OOC - 12/16.   Posted by Kitten.Group: 0
Joaquin Cortez
 player, 343 posts
 Callsign: "WarDog"
 Spider (SDR-5V)
Wed 29 Apr 2015
at 18:09
Re: Mission Objectives Posted
I had them there at one point but they are gone. I'll make the adjustments again and get them in to you again shortly.
Kitten
 GM, 5972 posts
Wed 29 Apr 2015
at 20:36
Re: Mission Objectives Posted
In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.

This message was last edited by the GM at 20:37, Wed 29 Apr 2015.

Kitten
 GM, 5974 posts
Wed 29 Apr 2015
at 21:05
Re: Mission Objectives Posted
good news...

The ... TRO seems to be working again...

https://web.archive.org/web/20...eretech/bm-3025.html


I should jot shyt down while i can...

This message was last edited by the GM at 21:05, Wed 29 Apr 2015.

Joaquin Cortez
 player, 347 posts
 Callsign: "WarDog"
 Spider (SDR-5V)
Wed 29 Apr 2015
at 21:31
Re: Mission Objectives Posted
Kitten:
In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.


I spread it over the mech. Just using HMPro generator, it made it easy to roll the stats from there. I made the adjustments at the bottom of the current message in the chart.

I can put the original stats in there as a comparison if needed.

Don't see message above either. Don't think I have rights to the unit thread. I only see the Mission and BM threads for Ironswords currently.

This message was last edited by the player at 21:59, Wed 29 Apr 2015.

Kitten
 GM, 5977 posts
Thu 30 Apr 2015
at 12:59
Re: Mission Objectives Posted
Joaquin Cortez:
Kitten:
In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.


I spread it over the mech. Just using HMPro generator, it made it easy to roll the stats from there. I made the adjustments at the bottom of the current message in the chart.

I can put the original stats in there as a comparison if needed.

Don't see message above either. Don't think I have rights to the unit thread. I only see the Mission and BM threads for Ironswords currently.


You have comments in the thread, so i have to presume you have access, it was maybe just missed.

link to a message in this game

No one's fault.  You didnt notice the note, and i was swamped with a ton of stuff at the time so i didnt follow up on it either.  Just want to get it resolved.

Your spider had 3.5 tons armor on it to start 56af

All standard, no Feroo that i know of.

Adding a ton would bring it up to 72af.

You also want to tweak your character a little, otherwise CAT will be useless, since as it stands, they dont work with Medium Lasers which is all that's on your spider.

This message was last edited by the GM at 13:00, Thu 30 Apr 2015.

Kitten
 GM, 5978 posts
Thu 30 Apr 2015
at 13:05
Re: Mission Objectives Posted
apologies Joaquin, my bad.

All players should see a MISSION THREAD

All players should see a READY ROOM FOR THEIR UNIT for planning away from the BM.

All players should have a OOC THREAD to discuss stuff with the BM.

If not, give me a poke.
Kitten
 GM, 5984 posts
Thu 30 Apr 2015
at 13:49
Re: Mission Objectives Posted
A typo is out on some of the POwer loaders sheets, they do NOT jump 8, they only jump as far as they can walk, which will be 4 or 5.
Greyson Strauss
 player, 162 posts
 MechWarrior
 Striker
Thu 30 Apr 2015
at 16:52
Re: Mission Objectives Posted
was i cloned? or was it a mistake im in the command and freelancer lance?
Kitten
 GM, 5989 posts
Thu 30 Apr 2015
at 19:31
Re: Mission Objectives Posted
Greyson Strauss:
was i cloned? or was it a mistake im in the command and freelancer lance?

YOu are in the Pussycat XO lance, which is serving as the command lance for the mission they are currently in.

You are also assigned an omni cadet, which is part of the freelancer lance.  Starts are listed in the mission.

Will give you some time to discuss strategy, but remember if you lose initiative, i still need for you to move before moving opforce. so...

still waiting on mercs at this point.

This message was last edited by the GM at 19:31, Thu 30 Apr 2015.

Kitten
 GM, 6000 posts
Sat 2 May 2015
at 18:46
refresher for VTOL Campaign rules
Hovertank and VTOL sideslipping.
VTOLs that move at flank speed, need to make a sideslip check everytime they move forward after making a turn.

If they make the roll, they may move normally.
If they fail the roll, note the failure, expend the movement point and make another side slip check.

At the end of the movement, {before attack rolls}, the opposing player may displace the VTOL one hex in any direction for each failed sideslip rolls.  Resolve any collisions or illegal terrain entries this may cause normally.  (Side slip does NOT change levels)



VTOL Movement.   {Beta testing}
VTOLs that are not landed are always +1 Bonus Def Modifier
VTOLs that do no move, but are not landed are penalty 1 to Attack Rolls.
VTOLs that move at Cruise Speed are penalty 2 to Attack Rolls.
VTOLs that move at Flank Speed are penalty 3 to Attack Rolls.

This message was last edited by the GM at 18:47, Sat 02 May 2015.

Akarian Euclid
 player, 364 posts
 R3 - 1st Lt.
Sat 2 May 2015
at 19:58
Re: refresher for VTOL Campaign rules
In reply to Kitten (msg # 789):

This reminds me, was there an issue with the standard Total Warfare side slipping rules? I get where the modified version requires another back and forth between player and BM, but I'm not quite sure what caused the modified version to be created to start with, or what the goal is here.
Kitten
 GM, 6001 posts
Sat 2 May 2015
at 20:48
Re: refresher for VTOL Campaign rules
unless you slow the game down significantly, it's too easy to fudge the side slip rules as written.

with a bit of tweaking, it's quite easy to work around a sideslip.

ie.  it's not much of a handicap to sideslip.

new rules as written, make side slipping much more of a handicap, with minimal impact on mission pacing.

