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 Fhealltoir Take:2 
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Post Re: Fhealltoir Take:2
> Drones to fire on Ponies to the South West again, preferably the one they previously engaged.

Cannon to Ramat 3, if it dies switch fire to Prong 1, then Prong 2

Machinegun the Powersuit

Move EEEEE, Turn North, Move 1 North, keep the building on my East as cover from the East


Fri Feb 21, 2020 3:32 am
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Post Re: Fhealltoir Take:2
>1N, sidestep 1W
>Smoke N
>1N
>5 mobi armature turret, then kick it with all leftover AP


Fri Feb 21, 2020 3:37 am
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Post Re: Fhealltoir Take:2
"A problem for them.
We should probably get off the elevator before those things start doing, whatever it is they do. At best they'll hijack the elevator.
At worst it'll explode."


> Turn N, 1N, Turn E, 4E.
Fire on the Beetle with railgun and powersuit with laser as I pass. If the powersuit survives, run it over.
Smoke on my tile at end of turn.


Fri Feb 21, 2020 3:56 am
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Post Re: Fhealltoir Take:2
> EEEEE tN. Fire flamers wildly at any enemies I pass.


Fri Feb 21, 2020 8:33 pm
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Post Re: Fhealltoir Take:2
>Hopefully obliterate Vinbero #1 with a full burst from the SABRE, fire the Backstop missile at the SW Ponies. Destroy the observed powersuit with electrolasers. Move NEEEE with Thunder.


Mon Feb 24, 2020 4:26 am
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Data Realms Elite
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Post Re: Fhealltoir Take:2
Somewhat concerned STOP haltingly calls out "Wha... What did we just release?" To which Thunder calls back in reply "A problem for them. We should probably get off the elevator before those things start doing, whatever it is they do. At best they'll hijack the elevator." He then pauses for a moment before finishing with
At worst it'll explode."


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.


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

After replying to STOP you take aim at the Beetle and fire your Railgun
[180mm Railgun] 80+50-5-20:100 - 48
The slugs slam into its shield which visibly suffers from the impact, no way it isn't cracked now, you then fire a volley from your AP Laser into the Powersuit.
[AP Pulse Laser] 80+50-20:100 - 79 88 3 66 21 8 8 87 94 74
Your Laser tears into its armour, and Kettlehead proceeds to finish the job with his electrolasers. Bracing yourself for the fire you know yourself to be heading into you push out of the smoke.
[80mm Autocannons] 80-15:65 - 63 31 50 65 21 3 47 30
[60mm Railgun] 80-25:55 - 51
[36mm Rail Repeater] 80-25:55 - 13 56 88 71 70 / 17 62 20 96 64 / 54 93 63 64 84
[60mm Railgun] 80-25-50:5 - 57
[36mm Rail Repeater] 80-25-50:5 - 72 62 17 49 73 / 86 19 51 74 91 / 18 51 92 11 65
[50mm Missiles] 80+40-25:95 - 58 52
[40mm Autocannon] 80+40-25:95 - 17 20 68 40
[30mm Autocannon] 80-25:55 - 30 73 20 76

The combined fire tears into your shield, dropping its durability quite significantly and sliding to a halt you're shaken up a bit more than you expected as you barely remember to pop smoke.


CrazyMLC - Crispr

Bursting out of the smoke behind Thunder, you fire your Flamethrower at the Beetle as you pass it.
[Heavy Flamethrower] 80+20-25:75 - 37 16 59 38
Its cracked shields react poorly to the flames, but it's not quite enough to bring them down. You just ignore this bit of disappointment and head into Thunders smoke and get ready to keep moving on.


TheKebbit - Kettlehead

Centering your crosshairs on the APC your fire a burst from your SABRE.
[70mm SABRE Chaingun ] 80+50-20:100 - 61 17 51 18 11 62 73 93 28 61
Your shells tear through its shield and armour with minimal effort and it proceeds to violently detonate, turret pinwheeling off to land a dozen meters away. That definitely taken care of you sling a Backstop missile towards the Ponies.
["Backstop"] 80+50-20:100 - 47
It detonates buffeting them and doing their shields no favours, switching to your last target you take aim and unleash your Electrolasers on the Powersuit.
[Quintuple AP Electrolasers] 80+50-20:100 - 66 17 44 70 74 15 35 69 51 48 73 80 79 31 64 81 43 41 74 18 43 76 77 34 2 89 41 68 55 46 64 4 38 3 3 88 99 30 22 6 97 28 27 6 67 94 11 68 34 91
It doesn't hold up very well to the massed barrage of fire, and is reduced to a cooling puddle of slag. Your immediate destination cleared, you rush to move up with the others, one step closer to being done with this job.


