Best Ride in the Fleet!

Whether it is a Veritech or a Valkyrie, Robotech or Macross II, Earth is in danger eitherway. Grab your mecha and fight the good fight.

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Unread post by Shawn Merrow »

The Artist Formerly wrote:
Colonel Wolfe wrote:
Jeffar wrote:I still don't see 500 invid



The Artist Formrly wrote:Then 500 Invid fell Ill due to my bad cooking(rolled a 100). none survived the week...


see 500 Invid dead.


Heh, if it were only that easy...


If you need someone to make that roll for you I'm your man.

GM: This is the last an most important Prowl roll.
Me: 99% is ok right? :?
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Unread post by The Artist Formerly »

Lt. Holmes wrote:
That meant they were deployed along the forward edge of the crater, under tarps. Sucks to be in the infantry, cyclone or not.


Heh. Welcome to my world. You giant mecha jocks get all the glory and fame, but never count out how much we little insects prep the roads for you.


I certainly hope I never expressed anything resembling contempt for the Cyclone corp. If I did, I appologize. Still. Glad there is my CVR-3 and a reinforced pilots compartment around me along with a super sonic battloid. :-D

Still, taking on an RCB (which isn't an easy task by any itself) and it's horde of escort mecha is nothing short of astounding. Or stupid, but it's so hard to tell that difference on the battlefield. I don't know if it's your piloting skills or the genius that went into that Strike Battloid, but pulling that stunt off and surviving is amazing.


Well tha Battloid is a monster. In terms of overall performance and capabilities, it is unmatched. As our Excal pilot noted, it's an RCB killer. Wayne must have intended it for just such a purpose. Funny thing is, when I generated this character, knowing which adventures were in the book, I kind of had my eye on the Assualt batt.

As far as the fight went, you know when your dice aren't working for you and you're just a little bit ahead of the bad guys? That's how this fight was. Very tight. Most of my autododges were usually one or two better then their attacks. I about cried when those missiles got through.
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Unread post by The Artist Formerly »

Shawn Merrow wrote:
The Artist Formerly wrote:
Colonel Wolfe wrote:
Jeffar wrote:I still don't see 500 invid



The Artist Formrly wrote:Then 500 Invid fell Ill due to my bad cooking(rolled a 100). none survived the week...


see 500 Invid dead.


Heh, if it were only that easy...


If you need someone to make that roll for you I'm your man.

GM: This is the last an most important Prowl roll.
Me: 99% is ok right? :?


Had that happen when we were sneaking into the hive. That very thing infact.
When I look in the dictionary and see the word Cool...I see Taffy's picture...-Shady Slug
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Unread post by Jefffar »

Me and my crew used to play under the hosue rule that a 99 or 00 on a prowl roll meant your character llet loose such a loud and smelly burst of gastro-intestinal gas that any potential threat was immediately allerted.
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Unread post by Shawn Merrow »

Jefffar wrote:Me and my crew used to play under the hosue rule that a 99 or 00 on a prowl roll meant your character llet loose such a loud and smelly burst of gastro-intestinal gas that any potential threat was immediately allerted.


In one case since we had passed a abandoned school on the way to the target as only one person rolled under Prowl (60-90+ range) the explanation was we picked up some band instruments and picked that moment to start playing them.
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Unread post by Comrade Corsarius »

Shawn Merrow wrote:
Jefffar wrote:Me and my crew used to play under the hosue rule that a 99 or 00 on a prowl roll meant your character llet loose such a loud and smelly burst of gastro-intestinal gas that any potential threat was immediately allerted.


In one case since we had passed a abandoned school on the way to the target as only one person rolled under Prowl (60-90+ range) the explanation was we picked up some band instruments and picked that moment to start playing them.


Which then suddenly started firing energy beams out of the guitars, and the drums making seismic shockwaves, all of them draining protoculture at a ludicrous amount.
I'd get up in the morning and watch the sun rise over the yardarm of my sky-ship as the sails billowed in the breeze and the land slid by 300-odd metres below. I'd grasp the mahogany ship's wheel, turn her nose a few points back onto the line, and feel pity for all those poor bastards below who have to work for a living. - My idea of the good life in Rifts.

