doing no damage but handily clears the smoke cloud.
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 [212] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [62] [20/40]
Waiting for the others to fire you take off, and scanning your turret to the north you see Baroque finish off the last one. So you turn your attention to the east, and see some AGravs out near the gate one curiously without a shield online. You decide they're not that much of a threat as long as you stick above their firing angles so you fly over a building and close on the garrison wall. At this a heavy tank and a heavy walker round the corner to the far north and fire on you. [20MW Plasgun] 80+20-20-5-15:60 - 48 [50mm Missiles] 80+30-20-35-20-15:20 - 55 23 98 24 5 [100mm Missiles] 80+30-20-35-20-15:20 - 94 60 [Laser APS] 60 - 65 A Plasgun bolt from the tank slams into your shield doing some serious wear to the durability, the missiles from the walker on the other hand get scrambled by your ECM Blisters and most drunkenly veer away, but one remains on target and evades your APS to strike your shield, doing little more than tickle it. But that damn plasgun really hurt, not gonna want to take any more hits from that bastard.
[Enemies within ~4 tiles of you generally cannot fire on you while you are at high altitude. Certain expections exist, but those are generally units designed for AA work (Nus/Fiver) or units with smaller guns (Vinbero/Troopers)] [Currently known exceptions: Eixam, Slinger, Fiver, Vinbero, Nus, All Infantry]
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]
Waiting for Shockwave and Crispr to soften them up you watch at the carnage they unleash, and seeing only one target remaining you take aim at the Restada and fire. [150mm Autocannon] 80-20+50+10:100 - 85 70 21 55 Your shells punch through its thin armour and tear it to pieces, seeing how it's clear you move around the deep and cratered hole and pull into the smoke cloud. As you come to a stop the APS on your Drone comes to life and joins the fire against inbound missiles. [Laser APS] 60-20:40 - 833 Despite its best efforts two of the missiles make it and detonate mid-air thankfully clear of you, clearing the cloud just in time for a pair of Prongs to come into view and open up on you. [60mm Railguns] 80-10-25:45 - 7013 [Sloped Glacis] 41 - 72 [36mm Rail Repeaters] 80-10-25:45 - 17 1 10 3299 / 9 36100 5817 / 236532741 / 88168924 1 / 36 2748 82 87 / 90 70 87 59 53 [Sloped Glacis] 7 - 777 8 12 / 91 42 21 / 34 78 14 / 796 18 / 112 A good portion of their shots hit, but nearly all of them bounce off your glacis, and the few that don't just get deflected barely do any damage anyway.
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: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
"Rodger Thunder" After confirming Thunders plan you track your target as best you can and fire on the closer Restada. [30MW Plasgun] 80+40+10-20:100 - 87 The bolt from your plasgun streaks through the smoke, and from what you can see on Thunders drone feed it shattered its shield. Carrying on you drive up into the smoke cloud and just as you get there your APS goes off. [Laser APS] 60-20:40 - 66 74 Despite the best efforts of everyones APS, two missiles detonate in the middle of the cloud clearing it, leaving you open to view for the two prongs that round the corner and fire on Baroque.
Action adjusted to have you not be trying to move through impassable terrain, and instead joining up with the others in the smoke.
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]
"Roger that, watch out for rubble!" Rushing out of the smoke ahead of with Frog you suddenly find yourself the focus of a bunch of fire. [100mm Cannon] 80-25-20:35 - 40 [8MW Plasguns] 80-25-20:35 - 92 62 [4MW Lasers] 80+30-25-20:65 - 5 1954 Out of all of it only a pair of laser beams hit, doing relatively little to your shield, continuing straigh as Frog splits off to take care of the other Sumat you move behind the building before unleashing your Marú Anála through it. Moving on before the wall can collapse from the blast you get close to the far wall.
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 [45] Twin Laser Turret APS
Dashing out of the smoke along with Shockwave you round the corner on the west most Tank [100mm Cannon] 80-25:55 - 82 It fires a shell that goes well wide of you as you close in before punching a hole in its hull with your armature before punting its turret clean off, Leaving the wreck you pull back to the smoke cloud and everyones APS starts firing at something. [Laser APS] 60-20:40 - 3750 Two of the inbound munitions are taken out, only for another two to make it through and detonate nowhere near any of you, but their HE warheads do a brilliant job of clearing the smoke you were hiding in.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Up - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Eixam #1 - Shield Down - Armour Damaged - One Medium Missile Disabled
Bramble #1 - Shield Up - Armour Undamaged
Bramble #2 - Shield Up - Armour Undamaged
"Spitter" #1 - Shield Down - Armour Heavily Damaged
Sostenir #1 - Shield Up - Armour Undamaged
Last edited by Amazigh on Tue Nov 05, 2019 1:25 am, edited 1 time in total.
Mon Nov 04, 2019 10:50 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Land immediately, turn CCW. If the agravs come into view after Shockwave blows the wall I will waste them with the SABRE and a missile.
Last edited by TheKebbit on Wed Nov 06, 2019 12:32 am, edited 2 times in total.
Tue Nov 05, 2019 1:09 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> 12 High-Angle FAE rockets and a Deora onto the two Brambles to the east. Hit the two northeast Prongs with my flamethrowers and Lasair. EEE.
Tue Nov 05, 2019 1:42 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
Sidestep 3 S, Full doot to the East.
Tue Nov 05, 2019 1:51 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 4E. I'm not good on that Sostenir until there's no building between us. And even then, I need its shield down.
Tue Nov 05, 2019 2:03 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Fire on the prongs with cannon, machinegun, and powersuit drone if it can reach.
Tue Nov 05, 2019 6:36 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Wait until after Baroque fires, fire on Prong whose shields have gone down, otherwise shoot Prong #1 with Plasgun 4E tN
Wed Nov 06, 2019 12:53 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum