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 Fhealltoir Take:2 
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Post Re: Fhealltoir Take:2
> Turn West, all Drones fire on Ramat 1

Turn East, Cannon fire on Ramat 1

If Ramat 1 dies partway through, switch to Ramat 2, and then 3


Smoke 2E after all allies are done shooting


Fri Jan 03, 2020 12:24 am
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Post Re: Fhealltoir Take:2
> S tE
> Fire flamers, Lasair, and then a low Deora at Ramat #3.
> EEE tS


Last edited by CrazyMLC on Sat Jan 18, 2020 1:30 am, edited 1 time in total.



Fri Jan 03, 2020 1:53 am
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Post Re: Fhealltoir Take:2
> 2S tE 2E tS 1S tE Shoot Fiver #1 with plasgun compressing with 15EN


Last edited by DSMK2 on Wed Jan 15, 2020 2:58 am, edited 3 times in total.



Tue Jan 07, 2020 4:42 am
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Post Re: Fhealltoir Take:2
>4 Mobi punch the orbital gun!

>1E, turn N, 3N

>Smoke self

>Kick LR building to my right with all remaining mobility


Wed Jan 15, 2020 2:30 am
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Post Re: Fhealltoir Take:2
OK HIGH LEVEL PLAN.
This turn I move out of the smoke to give us sight. DS, then me, then Kebb fire on the Fiver, it's the only one with HE rounds in the center.
MLC and Cave try and wreck the Ramats. Whatever you do, it'll probably be half undone by the Beetle afterwards, but that's ok. MLC you need to move up as much as possible though, next turn will be important.
Areku will pop the gun, then move 3N and smash the building to his right, and get ready.

Next turn we do a pincer attack. Our tankiest tanks (hah) are DS, Cave, and MLC right now. You three will charge through the smoke blasting flight of the valkyries, and open fire on all them ♥♥♥♥♥es. Kebb and I will hang back with our tattered shields and shoot from the shadows. Areku will jump out from the building he just smashed, and run up from the south and smash some stuff from behind.

> 1E, brace for pain. After STOP fires on the Fiver, fire on it too. Once our side stop shooting, Smoke 1E, wait for Baroque to smoke my tile, and move 1W. Laser any infantry in front.
Dump all energy I can into shield, switch to Cluster rounds.


Wed Jan 15, 2020 3:21 am
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Post Re: Fhealltoir Take:2
>Reaction fire on the Fiver (position as yet unknown) with SABRE and Backstop as others get a visual on it, if it is not destroyed by STOP and Thunder. If they handle it, fire upon Kriego #1 instead. Fire with electrolasers on any infantry or PA that appear E.


Wed Jan 15, 2020 4:44 am
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Data Realms Elite
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Post Re: Fhealltoir Take:2
Image

Orbital scans of this district show it to have a pair of military garrisons to the north and south, between which lies freight elevators granting access to the Geofront below the city. The rest of the district is mainly composed of logistics and shipping facilities to handle what goes in and out of the Geofront.
- Deploy Packages on Geofront Freight Elevators.
- Destroy Northern Anti-Orbital Weapons Emplacement.
- Destroy Southern Anti-Orbital Weapons Emplacement.

- Leave District through Northern Exit. [Pre-requisite Incomplete]


HKU - Thunder

Bracing yourself for the inevitable you pull out of the smoke, only to not take any fire at all, guess they burned it all on Shockwave. As soon as STOP fires on the Fiver you deliver the pain with your Railgun.
[180mm Railgun] 80+50-20-5:100 - 79
The slug punches through armour and digs into internals, shortly followed by a barrage from Kettlehead that leaves it a ruined husk. Tracking over to the Powersuits as Kettlehead shreds a pair of them you open up as well.
[AP Pulse Laser] 80+50-25-20:85 - 68 94 68 25 96 46 53 56 84 71
Your AP Laser Slices through a third, leaving just one of them standing. At which you pop smoke before pulling back a little.


CrazyMLC - Crispr

Driving around the corner and tracking the position of the Ramats you open up on them with a heavy salvo.
[Heavy Flamethrower] 80+20-20:80 - 23 49 46 88
[Dorn Lasair] 80+20-20:80 - 25
[Ag Caoineadh Iarainn] 80+20-25-20:55 - 45
[Discharger APS] 100/80/60/40/20 - 19 35 14 2 45 93 19 36 28 18
[Discharger APS] 100/80/60/40 - 50 70 29 79
[Discharger APS] 100 - 61

Your Flamethrower douses them, heating their armour ready for your Dorn Lasair to slam into the first one doing some damage to its armour, but more importantly heating the lot of them up some more. Your Deora shells though face a gauntlet of three Dischargers, which proves too much for them and none of the shells hit your targets.
Grimacing at that failure you move forwards, positioning yourself in cover but still ready to move up if needed.