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Unread post by The Artist Formerly »

Three sessions ago, while planting the bomb in the pit, I was sneaking up on a stage five. The guy is in a large work shop like room working human mecha. He's taking stuff apart, tinkering, making notes, that kind of thing. Rolled my prowl check, and of course came back with a 99. Doh!

So.

I step on/kick a hub cap from a Mercades (the bane of my RPGing existance. Ever since an extreamly bad roll playing Mage the Assecention, most any critical failure one of my character's in involved in is in some way attributable to a Mercades). It goes clanging across the floor. :eek:

He hears me. Turns and faces me. :? :? :? :? :?
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Unread post by The Artist Formerly »

It didn't take long for me to find the RCB. It had been moving towards my position at a slow pace, letting me spend myself against the armored scouts. It was a smart play, the tight spaces of the canyons put the RCBs missile weapons at a disadvantage, and the armored scouts were sure to get into it's way. So much for brotherhood.

I rolled up on it, seeking to close. The Striker Battloid has alot of infighting capabilities and I wanted to take advantage of them. Another eight missiles came ripping towards me, I sent one back at them, taking the whole volley down. Sensing that this missile tactic was of only limited value against my machine, the Invid pilot went with the plasma cannon.

I rolled my nimble mecha to the right and returned the favor going with my GU-X2s, as I was still closing on the RCB and couldn't bring my Pbeam cannons into play yet. The pilot tries to copy my move and roll away, but my gunnery is solid and I connect. Now our damage levels are about equal.

We come together in a furious exchange of energy weapons that lasts over thirty seconds, keeping our mecha dangerously close. Only three shots get in, two of mine, and one of the Invid's (Two and a half melees of strike/autododge/strike/autododge).

Finally, we come apart a bit, and bring my GU-x2s into play again, catching the RCB square in the midsection. Sensing the fight going against it, the RCB throws itself at my battloid, and launching all of it's remaining missiles.

Crap.

I send two of mine at the incoming volley, turning the entire flight into a ball of exploding plasma. Unfortunately, the RCB pilot had correctly guess that I couldn't react to the missiles an it's mecha at the same time. It roared through the plasma ball, it's own armor burning from the heat, and grabbed on to my mecha in a attempt to take me down with it.

I rolled my machine around in the Invid Battloid's embrace, gained some measure of leverage and then twisted so the Invid machine's own momentum broke it's hold on me. I brought my mecha's fist down in a hammering blow that killed the Invid machine, sending it down towards the ground. Concerns for my commrades over came my blood lust, so I turned my machine back towards the foot hills where the rest of my unit was battling the Invid.
When I look in the dictionary and see the word Cool...I see Taffy's picture...-Shady Slug
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Unread post by Jefffar »

Ehhh, I give you a 3 out of 5 for that kill. Flashy and dramatic, sure, but you really let it have too much of a chance against you.


I give Mrs Taffy a 5 out of 5 for playing a Stage 5 to the proper degree.


I still haven't reached 500.
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Unread post by The Artist Formerly »

Jefffar wrote:Ehhh, I give you a 3 out of 5 for that kill. Flashy and dramatic, sure, but you really let it have too much of a chance against you.


:shock:


I give Mrs Taffy a 5 out of 5 for playing a Stage 5 to the proper degree.


I still haven't reached 500.


We're getting there.
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Unread post by Jefffar »

The Artist Formerly wrote:
Jefffar wrote:Ehhh, I give you a 3 out of 5 for that kill. Flashy and dramatic, sure, but you really let it have too much of a chance against you.


:shock:




There are much better ways to kill a slug with a nice ride.

I would have lured him into a flak trap with your Raidar-Xs.

