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23:19, 26th April 2024 (GMT+0)

Omni:  Mission 1 and Mission 2.

Posted by KittenFor group 0
Cprl. Cade Murphy
player, 181 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Sat 4 Aug 2012
at 18:18
  • msg #83

Re: Mission 1 - Turn Four Intiative Phase


Cade punches his mech into a run and hangs a right.  The mech responds well enough, however still a bit jumpy.


Run ~ F4 R1 F1 ~ 2828se ~  +2 Def Mod.
Kitten
GM, 2937 posts
Sat 4 Aug 2012
at 19:59
  • msg #84

Re: Mission 1 - Turn Four Intiative Phase

Cprl. Thanos Starguard:
In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 80):

OOC: Another question: Do all SRM missiles hit static targets from point blank range?


Presuming the tn is rolled... all missiles and rockets will hit a building at range one.
1st LT Adam Carlyle
player, 771 posts
Callsign: Cowboy
Tue 7 Aug 2012
at 02:48
  • msg #85

Re: Mission 1 - Turn Four Intiative Phase

Cowboy

Cowboy had to give it to the Johan either his understanding of command was getting better or the people under him were striving to do better on their own so they wouldn't be singled out for one of his 'pep talks.'  Constantly on the edge he brought his X-3 around in a large loop, "Do what you can Static."

Run, Right Turn 1 SE, Forward 7, Right Turn 1 S, End 3330 Facing S [+3]

Static

"I'm not seeing the lighter is better Cowboy...." was all Svend quipped as he sauntered the light mech into position.  It was a target rich environment and he hoped that he was going to have a target to shoot at.

Walk, Right Turn 1 SE, Forward 5, End 2930 Facing SE [+2]
Cprl. Caitlin Mallory
player, 429 posts
Callsign: Rabbit
Tue 7 Aug 2012
at 15:49
  • msg #86

Re: Mission 1 - Turn Four Intiative Phase

Caitlin's loader set of at a rather nimble run North, seeking to separate the two groups and give her own group a good chance at completing the mission.

Run ~ F6 R1 F2 ~ 3220n ~ +3 Def Mod.


Kitten Note:
Presuming that was a left turn you made.

This message was last edited by the GM at 15:52, Tue 07 Aug 2012.
Kitten
GM, 2939 posts
Tue 7 Aug 2012
at 15:56
  • msg #87

Re: Mission 1 - Turn Four Fire Phase

Devlin may fire

The rest of the Stallion Unit may move and fire.

http://www.angelickitten.com/rpol/mw/wg/wg03.jpg
This message was last edited by the GM at 15:56, Tue 07 Aug 2012.
Sgt. Devlin Masters
player, 349 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 7 Aug 2012
at 18:19
  • msg #88

Re: Mission 1 - Turn Four Fire Phase

Realizing that there is nothing he can do about the mech to his back, Wolfman fires everything into the building, hoping to at least even things back up.


Fire ERML, 2 ML and SRM at Building #3

Gunnery 5 + walk 1 - energy 1 - stationary 4 = TN (1+)2+

13:16, Today: Sgt. Devlin Masters rolled 11,5,10,5 using 2d6,2d6,2d6,2d6. ERML, ML#1,ML#2, SRM6  TN 2+.
ALL wpns HIT!!   ALL missiles HIT!!

Damage to building
27 pts

Total to buildign#3 = 16 + 27 = 43

HEAT
Current   +2
Wpns      +15
Heat Sinks -17
-----------------
Current Heat  0


Kitten footnote
You only did 14 points previously, not 16.  Doesnt matter, the building still comes down, it was just a closer margin when it does.

This message was last edited by the GM at 21:12, Tue 07 Aug 2012.
Cprl. Thanos Starguard
player, 228 posts
Big-T
P5-G4-M7 +1E +1EWP
Tue 7 Aug 2012
at 18:50
  • msg #89

Re: Mission 1 - Turn Four Fire Phase

In reply to Sgt. Devlin Masters (msg # 88):

Meanwhile, Thanos is having much the same thoughts about the mechs that are behind him. He decides that putting as much distance between them and his backside would be a good idea. Pushing the throttle forward to its max he starts shouldering through the woods. Turning his torso to the West he tries to send ruby bolts of light into building number 2.



OOC:
Runs directly south to 2935-S With Defense" +1 movement, +1 in Light Woods and at least a +1 for the light woods in 2934 from every opposing mech.

