[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Splash.jpg (243 KB, 1140x776)
243 KB
243 KB JPG
https://www.youtube.com/watch?v=jcJ7A-GIquY&list=PL7YuVu11Ud-IUKmxWlGKJlAIjNm-Dyzei&index=20

“It’s been 28 years since the Satellite War plunged the world into chaos. The great institution that was the International Forum is dead, and with it all dreams of peace and global solidarity. The Bi-Frost satellite network that once enabled large scale global communications lies shattered. The resulting orbital debris field has halted any plans of expansion into space.”

“Now surviving nations leverage their remaining industry to fortify their fragile borders, petty warlords squabble over wastelands scarred by kinetic bombardment, the remnants of the IF’s elite peacekeepers haunt the battlefields like vengeful spirits, and over it all looms the threat of Neromius; empowered by a new generation of genetically engineered mega-cavalry and unrestricted by the sanctions of the IF; the rider-chiefs of its disparate tribes and city states sally forth into the broken world in search of spoils and glory.”

“It all began in the Great Interior Desert. Resources deposits discovered in unclaimed territory sparked border conflicts which escalated into the Satellite war. But just because the world ended didn’t mean the war did. The resources are still there and what began as a conflict over economic interest has become a blood feud…”

>Cont
>>
>>5467881
Welcome to Mega Mercs.

This is a tactical turn based collective game where each player takes on the role of a mech pilot, or vehicle crew. To join read the rule sheet and then select a unit and loadout from the construction rulesheet.

This mission is a stand alone mission, while new players are welcome I warn you that this mission is designed to be challenging and there will be a human commander controlling the enemy forces.

QM twitter: https://twitter.com/CognisQM

Skirmish Discord: https://discord.gg/TYa8f4J7

For the discord adverse I will post all important information here and be happy to answer any questions in thread.

A PDF version of the rules is given here but all materials can also be found on my World Anvil Page under Mega Mercs
https://www.worldanvil.com/w/the-cognis-player-knowledge-repository-cognis

>Cont
>>
>>5467883
To join post with a name and trip code, then fill out the template below:

Name:
Unit Type: [Mech/Vehicle]
Base Unit: [Vehicle/ Mech]
Loadout: (List hardpoints, and what's in them)

Playable units and equipment can be found in the PDF or under the Player Stats Cards on the World Anvil page.

Budget for your entry is 2000 Cred.

I am will to accept up to 12 active players.

Given that I have to put considerable effort into making a custom sprite and stat card for each unit please add:
>This is my final loadout
In green text when you are ready to submit your entry for approval.

>Standby for briefing...
>>
File: Breifing.jpg (1015 KB, 2372x2038)
1015 KB
1015 KB JPG
>>5467887
Briefing:
“This is a high priority sortie order, yesterday our forces managed to repel a Droiq assault force backed by a YOLO super-heavy vehicle. Droiqubar has long used such vehicles to project it’s power across the desert. Here in Qadrus our homefield advantage is too great, but in turn we are hard pressed to deploy into the desert and seize the key resource fields. The Droiqs know this and use their YOLOs as anchors for their strike groups to keep us contained. Once such strike group got overconfident and took severe losses leaving it’s YOLO vulnerable to attack.”

“The Droiqs are already pulling it back as fast as they can, but they’ve over extended themselves and won’t be able to get any real reinforcements to it in time. That’s where you come in: we need you to deploy quickly and destroy the YOLO. Each YOLO represents a massive investment by Droiqubar, losing even one is a huge material loss that will weaken their hold on the region. I can’t stress how important it is that we don’t squander this opportunity.”

“The YOLO itself is heavily armoured with a powerful CWIS system that protects against incoming artillery and missiles. It is also equipped with a devastating dual railgun turret that can lay down direct and indirect fire. For more details on the vehicle itself refer to the attached intel packet. Although in general the best way to deal with this thing is to get in close.”

“Unfortunately, that’s easier said than done. Despite the losses we inflicted intelligence estimates around 6 units of the accompanying strike group are still active. These units are heavily armed and armoured and will pose a big threat.”

“There is one thing we have going for us though: there’s a sandstorm moving into the region. While the storm passes through the area sensors and long ranged attacks will be severely impaired. This will give us a chance to get in close. However this effect goes both ways so be careful not to stumble directly into the enemy. Once the storm passes the Droiqs will almost certainly try to reinforce the position. Expect airborne forces and/or close air support. The faster you do the fewer complications you’ll have to deal with.”

“Most of your forces will be deploying to the east and trying to catch up to the enemy. However we can insert units further to the west in order to surprise the enemy. The deployment will be limited to units with lighter chassis though.”

“I can’t stress how important it is that we don’t squander this opportunity. Complete this mission and you’ll be looking at a paycheck fatter than my ex. Dismissed.”

>Cont
>>
File: Terrain Breifing.jpg (231 KB, 1157x754)
231 KB
231 KB JPG
>>5467888

Take note of the desert terrain. we don't want you firing your cannons into a sand dune.

Primary Objectives:
>Destroy the YOLO.
>Do not let it move off of the western edge of the map.

Mission Parameters:
>Sandstorm in effect for the first 2 turns. Sensors offline, max vision range at 4. Ranged attacks suffer a cumulative -10% accuracy penalty per hex beyond range 4. Indirect fire weapons scatter 2-6 hexes on miss regardless of any other modifiers. Homing weapons will also suffer from the accuracy penalty, base accuracy will be set at 100% if the target is locked.
>Deployment zones Charlie and Delta can only have 5 units max, and only if they are using the following chassis: Cobra K-A1, Cirrus Mk2, Cloudburst, Errant, Squire.

>Standby for Intelligence packet...
>>
File: IntelCardL.jpg (3.92 MB, 4417x10000)
3.92 MB
3.92 MB JPG
>>5467889
Don't believe everything you read. You know what they say about military intelligence. That's not to say the intel is bad, just that it's hard to separate what's true from what's been obfuscated by the fog of war.
>>
>>5467883
Is this a beta test, or the real deal? I.e. should I make a permanent character?
>>
>>5467883
Also, how would you evaluate World Anvil? I always see ads for it, but is it really worth the money?
>>
>>5467892
It doesn't seem that the WA page actually has the vehicle and weapon lists.
>>
>>5468023
>>5468024
Technically still a beta, namely testing the money system and late game stuff. I don't really have time to run a full blown campaign these days. I just want to complete the system for now.

>>5468024
Personally I was willing to shell out, but I've noticed that the original tier I bought which used to be the cheapest paid tier is no longer available and the financial cost between the free tier and the first paid tier is huge.

If you just need a place to host some text and image files and you want something that isn't paste bin or imgur. I'd say the free version of World Anvil will suit your needs.

If you're a serious GM who has metric fuck tons of lore, rules and stats that need a home I would say that the tools it provides are definitely helpful but it's up to you personally whether the yearly subscription is worth it.
>>
>>5468032
Look under Operation Dust Bunny then Player Stat Unit Cards
>>
>>5467887
>Name: Obscurant
>Unit Type: Vehicle
>Base Unit: Squire (800)
>Loadout:
>Chassis Upgrades: Squire Stealth Enhancement (200)
>Primary Turret Mount: Heavy Particle Cannon (600)
>Pintle Mount: Drone Controller (50)
>Drones: Terror Drones (300)
>Total cost: 1950

Reserving spot, not 100% decided on the loadout yet.
>>
If we coordinate well, we can have a stealthied Errant throw an EMP charge onto the YOLO to disable its point defense, then the rest of the characters hit it with artillery from deployment.
It'll require a lot of cooperation though.
>>
>>5468049
I am willing to believe it. I can take the Errant usually in Cog mecha mercs I play vehicle maybe a change of pace for this time is in order so we can get it going.
>>
>>5468067
Just remember that a human would be controlling the enemy. They might take take advantage of the first 2 turns when artillery is ineffective to use their escorts to attack the deployment zones.

I'll prepare three builds, depending on what the others do:

>If everyone else deploys as artillery:
Unit Type: Mech
Base Unit: Errant Mk2
Loadout:
Chassis Upgrades: Errant Stealth Plating 2
Left Arm: 1x Demolition Charge, 1x EMP Charge
Right Arm: 1x Demolition Charge, 1x EMP Charge
Left Torso: 1x Demolition Charge, 1x EMP Charge
Right Torso: Target Marker, Smoke Launcher
Total Cost: 1725

>If someone else deploys as Errant and everyone else as artillery:
Unit Type: Vehicle
Base Unit: Squire
Loadout:
Chassis Upgrades: Squire Stealth Enhancement
Primary Turret Mount: Howitzer
Pintle Mount: Basic Sensors, Artillery FCS
Total cost: 1525

>If none of the above happens:
Unit Type: Mech
Base Unit: CirrusMk2
Loadout:
Chassis Upgrades:
Left Arm: Demolition Charge
Right Arm: EMP Charge
Left Shoulder: Demolition Charge
Right Shoulder EMP Charge
Left Torso: Electro-Spike
Right Torso: Smoke Launcher
Centre Torso: Cirrus Mobility System
Total cost: 1625
>>
>>5468067
Ah, and of course the YOLO will be on the move, so all the arty will have to deploy as Squires in Charlie and Delta
>>
>>5468081
What's the benefit of a Squire with a Howitzer over a Particle Cannon? It doesn't seem worth it imo.
>>
>>5468104
Indirect fire.
>>
>>5468110
That seems more like a penalty than a benefit, with the scatter and the interception chance, with the slightly higher range being the only benefit.
>>
>>5468119
It's only for use with a EMP-slinging Errant, so no interception. AS for the benefits of indirect fire, it allows you to shoot from behind a cliff where the enemy can't get back at you.
>>
>>5468121
Also it would hit top armor, the thinnest one.
>>
>>5468049
Isn't the fact that the YOLO can intercept the EMP charge a problem with this build?
>>
>>5468180
Yes however. If we can shoot at it and make it waste its intercept shots in a turn a bit before the throw. Maybe it works? Also got to make sure these charges can't be used as mines.
>>
>>5468180
Also. If the YOLO only as self intercept. Then the AoE of the Charge will still touch it If the Onager rider is close though it may be dicey.
>>
>>5468183
Then it might be better to spam EMP missiles, or Particle Cannons. 40% chance of EMP triggering with every hit but no intercept chance.
>>
>>5468192
i am terrible at numbers. can you explain how you ended up at 40% chance EMP?
>>
>>5468198
Particle cannons have a 40% crit chance and they trigger EMP with every crit, unless I'm misunderstanding something about the rules.
>>
>>5467881
>Name:Clueless
>Unit Type: Mech
>Loadout:
>mech: Cumulus 1000
>>C Torso: Nimbus ECM System 250
>>L Torso: Soliton Radar 125
>>R Torso: ADVANCED ECCM Module 200
>>L arm Mount: Aegis smart gun 250
>>R Arm mount: Light Auto cannon + Smartgun 175
>>>2000
>>
>>5468180
Damn, I didn't notice charges can be intercepted. Then particle cannons (and maybe also railguns) really look like our best bet.
>>
>>5468200
I just realized that the "!" is the crit damage not the crit chance. Thats why I was confused. Though I feel like I would leave that to more overt people. I'd just be the advance. Also I don't necessarily have to go hit the YOLO. Just spot it and harrass the enemy with these.
>>
>>5468202
>>5468200
Wait a minute. If I observe the Intel images properly then. Yeah the YOLO seems to have ranged interceptors
Ranged uninteruptable railgun will probably be the staple to stun it. But I do maintain that this build would be ok at harrassing the escorts.
>>
>>5468202
Railguns have almost the same stats as particle cannons, but have lower accuracy and trade the EMP on crit for AP. I don't think it's worth it.