Yeah he may have a nice auto-dodge, but how many times can he roll before his luck runs out?
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Unread post by The Artist Formerly »

Jefffar wrote:
The Artist Formerly wrote:
Jefffar wrote:Ehhh, I give you a 3 out of 5 for that kill. Flashy and dramatic, sure, but you really let it have too much of a chance against you.


:shock:




There are much better ways to kill a slug with a nice ride.

I would have lured him into a flak trap with your Raidar-Xs.

Yeah he may have a nice auto-dodge, but how many times can he roll before his luck runs out?


Tie up three heavy hitters while the rest of the company was facing down 50 Armored scouts?

And his/her luck was pretty damn good.
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Unread post by Jefffar »

Did I say I was ignoring the armoured scouts?

I consider killing the RCB as important to the battle as killing any 10 scouts.

It's basically a case of fighting a tank supported by a platoon of infantry. The infantry is dangerous, yes, but you gotta take out the tank or your screwed.
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Unread post by The Artist Formerly »

Jefffar wrote:Did I say I was ignoring the armoured scouts?

I consider killing the RCB as important to the battle as killing any 10 scouts.

It's basically a case of fighting a tank supported by a platoon of infantry. The infantry is dangerous, yes, but you gotta take out the tank or your screwed.


That's the problem chief. The Invid can afford the losses, we can't. Every mecha we lose is gone and won't be replaced. Had I gotten into it where I figured I couldn't win, I was planning on breaking away from the RCB.

Orginally I figured that if I could pull the RCB out of the fight, the Invid wouldn't fight as well against the company. I was right, that held up. With out it's support and direction our forces were able to concentrait fire and mow down the Invid.

Of course, I wasn't expecting 11 scouts to come rolling off at me. I figured the pilot would pull a few of it's compatriots to act as support but I didn't figure on that many.

Once the fight was going, I went after the Armored scouts first, because they could catch me. With them gone, the RCB would have to fight, and die on my terms.
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Unread post by Jefffar »

Better to concentrate the enemyforcesin the area you can deliver the greatest killing power instead of giving them the oppourtunity to pick off a high value asset.


In short - you risked more damage to your team by potentially depriving them of the Zeb.

Yoru Raidars are good strong defensive and ambush mechs, but you Zeb is the best platform you have for making offesnive actions. It is also the best platform you have for keeping enemy forces at arms length from your home base.

In short, you risked your most important mecha needlessly.

You should ahev forced the invid to bunch up using the raidars, other ground resources and your Zeb. Keep the RCB too busy trying to stay allive to command the troops. Most importantly, if one of your mecha ran into trouble, there were two other mecha available to bail it out.

How much of your Zeb's MDC did you loose in your tussle? How long will it take to repair to full strength? How much of your supplies of armour will it take? How many of your missiles did you use up? How much cannon ammunition? How much damage did the Raidar-xs take when they were deprived of air cover?

Yeah you beat the RCB, but I think it was a costly win and a risky win. If your Zeb had gone down, the rest of your team is screwed.
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Unread post by The Artist Formerly »

Jefffar wrote:Better to concentrate the enemyforcesin the area you can deliver the greatest killing power instead of giving them the oppourtunity to pick off a high value asset.


In short - you risked more damage to your team by potentially depriving them of the Zeb.

Yoru Raidars are good strong defensive and ambush mechs, but you Zeb is the best platform you have for making offesnive actions. It is also the best platform you have for keeping enemy forces at arms length from your home base.

In short, you risked your most important mecha needlessly.

You should ahev forced the invid to bunch up using the raidars, other ground resources and your Zeb. Keep the RCB too busy trying to stay allive to command the troops. Most importantly, if one of your mecha ran into trouble, there were two other mecha available to bail it out.

How much of your Zeb's MDC did you loose in your tussle? How long will it take to repair to full strength? How much of your supplies of armour will it take? How many of your missiles did you use up? How much cannon ammunition? How much damage did the Raidar-xs take when they were deprived of air cover?

Yeah you beat the RCB, but I think it was a costly win and a risky win. If your Zeb had gone down, the rest of your team is screwed.


