#Battlegroup 4/10 - Dwarf Fortress & Merchants: Comms
1 messages · Page 18 of 1
All the arty that put a fire command into their order fired. GB Deleter, Warrior, and Bigstik all have dotted orange lines on the map indicating they fired at a location. Besides for arty unhitching and deploying are counted as the same action. We can literally .5 speed unhitch and deploy, primary action fire, and .5 undeploy and rehitch to be relocated by our truck partners all in one round.
So we got sucked into Astral Plane then?
Sounds like Howitz shot wasn't put into the midround. I seem to recall reading spud's order and it had a shot too which isn't recorded.
Never to be seen again
Which is why I should have fired, unless losing 2 FS in one go makes it where I can’t
Now I need to decide where to shoot. I can target the same place as before and keep hitting that AA walker spg. But I think shifting to the other AA SPG and all the bots around it up in 3316 might be better. Spud and myself are the only ones that can hit that troop concentration and AA piece at the moment. And we got to push toward it this round.
Not that I know of. Actions are supposed to be simultaneous. So your guys should of been harding at work send shots down range when they died.
I also asked shack that
Yep. Should check with the tac-com. It looks like the AA walker over there is damaged so it may be possible you did bombard it and caused a point of damage after armor and the lin ejust isn't on the map.
is fixed map posted yet?
Not yet I don’t think
We went to the Astral plane. Someone needs to wish us back
Scale of 1/10 how stupid is this?
0 or 10, either the biggest brain move to save the civs or a guaranteed way to get yourself killed
I’m only traveling over all of the enemies lmao
If we are talking about mistakes a very minor one is that I have been mislabeled as F/P instead of P/F
It is, and I didn't even notice it at first, so it isn't that big of a deal in the grand scheme of things.
Not at all (but it also gives me an excuse to bump my message to the bottom)
Fair enough.
I mean its less crazy then turtle.
Speaking of. I am 90% certain their should be 2 other mechs in those three. Turtle and someone else
Mentioned. I see a green tt line so he might have already fixed it
See a green line where?
Tabletop?
Also I did put that in my message of changes lmao. We’re missing 3 mechs, 2 engineers, and a sandbag line
first map is always a big one,
looks like youve pretty much found and brought up all the issues so far, i was just about to check it out 
tbh, not that stupid, we can only see 1 AA gun so excluding random shenanigans like fighters from orbit or they build another one its a god move. you are already in range of that AA gun unfortunately, but so is triple s, they will probably shoot the orbital again if they can. but if not itl be you 😅, hopefully it dies before getting its shots off on you
In the one where he showed the trench we build in between the woods and the building, I could ser a small green evasion sign with tt on jt
So I imagine that was turtle 🐢
oh yah that thing should have been scrap for sure
I was thinking similar. Those arty have already killed one person and will probably kill the our arty up there and most of the map elsewhere has at least one AA gun covering it.
Closest brush with death yet
We do need to kill that arty on the mountain priority a bit
this blob is basically missing
My net is disgusting I'll see if it will load lol
Yeah we're missing that whole blob
I think that was it though
theres a vtol missing down south too but havent seen anything else missing yet
@wispy iron idk if that jump is doable. I sure hope it is but I’ll have to eee. But regardless could you resubmit because someone (me) forgot to send the orders open message
STARRMB?
First map always sucks
Yup
ngl, my brain was dead after making all that and trying to fit all those arrows in xD
Sorry. I am a terrible texter
Am I missing something
About?
i had so many plans to make it easier to read, and notes to add but man
Because it looks like Cute is shooting on the map
Already brought up
Ah sweet
Appreciate the work our Tac comms do

I brought it up. We can say turtle or draconian did whatever damage I sent out
Or you discovered that you have rocket fists
I wish I had jumo jets. I'd melee charge that hill arty
The enemy arty is big enough for the anti-orbital right? So does that mean all friendly arty could direct fire them? If we evenly split between the two, I feel like we could guarantee a kill on at least one of them.
I'm not sure. That might just be the walkers...
problem. range
Ah, I’m the only one in range…
yes, while we can direct fire them. we're still limited by our range of 4
It’s the same token, so is it not the same unit?
our best option against those arty on the hillside is air
Well, if I roll high enough, I might be able to disable if not destroy one
:0 just had a look at the map. RIP.
There was a statement that we can fire at the AA and Arty due to size with direct arty damage
A long with the mech
But that's on a diff map
Ah. What is the damage of those spgs?
No clue yet
We would need a scan
I'd say either similar or greater damage than our spg refit
Oh shouldnt our tanks be in range of the infantry squad with only 1 unit left?
Uh I think I am.
Did they make an attack?
Nope.
Because I think all 3 used the advance order. Huh well then, might be a speed issue?
^
Hopefully some fighters or bombers can take out the ones up there
Speaking of. Would you like to be extracted?
That spot likely will see you killed this round
Extracted or brought to the nearest medical unit
Definitely speed.
Alright, either a closer Logi truck can grab you or I can do a rush order and we can see about panic hauling you out of there
Closest would be AMPE, but any help would be nice
I am tempted to off load some cargo and see about trying to get the closest green smoke loaded up and to the maps edge. Though I am stuffed to the gills on supply
Seeing how they just gutted the last truck to do a rush order it is pretty spooky
You might be able to use your speed to move a tile away, get hitched by a trucks speed and yanked further down
No need to rush order for me if you get to 2916
Potentially, but those cannons would just one shot you guys if you got close I feel like
Also if the tank line moves up they may be more juicy targets for them to hit instead
That's why I wanna avoid a rush order
Lowest target priority
Until you rush
My idea so far is to fire back to hopefully knock out one of them, then abandon the gun to quickly run away
That is very fair, hopefully they don't fire at an unmanned gun and you can return to it after a medic visit
Pot shot and then tank line moving up would make for a much better target on their part
Do tanks/vehicles benefit from tree cover?