>>5468204
What other options do the light vehicles have?
>>
>>5468208
YOLO has 3 armor on the front and 2 on the sides, so AP gives the railgun 25-30% bonus damage.
>>
>>5468207
Depending on where YOLO starts, it will escape in 4 to 8 turns. We'll need a lot of damage output.
>>
>>5468211
Fair point, I may have gotten too fixated on critfishing to cripple it.
>>
>>5468213
I guess this is where we run in a spot of bother. Sinece Demo charges are kinda the best at doing that damage to its unknown HP pool unless...Linebreakers get involved with their hammers and Skate system. (basically we gotta commit) unless we throw them out the bus and go for the cool new options or skate Big Guyes with double fists...Linebreakers following with interceptors?

(This is a lot of coordination jeez)
>>
Fuck I forgot that Hacking can probably fix 90% of our problems if we can beat the YOLO
>>
>>5468221
Actually no, YOLO's weapons are impervious to hacking. You can disable its sensors and point defense though.
>>
>>5468223
Its got Auto resist though. But you know what. Maybe we're thinking too hard about this. Were just rushing to destroy the fucker after all so we could jst stick to. Rush the big bad with everything we got and hope for results. Hack it, shoot it, punch it etc...We may get hit by it's escorts but focusing on them litteraly slows us down. Best we play for overtime.
>>
>>5468225
Actually I'm thinking of making a special anti-Linebacker build (when else will I have intel to do that?) to take it off the others' backs.
>>
>>5468229
Right. I think i'll go for the Bomberman suit.and see where that leads me. I'll take a bit more Demolition and an actual gun though so if I spend it all I ain't doing fuck all but rush down melee attacks.
>>
There may be camouflaged mechs we don't know about, the spy-sat wouldn't have spotted those.

Name: Carillon
Unit Type: Mech
Base Unit: (600) Crocodile
Arms: (300) Twin Crocodile Combat Lasers
External: (100) ECM Suite
Internal: (550) Drone Control (Repair)
Chassis: (200) Internal Reinforcement, Light Composite
>>
Name: [Guy]
Unit Type: [Mech]
Base Unit: [Errant MK2] (1000)
LArm: [Falcon Canister Launcher] (200)
RArm: [Falcon Canister Launcher] (200)
LTorso: [Basic Sensor Suite] (50) | [Hi-Res Optical Scanner] (75)
RTorso: [Target Marker] (25) | [Rapid-Fire FCS] (75)
Chassis: [Heavy Errant Stealth Plating] (200)
Total cost: (1825)

>This is my final loadout

oh boy time to get memed on by interceptors
>>
>>5467883
Pilot: Irina Dvorak
Callsign: Indigo

Mech Name: Chernobog
Unit Type: [Mech]
Base Unit: [Linebreaker] (1200)
Loadout:
[Chassis] - Reactive Armour 2 (200)
[Torso Turret] - Gauss Rifle (250)
[L-Arm] - Tactical Shield (100)
[R-Arm] - Impact Hammer (250)
>Total cost: 2000

Default Combat Focus: Defensive

>This is my final loadout

The thought of crossing hammers with another Linebreaker has Indigo equal parts sweating and itching to go.
>>
Alright, let's try it. Special anti-Linebreaker mech.

Name: Takemikazuchi
Unit Type: Mech
Base Unit: Summit MK2 (1200)
LArm: Buckler (75), Electro Spike (75)
RArm: Plasma Edge (300)
LTorso: Smoke Launcher (50)
RTorso: Smoke Launcher (50)
Chassis: Internal Reinforcement (100), Reactive Armor (150)
Total cost: (2000)
>>
>>5468343
Not. Fair.
>>
>Imagine having 2 people focus mister Linebreaker because the briefing told us to watch out but they didn't coordinate this and have similar builds
Truly a classic
>>
>>5468356
The only actual similarity in our builds is that they're melee though.

I'll try a general glass cannon instead. It's a map custom made for close combat, would be a miss not to try a melee build.

Name: Takemikazuchi
Unit Type: Mech
Base Unit: Summit MK2 (1200)
LArm: Plasma Edge (300)
RArm: Plasma Edge (300)
LTorso: Empty
RTorso: Smoke Launcher (50)
Chassis: Skate System (150)
Total cost: (2000)
>>
>>5468201
>>Name:Clueless
>>Unit Type: Mech
>>Loadout:
>>mech: Cumulus 1000
>>>C Torso: Nimbus ECM System 250
>>>L Torso: Soliton Radar 125
>>>R Torso: ADVANCED ECCM Module 200
>>>L arm Mount: Aegis smart gun 250
>>>R Arm mount: Light Auto cannon + Smartgun 175
>>Total:2000
>This is my Final Loadout
>>
>>5467887
Name: [Sandstone]
Unit Type: [Mech]
Base Unit: [Errant MK2] (1000)
LArm: [Demolition Charge]+[EMP Spike] (150)
RArm: [Demolition Charge]+[EMP Spike] (150)
LTorso: [Smoke Launcher] (50) | [Demolition Charge] (75)
RTorso: [Target Marker] (25) | [Emp Charge] (75)
Chassis: [Heavy Errant Stealth Plating] (200)
Total cost: (1725)

I think i'll rock this for the op. Though this gets very close range.
>>
>Name: Obscurant
>Unit Type: Vehicle
>Base Unit: Squire (800)
>Loadout:
>Chassis Upgrades: Squire Stealth Enhancement (200)
>Primary Turret Mount: Heavy Particle Cannon (600)
>Pintle Mount: Drone Controller (50)
>Drones: Terror Drones (300)
>Total cost: 1950
>This is my final loadout
Time to make it official
>>
>>5468370
>This is my final loadout
>>
>>5468081
I was thinking of swapping my internal reinforcement for jump jets, how about teaming up for the sandstorm to sweep a cliff for hostiles? If you pick the cirrus that is, we have a lot of errants and no artillery.
>>
>>5468445
Unfortunately, this is me, and I've just finalized my loadout.
We do need someone with jump jets though, you're right. The enemy will definitely have someone on the cliffs.
>>
>>5467887
>This is my final loadout: >>5468398
>>
Rolled 2 (1d2)

>Deploy:
Charlie= 1
Delta= 2
>>
>>5467887
>>5468422
Forgot to link my post
>>
>>5468449
I guess this'll do, if I'm going alone. Maybe I can pick off a sniper. Sandstorm should cover my jump jets activating, Beacon doesn't matter if sensors are disabled.

Name: Carillon
Unit Type: Mech
Base Unit: (600) Crocodile
Arms: (300) Twin Crocodile Combat Lasers
External: (100) ECM Suite
Internal: (200) Drone Control (+Scout Drone)
Chassis: (300) Jump Jets, Light Reactive

total: 1500
> this is my final loadout
>>
>>5467887
Name: CMV
Unit Type: Vehicle
Base Unit: Zenith MBT (1000)
Loadout:
Chassis Upgrades: Zenith Stealth Modification (200)
Primary Turret Mount: Mk1-E Lancer Cannon (250), Target Marker (25)
Right Aux Turret Mount: Gauss Rifle (250)
Left Aux Turret Mount: Gauss Rifle (250)

Total cost: 1975

Invisible cunt with decent sting ready to give some ranged fire support.

Also should i join to discord server and if i do can i lurk there or do i have to be active.
>>
is anyone taking networking stuff for me the dummy thicc all artillery fucker can link up too and destroy your enemies while you are hidden?
>>
>>5469037
There is quite a bit of discussion on the discord, but it's not necessary to join. Yiu can definitely just join, lurk and see what everyone is talking about.

>>5469156
Not me, but I think we have someone doing it, yeah.
>>
>>5469156
We have two Errants with markers, so I'd say yes.
>>
Gonna start approving builds now

>>5468321 Guy
>>5468343 Indigo
>>5468387 Clueless
>>5468398 Sandstone
>>5468422 Obscurant
>>5468370 Takemikazuchi
>>5468577 Carillion

All approved. We have 7/12 players.

I gotta go to bed soon so I won't have time to assemble the sprites. Suffice to say anyone else looking to join has plenty of time to sign up.
>>
>>5469037
>This is my final build

I can be flexible and switch between offence and defence when necessary
>>
>>5469607
Does YOLO count as cover?
>>
Okay guys I've done some thinking and decided to drop a hotfix before we get any deeper into the game. The World anvil has been updated too.

Here's the notes:

Change Notes

>Line breaker and Summit feel overpriced for their base stats.
>Summit mobility increased to 4 and attack action changed to attack/utility.
>Line breaker now has integrated (Free) internal reinforcement and core shielding.
>Line breaker loses 2 internal HP in exchange (Don't worry if you don't know what that means)

>Predator Mk1-E is a little overpriced given it's base stats.
>Predator Mk1-E has base cost reduced to 1000 and cloaking device cost reduced to 100.

>Squire's Mk3 HV Lancer cannon has had APDS damage bumped to 8 from 6. (Too underpowered for it's size and cost)
>Rampart's Siege cannon now has 70% accuracy and 6 range because otherwise it's a size 4 weapon
with exactly the same stats as the Onager's size 3 version.

And yes you can change your builds even if you've locked them in. (But once you lock em again no take backsies.)

>>5469037 CMV
Approved

>>5469661
No, slang from last decade will not save y- Oh you meant the super heavy. It blocks line of sight.
>>
>>5469681
You didn't actually reduce the Predator's cloak's cost in the attached pdf.

Speaking of the Predator, I don't see a lot of reasons to take it over the Lord. They have basically the same stats, but the Lord has more slots. The Predator's special weapon uncloaks it, and has the same stats as the Lord's otherwise, except for 2 more damage. The Predator also has 2 utility actions, but nothing to spend them on. And it can't mount the cloak and a FCS at the same time!
Basically all the Predator has over the Lord seems to be a weapon that isn't shot down by point defense.
>>
>Reposting to fix trip

Name: Warlock
Unit Type: Mech
Base Unit: Cumulus (1000cr)
LTorso Mount: Drone Controller+Recon Drone (200cr)
RTorso Mount: Drone Controller+Recon Drone (200cr)
CTorso Mount: Nimbus ECM (250cr)
LArm Mount: HMG (50cr), EMP Missile (100cr)
RArm Mount: HMG (50cr), EMP Missile (100cr)
Chassis Upgrade: Smoke Launcher (50cr)

(2000cr)

I'm not sure if this is a good idea
>>
>>5469681
I played around a bit more with the summit but I still can't fit two ion beams, it's such a cool crocodile upgrade too. I'll swap the Crocodile for an Errant instead. +1 speed, explosives, sensor damping, who could say no?

