Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"I'm not gonna bother smoking to block that Restada to the north, cause Restadas are hilariously weak.
Frog, smoke R19. STOP, we're gonna hit the Fiver from 3 tiles south. The smoke will block our line of sight, but we can use targeting data from Crispr. Kettlehead, you'll probably have to give it the killing blow. Probably want to retreat back to cover afterwords. There may be some vehicles swarming out once we lay into that Fiver.
Frog, I strongly advise against going in there, if there's any vehicles they'll all focus fire on you. Standing around the corner at R18 waiting for anyone stupid enough to come after us, ready to stomp, that's a pretty good idea.
Everyone, remember to set AP weapons. They've got a good chunk of infantry in there I can see." > 3S, after STOP fires shoot the Fiver, and pulse laser any infantry. If as we pass south there's any enemies to the immediate West that can shoot us, smoke R15.
Sun Sep 27, 2020 2:13 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Wait for R19 to be smoked 4S tW 1W Ram power armorFire Plasgun on Fiver Charging 20EN Sweep AP Laser on Infantry 1N "Roger. Awaiting smoke" Reaction Fire AP Laser 1E tS Fire Plasgun on Fiver Charging 20EN
Last edited by DSMK2 on Wed Oct 14, 2020 3:50 am, edited 3 times in total.
Mon Sep 28, 2020 2:40 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
DS you should probably stay out of the line of sight of anything down there. If there's a bunch of tanks and they all are set to reaction fire, they could take a serious chunk out of you. With the smoke at R19 and the line of sight from MLC, we can still hit the Fiver without directly exposing ourselves.
Mon Sep 28, 2020 3:01 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
"Like you suggested, Thunder, I can get a bead on the Fiver through the smoke, open up, then pull to the west just a bit. It's not too exposed."
>SSSSS. Eliminate any infantry or PA to the W with electrolasers. Fire SABRE and Backstop on the southern Fiver, then scoot W to hide behind the tall building.
Tue Oct 06, 2020 10:41 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>5S, sidestep 1W to end up at R18
>Be ready for enemies to walk into a 1-tile range, in which case spend all mobi on a punch+stomp combo, minus what is necessary to return to R18 afterwards.
Wed Oct 14, 2020 3:41 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Seeing the end is in sight Thunder keeps calling out directions "I'm not gonna bother smoking to block that Restada to the north, cause Restadas are hilariously weak. Frog, smoke R19. STOP, we're gonna hit the Fiver from 3 tiles south. The smoke will block our line of sight, but we can use targeting data from Crispr. Kettlehead, you'll probably have to give it the killing blow. Probably want to retreat back to cover afterwords. There may be some vehicles swarming out once we lay into that Fiver. Frog, I strongly advise against going in there, if there's any vehicles they'll all focus fire on you. Standing around the corner at R18 waiting for anyone stupid enough to come after us, ready to stomp, that's a pretty good idea. Everyone, remember to set AP weapons. They've got a good chunk of infantry in there I can see." STOP and Kettlehead reply in affirmatives "Roger. Awaiting smoke" "Like you suggested, Thunder, I can get a bead on the Fiver through the smoke, open up, then pull to the west just a bit. It's not too exposed."
As the last enemy units near the hauler disappear from the map you get a transmission from Screen "Our frontline here is ♥♥♥♥, Stomper just lost mobility and has bailed, rest of us aren't doing much better. Just get us a grid on that gun so Awe can take care of it and we can finally ♥♥♥♥ get out of here."
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 -!STUNNED!- [-20% to hit]
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]
Pulling south you let Crispr and STOP fire first, before making your own shot at the Fiver. [180mm Railgun] 80+50+10-50-32-5-5:48 - 7744063 83 Some of your slugs hit tearing into the Fiver even more, perfect for Kettlehead to finish it off, only for the Restada to the far north to fire a wild shot at you. [8MW Plasgun] 80-15:65 - 87 The shot falls shot, slamming into the ground just short of you, looks like your call was right on not smoking that Restada.
CrazyMLC - Crispr - EMP Recharge:1
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 [4] (fire if over 50mm) Discharger APS [2] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [190] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [44] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Frowning in frustration that the fiver is out of Flamer range, you instead give it a barrage of hell from your guns. [Ag Caoineadh Iarainn] 80+20:100 - 4 [Dorn Lasair] 80+20:100 - 60 The conflagration your fire unleashes does some serious damage to it, not quite enough to finish it, but your allies are quick to take care of that, turning off you start rushing to join the other team, really sounds like they could use the support. Ahead you spot some Powered Armour, who fire a volley at you as they retreat behind some containers. [40mm Cannons] 80-10-20:50 - 60 100 589 5 17 24 Their fire does little to your armour, but then the Bramble shows up from behind. [12MW Particle Lance] 80+20-20-20-5-15:40 - 61 Their shot goes wide again, idiot really needs to learn to aim properly.