TheKebbit - Kettlehead

Tracking the Targets through the shared Feed as Thunder pulls ahead you zero in on the target he and STOP fired on and give it hell.
[70mm SABRE Chaingun] 80+50+10-20:100 - 66 90 38 65 25 88 28 18 51 77
[Backstop Missile Launcher] 80+50+10-20:100 - 15
Your shells tear through it, and as your Missile hits the entire Tank goes up in a fireball, nothing left but a trashed chassis. Switching focus to your Electrolaser array you fire on the Powersuits.
[Quintuple AP Electrolasers] 80+50+10-20:100 - 70 22 44 6 91 82 58 14 96 40 78 64 62 91 53 75 89 90 51 73 71 97 63 89 65 56 99 61 49 61 85 40 92 4 95 21 90 38 69 76 85 65 41 23 37 90 43 56 57 56
Your beams rip armour apart and vaporise the pilots inside, taking out two of the suits in one fell swoop.


CaveCricket48 - Baroque

Spinning around you have your Drones open up on the first Ramat just after Crispr blasts it with flames.
[8MW Particle Lance] 80+10-20:70 - 52
[30mm Rail Repeaters] 80+10-20:70 - 78 87 12 57 49 5
[40mm Railgun] 80+10-20:70 - 22 78 7 6 70

They tear into its armour, leaving it weakened perfect for when you turn back around and open up with your Autocannon.
[150mm Autocannon] 80+50-20:100 - 17 58 32 21
Carefullly staggering your shots you take it out with just three, and switch to the next Ramat which loses a decent amount of armour from the shell given the heat its suffering from, then covering Thunder you launch some smoke, which also gives you a safe corridor onto the Elevator.


DSMK2 - STOP

Rushing up to join with the front lines you charge up your plasgun and taking aim at the location of the Fiver, open fire.
[30MW Plasgun] 80+40+10+10-45-6:89 - 86
Splashing across the armour the bolt leaves a great glowing patch that Thunder and Kettlehead exploit ruthlessly, their rounds causing the Tank to detonate in a spectacular fireball.


Areku - Frog
-- !! STUNNED !! -- [-50% to hit and -50% mobility this turn, -20% to hit next turn]

Giving the target another look you live up and let loose your armature, it punches into the structure clearly perforating something by the liquid that starts leaking out around it, only for a spray of sparks to burst out of one of the joints as you draw it back out which ignites the liquid, before it rattles back into its stowed position, not wanting to waste any time next to this ticking bomb you start rushing away to have your smoke fade away and the pursuing enemies open up on you.
[30mm Chainguns] 80+20-25-5:70 - 75 52 25 37 23 22 92 70 15 31 54 88 73 64 53 4 90 19 88 73
[4MW Lasers] 80+30-25-5:75 - 46 52 78 6 97 67
[40mm Cannons] 80-25-10-5:40 - 21 2
[50mm Rockets] 80-25-10-5-5:35 - 95 85 47

Their fire tears through your armour sizable chunks of it falling away, but at least they fail to penetrate. You keep moving away from the orbital gun and getting close to a wall give it as hard a kick as you can manage, it buckles under the impact before collapsing into a pile of rubble. Dropping smoke and ignoring the huge detonation to your rear, you check the readout for your Armature, and it's not looking pretty, but it's still functioning more or less.

[Armature Base Penetration/Damage has been reduced to 120/90]
[Continued usage against high durability targets may result in further reductions in functionality]



---- Enemies ----

Nus #1
- Shield Down
- Armour Damaged

Nus #2
- Shield Down
- Armour Undamaged

Nus #3
- Shield Up
- Armour Undamaged

Nus #4
- Shield Up
- Armour Undamaged

Kriego #1
- Shield Up (Cracked)
- Armour Undamaged

Kriego #2
- Shield Up
- Armour Undamaged

Ramat #2
- Shield Down
- Armour Damaged (Heat)

Ramat #3
- Shield Down
- Armour Undamaged (Heat)

Beetle
- Shield Up
- Armour Undamaged

Pony #1
- Shield Up
- Armour Undamaged

Pony #2
- Shield Up
- Armour Undamaged

Slinger #1
- Shield Up
- Armour Undamaged

Slinger #2
- Shield Up
- Armour Undamaged

Prong #1
- Shield Up
- Armour Undamaged

Prong #2
- Shield Up
- Armour Undamaged

Vinbero #1
- Shield Up
- Armour Undamaged

Vinbero #2
- Shield Up
- Armour Undamaged


Sat Jan 18, 2020 6:23 am
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Post Re: Fhealltoir Take:2
> Move 2 East, get on the elevator

Drones fire at Pony 1

Reaction fire any non-Nus enemies that appear (Spotter drone, smoke getting cleared)


Thu Jan 23, 2020 5:08 pm
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