Attacks on Building#2, range 9.
Medium Range Base 7: -1 Lasers, +2 Running, +1 Light Woods, -4 stationary target = TN5.
13:47, Today: Cprl. Thanos Starguard rolled 8 using 2d6. LL2 @ Building#2, TN5. HIT
13:47, Today: Cprl. Thanos Starguard rolled 4 using 2d6. LL1 @ Building#2, TN5. MISS

Building#2 takes 8 damage.

Heat: +3

13:49, Today: Cprl. Thanos Starguard rolled 4 using 2d6. Inish Turn 5, TN7. FAILED


Kitten Footnote:
Wont change the results, but there are TWO light trees in the way from that hex to target the building.  Defenders may option when it falls on the line, and the building that does not shoot back will always opt to take the extra cover.

This message was last edited by the GM at 21:11, Tue 07 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 401 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 8 Aug 2012
at 14:25
  • msg #90

Re: Mission 1 - Turn Four Fire Phase

Cowardice...intimidation...unfamiliarity...lack of discipline...Johan wasn't quite sure what it was, but he wasn't happy with the performance of his group.  He would be surprised that they would let them even join this academy of theirs as cadets after all that's happened.  Still, if he had anything to say about it, he would try his damnedest to pull out a victory from the jaws of defeat.  He pushed his mech through the woods and around for clear shots towards the next building.  Just clear of the woods, all three of his volleys of missiles hit to good effect.  Just for good measure, he also fired off one of his medium lasers, but at this extreme range, even a building was hard to hit.

Move: Run F3, R2, F2 to 2936SW (+2 def + intervening woods)
Shots: 3x LRM5 @ building 2 (TN6 = 6 base + 2 range + 2 run - 4 building)
  3 hits; total 9 missiles hit
     ML @ building 2 (TN8 = 6 base + 4 range + 2 run - 4 building); miss

Heat: start 1 + 2 run + 9 weapons - 10 HS = end 2

07:22, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8,7,5 using 2d6,2d6,2d6. LRM5 #missiles.
07:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7,10,7 using 2d6,2d6,2d6. LRM5 x3 @ TN6.


Kitten Footnote:
Presuming those left turns are right turns...

This message was last edited by the player at 01:02, Thu 09 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 402 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 8 Aug 2012
at 14:29
  • msg #91

Re: Mission 1 - Turn Four Fire Phase

Meanwhile, the humvee continued to bounce along, heading towards the exposed back of enemy mechs...hoping to get lukcy.  Though they come close, they aren't lucky...or at least no more lucky than the next guy who just lost his busfare home hoping to the jackpot with his final spin.

Move: Flank F4, L1, F4 to 2822SE (+3 def)
Shots: LRR2 @ Ghost (TN8 = 4 base + 2 flank + 2 range)
07:28, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee's LRR.

Lance Commander Millicent Evans
Player, 43 posts
Wed 8 Aug 2012
at 14:42
  • msg #92

Re: Mission 1 - Turn Four Fire Phase

"Light them up people.", Ghost called out as she started to turn to make a withdrawal she caught sight of the Omni Humvee rolling in to take shots of opportunity.

Huang needed no more urging and targeted her lasers on the slow moving Whitworth.  They werent going to do much damage by themselves but they would be a start.  Lasers simulate hits on the whitworth as Huang closes to physical combat range.

(2) ML
Base 5 + 2 run + 1 light wood = tn 8+
10:44, Today: Lance Commander Millicent Evans rolled 7,7 using 2d6,2d6. (2) ML tn 8+. (miss/miss)


As a slew of weapons target the whitworth, he manages to take down Omni building 3, earning the Stallions 4 points.  As she comes up beside the Whitworth, she aims a wicked kick at the mechs leg to attempt to slow the mech down.  Her haste is costly as the mechs foot shatters a tree.  The impact stabalizes Huang, sparing her messy fall.

Base 3 + 2 run + 1 light wood + 0 pilot difference = tn 6+
10:48, Today: Lance Commander Millicent Evans rolled 4 using 2d6. Huang kicks Devlin tn 6+. (fail)
10:48, Today: Lance Commander Millicent Evans rolled 9 using 2d6. Huang pilot roll for failed kick. (pass)


Millient watchs as Huang's lasers weaken up the armor on the whitworth's right side.  It was the side most of the Omni force was going to be firing on, so it was a good start.

Lining up her weapons she delays her fire just long enough to wait for Cowboy's Canon to try and rip an opening for her missiles, and triggers an alpha strike on the whitworth.  The time for half measures was over.