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) [HEAT] - [70mm APHE] Ammo [12] [70/70] - [70mm HEAT] Ammo [90] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [39] [20/40]
Flying up behind Thunder you scan for infantry, but you just don't have an angle on any so instead just unload on the Target. [70mm SABRE Chaingun]80+50+10-10:100 - 53 94 85 75 79 98 37 39 69 54 [50mm "Backstop" Missile] 80+50+10-45:95 - 85 You watch it crumple after your fire, finally taken care of, as you scoot west to get into the relative safety the building offers from the west.
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]
Driving Westwards you stop as you get eyes on the Sostenir and give it a burst of Autocannon fire. [150mm Autocannon] 80+50-10:100 - 43 21 2 13 Your fire shatters its shield, and tears chunks into its armour, but not enough to stop it firing back at you. [20MW Plasgun]80+20-50-5:45 - 90 It misses thankfully, but it did fire off a mortar shell, that could be annoying.
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] [20 Heat]
Waiting for Frog to cover your advance with smoke you pull ahead, and rounding the corner slam into the Powered Armour, crushing them against the wall of the building, pulling pack you take a shot on the Fiver. [30MW Plasgun] 80+40+10-50:80 - 90 Your shot goes wide, but thankfully the others fill the slack and finish it off.
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] - [Hardshield Degradation] [The rapid repeated overcharging and draining of your shield emitters has damaged them somewhat, lowering overall performance]
Striding forwards you fire smoke cover and get ready for any hostiles to push through it and attack, but despite your allies demolishing the Fiver, they hold off and even back away rather than push in and advance.
---- Enemies ----
Bramble [S8] - Shield Up - Hull Undamaged
Vinbero #3 - Shield Down - Armour Damaged
Restada [T9] - Shield Up - Armour Undamaged
Ramat #1 - Shield Down - Armour Damaged
Ramat #2 - Shield Up - Armour Undamaged
Slinger [X1?] - Shield Down - Armour Damaged
Sostenir [P10] - Shield Down - Minor Armour Damage
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Wed Oct 14, 2020 11:10 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
"Contingent Three, this is Crispr. I'm here to cover you."
> WWW tS NN. Fire on any targets I spot, reserving Deora -> Lasair for vehicles. If I finish my movement without firing, shoot Deora at J8 and Lasair at J9.
Thu Oct 15, 2020 2:31 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shields on ASAP 2N tE 6W Reaction Fire any vehicle that comes in front of me
Fri Oct 23, 2020 2:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Frog, HALT, move with me. Frog, smoke P16 before we get north of it. That should block anyone too inquisitive from the south, at least for a moment. Kriegos can't get up past the smoke yet, but will next turn. Frog, be ready for the Vinbero if it comes out. It's pretty useless on its own, but it can give the Kriegos a firing solution. If we get me to J14, I should have eyes on the entire possible Fiver area.
Kettlehead, change lanes. One of the Kriegos in the south has just enough mobility to shoot you if you go straight north. Coordinate with Baroque on what to shoot, the Bramble should have about half shield if you want to go for it. Any of them are good targets, but any you can take down in one is great. Baroque, you've got 4 smoke left, time to get popping it. Maybe save 1 for my group's retreat to the ship.
Crispr, if you fire straight south, try to keep row 14 and 15 clear of residuals, we'll need those for approach to the wall with the Fiver.
Screen, you're sure Awe has enough firepower to take the Fiver? My gun can put a hole in a Dunfort through a wall, but I need to know where to allocate my energy now."
> 2N, Turn W, 4W. Set reaction fire on railgun and pulse laser, railgun prioritizing anything coming from the south out of the smoke.
Sun Oct 25, 2020 4:04 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep 1E, move 2N, turn W, 2W
>Smoke P16
>1 W, sidestep 1S into the smoke
>Prepare to combo anyone who comes into a 2 tile radius, saving up enough movement to return to the smoke afterwards.
Tue Oct 27, 2020 7:51 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Fire main gun on the Sostenir.
Move 1 West. Drones on my right flank fire on the Restada.
Turn North.
If I have any remaining cannon shells, fire on the Restada.
Move 5 South
Wed Oct 28, 2020 3:30 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire SABRE and Backstop N at the Bramble, slide W, turn CW. Reaction fire S with electrolasers on any infantry who dare to brave the gap.
Wed Nov 18, 2020 12:59 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Taking a moment to clear his head Thunder plots out what should be the final plan "Frog, HALT, move with me. Frog, smoke P16 before we get north of it. That should block anyone too inquisitive from the south, at least for a moment. Kriegos can't get up past the smoke yet, but will next turn. Frog, be ready for the Vinbero if it comes out. It's pretty useless on its own, but it can give the Kriegos a firing solution. If we get me to J14, I should have eyes on the entire possible Fiver area.
Kettlehead, change lanes. One of the Kriegos in the south has just enough mobility to shoot you if you go straight north. Coordinate with Baroque on what to shoot, the Bramble should have about half shield if you want to go for it. Any of them are good targets, but any you can take down in one is great. Baroque, you've got 4 smoke left, time to get popping it. Maybe save 1 for my group's retreat to the ship.
Crispr, if you fire straight south, try to keep row 14 and 15 clear of residuals, we'll need those for approach to the wall with the Fiver.
