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Author Topic: Everlasting Mecha War (Accept List Up, Still Open)  (Read 11539 times)

thatkid

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #45 on: April 27, 2012, 10:32:57 am »

Sending everyone of my mechs on the Hijack Carrier mission, unless our bases can be attacked during a mission in which case I leave all Sentinel series units behind at base.
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Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #46 on: April 27, 2012, 11:02:21 am »

Don't worry- you'll never be somewhere you don't need to be unless the host demands it.

The host manipulates time/space! Mwahahaha!

Spoiler (click to show/hide)

Full Info:
The carrier is located at C9 and C10.
Guard Drones are pink. They are at F 7, 9, 10, 12.
Guard Pilots are Red. They are at E8 and E11.
Your units started in the Yellow Drop Zone.
They are arranged in a Spearhead pattern.
All of your units have the first go in relation to the enemy drones.
Your Seekers and Skirmishers move before the enemy Pilots.
Your Sentinels move after the enemy pilots.
There were no rolls involved. This turn order is constant.
 
Radio emissions were detected.

The enemy Drones are equipped with an unknown rifle.
The enemy pilots are equipped with an unknown rifle, and an unknown blade.

The Carrier seems to be preparing it's engines. This will take around 10 turns.
Carriers must prepare their engines then lock down their ports.
Locking down ports takes roughly 2 turns.

I'll add this to the rules before I forget...
All rifles have a base range of 2-6 squares. They are maximally effective at 3-6 squares. Their accuracy suffers slightly (0.8) at 2 squares.
Launchers have a base range of 4-8 squares. They have no range stat modifiers.
Blades have a base range of 1-1 squares. They must be used when you are adjacent to an enemy.
« Last Edit: April 27, 2012, 12:16:44 pm by Tsuchigumo550 »
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

HailFire

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #47 on: April 27, 2012, 12:42:31 pm »



Dammit, I went overboard on the fluff again, didn't I?  :P
« Last Edit: April 27, 2012, 12:55:04 pm by HailFire »
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[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #48 on: April 27, 2012, 12:49:27 pm »

Fluff accepted anyway.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

HailFire

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #49 on: April 27, 2012, 01:12:32 pm »

Let's go curbstomp some dudes; I'll deploy everyone on the Steal Rogue Intel mission.
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Quote
[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #50 on: April 27, 2012, 01:20:50 pm »

Everyone is loving the grids today... This one might take a little more time. I want to use some weather.
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Luke_Prowler

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #51 on: April 27, 2012, 01:21:25 pm »

The looters are going to take on that rogue factory! Factories always have the best loot. Everyone is getting stuck in and getting their first taste of battle.
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HailFire

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #52 on: April 27, 2012, 01:23:59 pm »

The looters are going to take on that rogue factory! Factories always have the best loot. Everyone is getting stuck in and getting their first taste of battle.

That's pretty much why I picked my grid mission- want to learn how to play the game and get some kills and loot under my belt before I risk anyone.  :P
Logged
Quote
[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

adwarf

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #53 on: April 27, 2012, 02:20:20 pm »

Do the only other North Theater Mission
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Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #54 on: April 27, 2012, 02:36:18 pm »

I promise this wasn't revenge for the fluff, but... let's just say I hope you liek your unit icons? Those are going to be a ton of work for everyone... Phew.

[img=http://www2.picturepush.com/photo/a/8136310/220/8136310.png]

I think you can guess as to who's who? It's kind of in order, kinda.

Which reminds me to do YOUR full stats.

You can tell that those three things over on the right are enemies. The red eyed one is the Arachnid.

You are outside, and you notice through your optic cameras that it's raining ever-so-slightly.
The Arachnid is slower than Evening Mist, Southwind, and Lazner, but faster than everyone else.
The drones are slower than everyone. They didn't get much rest, you know, since they were put on guard duty.
The Arachnid is equipped with what looks like an Anubis-like rife, but it has a few differences.
The Arachnid has an unknown blade.
The drones have the same kind of unknown launcher each. In fact, they're clones.
The drones carry what looks like a Mantis, but with a much shorter barrel and less bulk.

There were no rolls involved in this. This turn order is constant.

Radio emissions were not detected. You cannot detect a station nearby.
The walls of the building look reinforced.
The surrounding grass is getting wet. Wet grass sticks to stuff.

« Last Edit: April 27, 2012, 02:50:47 pm by Tsuchigumo550 »
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #55 on: April 27, 2012, 02:39:12 pm »

Before I let you do that- you do know you could be doing the same one? It's missions by base, not by theatre. Just making sure you know that.

If you want a different one then I'll just repurpose this post.

Wait. There's two anyway.
*crosses fingers for not having to do another grid, but at the same tome, kinda wants to make the crashsite map*
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

adwarf

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #56 on: April 27, 2012, 02:40:20 pm »

:D Hurray I can do the Carrier mission. DO EET!!! But I'd prefer a water map :3
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Tsuchigumo550

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #57 on: April 27, 2012, 02:41:21 pm »

That... can be arranged. You guys do realize that half the reason those enemy weapons are unknown is because I've only half developed the parts, riiight?
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

HailFire

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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #58 on: April 27, 2012, 02:50:53 pm »

As a matter of fact, I do... only possible criticism is that Blackjack should be a club, not a spade.  :P

Also, re: the queen analogy you made earlier- can units change directions mid-turn, or only move in straight lines?

ED: Oh buggery, forgot to mention: Vito's running the Lanzer this mission; they'll take turns.
Logged
Quote
[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

thatkid

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  • <Servibot> thatkid, swag percentiles: 94
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Re: Everlasting Mecha War (Accept List Up, Still Open)
« Reply #59 on: April 27, 2012, 03:05:12 pm »

Don't worry- you'll never be somewhere you don't need to be unless the host demands it.

The host manipulates time/space! Mwahahaha!

Spoiler (click to show/hide)

Full Info:
The carrier is located at C9 and C10.
Guard Drones are pink. They are at F 7, 9, 10, 12.
Guard Pilots are Red. They are at E8 and E11.
Your units started in the Yellow Drop Zone.
They are arranged in a Spearhead pattern.
All of your units have the first go in relation to the enemy drones.
Your Seekers and Skirmishers move before the enemy Pilots.
Your Sentinels move after the enemy pilots.
There were no rolls involved. This turn order is constant.
 
Radio emissions were detected.

The enemy Drones are equipped with an unknown rifle.
The enemy pilots are equipped with an unknown rifle, and an unknown blade.

The Carrier seems to be preparing it's engines. This will take around 10 turns.
Carriers must prepare their engines then lock down their ports.
Locking down ports takes roughly 2 turns.

I'll add this to the rules before I forget...
All rifles have a base range of 2-6 squares. They are maximally effective at 3-6 squares. Their accuracy suffers slightly (0.8) at 2 squares.
Launchers have a base range of 4-8 squares. They have no range stat modifiers.
Blades have a base range of 1-1 squares. They must be used when you are adjacent to an enemy.

Seeker I moves to M10, Seeker II moves to M9.
Skirmisher I moves to M7, Skirmisher II moves to M12

SeekerI and SeekerII both fire DragonBreath 01 at F9.
Skirmisher I fires ERMS-1 at M7, Skirmisher II fires ERMS-1 at M12

Waiting to give orders to Sentinels until after enemy moves. (and then I'll order sentinels, and Seekers and Skirmishers for the following turn as well)
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Fame is a vapor. The only earthly certainty is oblivion.
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