Thursday, April 17, 2008

The Benefits of Partial Cover

I cannot express how much a map can really help or hinder a mission. Take my fight from last night, for example. I was deployed on the north side, my opponent on the south. About 5 hexes away to the south of my starting area, it becomes +1 level and increases up to about +4 level in the middle. Heading further south- it dips back down - but only to +2 or so. In other words - my opponent had higher ground than me (for the record - the original map was worse for me and I asked for a remap - and this is what I got...).

Here's the armies that we had:

His army: TBT-5N [4/5], WTH-1 [4/5MA], OTT-7J [4/5], CDA-2A [4/5]; BV: 3476
My army: CN9-AH [4/5MS], HBK-4H [4/5], VLK-QA [4/5], FS9-M [4/5]; BV: 3583

As can be easily seen - he's got the advantage at range. He's also got some fast movers that can ruin my day if they get to my rear.

Anyway we both close in - he's shooting on 7s with his LRMs, I'm shooting on 11s, 12s with my AC10 and LRMs. I move my firestarter to a hidden place to at least protect it for one round. The next round - he's at short range with his LRMs - so he stays put - I close some more - but the terrain slows me down - my HBK runs for a +1 modifier and medium range with his AC10; my centurion walks for a +0 modifier and medium range with his LRM10. My Valkyrie stays put for a round.

This round I'm shooting at 9s (4+2 (run)+2 (medium range) +1 partial cover) - despite the fact that the TBT doesn't move. My centurion shoots at 8s. My Valk shoots the CDA with his LRM at an 8 as well.

I deal 19 damage to the TBT (which is actually quite good considering) - he deals 20+ to my HBK - I fail the PSR and fall. Great! Just great.

Next round - the HBK stands - but fails, stands again and moves 1 hex at running for a +0 modifier, but is now at 9 hexes. My firestarter is finally in position to strike the WTH in melee after running 7 hexes (the first favorable movement modifier set I have had this match); my valkyrie jumps to a level 2 forest with his back to a level 0 area - so he can't really be backstabbed too badly. The OTT does move there - but at least that's only 1 medium laser to contend with.

My firestarter is firing 2 MLs, 2 SLs, and 2 MGs at the WTH with a +6 modifier (4 base, +2 running). He hits with 1 ML and an MG. Yay. My hunchback misses the TBT with his AC10, but manages to hit once with a ML at long range (a nice 11 to-hit). I fail to cause any PSRs, but my hunchback suffers one - falling again.

In the next round - I focus all of my efforts on the TBT, but end up with an exploded HBK instead.

In other words - I feel I lost this match because of the map - but the dice really didn't help either. Luckily - I do have a HBK-4G to replace the blown HBK-4H here. It does mean that my range has decreased again though - and I rather liked having an AC10 in the mix. That said - I do enjoy dual AC20s...

Anyway - due to losses and such over the last few days, here's my current stats:

3 bandit reprisals - 2 wins, 1 loss
7 patrols - 5 wins, 2 losses
4 hit'n'runs - 1 win, 3 losses
1 scout - 1 loss.

(I also had a bandit reprisal, a patrol that were both rolledback that also were wins - but they don't count for the faction).

Anyway - that means I have netted 0% for the campaign so far.

Tuesday, April 15, 2008

Taking a hit and Failed Piloting Skill Rolls

Well - in contrast to the weekend, last night was a rough night. I played in three missions and managed to lose them all. I feel that I had a decent shot in two of them and the third was a far cry from reasonable. Regardless, my losses were reasonable - so I cost the faction some campaign points, but still came out ahead in terms of money, mechs and bays.

The first match, I decided I would try out my Goliath in a mission, so I attacked a FS on the front.

My army: GOL-1H [4/5], WTH-1S [4/5], TBT-5S [4/5DM], JR7-F [4/5]; BV: 4411
His army: ENF-4R [4/5], HBK-4G [4/4], HBK-4H [4/4], CN9-A [4/5]; BV: 4401
Map type: not sure - had a huge trench at -4 level with mostly -1 and 0 level surrounding it to divide the map.

This one was great for my goliath - an isolated area to sit at +1 level with hull down while the opponents and the rest of my lance tore it up on -1 or 0 land. Things started off well, but took a huge turn for the worse when I made a very bad move with my TBT-5S that left it in point blank with the HBK-4G. He needed a 9 to hit with the AC20 - got it - and blew up the trebuchet's ammo. One mech down.

I tried to recover - focusing my efforts on the HBK-4G since it was already in bad shape - but he soon had my JR7-F on the ground with a hip crit and that was pretty much all I could do.