CaveCricket48 - Baroque

You have your Drones fire another salvo at the Pony.
[30mm Rail Repeaters] 80+10:90 - 82 65 71 68 100 89
They worry its shield somewhat, but it's still intact and online. Switching targets you take aim at the Ramat just as STOP opens up on it.
[150mm Autocannon] 80+50-20:100 - 45 49
Your shells punch through its weakened armour and blow it to peices, quickly swinging your aim around you center on one of the Prongs and fire off another two shells.
[150mm Autocannon] 80+50-20:100 - 73 7
The first impacts its shield, shattering it, before the second one proceeds to tear off a sizable chunk of armour. Tracking your aim back across to the Powersuit you see that Kettlehead and Thunder have already taken care of it, so you just instead pull ahead, positioning yourself to cover the northern route, only to take a burst of Autocannon fire from the Nus to your West.
[80mm Autocannon] 80-10:70 - 97 5 74 4
Two of the shells impact, doing rather minor damage, but no point sitting around to take more of that, best to get moving.


DSMK2 - STOP

After glancing over at the hatch just in case those things come back out, you take aim at the Ramat before condensing a bolt for it.
[30MW Plasgun] 80+40-20:100 - 42
Your bolt slams into it armour, leaving a gaping hole in which Baroque proceeds to slip a pair of HE shells, this reduces the Tank to little more than a pile of burning scrap metal. Target down you follow behind Thunder as he pushes ahead, moving past his smoke and taking up a position around the corner of the building, only for the Prongs to turn and open fire on you.
[60mm Railgun] 80-10:70 - 89
[36mm Rail Repeater] 80-10:70 - 83 92 70 27 70 /
55 68 38 12 79 / 48 25 45 24 80
[60mm Railgun] 80-10-50:20 - 78
[36mm Rail Repeater] 80-10-50:20 - 11 8 49 82 26 / 4 3 84 82 69 / 89 54 74 41 92

Their Railguns miss, but they score a significant number of hits with their Rail repeaters, cracking your shield, and leaving it with barely any durability remaining.


Areku - Frog

Moving through the smoke cover you extend it to encompass the nearby turret before charging up to it and delivering a one-two impact to it with your armature and foot, which proceeds to crumple it into a mangled hunk of concrete and steel.


---- Enemies ----


Nus #2
- Shield Down
- Armour Damaged

Nus #3
- Shield Up
- Armour Undamaged

Nus #4
- Shield Up
- Armour Undamaged

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 Down
- Armour Damaged

Prong #2
- Shield Up
- Armour Undamaged

Vinbero #2
- Shield Up
- Armour Undamaged


Mon Mar 09, 2020 4:43 am
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Post Re: Fhealltoir Take:2
> Hardshields off. Shoot prong #2 with plasgun 3E tN 1N


Tue Mar 10, 2020 3:38 am
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Post Re: Fhealltoir Take:2
> 5 FAE at northern Prongs. Lasair the healthiest one, flamer the tile, then Deora them.

> NNN tW EE.


Tue Mar 10, 2020 3:50 am
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Post Re: Fhealltoir Take:2
> Rail Prong 2, then Prong 1, then Beetle if the Prongs get taken by other shots. Turn N, 2N.
Pray for someone else to drop smoke.


Tue Mar 24, 2020 4:16 am
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Post Re: Fhealltoir Take:2
> Fire on the prongs with main cannon if they're still alive.

Move 3 North, Turn East, Move 2 East

Drones to fire at any visible enemies within their firing arc.

Turn South


Tue Mar 24, 2020 4:58 am
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Post Re: Fhealltoir Take:2
>Fire Backstop at tile containing Prongs to the north. Turn CCW, 3N, fire with SABRE and electrolasers on any targets that pop out to the east. Then move 2E and prepare to GTFO.