(2) LRR4s
Base 4 + 1 walk + 2 light woods = tn 7+ (9+ with SRM 2)
01:32, Today: Lance Commander Millicent Evans rolled 10,6,9 using 2d6,2d6,2d6. 2 LRRs 1 S2 tn 7+ and 9+.
10:56, Today: Lance Commander Millicent Evans rolled 7,4,7 using 2d6,2d6,2d6. # of missiles for (2) LRR4 and SRM 2. (3, 2, and 1 missiles hit)
10:58, Today: Lance Commander Millicent Evans rolled 3,9,8 using 2d6,2d6,2d6. 3,2,2 damage location on RS chart. (RL 3 / LT 2 / CT 2 Damage)

Heat 2 + 1 walk + 6 weapons + 5 engine hit - 10 HS = 4 Heat


Total damage inflicted on Devlin so far.
CT 2
RL 3




http://www.angelickitten.com/rpol/mw/wg/wg03.jpg
This message was last edited by the player at 05:34, Thu 09 Aug 2012.
Cprl. Cade Murphy
player, 182 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 8 Aug 2012
at 15:11
  • msg #93

Re: Mission 1 - Turn Four Fire Phase

Cade swings hes targeting receptacles over where Devlin's mech is and tries to get a lock on the mech.  Not used to the X-3, and trying to take a shot on the run is making it difficult for Cade to get a shot to land.  Eight missiles either fly wide or hit a tree.

Target Dev D+2
Range =7
G7-1M+2D+2Run+0R=10
11:09, Today: Cprl. Cade Murphy rolled 6,5 using 2d6,2d6. 2 LRM 4 vs Dev TN10.
Miss

Ammo Used: L4/R4

This message was last edited by the player at 15:11, Wed 08 Aug 2012.
1st LT Adam Carlyle
player, 772 posts
Callsign: Cowboy
Wed 8 Aug 2012
at 23:56
  • msg #94

Re: Mission 1 - Turn Four Fire Phase

Cowboy

There was a lot of woods between him and Wolfman to stop low powered lasers or a simple paintball the size he was tossing out.  Doing his best to adjust for the foliage he squeezed off another trio from his new mech. Unfortunately he watched all of them be intercepted by limbs and trunks of trees.

---
To Hit: (Sniper Canon) Wolfman Base 4 + Move 2 + Woods 3 = TN9+
        (Medium Laser) Wolfman Base 6 + Move 2 + Woods 3 = TN11+
Heat: 7 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

19:50, Today: 1st LT Adam Carlyle rolled 4,8,10 using 2d6,2d6,2d6. Sniper TN9, ML TN11, ML TN11 vs Wolfman.   Miss, Miss, Miss

Cowboy's Sniper Canon Ammo Clip Count:
28/32 Regular Rounds



Static

They kept on running away from him leaving him with no option but his LRR.  Lining up on the slow moving Wolfman he triggered the missiles.  Yet again they went spirlign off like they were tracking the trees rather than being dumbfire missiles and he further got the idea that someone was playing a joke on him...

---
To Hit: (LRR6) Wolfman Base 6 + Move q + Woods 2 = TN9+
Heat: 3 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

19:53, Today: 1st LT Adam Carlyle rolled 3 using 2d6. Static LRR6 vs Wolfman TN9+. Miss

Static's LLR Ammo Bin Count:
37/40 Regular Rounds

Cprl. Caitlin Mallory
player, 430 posts
Callsign: Rabbit
Thu 9 Aug 2012
at 03:16
  • msg #95

Re: Mission 1 - Turn Four Fire Phase

Rabbit knew her job. It was to be a one woman building wrecking machine. the crosshairs ettling on the building, she fired. It seemed to be something that the loader excelled at. Quick assault. She thought she'd stand a better chance if she loaded with SRM's for the next round.

