2N tE Charge Plasgun 24EN and fire into Fiver tS 1S
Tue Jul 07, 2020 3:54 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Drones to fire at the Stultulo
Turn East, fire on the Stultulo if it's still alive
If I can't hit it from my position, Move 1 East and fire on it.
Wed Jul 08, 2020 5:08 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Move 3S, turn W, move 1W
>Hit Nus to drain shield, max AP
>2E
>Use the rest of my violence on the other nus
>Smoke self
Sun Jul 12, 2020 4:49 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 5N, Turn W, 1W. Stick to the left of the tile so I minimize line of sight from anything to the north. If something like the Brambles appear on my radar with a clear line of sight, shoot them. If not, shoot a Nus or if those are already dead, the Fiver.
Sun Jul 12, 2020 4:50 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Do nominal damage to the Fiver with a Backstop missile. Move NNNNW into the smoke, reaction fire N, hopefully to ♥♥♥♥ up the Brambles should they make a move. Reaction fire N as well with electrolasers should infantry or PA appear.
Sun Jul 12, 2020 10:58 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
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 relatively small spaceport with two landing pads, there are a selection of logistics buildings scattered throughout the maze of containers that composes most of the district, but there are also Military garrisons in the south eastern and south western corners.
- Destroy enemy AAA units. - Board Orbital Hauler for Extraction.[Pre-requisite Incomplete]
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 receive 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]
Rushing past the Nus you edge into the could of smoke, and checking your Drones feed you see the Brambles are still in the same spot, so locking aim on one of them, you squeeze the trigger. [180mm Railgun] 80+50-15-15-5:100 - 38[/color] The round slams into its shield, but to no surprise it fails to bring it down even with Kettlehead providing a volley of Chaingun fire.
CrazyMLC - Crispr [EMP Cooldown - 3]
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 [5] (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 [230] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [48] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Locking onto the Nus across from you you open up with a barrage of fire. [50mm Rockets] 80+20-2:98 - 91 81 14 [Kinetic APS] 100 - 96 96 80 [EMP Emitter] 80+20:100 - 54 [Dorn Lasair] 80+20:100 - 48 [Heavy Flamerthrower] 80+20:100 - 14 92 66 88 [Ag Caoineadh Iarainn] 80+20:100 - 59 To no surprise its APS knocks down your rockets, but that sacrifice allows the rest of your fire to get in with nothing to stop it. Once the flames and smoke subside you can see the Nus is still in one piece, damn durable things. Ignoring it for now you instead power up to the smoke Frog dropped.
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 [32] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [45] [20/40]
With almost negligent lack of care you fling a missile at the Fiver. [50mm "Backstop" Missile] 80+50:100 - 69 It does some damage, but you ignore that and move up to join the others in the smoke and tracking north you spot the two Agravs and lay into one with a burst of Chaingun fire. [70mm SABRE Chaingun] 80+50-10-15:100 - 89 61 7 62 20 50 66 47 52 58 Its shield holds, but its not like you've got heavy anti-shield rounds here.
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]
Checking to the east you scan for the Stultulo and it really did a piss-poor job of hiding itself, you can clearly see it sticking out from behind the building, so you have your Drones open up. [30mm Rail Repeaters] 80+10:90 - 24 3 70 83 3 65 They tear into its armour, chunks sent flying from the fire, and then you spin yourself to face it and let loose. [150mm Autocannon] 80+50:100 - 74 71 3 34 Your shells make short work of it, shattering leg joints and blowing holes clean through its structure, it drops to the ground smoking and sparking for a moment before it detonates as its ammo cooks off.
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: [6/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [24 Heat]
Pulling around the corner you charge up your Plasgun, and as it reaches a high level you unleash it on the Fiver. [30MW Plasgun]80+40-5:100 - 5 The bolt slams into its armour a sizable chunk being vaporised from the impact, but it failed to penetrate, let alone destroy it.
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 150/100 120/90 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]
Striding backwards to engage the Turrets you walk into a volley of fire from some APCs. [30mm Autocannons] 80-30-25:25 - 37 86 69 73660 31 100 80 60 52 75 Ignoring their pitiful fire you continue on and slam your armature into the turret with its shield still intact, vampire contacts bringing yours back up in turn. You then move across and slam your foot into the other, all but shattering its remaining armour at which you fire a burst of smoke to cover your position. You now notice that the turret is still active as it somewhat jerkily turns to fire at you. [80mm Autocannon] 80-50-10/2:10 - 83 89 97 68 The shots go very wide, but you guess the guy tried at least.
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tW. Low Deora T11. tS. Flamer then Lasair the Fiver. tE tN.
Last edited by CrazyMLC on Thu Jul 23, 2020 9:23 am, edited 3 times in total.
Mon Jul 13, 2020 2:39 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 4 East.
Drone fire on the Z12 Nus.
Turn North, cannon fire on the same Nus.
Move 2 North.