I can see your line of thought, but with a total of three flight capable mecha in our normal force (VT-99 Surgut/Valkire, the ZSB and the Super Logan) we just don't have enough air support to make that idea work. If we had a dozen or so machines, things might be differant, we could strike from the Pacific ocean, and disapper before the Invid could rally a good response. And we could do it often.

But losing our light edge on the ground would be crippling to the movement. We just don't have enough machines.
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Unread post by Jefffar »

If that's the case - why weren't you there flying cover for the Raidar-Xs?

If they are your most valuable asset, protect them. As it was, if one of the Raidar's got overhwelmed, you were in no position to lend an assist.


BTW: I think the fight was cool, I'm just comming up woth the rag-outs the boss might.

You were fighting a vastly numerically superior foe, he could afford to divide his forces. You couldn't.
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Unread post by The Artist Formerly »

Jefffar wrote:If that's the case - why weren't you there flying cover for the Raidar-Xs?

If they are your most valuable asset, protect them. As it was, if one of the Raidar's got overhwelmed, you were in no position to lend an assist.


They had the Super Logan for that. We did plan ahead.


BTW: I think the fight was cool, I'm just comming up woth the rag-outs the boss might.

You were fighting a vastly numerically superior foe, he could afford to divide his forces. You couldn't.


Eh. I'm always looking for ways to refine my Invid Killing tactics. Don't sweat it. We came through the fight okay, but it could have gone better. Mrs.Taf has a whole differant take on the Invid and how they should be used in combat. Makes me redefine and evaluate the way I fight.
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Unread post by Jefffar »

It would ahev been interesting if I'd GM the encounter.

Those swarming scouts would have attempted to grab on and drive you to the ground. In shrt, no dodge for you.

Then again, if I'd played it, you would ahev had the Invid's undivided attention. In my games the Invid have trouble telling the difference between the Zeb and the Female Power Armour, and, well, we all know what the Invid think of the Zentreadi.
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Unread post by The Artist Formerly »

Jefffar wrote:It would ahev been interesting if I'd GM the encounter.

Those swarming scouts would have attempted to grab on and drive you to the ground. In shrt, no dodge for you.

Then again, if I'd played it, you would ahev had the Invid's undivided attention. In my games the Invid have trouble telling the difference between the Zeb and the Female Power Armour, and, well, we all know what the Invid think of the Zentreadi.


Hehehe. :) That's what Doram is always telling us.
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Unread post by Jefffar »

Who's Doram?
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Unread post by The Artist Formerly »

Jefffar wrote:Who's Doram?


A full sized Zentraedi Warlord who we often hire for a little extra muscle.
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Unread post by Jefffar »

Ahh.

There was a Zent PC in my last Invid cycle Robotech game. I decided that due to the intense racial history between the two species, she'd get certain special abilities against the invid. Ammoung these I included:

Military Intellegence (Invid) at about 78%
No penaltry on called shots agaisnt Invid mecha weak points
All attacks against Invid did the equivalent of perfect die roll damage.

But the counter point to this was the character was "noticed" by the Invid easier, and knew that a horrible fate awaited her if she ever fell intot he Invid's claws.
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Unread post by The Artist Formerly »

Jefffar wrote:Ahh.

There was a Zent PC in my last Invid cycle Robotech game. I decided that due to the intense racial history between the two species, she'd get certain special abilities against the invid. Ammoung these I included:

Military Intellegence (Invid) at about 78%
No penaltry on called shots agaisnt Invid mecha weak points
All attacks against Invid did the equivalent of perfect die roll damage.

But the counter point to this was the character was "noticed" by the Invid easier, and knew that a horrible fate awaited her if she ever fell intot he Invid's claws.


Heh. Doram is brutal in combat with his modified Officer's Battle Pod. His fight footage (him vs. the Invid) is always a high profile attractor.
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Unread post by Jefffar »

So . . .

I don't count 500 yet.
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