Danget they don't
Oh, I was about to say I think so; but dang
Your infantry squad would
I just realized as infantry I could also get inside the building behind me
And hide in there
For survival that isn't a bad plan
Maybe we MBT’s can help?
You can't get into firing range but you would likely be the priority target
It would allow me to get up there and hitch the gun safely
@vivid vessel do you think we can help the artillery on 2915? And see if we can attack 3213?
We have a mech who is saying fuck it and jump jetting up there
NOO phone why would you cause such a blunder
@queen tendon I just realized, Spudgun also isn’t firing for some reason
A few things didn't happen
Yeah, I just saw it wasn’t on the list of things needed to be added so I thought I’d point it out
There is a lot of our units missing
fixed map up yet? i don’t wanna do anything without it all being fixed and done
It is a lil sad to see a chunk of units now shown
Scarab might wanna run up and attack the hill
I put in orders to fire upon bot units, but I don't see my MBT making a shot towards the bot infantry in the forest, the only unit in range.
What'd i miss? Sorry was getting dolled up for an event tonight
Ah ok so, i did the math earlier, I dont have the range to actually engage next turn
Im 1 hex off from being able to move and shoot
Could be civvies that are being held prisoner
Based on the bots at the door, I feel like that’s most likely the case
Means we can take stock and push on maybe. Let's make sure we clear this out and see what develops
I take it map from mid rounds not fixed yet?
Same
Meanwhile, we got two builds near the arty line, any objections for Shirt (INF) to clear the north building?
My thoughts exactly
I’m thinking of moving to 3016 and firing on 3216 or 3217.
What do you think is a higher priority for my MBT?
Btw I’ve updated the sheet to include everyone who has died. 
Rip friends
@wintry swan I think we should risk the enemy fighters and destroy a SPG (not guarantees as they have armour 1. 56% success likelyhood) as they threaten anyone trying to push North and are an immediate threat to Howiter as their truck got killed. I think we are one of the few people with easy access to them an most probably want to get stuck into the centre.
Maybe something like this then
They could bombard them to lower the defense values by one
Yeah. Keeps you clear kf those aa guns. I know turtle is jumping up there
We have just barely enough movement to do that but it does let us well and truely skirt the AA in the middle
Maybe I can have my MBT draw fire?
Bc they go against highest armour.
I don’t think they can so aircraft
Unless you mean for Howitzer
Barring enemies suddenly teleporting on us, I don't think Meteor and I will be in danger
I assume we have plans to kill that remaining enemy flak gun in 3217
Could be good to not injure Howiter but what they really need is a new truck to move them.
or medic to get me back to full FS
What do you think the AA rolls with? 1d4?
Really rough for the trucker who insta died. Think they were a rookie too.
Think so
Hm. That means they have to role a 4 to penetrate my armour.
Those SPGs up top aren’t AA they are a form of arty that does damage instead of suppression. Still 1D4 tho.
the AA at the bottom roll a 2d4, tho this turn it will probably fire at us as the triple S retreats
I cannot tell if we are 1 movement short to take this wide arc or not.
it's 6 movement, we have 7
Actually this might be better, because it's further from enemy flak and we can hit them from behind
still 6 movement
Did they remove rotation costing speed? I might be thinking of outdated rules.
yes
K
we just need these 2 killed
Wait, have they still not fixed the maps?
Already injured so likely to die next round
just making sure somebody submits orders to kill them
Can we resupply in the centre?
don't think so, we'd have to land on TripleS
I should have fired so I potentially might kill the one in 3316
Ok. I was trying to figure out why we wanted to go over the centre with no ammo, forgetting Fluffle exists.
You mean during the turn that just ended?
Yeah, but it's not on the map for some reason and was noted as a map mistake; so it's supposed to be fixed but that was 8 hours ago.
Not to my knowledge
are these things direct targetable by artillery for damage?
yes, but I wasn't direct firing at them, only barrage at 3316
Arty can’t do damage unless they are an SPG, just debuff or am I misinterpreting what you are saying?
there were a ton of map mistakes for DF (not sure why, probably a collection of reasons) that were reported and were going to be fixed, but like I said, that was 8 hours ago.
Yep
there are certain units that are large enough that arty can direct damage them
not sure if it was said that the walking flak are one of them
None of the tanks shot either and @rigid jacinth was asking about that but never got a reply
they are, your arty damaged one of them, they big enough to count as orbitals so arty rolls d6 for them
They do random chance damage plus debuff with barrage, random chance damage plus forcing enemies to move with funnel, and direct damage with anti-orbital (or anything large enough). At least that was my understanding.
exactly, 8 hours and still no response on any of the map issues aside from "noted"
Rereading the rule as I still have the old one in my head. Most of that looks right but reduce defence isn’t damage plus it just makes it easier for other friendlies attacking to do damage, so if someone missed by 1 it might die though I don’t think -1 defence effects armour? and I wouldn’t think that AA has any defence to remove though I could be wrong.
If it doesn't effect armor then arty is overwhelmingly useless. Niche assistant only with dug in or evasive units
Or being able to shuffle someone around .5 speed
Also funnel looks like an action not a chance. Though there are some unit tags listed I can’t find the effects of atm.
I wouldn't wanna hitch them to my truck ever again, would just go for a trailer
I mean like random damage chance, but moves enemy regardless
Infantry in a building (common) can be a massive pain to shift without arty
Is the random damage from hitting a bridge roll table?