Name: Carillon
Unit Type: Mech
Base Unit: (1000) Errant
Arms: (400) Twin Canister Launchers
Left Torso: (150) Rocket Pod, Demo Charge
Right Torso: (200) Drone Control (+Scout Drone)
Chassis: (250) Jump Jets, Blast Plating
> Final build

>>5469794
Looks great to me, those drones can find all the stealthed Errants the enemy is piloting
>>
>>5470003
Given how much countermeasures they have I was thinking of swapping the EMP missiles and HMGs for Mortars
>>
>>5470016
Mortars can be shot down too, big bullet icon. You know, I just thought of this but EMP missiles might be really smart for countering those air reinforcements they'll be getting after the sandstorm clears. EMP one hit kills flying units, after all.
>>
>>5470035
Good call

Name: Warlock
Unit Type: Mech
Base Unit: Cumulus (1000cr)
LTorso Mount: Drone Controller+Recon Drone (200cr)
RTorso Mount: Drone Controller+Recon Drone (200cr)
CTorso Mount: Nimbus ECM (250cr)
LArm Mount: HMG (50cr), EMP Missile (100cr)
RArm Mount: HMG (50cr), EMP Missile (100cr)
Chassis Upgrade: Smoke Launcher (50cr)

(2000cr)

>Final build
>>
>>5467887
>budget 2000
>Name:
>Unit Type: [Mech]
>Base Unit: [ONAGER MK2] -1200
>Loadout:
>LIGHT HOWITZER: -200
>LIGHT HOWITZER: -200
400 left used for
>Advanced Sensor Suite: -125
>Artillery FCS: -75
>>
>>5470070
oh my name code name is RX-75 but a friend called me CHADtank due my loadout even if i am not a tank
>>
>>5467881
>But just because the world ended didn’t mean the war did.
I like that line

As of 8 hours ago, Cognis said we'd have "plenty of time", and there's a spot or two left... I'm building my guy right now but just in case I'm too late, I'll just rip off Carillon's old loadout here >>5468577, but add a Terror Drone for 500 to round it out

>Name: [0] Moses
>Unit Type: Mech
>Base Unit: (600) Crocodile
>Arms: (300) Twin Crocodile Combat Lasers
>External: (100) ECM Suite
>Internal: (200) Drone Control
>Chassis: (300) Jump Jets, Light Reactive
>Additional: (500) Terror Drone
Total cost 2k

Not necessarily my final build, but if it is, I won't cry
>>
>>5469681
I decided to change my build a bit. This is my final build.

Name: Takemikazuchi
Unit Type: Mech
Base Unit: Summit MK2 (1200)
LArm: Plasma Edge (300)
RArm: Plasma Edge (300)
LTorso:
RTorso: Smoke Launcher (50)
Chassis: Jump Jets
Total cost: (2000)
>>
Newly approved/ resubmitted

>>5470003 Carillon
>>5470040 Warlock
>>5470132 Takemikazuchi

Previously approved with the right to edit:

>>5468321 Guy
>>5468343 Indigo
>>5468387 Clueless
>>5468398 Sandstone
>>5468422 Obscurant

8/12 Players
>>
>>5470465
(You forgot about CMV, it should be 9/12.)
>>
>>5470465
Forgot about CMV

So 9/12 players.

I forgot that Errants can't mount jump jets so I've contacted Carillion on the side and he agreed to change his loadout to this:

Name: Carillon
Unit Type: Mech
Base Unit: (600) Crocodile
Arms: (300) Twin Crocodile Combat Lasers
External: (100) ECM Suite
Internal: (200) Drone Control (+Scout Drone)
Chassis: (300) Jump Jets, Light Reactive
>>
>>5470465
>budget 2000
>Name:RX-75 CHADtank
>Unit Type: [Mech]
>Base Unit: [ONAGER MK2] -1200
>Loadout:
>LIGHT HOWITZER: -200
>LIGHT HOWITZER: -200
>Advanced Sensor Suite: -125
>Artillery FCS: -75
>>
File: DB Preview Stats.png (88 KB, 331x566)
88 KB
88 KB PNG
I've set up the sprites and stat cards for the first three players. These guys are locked in now.

I need to head to work soon. So prep work will continue tomorrow where we should have more finalized builds and hopefully we can start on Wednesday.
>>
>>5470542
confirmed build as i have weighted it enough and is done with indecision.
i will be acting as a sensor tower for large unit outlines and artillery for those that link up and lock on targets for me in range
>>
>>5470465
My build is fine, I don't want to edit it.
>>
I'm gonna switch to a Tank, for... Reasons...

>Name: Moses
>Unit Type: Tank
>Base Unit: Zenith MBT (1,000)
Primary Turret Mount
>Heavy Particle Cannon (600)
Right Aux Turret
>Mortar (150)
Left Aux Turret
>Smoke Launcher (50)
>Main Gun FCS (75)
Chassis
>Zenith Amphibian Mod (75)

Total cost 1,950

>This is my final loadout

Tempted to go stealth Squire with X-Bow on the Pintle, but I guess I'm a boring bitch
>>
>>5470757
Any particular reason for the Amphibious mod? There's no water on the map, and Ablative Armour gives you more HP for the same cost.
>>
>>5470800
Is this the only map we're deploying on? I'm open to swapping to a better option
>>
>>5470805
We should be able to change loadouts for the next mission if and when it happens.
>>
>>5470805
>>5470820
For now this is the only map. So I suggest you don't take amphibious. Also IF there was a next possible map (Cognis will probably reconfirm later.) We'll get the option to swap and trade.
>>
>>5467881
Looking to beta test a mostly stock new tank, i expect to eat railgun and die
Name:"Big" Richard Johnson
Unit Type: tank
Base Unit: rampart
Loadout: Turret:rampart siege cannon
Pintle:point defense turret
Chassis:siege stabilizers , composite armor (1)
Submitting for inspection
>>
>>5470820
>>5470826
Cool, cool, much appreciated for the heads up, comrades.

Will update my load out very shortly
>>
>>5470757
>>5471069

Take three.
Removed Amphib Mod for other neato stuff in my fat chAssis.

>Name: Moses
>Unit Type: Tank
>Base Unit: Zenith MBT (1,000)
Primary Turret Mount
>Heavy Particle Cannon (600)
Right Aux Turret
>Mortar (150)
Left Aux Turret
>Smoke Launcher (50)
>Main Gun FCS (75)
Chassis
>ED Armor Lvl. 1 (100) (Gotta protect muh heavy particle cannon and Auto Aux Turrets from EMP, and my HP is somewhat sturdy already)
>Target Marker (25)

<tuodaol lanif ym si sihT
>?
>This is my final loadout
>>
>>5470542
>>5471117
Approved.

That makes 11/12 confirmed players.
>>
>>5467887
First time playing Mega Mercs but I'll give it a shot, do tell if I do something wrong here.

Name: Pester
Unit Type: Vehicle
Base Unit: Cloudburst AGCV (800)
Loadout:
>Turret
Rain Maker Tank Gun (300)
>Pintle
ECCM (200)
>Turret Equipment
Network Support module (150)
>Chassis
Field Survival Modification (250)
ED Armour 1 (100)

Used 1900 creds.

If nothing is wrong then:
>This is my final loadout
>>
File: Team_Preview.jpg (21 KB, 561x430)
21 KB
21 KB JPG
I just finished assembling the sprites for all finalized players. Your loadouts are now Locked in

There is now only one open slot left.

Those of you who have been fully approved please choose a deployment zone.
>>
>>5471551
Rejected. The Cloudburst Chassis only has room for one upgrade. Choose either field survival or ED armour.
>>
>>5471712
>Deploy at Charlie

Name: [#?|Guy]
Unit Type: [Mech]
Base Unit: [Errant MK2] | [26/26HP | 50EVA | 4MOV | 8VIS | 40ECM]

(for future reference, would you prefer compact stat sheets like this, or would you want the full sheet with all the equipment and such?)
>>
>>5471716
(oops, shit, i fucked up my name/trip.)
>>
>>5471716
It's up to you. I transcribe everyone's stats on to the side of the map. So I have no real need for people to repost their stat block after unit creation. If it helps you keep track of things then go for it.
>>
>>5467888
Deploy me at bravo please
>>
>>5471712
I'll also deploy to Bravo, try sweep the cliff as planned.
>>
>>5471712
>Deploy at Delta
>>
>>5471712
>Deploy Delta
>>
>>5467888
>>5471712

>Deploy at Alpha
>If possible, in the lower right span, please
>>
>>5471712
Bravo deployment
>>
>>5471714
Them toss the ED

Name: Pester
Unit Type: Vehicle
Base Unit: Cloudburst AGCV (800)
Loadout:
>Turret
Rain Maker Tank Gun (300)
>Pintle
ECCM (200)
>Turret Equipment
Network Support module (150)
>Chassis
Field Survival Modification (250)

>This is my final loadout
>>
>>5471712
>Deploy in the top-left corner of Alpha
>>
>>5471712
Deploy at Alpha please, spread out a bit from Moses so we don't immediately get fucked by artillery.
>>
Current deployment list:

Alpha:
>Moses
>Takemikazuchi
>Indigo
Bravo:
>Clueless
>CMV
>Carillon
Charlie:
>Guy
Delta:
>Obscurant
>Sandstone

Yet to deploy:
>Warlock
>RX-75

Yet to be accepted:
>Richie
>Pester
>>
>>5471712
Alpha
>>
>>5471910
Approved

We are now officially full.
>>
Apologies all. RL has caught up with me so I was unable to finish all the prep work I need to do. Hopefully I can get the mission started tomorrow.
>>
placeholder
>>
Submitting vehicle since someone was so kind in conceding their spot.

Name
>Gunbig (can be bastardized as Gambit)
Unit Type
>Mech, quadruped
Base unit
>Lord Mk2 -1000
/////Loadout//////
Chassis
>Therm-Optic Camo Plating (2) -200
Right Torso Mount:
>Mk2-GJ Lancer Cannon -300
Left Arm Mount:
>EMP Charge -75
>Swarmer micro missiles -150
>EMP missile -100
Right Arm Mount:
>ECM suite -100
>Main Gun FCS -75

Tomorrow morning (in about 7 hours) I want to ensure this is my final loadout
>>
>>5472903
Grand.
>Deploy at Delta
>>
any recommendations on where i should deploy i need to be in cover or something like that and preferably near enough a scout to use there eyes
>>
>>5473223
all around even at chalie i should be able to indirectly bombard the cliffs directly to the right.
bravo i should be able to near directly bombard the center of the search and destroy zone.
alpha i should be able to hit the edge of the zone.
delta i should be able to hit some of the cliffs to the right.
would also like to be near someone with defenses against railguns or missiles
>>
>>5473230
You can't deploy at Charlie or Delta. I think Alpha and Bravo are around the same, so just toss a coin.
>>
>>5473223
>>5473230
>Deployment zones Charlie and Delta can only have 5 units max, and only if they are using the following chassis: Cobra K-A1, Cirrus Mk2, Cloudburst, Errant, Squire.