Target 7
Range 6 hexes
Medium +2
Ran +2
Missiles -2
Immobile -4
TN=5+
22:08, Today: Cprl. Caitlin Mallory rolled 12 using 2d6. LRR (1) . Hit
22:11, Today: Cprl. Caitlin Mallory rolled 11 using 2d6. No of Missiles (1)
6 missiles hit

22:09, Today: Cprl. Caitlin Mallory rolled 10 using 2d6. LRR(2). Hit
22:12, Today: Cprl. Caitlin Mallory rolled 8 using 2d6. No of Missiles (2).
4 missiles hit

10 damage to building
Sgt. Devlin Masters
player, 351 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 9 Aug 2012
at 03:38
  • msg #96

Re: Mission 1 - Turn Four Fire Phase

Lance Commander Millicent Evans:
(2) LRR4s
Base 4 + 1 walk + 2 light woods = tn 7+ (9+ with SRM 2)
10:56, Today: Lance Commander Millicent Evans rolled 7,4,7 using 2d6,2d6,2d6. # of missiles for (2) LRR4 and SRM 2. (3, 2, and 1 missiles hit)
10:58, Today: Lance Commander Millicent Evans rolled 3,9,8 using 2d6,2d6,2d6. 3,2,2 damage location on RS chart. (RL 3 / LT 2 / CT 2 Damage)

Heat 2 + 1 walk + 6 weapons + 5 engine hit - 10 HS = 4 Heat


Total damage inflicted on Devlin so far.
CT 2
LT 2
RL 3

http://www.angelickitten.com/rpol/mw/wg/wg03.jpg


OOC:
I may have missed it somewhere but I don't see any rolls to hit.  I see the number of missiles and the locations.  :-)
Lance Commander Millicent Evans
Player, 44 posts
Thu 9 Aug 2012
at 05:31
  • msg #97

Re: Mission 1 - Turn Four Fire Phase

o.O

That's really odd, since i'm sure i rolled them.

Man.  I need to stop resolving turns when i'm medicated.  Okay this is a pretty strong sign i need a day or two off from number crunching to get my head together.

Game suspended for a few days.

01:32, Today: Lance Commander Millicent Evans rolled 10,6,9 using 2d6,2d6,2d6. 2 LRRs 1 S2 tn 7+ and 9+.

The 2 point LRR missed.
This message was last edited by the player at 05:33, Thu 09 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 404 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 9 Aug 2012
at 06:25
  • msg #98

Re: Mission 1 - Turn Four Fire Phase

Johan breathed a sigh of relief that his unit seemed to have largely survived the latest exchange of weapons fire...not that his group shot back at mechs, but still, they were one step closer to accomplishing the mission...such as it were.

Initiative: Johan - pass; humvee - pass

23:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. Humvee's initiative TN7.
23:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. Johan's initiative TN6.

Sgt. Devlin Masters
player, 352 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 9 Aug 2012
at 07:23
  • msg #99

Re: Mission 1 - Turn Four Fire Phase

02:23, Today: Sgt. Devlin Masters rolled 8 using 2d6. INIT  (while drugged).

Success
Kitten
GM, 2945 posts
Mon 27 Aug 2012
at 17:47
  • msg #100

Mission 1 - Turn Four Fire End Phase

Power Loaders
CallsignSummaryArmorInternalsCriticals

Ghost
G4 / P5 / L5
-3 Pilot from Gyro
Power Loader
Move 4/6/4
Heat Sinks 10 5

7.5t Load
(RA) SRM2
(20 ammo)

(RT) LRR4
(LT) LRR4
(22/22 ammo)

Repair Modifier x1.3
H 8
CT 12 (0)
RT 10 (2)
LT 2 (2)
RA 8
LA 8
RL 4
LL 12
H 3
CT 10 9
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT Gyro -1 Engine -1 HS JJ
RT JJ JJ Torso Load-{LRR4} (2 critical)
LT JJ JJ Torso Load-{LRR4} (2 critical)
RA S U L H 1H Weapon-{SRM2} (2 critical)
LA S U L H
RL H U L F HS HS
LL H U L F HS HS

Cade
G7 / P6 / L1
+1 w/ Missiles
+1 Tactics
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) LRM4 (20 shots)
(LA) LRM4 (20 shots)
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 1H Weapon-{LRM4} (2 critical)
LA S U L H 1H Weapon-{LRM4} (2 critical)
RL H U L F HS
LL H U L F HS

Cadet Huang
G6 / P6 / L0
+1 Energy
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(2H) ER Large Laser
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8 5
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
LA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
RL H U L F HS
LL H U L F HS


Assault Loaders
CallsignSummaryArmorInternalsCriticals

Cowboy
G6 / P7 / L5
+2 w/ Ballistics
+1 Edge
Command Loader
Move 6/9/0
Heat Sinks 10

8.5t Load
RT - ML
LT - ML
(2H)Sniper Canon
(32) Shots

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Sniper Canon} (2 critical)
LA S U L H 2H Weapon-{Sniper Canon} (2 critical)
RL H U L F HS
LL H U L F HS