I'd assume so, or something similar. But if there are multiple enemies in a hex under barrage, I don't know if it's randomly decided or just whatever is the biggest target gets damaged.
Just put in the order to AOS d6 the north one in 3316
I think that just means how damaged the bridge is and what units can use it in each level of destruction.
I don't know how barrage works when applied to a hex, but if I had to guess it's a dice roll, 1-2 is a miss, 3-4 is a hit on a random unit, 5-6 is a kill on a random unit; but I could be completely wrong.
Yes but only for bridges.
for bridges only 1 is a miss. 2-4 is a hit, 5-6 is destroyed. I was referring to when used on a whole hex
Barrage is one action to give an area debuff. Funnel is an action to target and move one unit. You can attack orbitals with a normal D6 attack or try to destroy bridges using the table provided. You can only do one of these actions as they are all primary actions.
It currently does no damage. Just stacks a progressive and supportive -1 defense and -1 evasion to everything in range for each arty hitting the zone and for each consecutive round a target is impacted by the debuff.
I'd love to pitch a arty redesign to Shack that would allow arty to be better split up into types/upgrades and even allow them to represent the field gun that he wants to incorporate.
oh, guess I was wrong.
so arty does no damage unless it's direct fire? really?
We can't even really direct fire. except on orbitals
Is there even a direct-fire option?
We technically damage bridges by bombarding them. just specify the bridge as teh target
so unless there's enemy units dug in, arty is almost useless besides funnel?
Sorry arty isn’t as strong as you believed but at least you have a better idea of what you can do.
yeah
Dug in enemies are common so are enemies in buildings and some enemies can have an evasive order making them almost impossible to shift without arty, while being common on most battles
I personally find funnel to be almost entirely useless too. In practice it can't cause a noticable positive outcome to anything with a speed greater than 1. So like someone above said it is only really great for forcing inf to leave a building, but even then techincally funnel can't be used on a target that is dug in. A target for funnel must already be moving. -.-
sounds like arty needs a rework then, to be honest
I mean it is an ability arty didn’t have last rule set. That and anti-orbital.
See what it can do first in practice. I’m telling ya arty reducing defence is critical.
Funnel is great? Force an enemy tank into a terrible engagement...force that AA piece into our gun line, etc.
Actually this rule set make us more tanky too. V5 allows arty to dig in like other infantry so we can have a +2 def. Engys can build us a arty pit which adds +2 to our def as well. So technically an arty with the gun shield upgrade can have a top defense of 5 now instead of 2...
tonky
got that thicc defence
Yep
Makes it seem less like Engy's building an arty pit for us and more like they are making us a concrete pillbox
It feels actively useless, quite sad after all the effort to hitch and move our 6 artillery into combat for this war
Shifting is nice but that is about it
maybe give arty 1D6 damage?
It's why I really feel arty needs a damage option. The player coordinates with the team to lay down what is best. Fire for effect for damage, fire for suppression to tear up defenses and buildings (current bombard), or a rolling barrage to funnel. Having a damage option give an arty player a tool for every situation they may be needed for. Heck even if bombardment could just do 1d2 damage to eneimes in the open without cover would be a nice improvement.
rolling barrage sorta does both damage and suppression the intent is to give a near constant covering fire for other elements
so maybe a minus to enemy’s hit chance for rolling barrage
an have arty do damage but reduced damage
I am actually really sad defensive fire was removed. that was used to great effect in C3.
and i would have used it on Howitz next turn
fixed map will be up tomorrow i am assuming?
Sounds like a good skill. And it really should do something
I’m not sure where I’m needed right now as a Logi VTOL with my supplies still on hand
If anyone has a suggestion or needs my backup, ping me
Did prep the next Order, need a check on it.
Callsign: Onyx
Unit: Infantry
Carrying: N/A
Equipment: N/A
Order Type: Advance
Movement: advance towards enemy Group at hex 3319
Starting Coords: 3018
Ending Coords: 3218
Facing: 3319
RP: *As the enemy Walker tips over cheering can be heard from both HELLDRVR and Onyx.
"That's how you do it." Onyx-1 exclaimed, reloading his weapon. "Let's get a move on people," he continued "there are still more of them."*
Did we have a vote on wether to turtle or to rush the mine already?
@chilly bridge what are you thinking we push with help from the battle group. Or take a more cautious approach as you are down a man already even with the extra AP 😅
I'd push another tile before getting myself healed or if we have a medic close, ask them to heal before pushing^^
Maybe push for the building use it as cover? Also to heal I think we need an engineer
Hm... I can't remember rn^^
But, yeah cover works and there are engineers close by
This is what I thought it did
The problem is. Arty ine had a damage option, and it was the only thing on the mapnthat got kills pretty much, since it was range 4.
Well they don’t call arty the king of the battlefield for nothing; in all seriousness though, maybe at least low damage like Cursed is saying, a d2 for any enemies not in cover. Because currently arty can’t damage anything smaller than an orbital
Morning dwarves. I’m not gonna be around much today but here’s my plans. Mad dash to pick up the civvies in the furthest building
So brave
He dares to be bold. Fortune favors the bold. Supposedly...
Like I said originally, this is either a big brain move to save civs, or a guaranteed way to get yourself killed. All depends on how it plays out.