You'll have to deploy at Alpha or Bravo. Both zones have significant network defence and access to scout zones but neither have have point defence
>>
>>5473089
>This is my final loadout
>>
>>5473089
Can confirm this is legit, approved.

Pick your deployment zone.
>>
>>5473478
My deployment zone will be alpha
>>
File: download.jpg (8 KB, 303x166)
8 KB
8 KB JPG
>>5473230
>chalie
>>
>>5473478
>Bravo
deployment zone
>>
File: Start_BT.jpg (550 KB, 3022x2038)
550 KB
550 KB JPG
All units deployed to the mission area. Network connection secured, tactical display coming online, tagging friendlies.

>1 Gunbig
>2 Warlock
>3 Takemikazuchi
>4 Guy
>5 Indigo
>6 Clueless
>7 Sandstone
>8 Obscurant
>9 CMV
>10 RX-75
>11 Moses
>12 Pester

All units confirm your ID tags for C3 interface. ((Add your numbers to your trip so I can find your actions more easily.))
What a mess… wrecks everywhere and the sand storm means we can’t see shit. We’ll have to keep our recon drones docked till it blows over. Alright everyone, weapons free, commence operation!

>Declare actions I’ll try to start processing the turn at 9am UTC+8 on Friday. Depending on how fast I can process and how quickly I can co-ordinate with the enemy commander we’ll be doing 1 turn every 24-48 hours.
>>
>>5474354
Good luck Guy, lol

Captcha: VAG VVJ
>>
>>5474354
>{F}Evasion Focus
>>{M+W}Move 4SE, 3NE, 1SE, face S
>>
>>5474354
>U:Mass E fortification
>W:Aegis mode
>M:Use my movement to stay close to 10
>>
>>5474354

"Integrated Advanced Optics: ENGAGE!"
"Target Marker: ENGAGE!"

>[U]tility: Use Target Marker on empty space on the flaming wreck at the bottom of the crater... Just in case...
>[M]ove: South x4
>[C]ommander: Increase vision range

"Integrated Optical Eyeballs Mk. 1: ENGAGE!!"
"I know it's a fucking sandstorm out right now, but a tank commander can dream, can't he?"
>>
>>5474354
RX-75 reporting in tactical advice requested could my rounds be traced and my position revealed if i use my howitzers while all the sensors are blinded currently?
>>
>>5474527
we probably should coordinate our moves and firing positions
>>
File: file.png (769 KB, 851x835)
769 KB
769 KB PNG
I overlooked the Stat Stacking rules, oh well silly me guess I have some redundancies in case I get critically hit.
>>5474354
>Munition: Start with SFTAM
>U: Overwatch with Lock-on at the first target that comes into sight.
>C: Hands on giving Utility move: Used in tandem with action above to provide Locking on action.
>M: x8 North and face SE

Pester communicates through the secure net: "I can provide indirect fire support provided that you lock on targets for me. I'll sit behind this cliff until direct fire is more worthwhile or if no hostiles are in range.
>>
>>5474354
"Ah, can barely see past the end of my hammer! Whoever brought the sensors, can you please call targets?"

>[Focus] Defensive
>[W&A] Overwatch with Gauss Rifle or Hammer
>[M] Engage Skates: 5 South, 1 SW taking cover behind the dune
>[Shield Facing] SW

Remind me, what are the rules for plowing over/through wrecks?
>>
>>5474354
>Evasion focus
>M+W move sw nw sw nw 4sw, face s
>A/U Electronic Defense
>>
>>5474639
To the Takemikazuchi, their call sign is One (1), I repeat, their call sign is One!!
>>
File: 1646823152904.png (238 KB, 634x239)
238 KB
238 KB PNG
>>5474639
hmm... ooh I assume you are plotting the movement thinking you are in the spot 1
>>
>>5474449
>>5474354

*Use Target Marker on the flaming wreck at bottom of crater.

I meant to omit the "empty space" part to clarify my intent
>>
>>5474354
doxxed my secure trip. This will be my new one

"Stay cautious, we're flying blind."

[M]ove: S1, SW2
[U]tility: Activate Mass E-Fortification
[W]ild: Reserve jamming ac
>>
>>5474661
It has come to my attention that the "crater" is actually an inverted crater. Our enemy gets more and more clever at every turn.
>>
>>5474707
Roger 11, I have an inverted pit in front of me. We have been outplayed, repeat, we have been outplayed.
>>
>>5474710
There's only a short amount of time left until the cliffs, too, become inverted...

...!
>>
>>5474707
>>5474710
That's a sand dune.
>>
>>5474652
Oops
>>5474660
Movement is correct, I have jump jets
>>
File: 1659996075821.png (529 KB, 1262x276)
529 KB
529 KB PNG
Lord Mk2 will gallop to the cliff and hug the wall, facing south. The focus action will be evasion.

I wasn't sure if I should display the movement in full or just display it from point A to B so I made both!

>>5474758
Okay, super
>>
File: 1656989107731.png (852 KB, 1280x455)
852 KB
852 KB PNG
Lord Mk2 will gallop to the cliff's wall, hoping to be in the cover of the dune
>>5474758
Okay, super
>>
>>5474354
>[F]ocus: Evasion Focus
>[M]ove: 4 NE
>[W]ildcard: Move 3 North, 1 NE
>[A]ttack: Overwatch pile bunkers Eastwards
>>
>>5474354
>Move Nx3 NEx3
>Commander action: Hands on
>A+U: Overwatch fire maingun on any enemy in range

"Getting on top of dunes and preparing to fire on hostiles"
>>
>>5474354
>Commander gives extra Utility action
>Utility + Attack actions: Overwatch with Particle Cannon
>Move 5NE 3SE, Face NE
>>
>>5474939
Oh i forgot.
>Face NW
>>
>>5474939
>>5474971
you may have gotten NE and NW mixed up as you are just driving over the dune to the other side so you have no cover and are on flat ground
>>
Sorry guys I need to take care of something. Processing has been delayed by about 90 mins.
>>
>>5475070
no problem
>>
File: mercmech map.png (2.24 MB, 1229x1622)
2.24 MB
2.24 MB PNG
>>5474354
>>5474354
>fire howitzers individually at red marked locations using attack/move actions
>then move to designated location using black arrow using my WILDCARD continue facing NW
>FOCUS EVASION FOCUS

i have mirrored my actions to confuse if i am in ALPHA OR BRAVO
>>
>>5475070
No problema, chief. You finish that chunk of pumpkin pie, we won't stop you.
>>
>>5474369
>>5474375
>>5474449
>>5474599
>>5474613
>>5474639
>>5474696
>>5474900
>>5474939
>>5474965
>>5475133

>Processing...

>>5475139
It was actually three mini croissants and a chocolate muffin.
>>
File: snailgirl.jpg (51 KB, 320x240)
51 KB
51 KB JPG
I'm so fucking ready
>>
File: P1_BT.jpg (602 KB, 3022x2038)
602 KB
602 KB JPG
Operator: "They've got infantry hiding amongs the wrecks and ATGMs set up on the cliffs!"

"RX-75 Check fire! Your shots are scattering onto friendlies. The sand storm will cause indirect attacks to scatter all over the place! Saint help us, you just stripped half of Indigo's ERA! Were you not paying attention during the breifing!?"

>Standby for enemy phase...
>>
File: E1_BT.jpg (606 KB, 3022x2038)
606 KB
606 KB JPG
>>5475222
Operator: "They're popping smokes and falling back, don't over extend yourself."

[Sandstone]: Warning leg actuator damage! Warning, leg actuator...

((Minor correction: Indigo only lost 2 reactive during player phase, then one more during the enemy phase for a grand total of 3 this turn.))

>Standby for aftermath phase...
>>
File: A1-BT.jpg (598 KB, 3022x2038)
598 KB
598 KB JPG
>>5475265
>Declare actions, no definite deadline for processing, Roughly Saturday morning UTC+8
>>
>>5475271
>{F}Fire Control Focus
>{W+A}Reserve action: Fire canister launchers at first spotted enemy, besides the already-spotted infantry
>{M}Move 3S
>>
Rolled 4, 8 = 12 (2d10)

>>5475271
Welp, I was hoping to take down a mech before dying, but some infantry will have to do. Just a reminder never to trust intel and always take armor.

>Melee focus
>M: Move 3S
>A/U: double sword slash through AT-1 and S-2
>W: Move 4NW, jump over enemies and cliffs as needed

I wonder, did AT-1 hit me with a dumbfired missile, or do their missiles not need a lock to shoot? Or they can somehow overwatch lock+attack?
>>
Rolled 65, 60 = 125 (2d100)

>>5475367
Wrong dice
>>
>>5475369
Takemikazuchi, I can fire at S-1 and definitely destroy this unit. I only have big guns so firing at them would be a waste, but would this mean you survive?
>>
>>5475452
I've run away from S-1's LOS anyway. Probably best not to uncloak yourself for such a target.
Also, to destroy an infantry squad you need either a multi-hit or an AoE weapon, which I don't think you have
>>
>>5475457
Ah, you have swarmers. But they can't lock onto infantry.
>>
>>5475458
My Big Gun doesn't break stealth. But if you say infantry can't be brought down with one big hit, then damn... I better move southwards then and end my turn in overwatch.
>>
>>5475463
>Gunbig
Yeah, each hit just kills one guy.
There's some weapons with AOE radius of 0, this is specifically to use them against infantry.
>>
File: 1658327650947.png (1.06 MB, 1195x870)
1.06 MB
1.06 MB PNG
What the- look at this guys, look at them!!! There are three guys... quick, we must reference the vehicles and ID 'em to shit!!
Homework (we can share)

>What chassis is the mech that shot indigo. We can estimate how far they went. I am betting it is inside the smoke right currently
>What mechs can have the smoke launcher. Okay every mech and tank can have ths moke launcher, eks d lmao. Then how far do you think the mech/tank went? I bet they moved 2-5 tiles at most to position themselves better and keep shooting at the eastward forces OR they moved south-west to engage sandstone, which is more likely, because I bet their west-front is weak and the YOLO is exposed.
>What is the weapon the stealthied mech/tank shot with and how far are they now. I bet they moved a full 6 hexes and they only have one action and the stealth light weapon is the X-bow.
>>
File: 1661945068453.png (113 KB, 742x486)
113 KB
113 KB PNG
The mech that hid in the smoke is crocodile, it has:

>Two crocodile combat lasers
>EMP missiles (doubt)
>Smoke launcher
>¿¿¿???