Sun Mar 29, 2020 12:11 am
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Post Re: Fhealltoir Take:2
Areku plz smoke 1W of cave's current position when you come over here.


Sun Mar 29, 2020 12:46 am
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Post Re: Fhealltoir Take:2
>Turn E
>3E
>Smoke 1E
>2E
>Turn N
>2N
>Sidestep 1W
>3 mobi stomp Prong
>Sidestep 1E
>1N
>turn E
>2E


Sun Mar 29, 2020 5:29 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.


HKU - Thunder
- ! STUNNED ! - [-20% to hit this turn]

Shrugging off the fire you've taken you swing your aim around and more for yourself than any tactical gain fire a parting shot at the Beetle.
[180mm Railgun] 80+50-5-20-50:55 - 50 3 35 75 77
The cluster shot strikes its damaged shield which flickers for a moment before dropping with a crack, seeing that Frog has covered your rear with smoke you start moving towards the exit, feeling safe with your rear arc now fully covered.


CrazyMLC - Crispr

Letting STOP take down the shields on the one Prong you line up and fire everything at them.
[Light Rocket Pod] 80+20-4:96 - 49 60 42 4 26
[Dorn Lasair] 80+20:100 - 3
[Heavy Flamethrower] 80+20:100 - 13 79 55 91
[Ag Caoineadh Iarainn] 80+20:100 - 60

Your barrage of fire flies towards them, their APS taking down a pair of your rockets, but doing nowhere near enough to save them from the massed barrage of explosions and flames that slams into them, you can't help but grin at the state they are left in, little more than a couple of scorched armour plates left even vaguely identifiable. Moving your attention onwards you start moving towards the exit.


TheKebbit - Kettlehead

Seeing Crispr laying into the Walkers you join in and fire a Backstop missile at them as well.
["Backstop"] 80+50:100 - 97
Seeing your combined fire reduce them to a smoking ruin clears your advance, so you pull ahead and scan for hostiles, but it seems you're in the clear for now.


CaveCricket48 - Baroque

Letting the others fire first you wait for the smoke to clear while aiming your Autocannon, but there's nothing left to fire on so you just pull ahead and scanning to the rear with your drones and seeing the area to be clear, you pull to a stop at the exit to the District.


DSMK2 - STOP

Dropping your shields in preparation for the chance to have them regenerate on the drive to the next district you center aim on the Prong with its shield still up and fire off a shot.
[30MW Plasgun] 80+40-17:100 - 78
The bolt slams into its shield rupturing it in one go, leaving it wide open for the barrage of fire that Crispr and Kettlehead throw its way, leaving them little more than a pile of smoking wreckage. At this you pull out and start rounding the building taking a safe position that's close to the exit.


Areku - Frog

Bursting out of the smoke you charge into a barrage of fire.
[80mm Autocannon] 80-50-10:20 - 35 40 25 53
[80mm Autocannon] 80-10:70 - 66 10 87 44
[40mm Autocannon] 80+40-50-25:45 - 85 28 69 45
[50mm Missile Launchers] 80+40-50-25:45 - 71 85
[30mm Autocannon] 80-25:55 - 21 4 22 96

The autocannon fire tears through a not inconsiderable amount of your armour, but fortunately they fail to do any internal damage, dropping smoke to cover from them shooting you in the back you push ahead, and go to stomp on the Walkers to find that they've been pulverised already, guess that saves you a job.


---- Enemies ----


Nus #2
- Shield Down
- Armour Damaged

Nus #3
- Shield Up
- Armour Undamaged

Nus #4
- Shield Up
- Armour Undamaged

Beetle
- Shield Down
- 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

Vinbero #2
- Shield Up
- Armour Undamaged


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



Keeping an eye to the rear you all finish reaching the gate and drive through with it closing behind you without seeing any more of the enemies.

It will take 7 turns worth of time for you to reach the next district, please detail anything you want to do on the journey (set shields to inactive for faster recharge/etc.)

Image


Wed Apr 01, 2020 9:59 pm
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Post Re: Fhealltoir Take:2
>Lower my shields, drink water, fly on. Reactivate on reaching destination.


Thu Apr 02, 2020 2:48 am
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