All I’m saying is I haven’t died yet
I’ve done something like this every campaign I’ve been in
On Lussan it was flying directly past the giant explosion that ended up being their SHBT. On Titan it was operation saving private Warli
Hey @fallen yarrow, you are the closest medic to me, mind running to me to heal me? I’ll meet you in the northern west building in hex 2815. We should be out of range from any enemies there
Demozay is flying rn but is ready to respond where needed 
Howitz is badly injured and you’re the closest VTOL to them. Was just throwing the idea out
*if they want to abandon their gun
I am, I’m going to fire then abandon the gun and run to the building behind me
My order is primed and ready but I’m waiting for the fixed map before committing in case I need to change something
My hope is that with no one manning the gun, it won’t be under attack since it’s not a threat. So after the spgs are dealt with and I’m healed up, I could recover the gun later.
Hopefully soon so I may be able to put my order in.
If you'd happy with the risk ty, otherwise duck into that building and meet up with the medic.
Since the building is in the same hex as me, I can kinda have my cake and eat it too. I can use half my movement to take a pop shot at an spg then use the other half to run to the building.
But I have to abandon the arty is the only downside to this plan
its possible you can go back and pick it up again later
That’s the hope, unless it gets fired at.
I'm sure they will fire at the other advancing units. An unmanned arty gun is not a current threat. Unlike the tanks, mech, and infantry
Yeah, but I’m pretty sure I’m the only one in their range at the moment
If you are waiting to plan until you’re on the map, I wouldn’t. He doesn’t typically post a new map
I’d assume you’re where you’re supposed to be
Yep
Ah, I see. Then I’ll just post my orders then
Alright then.
I know he double checked our map and fixed some stuff since he pasted a screenshotnof it with gears and my trenchline...
Question, would a Ground unit be able to shoot through the building and/or non passable terrain like a high wall like in hex 3116 an 3117?
3116 is a building with civs inside, not sure if you want to fire through that…
If so, I could go an upgrade the sand bags there and I could skip building sand bags on the north east part of the hex of 3016 and then head south unless yall want me going elsewhere than south?
Just wondering if it prevents enemy from shooting through it unless they take over the building and get inside. Also if there is a way to get into said building from the hex we are currently in.
I haven’t checked any orders but I’m just reminding people to update their supply count if they shot their arty or put down sandbags last turn
If you upgraded sandbags to a trench that does not use supply
Has anyone decided to go after the SPGS on the mountain yeat?
Can I have one Engineer volunteer to heal my loss? It'd be a repair action and costs 1 Small Supply
Oh, yeah they can still fire at units inside a building from outside but units inside the building have a defense bonus
i believe bluwolf might be within 1 tile of you and currently not doing anything far as i know
Who's the player?
#1385623502157250560 message
It be me
Ah nice, could you repair me? 😄
I can.
"Repair" that is
Is the group fine if I do that?
I do hope so xD
I can only take two more hits
As for your soldiers that man it would he not need a medic?
Nope, PAI needs specifically an engineer
Yes, check above
I am
I'm a hex and a half away I would not be able to fix you this turn. It will have to be during turn 7 @chilly bridge
@modest pagoda If you could, I would like to be moved east one hex, 2916
Aren't you in 3016?
Yes and repairs cost me one Movement and if I rush, i use one and a half to get to you. I'm basically in the center of hex 3016
How much speed costs you? 0.5? I can move towards you and then use the rest to advance
Speed costs me one 1. I am an off branch of infantry. Infantry has speed 1
Give me 5 to 10 min. I'm getting on my comp to properly measure distance to you
Do I need to specify which spg im shooting at?
Correct me if I'm wring, but while, yes, Inf has 1 Speed, an action like repair costs them 0.5 Speed, which leaves 0.5 speed for moving. That should be enough to bring you towards the border of the tile. I'm already at the border and should be in your range
Default arty can’t do direct damage
these are the ones that anti orbital works on right?
The spgs are big enough for direct fire
It was a small, but important footnote made during midround events
@queen tendon is it one speed to do repairs or is it .5 to do repairs? The rule does not specify.
If it’s a standard action it takes .5 speed
That parts defined in the speed rules near the top
BTW Axx, in the uh final map posted, my artillery doesent have the minefield marker around it. Could you check on that? just in case
Okay thank you
Idk if it would be better to focus one cannon down or try and take a shot at each one.
or take note of it
You are correct I can do it this turn.
Other than that, where should i fire
I always thought it was one movement to do repairs
Okay sweet, thanks. In this case, specify which one you’re shooting at @valid pecan
I was loosing faith im my memory already xD
But, wonderful. Thank you very much!
Roger that
They need to specify that with the unit info....
Anything with action takes .5 speed
Was there an update on whether these mobile AA were destroyed? I know Triple S and some arty units were wondering if their shots had been processed
Also i listed in my order that i did fire but i dont have the orange line in the map. Want to know if i was prevented because of the trees in front of me and if to tick down my supply
Hey @valid pecan, you won’t be able to fire. Hitching is 0.5, and unhitching is 0.5
No update on this, but I did figure out the mine thing. It wasn’t on our tac map
Firing takes no speed, it’s a primary action
Oh
Well in that case, let me change my order
I can give a lift if need be
Good morning my fellow gremlin crusaders.
Please let anyone going south know that they may want to kill the bots before the otters do.
I’m going to start my swing northward around the mountains and maybe set up a line, maybe punch through we’ll see
One was destroyed the other two have hits
That's what the map shows, but some arty players and Triple S said that their orders to shoot them didn't go through
Huh. Then that's a TCO thing
Maybe @queen tendon can shed some light on that?
Since he's also doing a stupid maneuver that would benifit from them being dead 😛
I haven’t seen anything saying they’ve been additionally damaged
Nor the result of if the HMG fired or not
Hey y'all, I'm not quite sure what to do with my VTOL right now, is there anyone that needs my help or supplies, or should I hold for now?