It shot dual linked and retreated into the smoke, having up to 6 movement if they are using M+W, which I believe they did. I suspectt hey are behind the smoke ring, not in the middle ring.
>>
>>5475482
Nope, popping smoke is an Utility action, so they had to spend their W on it. They're in the ring.
>>
>>5475482
And yes, those are EMP missiles.
>>
>>5475479
It's impossible to ID the stealth unit, but since it wasn't overwatching, it's entirely possible that it had to move into position and is still in that hex.
>>
>>5475495
Unless the smoke was put up by another mech to confuse us. But I don't think there's a point in doing that.
>>
>>5475506
I got the idea that the smoke was popped by another unit, because if it wasn't the we should be able to see *exactly* where did the enemy croc moved before poppin' the smoke... or maybe not?

Damn it, I cannot tell! But what are the chances of *another* unit having smoke and being moved to the eastern front?

QM, can you tell us if the enemy croc moved to where the ring is and then popped the smoke? If not, can we know if it was this unit the one that popped the smoke?
>>
>>5475516
We can't see it, because it moved into the sandstorm: vision is restricted to 4 hexes.
>>
>>5475519
Ah... that's why we could only see it walking away one tile DUH
Thanks, thanks. Then this was the unit that popped a smoke, there is a stealthied unit possibly being in the same spot they fired and there is a high chance another vehicle is within reach. The other three vehicles and the YOLO cannot fire this turn and cannot reach/be reached...

This is all my thinking of course! There are another 11 contributors that think somethihg
>>
I can launch a mortar at the infantry in the western central (between Alpha and Bravo) and grind down what's left of them with my heavy particle cannon, I believe the mortar will gib 'em. Leaving you guys closer to the front to activate reserved or defensive actions, or go after different targets, or find a defendable spot to fight from.

Formal actions coming in a few hours, I'm all ears for other strategies, too.
>>
>>5475501
>>5475479
The stealth unit is almost certainly an Errant, mostly because of the angle of attack it shot me from - that's an arm mounted weapon, probably a Falcon Canister.
>>
>>5475523
I think you mean Eastern Central?
Please don't fire more mortar shells near me, I'd hate to die to friendly fire!
>>
>>5475520
I believe you're right. Of the six known mechs, he's using three to delay you. I believe he's going to use the other two to escort the YOLO either to the southwest or the northwest, whatever he thinks will be safer, and the last mech as a defense/reserve. This is the strategy that I would have used if I were him.
>>
>>5475526
The six known mechs don't include any stealth ones, so he has at least 7
>>
>>5475524
Operator: "Canister launchers don't have a muzzle flash. Whatever that was, it was probably something that was just barely out of your sight range and obscured by the storm. QAF intelligence tells me that YOLO strike groups don't usually include stealth units. Of course, they also didn't think there'd be infantry in the AO so... up to you if you wanna take them at their word."
>>
>>5475525
Lolololol yes! Woops

>>5475523
Eastern* not western
>>
>>5475524
And it didn't shoot twice because it used up their W to get there or retreat most likely. Also it only has one of those guns because then it would have used their twin-linked ability.

>>5475523
I am against you using artillery untill the storm clears. In retrospect, RX-75 shouldn't have either even less so when indigo moved into danger... one complaint is that QM said that indirect fire scatters 2-6 hexes but they didn't implement a wind-direction feature!
>>
>>5475533
This is strange. They should've had the same 4 sight range as us, and sensors don't work, so how did they shoot from out of range?
>>
>>5475529
It was just confirmed that the opposition is balanced around unit power, not accounting for coordination advantage. So we're looking at about 8-9 mechs, I'd say
>>
File: New Info.png (425 KB, 519x374)
425 KB
425 KB PNG
>>5475533
Ah, thanks Command.
>>5475540
It was probably one hex back, but with a really long barrel on the gun that dipped into the next hex. Maybe a Lord or Zenith.
>>
>>5475547
What I mean is they had the same 4 vision range as us. How did they shoot from farther away?
>>
>>5475537
I almost forgot about the potential for scatter, was so focused on annihilating the troops. I briefly thought about going RAMMING SPEED but the infantry have the ability to dive out of the way.

I just remember there is a Plasma Blast function on my main gun that also deals AoE damage. I'm most likely gonna go for it, everyone try to stay at least a few hexes clear of the infantry
>>
Rolled 8, 56 = 64 (2d100)

>>5475271
>U: Load IF Rounds
>A: x2 IF Rounds at S-3 Infantry next to Unit 7. -10 to hit due to sandstorm.
>C: Look around - I am assuming the storm wears off at the end of the turn.
--------------------
"Hey [Seven] you got some locusts on your flank, let me get them off of you."
>>
Rolled 79, 84 = 163 (2d100)

>>5475222
"Okey preparing for blind fire in new smoke formation steer clear this might get messy. Also i try to put bullet into that infantry nest.

>Move NWx2
>Commander action: Hands on swap main gun
ammunition to HE Shells
>Free aux mount fire on infantry nest
>Attack action: Main gun to NE smoke

>>5475549
My guess is they shot like i did. I had personally no visuals but you had and that let me take a shot even if it was "blind" one.
>>
>>5475563
You'll need to move more than that, the wrecks are mech-sized and block LoS.
>>
>>5475550
>>5475271

[C]ommander (Utility): Set Heavy Particle Cannon to Plasma Blast mode
[A]ction: Fire H.P.C. at the nearby infantrymen I-1, vaporize them into a smoky black residue on the glassed sand
[M]ove: SW x3, hopefully this'll keep me out of the firing line of any mecha or tanks

I choose to not activate the automated aux turrets this turn

>>5475537
I believe the wind-direction feature you're looking for is mentioned as being a d6.
>>
Rolled 32 (1d100)

Forgot my roll, sorry.

GET GLASSED, PUNY MEN!!
>>
>>5475580
Note that Cognis can easily miss actions without greentext. Already happened this turn
>>
>>5475580
>These are my moves for this turn

>>5475583
;-)
>>
>>5475592
Okay full repost just because now I'm paranoid

>[C]ommander (Utility): Set Heavy Particle Cannon to Plasma Blast mode
>[A]ction: Fire H.P.C. at the nearby infantrymen I-1, vaporize them into a smoky black residue on the glassed sand
>[M]ove: SW x3, hopefully this'll keep me out of the firing line of any mecha or tanks
>>
>>5475271
"Stay cool, hold out until the storm passes. Charlie and Delta will flush them out."

>[M+M]: S 2, SW 2
>[U]: E-Fortress
>[F]: Evasion
>>
>>5475271
>Move 5N 1NE, face NE
>Commander gives Utility action
>U+A: Shoot the YOLO and only the YOLO with particle cannon if I see it.
>>
>>5475627
Missed your name and trip
>>
>>5475627
Oh snap

"Stay cool, hold out until the storm passes. Charlie and Delta will flush them out."

>[M+M]: S 2, SW 2
>[U]: E-Fortress
>[F]: Evasion
>>
>>5475271
>[F]: Evasion Focus
>[M]ove: 2 SE, 1NE
>[W]: Utility Action use Smoke Launchers to cover the area
>[A]: Overwatch Electro Spikes NE for any melee targets who approach

---------
Thanks [7], moving up. Lemme get near you [8] were going in for the big one.
>>
>>5475271
>[Incomprehensible ̶S̶l̶a̶v̶i̶c̶ Quadrusian Swearing]
"Fucking sand! Fucking mortars! Fucking dug in fucking infantry! I was promised a DUEL GODDAMN IT!"

>[Focus] Defensive
>[W&A] Overwatch gauss against non-infantry enemies
>[M] Engage Skates, 1 SE, 3S
>Shield facing SW
>>
>>5475563
>If unable to shoot from previously stated position move NEx1 and face NW
>>
>>5475282
>>5475367
>>5475369
>>5475563
>>5475580
>>5475594
>>5475680
>>5475634
>>5475712
>>5475740
>>5475982

>Processing. Since I didn't give a deadline I'll accept late submissions right up until I post the player phase. You guys have roughly one hour, maybe more since I'll be auditing some mis-processing claims from last turn.

>>5475574
Here's the info on the wrecks:

>Wrecks do not block line of sight
>Wrecks give 20% Concealment and 1 Cover.
>Wrecks are difficult terrain for all units and cost 2 mobility to move through.
>Wrecks are destructible terrain and can be removed with demolisher weapons and other such equipment.
>>
File: 1652988251174.png (597 KB, 672x581)
597 KB
597 KB PNG
>>5475271
>Gun Big will move (M) three hexes southwards and face SouthWest.
>The vehicle will enter overwatch (A+W) and fire at the biggest thing that shows up!! (any mech does it, pretty please).
>Gun Big's pilot, Gambit, will focus in Dodge (Dodge Focus)
>>
>>5476096
>Clarification* Gun Big will fire using its Mk2-GJ Lancer Cannon
>>
File: P2_BT.jpg (627 KB, 3022x2038)
627 KB
627 KB JPG
((After the audit I found that I had indeed forgotten to resolve Obscurant's overwatch. I've decided to give them a free hit with their plasma blast on the snipers as compensation. Their main weapon is still on Ion Beam mode.))

>Standby for Enemy Phase
>>
STANDING BY
>>
>>5476164
Sorry I made a processing error on that one, let me rewind that a bit.
>>
File: P2_BT_R.jpg (622 KB, 3022x2038)
622 KB
622 KB JPG
>>5476171
Takemikazuchi is still alive.

Sorry about.
>>
File: 1660677754458.png (468 KB, 482x566)
468 KB
468 KB PNG
>>5476179
Sorry QM, I feel guilty for pushing it further but now I have this doubt. The tank that fired overwatch was in range of my sights but now it isn't, because it doesn't show in the map.

Since it was overwatch then the tank always was in the hex and it should've been revealed by me, without triggering overwach as long as my optical stealth is still working. The other option is that this tank was in optical stealth and it was revealed because the gun it fired in overwatch wasn't stealth-compatible.

If this concern of mine is unbased, don't worry just reply with a ;) so I understand everything is taken in consideration and you don't give us more info
>>
>>5476179
Anyway, we can start "triangulating" the enemy vehicles thanks to Guy, Sandstone and Obscurant's scouting
>>
File: E2_BT.jpg (629 KB, 3022x2038)
629 KB
629 KB JPG
>>5476179
((I forgot to overwatch an artillery overwatch from Op-For so I resolved 2 howitzer shots from the central plateau this turn.))

>Standby for aftermath...
>>
File: A2-BT.jpg (532 KB, 3022x2038)
532 KB
532 KB JPG
>>5476293
Operator: “Sandstorm’s letting up, long range comms are coming back. I’m intercepting a transmission from the YOLO.”