Rabbit
G6 / P6 / L0
G7 / P7 / L0
+2 Missiles
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RA Sword
RT LRR6 (15 Ammo)
LT LRR6 (15 Ammo)

Repair Modifier x1.3
H 3
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load) LRR6 - 2 critical
LT (Torso Load) LRR6 - 2 critical
RA S U L H Sword
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS

Svend
G6 / P7 / L0
+1 CAT
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RT SP Laser
LT SP Laser
RA Hatchet
LA LRR 6
Ammo (40)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load)
LT (Torso Load)
RA S U L H Hatchet
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS





Op force
Wild Stallions' Mechs
Officers
CallsignSummaryArmorInternalsCriticals

Blueblood
G6 / P7 / L5

+1 Tactics
Firefly
Move 5/8/0
Heat Sinks 10

Weapons
CT ~ ML
RT ~ ML ~ LRM 5
RT ~ LRM(24)Ammo
LT ~ ML
RA ~ LRM 5
LA ~ LRM 5

Repair Modifier x1.3
H 8
CT 15 (5)
RT 11 (3)
LT 11 (3)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS ML
RT HS HS ML LRM5 Ammo(24)
LT HS ML
RA S U L H LRM5
LA S U L H LRM5
RL H U L F
LL H U L F

Wolfman
G5 / P6
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ERML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)

Repair Modifier x1.4
H 9
CT 15 (7)
RT 14 (6)
LT 14 (6)
RA 12
LA 12
RL 11
LL 17
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ERML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

B.J.
G5 / P6
+1 Laser
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL

Repair Modifier x1.45
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ
Cadet Crew
G5 / P5
Omni Hummer
Move 6/9/0

Weapons
1.25t Load
LRR2
(18 shots)

F 10(1)
R 8 (1)
L 8 (1)
B 6 (1)



Heat 5 Ghost
Heat 4 Huang

17 Damage Omni Building Two
10 Damage Stallion Building Three

Omni Building Three (Destroyed) ~ Score Stallions +4
Countess (Defeated) ~ Score Omni +5
This message was last edited by the GM at 17:47, Mon 27 Aug 2012.
Kitten
GM, 2946 posts
Mon 27 Aug 2012
at 17:50
  • msg #101

Mission 1 - Turn Five Intiative

Johan - Pass
Devlin - Pass
Thantos - Fail  <~~ Waiting on move.
Humvee - Pass

http://www.angelickitten.com/rpol/mw/wg/wg04.jpg
This message was last edited by the GM at 18:00, Mon 27 Aug 2012.
Cprl. Thanos Starguard
player, 232 posts
Big-T
P5-G4-M7 +1E +1EWP
Tue 28 Aug 2012
at 01:06
  • msg #102

Re: Mission 1 - Turn Five Intiative

In reply to Kitten (msg # 101):

(Forward one, turn to SW, 4 forward to 2538SW +2D)

This message was last edited by the player at 02:37, Fri 31 Aug 2012.
1st LT Adam Carlyle
player, 773 posts
Callsign: Cowboy
Thu 30 Aug 2012
at 19:25
  • msg #103

Re: Mission 1 - Turn Five Intiative

Cowboy

There were only so many options left to him so Cowboy tilted his center of gravity and bolted southwest at a full run.  He wasn't sure if they were going to be able to pour on enough firepower but they certainly were going to try...

Run, Right Turn 1 SW, Forward 8, End 2534 Facing SW [+3]

Static

Without a work Svend grinned in his mech.  He saw Cowboy dash past him and he put his X-3 into a curving run to bring him right next to Cowboy and into position to lay into Thanos.

Run, Right Turn 1 S, Forward 3, Right Turn 1 SW, Forward 4, End 2535 Facing SW [+3]
Cprl. Cade Murphy
player, 186 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 30 Aug 2012
at 19:59
  • msg #104

Re: Mission 1 - Turn Five Intiative

Cade turns his mech and pushes it into a jog trying to get a bead on the mechs heading to the next building.

Turn Rt Forward 4. turn RT.
Run.
End 2832SW
Def +1

Cprl. Caitlin Mallory
player, 431 posts
Callsign: Rabbit
Sat 1 Sep 2012
at 02:57
  • msg #105

Re: Mission 1 - Turn Five Intiative

Knowing that most of what was left of the victory scenario was up to her, Rabbit moved towards the first of the opposing teams building she was going to trash.

Move F5 L1
Kitten
GM, 2953 posts
Thu 13 Sep 2012
at 08:46
  • msg #106

Re: Mission 1 - Turn Five Intiative

First Mission Summary.