@chilly bridge in your order state that once you are repaired by me you will fire your round at the enemy.
If you’d like, I need to be picked up at 2815 then brought to the nearest medic, but that would be next round (round 8)
Once I'm repaired, I'm advancing, so yeah that was the idea^^
Heads up to any of the medics near the area, be prepared to provide medical assistance. I may need it real soon. And it looks like I will not be going to the south part of the map. Will a free engi be willing to go?
I do not know what bluwolfs username is on my ohone here.
But general logistics request.
Could 1 engineer upgrade the sandbag line he made last round to a trench. If that is done. We will have a line from building to building along the woods. Very very defensible.
If there is another engineer that I'd in the area. Oilsans could use a repair. Then we'll be at full ish strength and easily able to advance from cover.
Bluwolf is Ingeitum_Stenr and they are already repairing me. But thanks for the concern 😄
I did not lay any sandbags. That was PUPIL. But I am in the process of putting in a order to move to Chester's unit to fix. Again have medi ready
my first thoughts on this is that they were bombarding the hex rather than targeting the AA (which no one knew could be done) so probably no damage caused by it
Battle order placed.
You went to repair the Arty, not me xD
I don't know if you are aware, but my Unit is the Power Armour Unit "Oilsins" on 3117. The one with the shields
While I appreciate the sentiment, you can’t help me @night quarry, I need medic not engi. Go help Oilsins, they could use your help.
Oh. My bad.
So does anyone know if we can enter the light blue building from 3120?
Is anyone free to check my order please?
Callsign: BluWolf
Unit: Engineers
Carrying: 4/4 Small Supplies
Equipment: N/A
Round 7
Order Type: Rush, Repair, then Build Sand Bags
Movement: 3016 to 3117 to the rear of Unit OILSINs, then using one small supply to repair Unit OILSINS, and lastly use one small supply to build sandbags in North East hex side
Start Coords: Hex 3016
Ending Coords: Hex 3117
Facing: Behind OILSINS facing North East
Does anybody have the full map including the most recent turn?
That is as close to what all of our current positions are.
This is what current position of enemy units.
Unit Callsign: Shirt
Unit Type: Infantry
Equipment: N/A
Order Type: Advance
Movement/Action Tracker:
1 speed: Move from cover of IFV to inside of building
Starting Coords: 2816 (Snow)
Ending Coords: 2815 (Building)
Facing: 2915 (NE)
Will provide cover fire for both medic and Howitz, feedback?
Looks good
These are the movements I have planned to fire upon the southern artillery unit. Any suggestions/objections.
Order type: Advance
Starting coords: 2816
Ending coords: 3017
Action tracker: Primary fire upon artillery unit in coordinate 3217
I think that's an AA but aside from that it looks good
Was going to say the same thing
@minor solar Exactly where are you planning to end up in the hex?
At the edge, yeah
Alright, good to remove the AA from the field anyway. Thank guys.
Order resubmitted
So my plan is to evade from my current position to 3320 and fire upon the enemy from the high ground. Is that a valid move?
I will be putting my orders in later, when I have the time to sit down and think about what my dwarves themselves are doing. 
So like south east? I could rush up and put up more sandbags for you on the mountaintops between 3118 & 3218
Sounds good
with my .5 movement after undeploying
Aight, I can start moving your direction
Also, do we have a medic to help Howtiz?
Alternatively, you could bring a medic to me. That would be even more helpful.
Yeah, maybe I can grab a medic on the way
Any medics here willing to get picked up?
We gotta save Howitz 6
@wise oasis is in 2818, both @fallen yarrow and @odd valley are both in 2917, and @willow lantern is in 2919. You @royal minnow are also in 2919, so you could pick up any of them if they are willing to go.
In fact, @frank grotto , would you be willing to risk driving up to Howtiz to drop me off inside the building?
Shoot for 2915?
Checking up here. How’s it going?
I think i just signed up to drive into enemy fire
Well the only thing that could hit you is the spgs
Actually, I take that back, 2815 is out of their range, so you’d be fine
Has anyone entered orders to kill AA this turn?
I’d recommend entering the building from 2815 since that would be out of the spgs range, but still get you to me
Not that I’m aware of but I haven’t been able to pay attention to this turn yet
There’s an mbt attacking it I believe, or at least planning on it
^
I’m gonna run to microcenter and pick up a modem after I make my desk again. If I’m able to get spectrum to set it up on their end, I should be able to look over orders
If no other medic is willing to go to Howitz I can do it, but I was planning to help the civs in the building near me
@indigo willow I'm taking a path to 3212 instead of 3113, because it's further from enemy flak and we can hit the enemy from the rear
Please don’t feel like you have to, after all you still decide what you want to do; or even if you just want to wait until we hear what the plans the other medics have, that’s fine. I’m pretty sure none of the other medics haven’t said anything yet this round.
Hey like I said, I recommend going to 2815 rather than 2915. That way you stay out of range of the spgs.
My priority is keeping you guys in the game, so I have no issues with a little detour. But yeah, I'm waiting for the other medics' intentions
Now thinking about it though, you and HMRHEAD are in the same hex, it might be easier to pick you up
Yeah, it's looking quite convenient
But even so, we should probably wait to see what the other medics say
My VTOL is still free this turn for tasking
We could see about trucker picking the gun up
I would need to unload to hold civvies. Loot box might be a good choice for picking up and moving them to the map edge as they were running troop transport
Also morning dwarfs
Maybe, but we need to wait until both spgs are dealt with before anyone tries. Otherwise we could lose another logitruck.
Just don't use the rush order and they won't shoot us
As long as anything else is in range
That’s the thing, at the moment nothing else is in range so anyone entering their range will get fired at.