YOLO Commander: “Battalion HQ - shit - any Droiqubarian forces, this is Major Swagger of Third Assault Company. I am under dedicated attack from several directions by a large contingent of mercenary forces! Get your asses over here NOW! There is a real and present danger to the YOLO Platform. Anyone in the vicinity that I discover has not mobilized will be barred from taco night for 2 weeks! Swagger Out.”

Droiq HQ: “Copy that Swagger, we’re aware of your situation static is enroute to your position, ETA static

Operator: “This is a complete shit show, we’re gonna need reinforcements of our own.”
“HQ, this is Price Tag we have engaged the YOLO and it’s surviving strike group but things are not going well. They have extra infantry forces deployed, some of our guys got caught in an ambush. Can you provide reinforcements?”

QAF Liason: ”Negative Price Tag. The whole reason we hired you was because we didn’t have anyone to spare.”

Operator: “There is a very real chance the YOLO could slip through our fingers if we don’t get back up. I know some guys I can bring in, but it’ll cost you extra.”

QAF Liason: “We already paid you triple to take this job on short notice.”

Operator: “Yeah well your intel was bad and that’s cost us, so now it will cost you. Do you want this YOLO wrecked or not!?”

QAF Liason: “Do what you have to and send me the bill…”

>Declare actions, processing will happen on Monday morning UTC+8 as I’ve got something on tomorrow morning.
>>
>>5476310
Aaand I just noticed I forgot to process Obscurant's overwatch. Processing a correction now...
>>
>>5475634
>Shoot the YOLO and only the YOLO with particle cannon if I see it.
Oh wait... you specified the YOLO and only the YOLO.
>>
>>5476310
Been a bit busy lately
If I'm gone again I give full permission to robot me
>Move 3 towards 9-L
>Mass jamming
>Mass E-Fortification
>>
File: disappear-peace-out.gif (118 KB, 220x220)
118 KB
118 KB GIF
lolwut
>>
>>5476323
>[M]ove: SW x3, hopefully this'll keep me out of the firing line of any mecha or tanks
Not sure why you thought this would do that... because it did the opposite.
>>
>>5476325
(I smell a skrimbrain~)
>>
>>5475562
Fuck. Ok 12 Ima need your help again and this involves you shooting me with yhe IF's I'm coming over near you and throwing a Demo at the Artillery up top
>>
>>5476325
Because I thought wrecks would provide cover.
>>
>>5476333
Sorry, this mission isn't the best type for newcomers to the system. Since the player's are due for reinforcements, would you like to respawn?
>>
>>5476343
This is my third mission ;-;
I'll skip on the respawn, thanks, though.
>>
>>5476343
Do reinforcements have the same 2k credit limit?
>>
File: A2-BT.jpg (556 KB, 3022x2038)
556 KB
556 KB JPG
>>5476385
Yes

Also forgot to give you guys back your vision range. Reposting aftermath.
>>
Rolled 40, 88, 45 = 173 (3d100)

>>5476310
>>5476391
>{F}Fire Control Focus
>{W}Lock onto the YOLO using the Target Marker
>{A}Fire both canister launchers at the YOLO
>{M}Move 2SW
>>
>>5476346
Please respawn
>>
What I would do if I was the CiC:

Warlock goes around T1 and shoots it in the ass
RX-75 bombards the mechs in the smoke
Indigo finishes them off, or hits B3 if they're dead
Gunbig shoot YOLO
CMV moves W and overwatches shot at B3
Clueless moves up, machineguns infantry and mass jams
Pester closes in into YOLO's dead zone and shoots it
Takemikazuchi runs up and stabs YOLO
Sandstone moves 1N, doublespikes L1 and throws EMP charge to try to get B1 with its AoE

That's the best I can come up with right now
>>
Rolled 50, 60 = 110 (2d100)

>>5476391
Objection!
I have increased my vision to 10 with an action, not that it matters though lmao so you're fine.

>>5476496
I plan to do that next turn when it inevitably gets closer, I need to liberate Sandstone from swarmers, he won't get much more help after that though.
--------------------------------
>>5476330
Hah [Seven] now you got some real locusts on you! Intelligent Fragmentation out, this should brush them off.
- Also, where did [Eight] go - Oh wait nevermind.

A: x2 IF rounds at them nasty swarmers on 7 Sandstone. IF is king.
U: Hack B1
C:Hands on - Load AP Rounds.
>>
>>5476505
>swarmers
You mean terror drones? Swarmers are missiles.
And you can't shoot through smoke without a sensor lock.
>>
>>5476508
Yeah meant terror drones, my mistake.
I believe you are a veteran of this game then, so smoke is counted as LoS blocking rather than Concealment? Also I know where Sandstone is since he is an ally, probably shows up somewhere in my tank, I am effectively shooting directly at him or near him and let the IF rounds deal with the terror drones whilst avoiding any damage to him.
Does that not work?

I want QM's take on this.
>>
>>5476520
The basic rules page says:
>Ranged attacks require a direct line of sight to a target in range
The description of the Smoke Launcher says:
>Dense smoke blocks line of sight through it and grants -30% accuracy to direct attacks against targets in the smoke.
So you can shoot at someone in smoke, but not behind smoke, like Sandstone is.

That being said, IF rounds have AoE, so you can target the hex and rely on the blast damage. The question of whether direct attacks can be targeted at a hex, especially through smoke, has been raised here already, but not answered.

>>5476391
Cognis, what's your take on the above?
>>
>>5476525
>So you can shoot at someone in smoke, but not behind smoke, like Sandstone is.
I now realize this can sound ambiguous. Sandstone is definitely behind smoke and out of LoS.
>>
>>5476525
You're right I found the section with the smoke, though I had to specifically ctrl+f it to find it because its hidden in a box somewhere deep.

Anyways, if shooting near sandstone still works I keep my action.
If not, I shoot the tile NW of him to let the blast take care of it.
>>
>>5476531
You should know you can also hack the drones and make them attack the enemy for a turn. It doesn't require LoS
>>
>>5476536
Or you can even hack the YOLO and take control of all its drones. That'd be fun!
>>
>>5476536
Not as likely as firing two AoE blasts at it, I don't like gambling, but still I'll wait what Cognis has to say, and if I am forced to shoot a tile before Sandstone then I will do that, and also change the hacking action.
>>
I support Taki's plan. Will delay my action till after RX75 has fired.
>>
>>5476391
Actually, Cognis, shouldn't the smoke around [7] Sandstone have cleared by now?
>>
>>5476555
oh i was waiting on people to know where i should fire
>>
>>5476520
>I want QM's take on this
Smoke should be gone now. I forgot to remove it. You have clear LoS.
>>
>>5476496
want me to STONK and basically fire both at the exact samespot? and activate my artillery system FCC
>>
>>5476563
A take on direct shooting hexes through smoke would still be appreciated, since it's the second time this comes up
>>
>>5476565
That would probably be optimal
>>
>>5476563
Grand. My actions remain unchanged then.
>>
>>5476580
center on b5 or b4?
>>
>>5476587
Tough question. It's better if b5 is hit cause Indigo can get b4 easier. But if shots miss and scatter, targeting b4 is better.
I'd say b4 but I'm not 100%
>>
>>5476587
>>5476589
Go for B5. We need some luck to go our way to have a chance at this point, so might as well take the option with the highest upside.
>>
>>5476496
YOLO has four interceptors you silly. Firing my big gun at it would be for notin. Without overwhelming it with EMP or swarmers...
>>
File: 1645158588072.png (365 KB, 347x752)
365 KB
365 KB PNG
>>5476563
which smoke is the one gone?
>>
>>5476592
>>5476589
does anyone remember how to calculate scatter?
>>
Rolled 25 (1d100)

>>5476391
"This is Takemikazuchi. I'm attacked by terror drones, left arm nonfunctional, status critical. I will do what I still can. Hesitation is defeat!"

>Evasion focus
>Move 2SW 5S
>Stab YOLO
>>
>>5476599
The one around[7]
>>
>>5476594
You're right.
>>
>>5476599
None of those. The one in the SW popped by [07] Sandstone last turn.
>>5476602
You roll to hit as normal ("Dice+1d100" in the options field). If you hit, it's on target. If you miss, cognis shifts it 1 or 2 hexes in a random direction.
>>
>>5476612
wow then that storm was amazingly powerful if it could shift my shoots by 5 tiles
>>
>>5476613
The briefing:
>>5467889
>Sandstorm in effect for the first 2 turns. Sensors offline, max vision range at 4. Ranged attacks suffer a cumulative -10% accuracy penalty per hex beyond range 4. Indirect fire weapons scatter 2-6 hexes on miss regardless of any other modifiers. Homing weapons will also suffer from the accuracy penalty, base accuracy will be set at 100% if the target is locked.
"Indirect fire weapons scatter 2-6 hexes on miss regardless of any other modifiers."

This was not a great mission for artillery or hacking. We brought three mechs that were mono-hacking/artillery. You get the engagement you buy. -shrug-
>>
>>5476613
>>5476612
also if it only shifts 1 tile basically 50% chance to hit anything next to it if its only that pair so why was 5 the biggest threat again?
>>
File: 1646960574023.jpg (1.47 MB, 1685x1250)
1.47 MB
1.47 MB JPG
This is the range my big gun can fire at! I fire at 75% (gun + maingun fcs) and if locked onto a target then it would be a whoopin 90%!!!
>>
File: mercmech map.png (2.19 MB, 1708x1416)
2.19 MB
2.19 MB PNG
Rolled 85 (1d100)

>>5476391
>ARTillery FCS activate spending my WILDCARD
>FIRE FOCUS
>linked shoot with both L Howitzers on marked target B5
>>5476496
job done bozz
>>
File: 1640558266530.png (140 KB, 454x298)
140 KB
140 KB PNG
Is it me or it looks like the YOLO crashed into the cliff face
>>
>>5476619
You need to roll for the second shot as well.
>>
Rolled 100 (1d100)

>>5476626
was it a good roll? dont remember if we are aiming for high or low dice for thresholds and stuff never sure due to how varied this stuff is
>>5476619
second roll wish me luck
>>
>>5476629
(OOF.)
>>
>>5476629
...low. Low is good. With your artillery FCS, you wanted below 80.
[OOF SIZE - MAXIMUM]
>>
File: 1643478960081.jpg (1.47 MB, 1685x1250)
1.47 MB
1.47 MB JPG
Rolled 62 (1d100)

>LordMk2 will (M) move two north, one north west.
>LordMk2 will Lock On (W) on B2
>LordMk2 will FIRE (A) its Mk2-GJ Lancer Cannon at B2
>LordMk2's pilot Gambit will continue on Ev. Focus