I can blame my loss in that fight on missing 3 regular PSRs - but the fact remains that my movement for the TBT-5S was very subpar. My opponent had shown his willingness to fire the AC20 at 9 hexes with an 11 to-hit - I should have been content to let him use it all up. In the end - I was too aggressive.

The next fight, I didn't have much of a serious chance:

My army: WVR-6R [4/5], CDA-2A [4/5], SDR-5V [4/5], VLK-QA [4/5]; BV: 3105
His army: BJ-1 [4/5], Goblin (LRM Variant) [4/4], JVN-10F [4/5], Warrior H-7C Attack Helicopter [4/5]; BV: 3008

My wolverine did have the precision ammo that has been so popular in the last few days, but it did little to ease my comfort in that fight. I managed to get 2 shots at the VTOL - one at 11 and one at 12 - but neither connected. In that time, I had done minimal damage to his blackjack and goblin; he managed to do 20+ dmg on two rounds running on my cicada and in both cases, I failed piloting skill rolls to remain standing. On the second one - I damaged a foot actuator and a hip - making it effectively crippled.

In the last round, my spider moved in one level above the blackjack. He hit armor with both lasers, but missed the 6 to-hit on the kick; in return he took some damage in the firing phase, and got his leg kicked off in the physical phase. Blah.

I surrendered and managed to keep the cicada amazingly enough.

My last match looked much more favorable to me - a bandit reprisal with 4 units versus my opponent's 7:

My army: WVR-6R [4/5], CDA-2A [4/5], SDR-5V [4/5], VLK-QA [4/5]; BV: 3105
His army: VLK-QA [4/5], SDR-5D [4/5], STG-3R [4/5AT2], COM-2D [4/5], Hunter Light Support Tank [4/5], Jump Platoon (Flamer) [4/5]; BV: 2839 (BV vs 4.0 units : 3036)

The map was in his favor - but not horrible so. In round 1- the precision ammo eared its worth by hitting the stinger's arm and critting the medium laser there. After that - the battle was split between my WVR and VLK in close range with his SDR while my CDA and SDR were in close range with the rest of his forces. In retrospect - a very bad match up...

Regardless, he managed to move to the rear of my wolverine and with a single medium laser hit - got a TAC to hit the WVR's ammo - 152 armor destroyed in one lucky shot... Meanwhile, I killed off his COM-2D and his badly damaged STG failed a death from above against my spider who happened to be on the edge. In the last round, I missed everything - he hit my VLK hard and I was in bad shape - so I surrendered.

I drew from the factories and received a Shadowhawk - a mech I still don't like. After much waiting I did draw once more and gained a chameleon.

This morning, I traded away the shadowhawk and bought two more bays when a faction mate was quitting. He gave me an ARC-2S (2 LRM15s, 2 SRM4s instead of the 2 LRM20s) and a Jump Infantry (MG) to work with - which is much appreciated.

Monday, April 14, 2008

Here come the Dragons

Well - a very good weekend overall.

First off, on Friday, the admins of the server decided they would allow precision ammo in AC5 and AC2 guns. Precision ammo is particularly effective against fast moving mechs and vees - so the instant it went up - the doomsday reports started coming in. Personally - I don't use many AC5s or AC2s - so I wasn't too sure how much this would affect me.

I played a total of seven games this weekend, though the exact mission types for some of them I don't have on hand. I played and won 1 tutorial; 1 skirmish, and 3 patrols. I also lost 2 patrols. Some of those patrols might actually be Hit and Run missions - I'll correct that part tomorrow.

Notable events: Well - my hangar has undergone a reasonable amount of turnover. I lost my HBK-4G to salvage when his leg was blown off, a WVR-6R to salvage when his head was kicked off, a LCT-1E to salvage when his leg was blown off, a STG-3G with 2 engine hits and a missing leg to salvage and a JVN10-N to an ammo explosion. I also scrapped a WSP-1K with 2 engine hits.

In terms of gains, I added a GOL-1H thanks to a generous factionmate, a Padilla (LRM variant) tank (also a generous factionmate). WVR-6R, JR7-F, VLK-QA, SDR-5V were all of my factory draws. In terms of mechs I gained from salvage, I added a WTH-1S, CDA-2A, and a BJ-1 (which I gave away to a factionmate).

I am looking forward to using the goliath - as 4-legged mechs are my favorite to work with - but I won't be able to until I reach "Regular Commander" status - which I think I'll be eligible for around 1k exp. Since I'm sitting at about 550xp - it will probably be another week or so to get there.

Overall, the faction has had a solid weekend - but it ended up as a net of around 0 campaign points. That we were down almost 50 or so though is nice to know that we recovered.

For my part, I have netted 3% for the faction (+5%, -2%).