This message was last edited by the GM at 20:49, Sat 02 May 2015.

Akarian Euclid
 player, 365 posts
 R3 - 1st Lt.
Sat 2 May 2015
at 21:00
Re: refresher for VTOL Campaign rules
In reply to Kitten (msg # 791):

Fair enough, I know we have used side slips in the past to actual advantage. So yeah they can certainly be not much of a disadvantage as written.
Kitten
 GM, 6014 posts
Sun 3 May 2015
at 23:48
Re: refresher for VTOL Campaign rules
Footnote...

To 'hold' a mission map, you need to clear out all the non-infantry 'ground units'.

Infantry are not strong enough to hold the map alone, and VTOLs fly by and harasses, but do not count for 'holding the map.

{You need to 'hold' the map to perform salvage operations.}
Akarian Euclid
 player, 369 posts
 R3 - 1st Lt.
Tue 5 May 2015
at 14:11
Re: refresher for VTOL Campaign rules
In case anyone is ever waiting on a reply by me, my schedule and as such posting schedule have recently changed. For the last 5 years or so I've been up/online from around 1-2PM PST time till 5-7am PST. My new schedule has me around from 4-5AM PST to 8-10PM PST

Of course I'm not always on RPOL but being self employed and a lot of my work being computer based, it's usually open a good chunk of the day.
Kitten
 GM, 6031 posts
Tue 5 May 2015
at 14:20
Re: refresher for VTOL Campaign rules
I have zero problems with your pacing and response time.
Kitten
 GM, 6047 posts
Fri 8 May 2015
at 23:50
Re: refresher for VTOL Campaign rules
New Player has been added peeps.

Alaric Drusus, will be joining us as a priority placement Freelancer for the next mission and will be drafted out for mission as normal.

He's still making a character, but since we're in the middle of missions he has plenty of time to get a character together.

You may make what ever character you want Alaric, though this is a player economy on what's 'in demand' so it might be wise to ask around to see what the other unit commanders are looking for, presuming you want permanent placement in a unit.

Character of note (cause they're unit commanders and who you'll be sucking up to if you want placement with their units)

are...

Adam ~ Iron Swords Command Lance
Akarian ~ Iron Swords XO Lance

Penny ~ Pussycats Command Lance
Reyvak ~ Pussycat's XO Lance

Pax ~ Light Lancers

This message was last edited by the GM at 23:52, Fri 08 May 2015.

Alaric Drusus
 player, 1 post
Fri 8 May 2015
at 23:53
Re: refresher for VTOL Campaign rules
Sounds fair to me.

Hello everyone!
Penny Plenty
 player, 501 posts
 R3 - 1st Lt.
 Gumdrop
Fri 8 May 2015
at 23:58
Re: refresher for VTOL Campaign rules
'ello Alaric, do you know what mech you want to pilot yet, you have 3.2 million or so to buy something nice... That'll get you up to a 40 tonner if you dont mind a slow whitworth, or something light and fast.
Alaric Drusus
 player, 2 posts
Sat 9 May 2015
at 00:06
Re: refresher for VTOL Campaign rules
I'm pretty fond of light and fast. The Bug Warrior character option is intriguing. Would you say that being restricted to 20-ton mechs is too limiting or is there sufficient versatility available between the models to warrant it?
Penny Plenty
 player, 504 posts
 R3 - 1st Lt.
 Gumdrop
Sat 9 May 2015
at 00:11
Re: refresher for VTOL Campaign rules
That was only added a few months ago.

You HAVE to be a very good finesse player or youre going to end up dead in that thing.

That said, you can make a really good bug warrior, in that thing, you cough up a pile of cash, but if youre in a 20 ton mech you wont care, and the extra xp and option slot is REALLY handy.

The question is, can you handle survival in a bug?
Kitten
 GM, 6051 posts
Sat 9 May 2015
at 00:55
Re: refresher for VTOL Campaign rules
Alaric, if you have questions ask them here, someone will probably answer you.  They've all been where you are, and i encourage players to help new players with orientation into the campaign.
Alaric Drusus
 player, 3 posts
Sat 9 May 2015
at 01:00
Re: refresher for VTOL Campaign rules
Staying alive when you're in a tiny fragile mech is (very generally) a matter of being fast, using terrain, and never standing still. It's certainly challenging. Am I up to the challenge? Only really one way to find out.

An important question is whether it would be useful to the folks in charge of hiring.
Penny Plenty
 player, 509 posts
 R3 - 1st Lt.
 Gumdrop
Sat 9 May 2015
at 02:47
Re: refresher for VTOL Campaign rules
I think most of the current unit commanders prefer small and quick.

Which mech were you considering?
Alaric Drusus
 player, 4 posts
Sat 9 May 2015
at 03:33
Re: refresher for VTOL Campaign rules
Of the 20T models, I like the LCT-1E Locust, MCY-98 Mercury, STG-3G Stinger, WSP-1D Wasp, and WSP-1A Wasp. It's been a while since I had a chance to play, and I recall Jump Jets being great for getting into difficult locations but leaving the mech vulnerable on the turn they were used. I feel like that makes them less attractive for very small mechs like these, especially when the ones without the jump jets are so much faster. But, I could be wrong on this.