If this is true, then my Acc to hit is 95% Rolling 1d100
>>5476629 >>5476619
horeee shit (The dice has to be lower than your acc) But don't worry! With the FCS your spread is -1 so it will definitely hit something!! right?
>>
>>5476579
Smoke blocks LoS, therfor direct fire weapons can't shoot through it. As for shooting a direct fire weapon at a hex. Yeah you could do that, but you'd still have to roll to hit. So in this scenario Pester could shoot his IF shots at a smoked hex at -30% accuracy but not THROUGH one.
>>
>>5476632
imagine the one quest where its bad i roll 100 is the only times i manage to it
>>5476634
80 and i got 85 i guess i got +1 spread but then got canceled by -1 spread
but 100 thats fucking insane
>>
File: 1669294659806.png (43 KB, 765x107)
43 KB
43 KB PNG
>>5476619
Well B5 was a direct target with -30 to hit because they are obscured by smoke but not BEHIND smoke (So lower than 80 - 30 = 50). The shot misses and scatters 1 to 2 hexes, but thanks to your FCS the shots will only scatter 0 to 1 hex!!!
>>
>>5476619
actually did i do this wrong?
>>5476639
feels weird if i just shoot the tile they are on instead of them it would not scatter as much sort of a gundam thunderbolt moment
>>
>>5476391
[Warning: Armour. Depleted.]
"Damned if I'm going down without a fight!"
>Wait for artillery to land
>[Focus] Defensive
>[Move] 2SW 1NW
>[Attack] Swing Impact Hammer at B4, such that B5 is in the blast
>[Wild] Fire Gauss Rifle, either at B4 if it's still alive, or B5 otherwise
>[Shield Facing] NW
>>
Rolled 39, 59 = 98 (2d100)

Dice didn't work
>>
>>5476641
>actually did i do this wrong?
you did you ebest
>>
File: 1651520959699.png (166 KB, 574x605)
166 KB
166 KB PNG
>>5476635
Oh no no no no no no no the Rampart has point defense FUK and it most likely used and utility (U) to activate it's defense mode......aaaaaaaaa
>>
Rolled 26 + 30 (1d100 + 30)

>>5476391

>[U]: Deploy Scout Drone in support mode to [1 Gunbig]
>[U]: Hack target B3
>[M]: N2, NE1, Face S
>>
File: Warlock megamercs turn 3.jpg (1017 KB, 3022x2038)
1017 KB
1017 KB JPG
>>5476716
Not a great roll
>>
Rolled 81, 93 = 174 (2d100)

>>5476391

"Preparing to assist and slam down on that loose tank in the smoke. Also can someone blow up those infantry to make advancing easier"

>Free aux turret on infantry I3
>Move NEx2 Nx1
>Commander action Hands on
>Attack action: Overwatch Fire main gun at B3 once smoke clears
>>
>>5476716
oh yeah

>[F] Evasion
>>
Rolled 33 (1d100)

>>5476310
>Focus: Evade
>Move: 1SW, 2NW
>W-Move: 2NW, 1N
>Attack: Throw Democharge 3 NE on top of B1
>-Face SE
>>
>>5476943
You're gonna eat an attack of opportunity
>>
>>5476943
I suggest using disengage.
>>
>>5476945
>>5476948
Staying alive at this point is a waste of my time. I don't even have any equipment to fight him. I lack an Shitty Electro Spike and I don't even damage him. Even if I disengaeg he just follows me and locks me in melee again. I'd rather die then continue that stupid charade.
>>
>>5476957
You can damage him with detcharges
>>
>>5476959
He has a point defence turret or CIWS on himself and the FACT he didn't fire it means its waiting for just that to simply to delete my Det charge. It achieves nothing.

The following was his action from last turn:
>-Focus: Melee focus
>Move into me and Obscurant (using skates or not is irrelevant)
>Melee with both Impact Hammers which are cooked af now
>Wildcard: Activate Defence System. now he is untouchable for 2 attacks that are heavy projectile. Aka. My det charge will vaporise into nothing
>>
>>5476966
Damn...
>>
>>5476970
Things are not going super well but we do get reinforcements
>>
File: TacticalIdolShowFlyer.jpg (909 KB, 2443x3324)
909 KB
909 KB JPG
----Somewhere over the Great Interior Desert---

Tactical Idol: “Huuuuue… I thought being a fighter pilot would be a better career than a mech pilot. But I had no idea that configuring my plane with vector thrust and chemical lasers so I could literally dance across the sky firing rays of burning love would drive maintenance costs through the roof! I’ve had to up my rates and now nobody will hire me because I’m literally high maintenance!”


Operator: “Idol, come in, you there?”


Tactical Idol: “Ack! Who’s this? How did you get access to my private channel!? Did you buy a VIP pass?”

Operator:” Come on Idol, it’s me Price Tag. Got a job for you.”

Tactical Idol: “A job? Where!? Who needs their spirits lifted? (And enemies bombed?)”

Operator: “My guys are getting our asses handed to us by a Droiq YOLO, enemy reinforcements are inbound and we could really use your help. High priority sortie, triple pay courtesy of the QAF.”

Tactical Idol: “Have no fear! My song shall reach their hearts! (And my lasers shall reach their targets >:3 )”

Operator: “Uh yeah… here are the co-ordinates.”

-----------------

Operator: “That went well, no who else do I know that I could bring in…”

>The Tactical Idol will be making an appearance over the AO soon. Look forward to it!
>>
>>5476391
Oh sorry if I didn't make it clear but Indigo is in EMP shock.
>>
>>5477692
If I hack him can I fuck with his point defense and or ciws in anyway?
>>
>>5477717
>>5476966
Whoops meant to reply to this post
>>
>>5477717
Yes. Hacking him will shut down his CWIS.
>>
>>5477692
This implies committed aircraft can't be engaged by enemy aircraft.
With the ammo load indicated, there seems to be no point in not committin CAS every turn
Can you evade CAS? Which way to face for this?
>>
>>5477692
Are special weapons other than Aegis capable of point defense unable to engage aircraft? Like Linebacker's turret?
>>
>>5477843
>This implies committed aircraft can't be engaged by enemy aircraft.
If he's smart he'll commit some of his own aircraft to intercept, unless he's commited everything to a ground attack of his own.
>With the ammo load indicated, there seems to be no point in not committin CAS every turn
Generally yes. Make the most of it.
>Can you evade CAS? Which way to face for this?
This is an edge case, generally the vast majority of CAS can't be evaded. In the event it becomes relevant I'll let the target attempt evasion regardless of facing.
>>
>>5476310
>Deploy new tank
>Zenith (1000)
>Primary Turret: Heavy Particle Cannon (600)
>Aux: Frag Cannon x 2 (300)
>Chassis: Heavy Ablative Armour (75)
>Total 1975
Reports of my death have been greatly exaggerated.
>>
>>5477873
Approved, you will be deployed during the aftermath of turn 3.
>>
Rolled 19 (1d100)

>>5477701
Ah, dang. In which case instead of firing the gauss rifle:
>If B4 survives the hammer, shield bash them with my basic mech-melee attack.
> If B4 dies to the hammer, move 1N 2NE trampling the infantry, and set shield facing SE.
>>
>>5476635
Considering range penalties during the sandstorm, can I switch the order from
>moving, locking, firing
To
>locking, firing, moving?
>>
>>5477692
I don't suppose someone can give me a push closer to the big guy so I can hack into him?
>>
>>5478099
You'll have to hack someone else then go through network
>>
>>5478137
You sure? Pretty sure it says It only applies to the closest one rather than getting to choose in general.
>>
>>5476318
>>5476398
>>5476505
>>5476608
>>5476619
>>5476635
>>5476716
>>5476736
>>5476943
>>5477873
>>5477891
>>5476644

>Processing
>>
File: P3_BT.jpg (1.34 MB, 3022x2038)
1.34 MB
1.34 MB JPG
((Fuck me there;'s absolute carnage going on, my brain is melting from processing all the overwatches and intercepts... I've almost certainly forgotten something and I apologize in advance. I'll clean it up in the after math.))
>Standby for enemy phase...
>>
File: E3_BT.jpg (588 KB, 3022x2038)
588 KB
588 KB JPG
>>5478632
((Corrections, YOLO did not suffer heavy EMP last turn due to intercepting the canister rounds. One enemy infantry squad did not die to friendly fire due incorrectly processed overwatch.))

>Standby for aftermath...
>>
File: A3-BT.jpg (584 KB, 3022x2038)
584 KB
584 KB JPG
>>5478699
Droiq Air Cav: “Major Swagger we’ve reached the AO, just tell us where you need us.”

Operator: ”Okay, I’ve called every freelancer I know. This is it, it’s now or never!”

Tactical Idol: “Hi everybody, are you ready to sing!?”

New Units:
>13 Obscurant
>14 ??
>15

>Declare Actions, turn is processing at 9am UTC +8 Tuesday.
>>
>>5478746
(Are these all the reinforcements we're getting?)
>>
>>5478748
Yes. You've got 3 player units (Each of them is either a re-spawned guy or another player from the discord that missed the initial sign ups.) and the Tactical Idol.

If you're smart about this, you should be able to win.
>>
>>5478758
>If you're smart about this, you should be able to win.
(Somehow I doubt that, but it's out of my hands at this point anyways.)
(Good luck to the rest of you.)
>>
okay you FUCKING COWARDS if you give up now we lose instead of a possibility its a certainty
>>
Rolled 32, 38 = 70 (2d100)

>>5478746
>Move 4S 2SE
>Fire Laser at Mech to 3N 1NE
>Fire Hammer Rocket at Same Target

Fire on the move, retake the initiative!
>>
Rolled 73, 53, 97, 80, 57 = 360 (5d100)

>>5478746
>Move 3 SW, face S
>Free Zenith action: Shoot right Frag Cannon at infantry S1
>Commander action: Shoot left Frag Cannon at infantry I1
>Attack action: Shoot Particle Cannon at nearest tank, T1

>>5478793
I don't see anything at the point where you're shooting.
>>
should i just be running i am cornered by all the infantry on the map
>>
>>5478795
Whoopsie, I misread that 12 in the west as 15. Let's chalk it up to the heat addling the brain.
>>
>>5478804
oh just noticed i changed my facing even if i did not put in a new facing i guess its done automatically towards what i fire on.
>>
>>5476948
"Holy shit! He didn't follow up!!?? Ok [12] we need to start painting targets for Tactical Idol. We can either dump it all on the the Attack helicopters or something else. Anything in mind?" (We can only Lock on to 1 target each so its a start)
>>
>>5478861
The Linebreaker might be a good target
>>
>>5478887
>>5478861
Does anyone know what the enemy helicopters are capable of?
>>
>>5478887
>>5478889
Something along these lines. Keep in mind this is a 2 years out of date so its different now. What I do remember is that EMP instakills them. However I can only single target helicopters with my charges.

https://suptg.thisisnotatrueending.com/qstarchive/2020/4176981/thumbs/1586101183365.jpg
>>
>>5478887
Maybe, I guess if me and Pester focus fire him after all the Swarmers. Though we may be at the mercy of the YOLO
>>
>>5478892
Do you have another demolition charge?
>>
>>5478896
2 Demo's, 1 EMP, the Electro Spike is a shit since Errant can't jump
>>
so what is the plan feelas should i sprint out of cover and try and mark or something?
>>
>>5478900
We gotta do parting shot actions now. For you RX
-Focus Evasion (face NW)
-Move 2N
-Sensor/Visual lock on B4 {8NW, 2N means he is in Locking range and your Adv Sensor still works}
-Fire light Howitzer at B4 (10 Range is the best this affords you)
>>
>>5478916
i will accept these commands
https://www.youtube.com/watch?v=pTs0yaQBE5w
>>5478746
-Focus Evasion (face NW)
-Move 2N
-Sensor/Visual lock on B4 {8NW, 2N means he is in Locking range and your Adv Sensor still works}
-Fire light Howitzer at B4 (10 Range is the best this affords you)
>>
>>5478932
(don't forget to greentext for ease of view, ALSO the Face NW is for after the Movement since that's when it gets declared)
>>
>>5478916
I suggest using the EMP or DET charge to take out the enemy flyers. If you can use both try to take out 4 of them.