We have a lot going up there. A mech is running up and jump jetting from what I know
But that’s one unit, and I guess both could try and take them out, but I don’t think we should risk it this round. I’m pretty sure they will be taken out by the end of this round, so as long as I’m healed up, I could grab it within the next two rounds.
In my opinion we need a few targets to saturate the north side and have loot box pick up civvies and trucker hitch you up. If I was closer I'd do it as I would have the speed to move away
I’m retreating to the building plus moving out of their range, so I should be fine; thanks though
our 2 fighters are going for a strafing run on those SPGs, and we have a mech jumping up there
we could really use some help finishing off the enemy flak in the center of the map though
Exactly, and I’m also firing at the spgs. They will most likely be destroyed by the end of this round, so everyone else should focus on the AA.
do we have anyone who can hit the AA? If not I'm wondering if it might make sense for you to shoot the AA
I can ram the front of my truck into a leg foooor.... 0 damage if that helps
I don’t think 2 strafing runs will knock them out completely, so I’ll keep attacking the spgs; but the other artys should definitely attack the AA.
we're hitting from the rear so they have no armor
4 strafing runs hit the one in the middle and they were only able to damage it, plus I don’t have direct line of sight on any of the AA anyway; there’s buildings in the way.
@frank grotto @silver widget
I'm listening to TyGammer's advice and approaching his position through the building, maybe draw aggro from the spgs with defense buff. I did unload from the vehicle the previous turn, so feel free to adjust orders to either support the MBT's or take defensive terrain.
Speaking of, What are the general plans for the MBT's?
Two runs on a single one will likely kill one and the mech jumping up there should occupy the other
One is planning on attacking the AA, but other then that I have no idea
Their range is 3, so actually you’ll be out of their range. @frank grotto however, your current orders have you directly going into their range so be aware of that if that’s where you want to go
I will slide back a tile to pick you up next turn if needed
Ok, just letting you know
Updated/corrected map up yet?
It’s probably not going to be released, just positions corrected on round 7 maps.
Bumping this down if anyone needs a reference where they are in case they aren’t on the map
@queen tendon if we have any arty that haven't given orders, can you suggest them to fire at the AA?
I mean, they still have 24 hours give orders but I second this
Ok, so if there’s another medic or not who’s willing to take a joy ride, just ping me
Oh yeah spg's have slightly less range right?
Much safer to grab ya
@terse merlin did you wanna see about driving into the tree line and trying to pick up the nearest civvies
For now consider me as your passenger I guess
Alright
Should I write my Order now, or wait for anyone else?
If you want to, you can wait to see if another medic volunteers to go in my place, but it's looking like that won't be changing
so im thinking i just move up this turn, but perhaps next turn, either Onyx or Guard. I could pick up and Ram and Rapid ramp deploy them into the building full of unknown signals
I'll convey your request
also we got internet now
@haughty mauve I'm advancing forward to 3216.... Don't know if that's where you want to go as well, but as far as you walk into the same direction, you'll be covered ^^
I am cool with it. The mental image I have for our units is cool. I am gonna melee charge and hope I survive with how many bots are there
You'll have my firing support at least, so I hope you'll survive even if it's just one soldier!
Me too 😂
I am up for any plan that doesn't get me killed
Im here
perfect
i needed an idea on what to do anyways
also got an update on if my shot went through?
Can I interest you in shooting this?
Is that the AA we need dead?
It did, just it wasn’t on the map by accident. It will be fixed on the next round of maps.
yes
Okay good, had to double check
thank you
I think I’m going to move my MBT to 3016 to fire on 3216
3316, plenty of infantry there so lots of opportunities for secondaries
Does anyone need a MBT somewhere in particular?
That AA is in 3316, and give direct fire order
i think so
Of I'm like doing mostly nothing for the turn I'mma just stay in the trench lol
Or expand it
Direct fire, otherwise you won’t damage it
Indeed, apparently the enemy spgs and AA are large enough to use the anti-orbital targeting; meaning all arty and spgs can directly fire at them
Unit Callsign: Spudgun
Unit Type: Artillery
Carrying: 1/2 small supply
Equipment: Anti-infantry minefield
Order Type: Hold
Movement/Action Tracker: Stay in 2917, minefield facing 3017
Primary Action: Direct fire on the AA gun in 3316
Starting Coords: 2917
Ending Coords: 2917
Facing: NE
RP: "Got a scarecrow over there. Gotta deal with em so our crows can fly by. Load up a good'un."
so like this?
@frank grotto small correction to make on your orders. Shirt is unload and no longer in the vehicle
I have 25 small supply that is burning a hole in my hull, is there anyone who needs supply (also I can airdrop supply from a standard HAT right? I saw nothing in the rules about it, but I assume that is the point of the HAT?)
I know our engineers could use some resupply and some artys’ ammo supply could be topped off, but other then that I don’t know
Unit Callsign: Aurum
Unit Type: MBT
Order Type: Advance
Movement/Action Tracker: Move to 3016 from 2816
Primary Action: Direct fire on the infantry in 3216. If unable fire on the mech in 3217. If that stinky infantry in 3016 is still there run it over.
Starting Coords: 2816
Ending Coords: 3016
Facing: 3216
RP: "Are you sure that firing on infantry with our main cannon is really that efficient?"
This good?
Idk how HATs work but if you can topping up us artys would be good
since im firin my last shot, same with the rest i assume
Lovely I'll drop drop all my supply onto you lovely people and then head back to try and pick up some more supply
If I’m understanding correctly, arty has three shots before they are out. 1 that’s preloaded, then they carry two more.