Screen, you're sure Awe has enough firepower to take the Fiver? My gun can put a hole in a Dunfort through a wall, but I need to know where to allocate my energy now." As he finishes Crispr pulls up near the allies and sends a message "Contingent Three, this is Crispr. I'm here to cover you." Screen then sends a message as well "Appreciated Crispr. Oh and Thunder, Awe has a triple barreled 20cm Mortar, it'll take a couple of salvos to be sure, but that fiver is done for once you get us its grid."
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]
Pulling around the building behind Frog you scan to the south for any hostiles that would come out to attack, but it seems they're more interested in fleeing from you, that's something at least.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [4] (fire if over 50mm) Discharger APS [2] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [190] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [44] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Driving around the corner you take up a defensive position, and spotting a Vinbero in the distance give it a full barrage. [Ag Caoineadh Iarainn] 80+20-15-20-25:40 - 56 [Scatter] 1(North East) [Dorn Lasair] 80+20-15-10:75 - 56 Your Deora shells go wide, but your Lasair shell slams straight into it, a gout of flames bursts from the point of impact, and moments later the entire vehicle erupts in a fireball. You are taken away from appreciating the carnage as a pair of Prongs emerge from the Garrison and fire on you. [60mm Railguns] 80-25-5-20:30 - 43 56 [36mm Rail Repeaters] 80-25-5-20:30 - 37 45 91 75 41 / 55 50 55 77 42 / 90 68 342091 / 37 6713 25 18 / 67 39 561973 / 89 542867 85 Their accuracy is absolutely pitiful, but the heat your armour is still trying to bleed off means that the few shots that do hit, manage to cause some damage, best hope you can take them out before they can make any better aimed shots on you.
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) [HEAT] - [70mm APHE] Ammo [12] [70/70] - [70mm HEAT] Ammo [80] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [38] [20/40]
Centering aim on the hostile AGrav to the north, you let rip. [70mm SABRE Chaingun]80+50:100 - 10 8 43 37 34 14 85 59 72 36 [50mm "Backstop" Missile] 80+50:100 - 10 Your Chaingun shells tear through it's shield and punch a couple of holes in its frame, with your missile joining them and slamming directly into what looks like the cockpit, and with how the thing slumps and crashes to the ground after the detonation you'd say that definitely was the cockpit. Turning your attention to the south, you glide sideways to get cover behind the building and set your Electrolasers to scan to the south, but as the enemy infantry are busy running away your guns stay silent.
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]
Keeping your aim steady you lay on some more fire into the Sostenir. [150mm Autocannon] 80+50:100 - 71 18 54 25 It's armour takes a beating from your fire, but it's not near enough for you to finish it off, so moving up you let your Drones fire on the Restada. [30mm Rail Repeaters] 80+10-5:85 - 698831 7793 89 They lay into its shield, which cracks from their fire, but it manages to hold out and stay online, so you just back up as much as you can, making distance from the Sostenir while getting closer to the others, only then do you remember the mortar shell the Sostenir fired at you. [80mm Mortar] 100-40-30:30 - 83 Only for it to miss and land well off to your side.
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: [12/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Scowling at your shield readout, and how they've reset, but with that little charge are far from being ready to come back online you pull out and push forwards, taking position next to a building, you keep your gun ready for anything that comes out ahead of you and just as you think they might be busy keeping themselves holed up in the garrison a pair of Prongs come out of the Garrison and you fire on one of them. [30MW Plasgun] 80+40-20-25-5:70 - 34 Your shot catches them by surprise, the bolt hitting and depleting its shield in one go, but moments after your shot a Quartet of Grav Drones follow the Prongs out... Wait, since when did colonial powers have the tech to deploy drones?
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] - [Hardshield Degradation] [The rapid repeated overcharging and draining of your shield emitters has damaged them somewhat, lowering overall performance]
Moving around the building you deploy smoke to give you all some cover, before hopping into it yourself. You keep an eye out for any approaching hostiles to wreck, but none show themselves so you don't get the chance to lay into anyone.
---- Enemies ----
Restada [T9?] - Shield Up (Cracked) - Armour Undamaged
Ramat #1 - Shield Down - Armour Damaged
Ramat #2 - Shield Up - Armour Undamaged
Slinger [X1?] - Shield Down - Armour Damaged
Sostenir [P10?] - Shield Down - Armour Damaged
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Down - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Unknown Grav Drones [J17 / K17] - All Undamaged
Last edited by Amazigh on Sun Dec 27, 2020 4:39 am, edited 1 time in total.
Fri Nov 20, 2020 1:10 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
"Strongly consider..."
> Flamer and 15 low FAE rockets on L18. Send 2 more low FAE rockets to J16 to knock out their APS. Follow it up on J16 with a low Deora, and then a Lasair on the healthiest prong.
"Dying."
Fri Nov 20, 2020 4:22 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Attempt to get a visual on the drones, any clues to their weaponry... Fire plasgun at Prong #1 "... What are these now?" Reaction Fire AP Laser on Drones
Last edited by DSMK2 on Sat Dec 05, 2020 9:08 pm, edited 4 times in total.
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