Tue Jul 14, 2020 5:19 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shoot Fiver again with plasgun charging 6EN If the Fiver is destroyed by shot: 2E tN
Tue Jul 14, 2020 5:29 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Turn W, 4W, stay on the southern edge of the tile, out of the view of the Vinberos. Reaction fire on anything I see with railgun (laser if infantry). If they don't die, then E back into smoke instead of going all the way W. Switch to Cluster ammo.
Sat Jul 18, 2020 11:43 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>2W to the next Nus
>Smoke self
>Bada Bing Bada Boom him with all I've got
Thu Jul 23, 2020 3:25 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Turn CW. Move with Thunder 4W, take the opportunity opened by his fire to move W once more, reaction fire N with SABRE and electrolasers, reaction fire S with the Backstop on the Vinberos in T11 (should they be in LOS). Then slide E again to evade return fire.
old action succ. new action should be:
>Open fire on the Fiver with the SABRE. Fire the Backstop at T11.
Thu Jul 23, 2020 10:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
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 relatively small spaceport with two landing pads, there are a selection of logistics buildings scattered throughout the maze of containers that composes most of the district, but there are also Military garrisons in the south eastern and south western corners.
- Destroy enemy AAA units. - Board Orbital Hauler for Extraction.[Pre-requisite Incomplete]
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 receive 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]
Turning and moving down between the stacks of containers you scan for enemies on your sensors as well as your drones feed, you catch some infantry nearby as well as a bunch of Powered Armour near the Vinberos, but nothing comes into direct view so you just switch your Railgun to load Cluster rounds for now.
CrazyMLC - Crispr [EMP Cooldown - 2]
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 [5] (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 [220] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [47] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Spinning around you hurl a salvo of Deora at the Vinberos. [Ag Caoineadh Iarainn] 80+20:100 - 56 After taking a moment to confirm the impact you keep turning and lock your aim on the Fiver. [Heavy Flamerthrower] 80+20:100 - 64 67 70 44 [Dorn Lasair] 80+20:100 - 94 It doesn't last long With the fire the others put into it as well, leaving you to finish your rotation and return to facing north.
TheKebbit - Kettlehead - Missile in air [Vinberos]
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 [22] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [44] [20/40]
Swinging your turret to the south you lock your crosshairs on the AA Tank and open up. [70mm SABRE Chaingun] 80+50:100 - 85 53 74 79 65 47 16 37 13 14 With the others having all but melted the armour off of it your shells cut through it with complete ease, even before you finish your burst it already starts crumpling in on itself. Leaving it be you wait for Thunder to move up and lauch a Missile at the APCs. [50mm "Backstop" Missile] 100:100 - 69
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 around the corner you have your drone fire on the Nus. [8MW Particle Lance] 80+10-40:50 - 87 [40mm Railgun] 80+10-40:50 - 5549 96712 Not exactly deisgned to fire from a moving platform the drone only scores a few minor hits itself, but better than nothing at least. Turning to face the Nus yourself oyu open up with your Autocannon. [150mm Autocannon] 80+50-10:100 - 45 36 53 28 You have much better luck, and your shells punch straight into it and reduce it to a spray of shrapnel.
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: [6/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [24 Heat]
Charging up again, you fire another bolt at the Fiver. [30MW Plasgun]80+40-24:96 - 93 It gouges out another chunk of armour, and followed by Crispr and Kettleheads fire it proves enough to reduce the Fiver to a blazing wreck, which you proceed to pull up alongside.
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 150/100 120/90 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]
Striding out of the smoke the Turret opens up at you. [80mm Autocannon] 80-50-10:20 - 28 27 52 57 Ignoring its pitiful attempt at aiming you rear up and drive a kick with full force into it, its turret is knocked clean off and embeds itself in the wall behind it, and the weight of your Walker then proves enough to have the body of the turret crush down to near enough ground level. The turret is clearly out of it, but not wanting to take any chances you deploy another cloud of smoke just in case.
---- Enemies ----
Bramble #1 - Shield Up - Hull Undamaged
Bramble #2 - Shield Up - Hull Undamaged
Vinbero #1 - Shield Up - Armour Damaged
Vinbero #2 - Shield Up - Armour Damaged
Vinbero #3 - Shield Up - Armour Damaged
Sun Jul 26, 2020 5:57 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> NN tW W tN N (X6N). Flamer the tile of infantry on my way, however much is necessary to kill them. If a Bramble has the nerve to show its face, it gets a full course meal of warcrime. Flamer, Deora, Lasair.
Last edited by CrazyMLC on Thu Jul 30, 2020 5:53 am, edited 1 time in total.
Sun Jul 26, 2020 7:06 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1N tE 1E tN 2N <Reaction Turn + Fire on power armor West of me> <AP Laser Reaction fire power armor> tN 1N behind nearest structure.
Last edited by DSMK2 on Thu Jul 30, 2020 5:59 am, edited 1 time in total.
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