I'd like to get a stockpile of supply going. Arty stockpiles can work as a logistics hub for everyone, but also keep us firing much longer.
Oh rlly?
-# damn thats unsafe
do we have one with the stockpile upgrade?
I think so, but not sure. And like Cursed pointed out, our supplies could technically be used by anyone for anything if we allow it
This is good. With both of us hitting it with the anti-orbital fire we should be guaranteed a kill even if it has some tanky armor levels.
I’m sure there’s one in Armco, but there isn’t in DF
Stockpile isn't an upgrade. At least in V4 it wasn't it was just somethign we can do
It is, gives us a total of 4 small supply storage
yeah i was considering it but i wanted my mines
Yeah. "Once deployed can stockpile Supplies delivered by Logi Units and share those supplies with other units. By default, the total amount of supply an artillery can hold and starts with is 2 Small Supply Crates."
dont think so from my own reading. Since its 1 supply per round of fire.
but unsure
That upgrade lets us start and carry 6. Stockpile is us custodian a logistics hub
Not start or carry, just hold
Store 4, I was wrong. Let’s us store up to 4, not adds 4.
Means you need someone to bring it to ya, but then you become a hub
lets you start and carry 2, hold 6 when deployed
Oh
What I said. So the logi trucks can unload all their carried supply onto a deployed arty and it goes into a stockpile.
Though I think we have to stay put if we have a stockpile if it is too large for us to carry on our own. (Nothing in teh rules says what happens to the supply if the stock pile is like 5 supply and the arty undeploys.)
nope, no updates yet
Wait, I thought they were fixed they just weren’t going to make a map about it?
I think what it means is that artilleries share supplies in a chain. I dont think without upgrades we can have more than 2*arty amount of supplies in our stockpile
nah my own thing
in my order i fired, but its not on the map
Same here
asked Axx, no response yet
I fired but it’s not on the map
Have we gotten any word on any of the issues yet?
I'm pretty sure that what we carry via the default supply or the upgrade is seperate from the stockpile. The default is like built on crates and storage space on the gun which is why it is limited. While the stock pile is literally just a pile of supplies stacked up on the ground nearby.
Thats how it was settled on when we discussed it when I asked about it during the training mission.
I see
Huh
aight
but i would like official ruling... just cause i like rules
(cough cough pathfinder cough cough)
lol
negative
Have yet to unload any of mine onto anyone else so I am quite full. Will need to off load onto engineers
Unless we pull the same move shack did an roll multiple ones
I forget who I asked about it before. I know it wasn't Shack. It was someone with a yellow name that is in Meta a lot. It might of been Cheese but I get the feeling it was Dresden.
So should I assume that my order last did happen, or that I'm still in the truck I was in?
I messed up my end coordinates. I was planning to do the same
Is that another change? I thought aircraft don’t ignore armour by attacking from behind.
i'm not sure tbh but if it does we'd be in the best position there
logically it would make sense to me though, if it's weak to the rear it shouldn't matter whether it's a fighter shooting it from behind or a tank shooting it from behind
I think it is because we are attacking from above and might be for balance as fighters can get behind enemies much more easily than any other unit.
Just double checked the updated rules. Aerospace assets cannot use the Flanking rule to ignore armour and defence by getting behind an enemy.
i see
So no guaranteed kill.
I mean, Fluffle had 4 fighters strafe one and they didn’t kill it, but they did do serious damage to it, so I’d still attack them if I were you guys. Especially since you also have me, QB, and TT II firing at them, so us combined should disable if not destroy at least one of them.
It is still a 50% kill rate I think so still worth it as it will save you at least one hit if it works.
Exactly
Can someone give me a tldr. I'm at my grand uncles 80th and surprise wedding. Which was wild as I'd expect. Lmfao
@night quarry I hate to be the bearer of bad news. But speed does not necessarily mean movement distance. As an infantry type, the rush is not giving you 2 speed, it's giving you a x2 multiplier on your movement.
You are currently moving .5 hexes distance, leaving you with. 5 speed left to spend. While rushing would mean you can move a full hex speed. It's not going to let you both repair oilsins and build the sandbag. That would be using a base of 1.5 speed.
I would recommend not rushing ad that gives you a priority targeting... and it's not actually helping you. You'd just be moving .5 and then choosing one of those two actions
Meteor and Shrike are going to strafe enemy artys while me and QB direct fire on both of them and TT II is using their jetpack to get within melee range of the artys; rest of artys and tanks will fire at AA, ground troops will continue to push forward and fire at bots, vtols debating supply air drops, engineers fortifying positions, and HMRHEAD, Prayers, Shirt, and Firestr are coming to my position to protect me/heal me. As far as I am aware, this is all that has been discussed/planned/ordered so far.
So would you be willing to check over my order before I submit it a third time please?
I cna take a look
Have axx take a look. My net is about to go and no service
@rich olive you can't move two hexes unless you rush. But be aware the risks if you do so
@prisma nacelle just want you to be aware of the risks above as well. also your image is corrupted, figured I'd let you know
@modest pagoda If you edit your order you need to delete it and repost it.
Sorry, can't tell how far 1 hex is would this be fine?
Do we know when to expect the fixed map?
It would be the edge of 3119
We likely won't get one
hey lads, just want to confirm to move one tile is one speed right?
correct
so id be able to move from 2818 to 3019 with advance? or would that rquire rush as an ifv?
just wanna make sure i put the right distance in this time haha
Doing so right now.
you'd be fine for that movement with an advance
awsome! thanks man
aw
Who all has submitted orders to attack AA? i'm concerned we'll over kill the mountain SPGs while the AA stays alive
Im going for the AA
Southern one is almost guaranteed to be toast, don't know if anyone will be able to get in range of the one up north
@chilly bridge will need to redo your order. Had to change mine. It would not have worked. #1385623502157250560 message
F it. We ball
Well
I’ll be in range of both AA
I’d hate to die and DARE live doing something equally as heroic
Can’t let him have all the glory…
What to do..