I'll go annoy the Linebreaker, I know for a fact that he cannot defend against lock on, so I'll send Idol their way with a love beam and also some of my own shots.
>>
>>5478941
Actually instead of locking on I could hack the linebreaker instead, he'd lose his point defense and Idol's swarm missiles would do a whopping 12 damage + possible crits + my 8 damage, along with whatever AoE the linebreaker suffered from my previous attack. This could very well just kill 'em.

Sound good?
>>
>>5478941
>>5478948
AoE will not affect the flyers. At best I can only catch 2 of them.
>>
Rolled 76 (1d100)

>>5478746
High risk of imminent death? I'm loving these odds!

>[M+M] Move 4NW,3SW,1S
>[W] Attack Infantry S1 with Electro Spike (75Acc, 6Dmg)
>[F] Evasion Focus

(1 Time ref)
Name:[14]Anna Graham
Unit Type: [Mech] [16/16]
Base Unit: [Cirrus] [M][M/A][W]+[F]
[AGI:75 MOV:4 VIS:8 EWR:50]

[LA+RA](Electro Spike):75Acc,6Dmg,30/1Crit
[LT+RT](Light Autocannon): 60Acc,4Rng,2*2Dmg,5/2Crit
[LS](Smoke Launcher):[2/2]
[RS](Hammer Rockets):[2/2] 70Acc,5Rng,8Dmg,15/2Crit,4/5Apen
[CT](Cirrus MS):Jump/Skim
[CU](Reactive Armor):[4/4]
>>
>>5478963
>AoE will not affect the flyers.
I don't see that mentioned anywhere within the rules, you sure? I was thinking about detonating the charges between the helicopters to catch two in one go.
>>
>>5478966
OFF BY ONE
>>
>>5478968
I'm confirming this. I was a bit absent minded when writing the rules and didn't think about interactions with flyers.

I will confirm that if you get a direct hit on a helicopter I will resolve the AoE on other helicopters in range.
>>
>>5478973
Question, can one detonate the det charges between the helicopters?
>>
>>5478978
No.
>>
>>5478984
Copy that.

>>5478963
If you get this helicopter to your north you can take 3 of them out at once, you have a range of 2 on your det charge's AoE.
Just make sure to get out of the way.
>>
>>5478985
Ok, but you still need to mark the Linebreaker to do anything so good luck. I'll post my action now so I'll probably die by way of YOLO.
>>
Rolled 41, 82 = 123 (2d100)

Anyways, my action.

>Hands on: Hack L1 to disable the point defense
>M: Move 8 tiles south to get out of potential clobbering range if this fucks up.
>A: Fire 2 AP shots at the Linebreaker's flank. (Wait for Tactical Idol's lock on for that sweet 20 hit bonus.)

Gun run request: "Idol-chan can you light up that linebreaker's ass with a lovely Starburst Volley?
>Request Tactical Idol to fire fire a Star Burst Volley! at L1.

>>5478990
Try to stay out of YOLO's sight unless you want to go stab its ass I guess.
>>
>>5478932
>-Focus Evasion (face NW)
>-Move 2N facing NW
>-Sensor/Visual lock on B4 {8NW, 2N means he is in Locking range and your Adv Sensor still works}
>-Fire light Howitzer at B4 (10 Range is the best this affords you)
>>5478933
better right
>>
>>5478992
Forgot to mention
>Face north
>>
>>5478992
That last one is litteraly impossible since it as indirect fire. I'd rather just go kill myself in the middle of my bombs like I am about to do
>>
Rolled 87, 56 = 143 (2d100)

>>5478746
>F: Focus Evasion
>M: Move 3NW
>A: Throw Demolition Chrage at the Chopper 1NE, 2SE (It used to be North of me and is in the middle of the formation)
>W-A: Throw Demolition Charge at the Chopper 2N, 1NE (Transport Chopper)
>FACE NE
>>
>>5478793
You triiip
>>
File: 1669041775033.jpg (224 KB, 683x670)
224 KB
224 KB JPG
Rolled 14 (1d100)

>>5478795
"Good work getting rid of infantry, newcomer!! And for softening up that Tegu for me... h*ck it's not going down!"

"To the Cloudburst newcomer, callsign [15] >>5478808 you better get rid of the I1 infantry or I am screwed!!"

>Move Action [M/A] Strolling 2 hexes south
>Utility Action [W] Locking on T2
>Firing Action [A] Firing at T1 with my Mk2-GJ Lancer cannon!! The Recon drone supporting locks on T1 since it's the vehicle I attack
>Focuss Action: Evasion

I don't know if the recon drone can lock on *before* I take the shot or not, so I am either firing at T1 with 75% or 90% accuracy, depending on QM's rulling.
>>
Rolled 5, 10, 6 = 21 (3d10)

>>5478746
"Advancing towards YOLO while taking shots at anything that moves"

>Move SWx2 NWx4 Facing NW
>Attack: main gun B5
>Commander action: Pintle fire B4
>Free aux attack: fire B4
>>
>>5479190
So you were the one who sucked up all the luck from our dice.
>>
>>5479190
Ah, no, you just rolled d10s...
>>
Rolled 7, 77, 88 = 172 (3d100)

>>5479190
Oof it would seem i am little tired.

"Correcting faulty firing matrix"
>>
File: 111111111.png (509 KB, 737x494)
509 KB
509 KB PNG
>>5478746
"AAAAAAAAAAH OH GOD OH FUCK OH GOD OH FUUUUUUUCK!!! I'm NOT ARMED FOR THIS!!"

>Move along the red line
>Mass EF
>Mass Jam
>>
>>5478793
>>5478795
>>5478996
>>5479003
>>5478998
>>5479039
>>5479190
>>5479429
>>5478966

>Processing...
>>
File: P4_BT.jpg (605 KB, 3022x2038)
605 KB
605 KB JPG
>>5478992
>Request Tactical Idol to fire fire a Star Burst Volley! at L1.
Tactical Idol: "Let me know what you want and I'll give it to you! Alright everyone our first song is What about my Star and our first attack is STARBURST VOLLEEEY!"
https://www.youtube.com/watch?v=qEnQA0uJaug
"Hue... that wasn't very effective. The target had reactive armour up the wazoo- oh! But looks like Sandstone's bad luck had an unexpected upside! Remember everyone, even dark clouds have silver linings!"

((Corrected from last turn, mech on the central cliff should actually be dead. I've also decided to use the -In damage pop up to denote intercepted attacks since the regular FX doesn't always make it obvious.))

>Standby. I'm doing a 48 hour turn today so enemy phase will be processed tomorrow.
>>
File: E4_BT.jpg (588 KB, 3022x2038)
588 KB
588 KB JPG
>>5479709
>Standby for aftermath...
>>
File: A4-BT.jpg (570 KB, 3022x2038)
570 KB
570 KB JPG
>>5480739
Operator: "We've lost sight of the YOLO on sensors, and the area is swarming with Droiq air patrols. Even with our lovely Tactical Idol there's no way we can get through in time... it's over."

>Mission Failed.

First off I’d like to thank everyone for playing and I’d also like to apologize for the nature of the mission. From a design stand point this was a huge success, I got to see all the layers of the game interact and have a very good idea of what kind of changes and balance tweaks I need to make.

Unfortunately a mission like this requires a player base with in depth knowledge of the game system, good group co-ordination and flexibility. In hindsight it was a pretty bad mission to run as a one off test game, the fact that the rule sheet did not provide explanations of crucial edge case rules interactions didn’t help and I sincerely apologize to all who felt cheated and/or otherwise didn’t have fun.

Feel free to leave feeback Or just bitch at me I might linger for a while to address said feedback and provide further commentary (and maybe post an additional RP snippet.)
>>
>>5480771
Think you could give us the full sheet for the YOLO?
>>
File: YoloStats.jpg (822 KB, 3589x4471)
822 KB
822 KB JPG
>>5480773
Sure I'll post some enemy stat cards here.
>>
File: InfantrySupport.jpg (1000 KB, 2433x4025)
1000 KB
1000 KB JPG
>>5480776
Stat card for the infantry the enemy had at the start of the game.
>>
File: OpFor_Reinforcements.jpg (2.22 MB, 2909x8584)
2.22 MB
2.22 MB JPG
>>5480777
At the end of turn 3 Op-For commander got to select three items from the following list to have as reinforcements, with a maximum of two copies of each. They chose 2 Gunship squadrons and 1 Heliborne Infantry platoon.
>>
I also wanted to say a few words about the intel since that caused quite a lot of salt in the discord during the first turn:

What happened in universe: QAF intelligence underestimated the Droiq’s ability to mobilise reinforcements and so didn’t know that they had managed to insert a unit of airborne infantry with a jump capable artillery cobra into the AO before the sand storm hit.
The YOLO strike group is quite a large formation but it had to retreat from the front in disarray. Some elements got lost during the retreat while others that were initially lost managed to link up again. This is why not all the strike group units that were given in the intel showed up during actual battle.

Meta Explanation: I wanted to mix things up a bit and I felt giving you guys a complete picture would make it too easy for you to build your units to hard counter the enemy. The Op-For commander was not aware that you were allowed to deploy in the west so it’s not like you were the only one who didn’t know things. If Sandstone hadn’t end up being revealed by the cliff snipers through sheer dumb luck things might have gone very differently.
>>
File: PlayOfTheGame.jpg (68 KB, 445x470)
68 KB
68 KB JPG
Also this absolute mad lad...

https://www.youtube.com/watch?v=HQpXaIgH9GA
>>
>>5480777
Ah, so that's how they overwatched homing missiles.

>>5480771
We didn't manage to destroy a single enemy mech except that Cobra, did we?
>>
>>5480914
>We didn't manage to destroy a single enemy mech except that Cobra, did we?

No, you killed one of the crocs too, and a bunch of infantry.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.