The Omni forces draw first blood, taking out Countess' Black Jack early gaining 4 points for the efforts.

The Merc forces close the score gap by removing one of the building obectives gaining 3 points for the efforts.

Nearly at the same time, Omni forces gain 4 points for taking out their first building while the merc forces gain another 4 points for taking out their second building.

The battle at this point turns ugly.

Caitlin having solo'd the first buliding moves on to try and take out a second building.

Milliecient ends up dueling the mercenary vehicle.

The mercenaries contemplate moving after their last target, but find their path blocked by a lance of Omni mechs.

Johan moves on after the last building as Thantos tries to stall them from with a rearguard stalling action, and Devlin tries to move in on them from behind from his position in the east.

The Omni forces make the decision to focus on Devlin's more damaged mech.  Adam and Svend move in to engage him gamely, while Huang and Cade keep Thantos engaged with long ranged sniping to keep him occupied and invested.

Milliecient manages to take out the Merc Hummer.

Shortly after a flurry of activity seems to happen all at once.

Johan and Caitlin each manage to remove another building scoring another 4 points for their side.  At the same time, Adam manages to open up armor locations on Devlin's mech, allowing Svend shotgun rounds to rip up Devlins engine taking him out of the fight.  Thantos meanwhile manages to lance heave laser fire into Huangs mech taking the spunky little omni out.

Final score.
Omni
8 points from 2 buldings
1 point from vehicle
9 points from mechs

Merc
12 points from 3 buildings
3 points from mechs.

While boths teams have exceded the score of 12 points, the Omni team did it by a wider margin and is considered 'the winner'.
This message was last edited by the GM at 16:50, Sun 16 Sept 2012.
Kitten
GM, 2954 posts
Thu 13 Sep 2012
at 09:04
  • msg #107

Re: Mission 1 - Turn Five Intiative

Second Mission Summary.

Warmed up and rust earned from months of space travel becoming a thing of the past, the mercs have a better showing the next day.

Adam is in charge of the Omni forces the next day and adapts a plan to play to the Omni's strengths.

Countess has witnessed the wisdom of Johan's leadership, and will implement a simliar strategy.

The battle starts off differently as the mercs move in to overload one side to blitz the objective, the three speedy omni mechs splits off avoiding them to engage their objective on the othersideof the map.

Early on it becomes obvious that the mercs are in trouble.  The omni assault loaders are moving quickly into range to take out their building objective with massed short ranged missiles, making quick work of them early on.

In contrast, the mercs, find their attempts to engage their building foiled partly by Milliecient's Guardian suite, glitching their targeting and reducing their effectiveness.  Cade and Huang provide cover fire with Rockets on targets of opportunity.

The Omni force takes out their first building just as the mercs move into close assault ranges, negating the EW effects that Millie has been putting out.

As the Mercs finish off their first building, the Omni assault unit starts to make their attack run on their second unit.  Millie's EW along with the natural wood cover around the building is foiling the merc attempts to target the building quickly and the decision is made to crush the Omni mechs in their way instead.

Not particularly speedy while loaded, Cade and Huang get drawn into an ugly brawl with the heavier mechs.  Millie gets into cover and tries to provide Huang and Cade with support, but the mercs are upon them and things start to get really ugly for them, as the Assault detachment quickly takes out their second objective and starts to round for the third, the mercs know that they have to pour on the firepower.

Huang goes under, in a mass of heavy laser fire, Devlin's SRMs providing the coup de grace as her meh is registered as a kill.  Light damage is sprinkled on all the merc mechs.  What weapon fire remains is concentrated on Devlin who seems to be the most damaged... again (no surprise)

The omni force is starting to engage the last building.  Cade decides to withdraw, jumping the distance of the lake to force the mercs to either chase him, or engage the last building.  He's under estimated their desire to mangle him.  Heavy lasers and LRM fire cut into his mech from a distance while Devlin seems to casually stroll his whiteworth into position to greet him when he comes down.

Milliecient is helpless to assist him from her position in the woods near the second omni building.

As Cade sights Devlin with his HUD as he prepares to go down in a blaze a glory.  He's spared a brutal assault as the last merc building comes down under concerted SRM fire by the trio of quick moving assault mechs.

Omni score
12 buildings

Merc score
4 buildings
3 mechs

So ends the second day of wargames at the Eden Academy.
This message was last edited by the GM at 16:50, Sun 16 Sept 2012.
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