Is anyone targeting the AA?
A few tanks and the other artys are
The south AA is already in striking range of multiple ground units as well as Bigstik and Warrior. The north AA is being targeted by Spud and my arty which should be enough to kill it so long as we don't both roll low while it has a lot of armor. So our tanks, planes, and other units in 2816 should be fine to focus the arty SPGs.
But you can still move, can't you? Just not with rush. Advance would be the order for normal movement. Half the speed will bring you to the same place where you were planning to go if I remember correctly.
It takes a supply to make a sandbag into trench right?
Nope, creating the sandbag line does but the upgrade to a trench is free, just needs a primary action from infantry or regular action from an engi.
Thanks
@royal minnow how close can you get me to Howitz?
If any of the GM's are free, can one of you see and show me what the distance would be at .5 speed in direct line and a line to be behind Chester Oilsins unit please? And tell me weather I would be able to repair him in at either end ponts please?
ill have a look
Thank you. ^^
if oilsins uses like 0.2 movement to step closer it should be good
Thank you.
@jovial crypt just so ya know, infantry cannot use the evasive order type. #1385623502157250560 message
if you don't repost ill assume a standard advance
I can try I may be able to repair you.
its real close, so just to be sure shack doesn't say its too far id nudge closer
Orders placed.
Check it please?
So don't change anything at the moment.
Thinking I might just wait back
No one really needs a restock yet
And I can't take on the civvies with my supply
@quaint ember to move and upgrade the sandbag you will need to rush, refer to this image
Gears and a backhoe mech. I think bluwolf is still on the borser
Fixed
Are they both going down to 2 supply?
And should I update how much supply I am carrying after the turn I am giving it to someone or during the turn I am giving it to someone?
I'll still be at 3 out of 4 supply at the end of this turn
Hey guys, we've got some information from Shack
one enemy AA is down due to TripleS HMG fire
Probably one in 3217 as it's closest
So if someone focused fire on it, make corrections to your orders :)
Thanks for the heads up, oh anyone planning on killing 3016 or should I assume the 3 tanks, IFV, SHIRT got it
Sent the order out
Ah frick messed it up, very sorry for the double ping.
Just giving a heads up about the reload
Alright. No even walking towards you before heading out?
should i (LV) go north to the green smoke to clear it out and transit civies? if so where do i bring the civs when im done
i dont really see anything else to do other than sit still
Also other information, the triple is probably not moving this turn, since well, we can't move faster than bullets, so your air assets shouldn't be worried against enemy aa
we'll keep tanking for the team I guess x)
is a single vtol doing that run? if so then if both the SPGs fire at you both you and civs would be dead (also im jealous you guys can land and take off in same turn)
I think we have things firing upon the SPGs
No I'm in 3016 as well.
Spent yesterday and this morning trying to get my order right for the fourth time.
If you want to to make sure an be safe you may.
Alright, thanks! We'll try it this way and if it doesn't work... thanks for your effort 😄
And ya, I'm on the list of units that never got properly put on the map.
I believe our arty has another round of shooting before needing a reload
we've got one VTOL going for those ones and another going for the ones in 3417
@queen tendon @silent glade if you guys see anyone with orders targeting the AA in 3217 if you would please let them know that it's dead already and to target the other one instead if possible
I have 5 Speed
What hex was he in again?
2915
nope
💀
I think he was moving inside the building on 2815 this turn
From what I understood, I use 0.5 speed for getting in and out, but I think you only use speed for landing and taking off. I would imagine the loading thing isn't for infantry
@crazy, can i get the png for the MBT?
also, just to confirm, i can move and shoot, right?
shooting is an automatic thing if you get in range, usually you don't get to pick targets
it also uses no speed to do so
thanks ❤️
Good news! I can get to Howitz's position in 4 Speed!
so the main thing we do is "hey i want to move here" and thats kinda it as far as player choice?
no editing at all unfortunately
certain abilities let you target as well. Shack's reasoning is that processing 500+ orders of specific targets would be too time consuming.
ok, that makes my life easy then, ill DM you what i have in mind before posting though just to make sure it's good to go
Ping me in here when you do because sometimes I don’t get notifications for new dm requests
Hey Axx, getting in and out of a VTOL uses 0.5 speed, right?
Correct
Getting in costs .5 to the unit getting in and the VTOL itself. Getting out only costs .5 to the unit
sent
the goal is to try and use that building as cover and consealment from those arties on the mountain
Morning all
Also, would I be able to heal Howitz if I was in the same hex even though he would be inside the building while I'm outside?
o7
Yeah. So long as your closish.
Great
Nah, we good, we fine
I only need 4 Speed to land right on the hex
Guten tag
Then I guess Howitz will be getting medics with same day shipping
@warm hazel thanks for the supplies :D

Anytime fellow dwarf
I am trying to make room for civvies. 2 more supplies and I got a cargo slot free for them
Are you guys taking out the artillery this turn by the way?
our fighters are
Nothing else?
arty is just like aa mechs probably 2 hits each
also artillery and a mech going at them
4 hour warning for turn 7 orders
@dim vortex @restive root @modest pagoda (you just have to resubmit I can't take editted orders) @velvet scarab@lean notch
@reef merlin @tired cairn @dreamy glade @royal minnow
I haven’t been able to keep up with DF orders this turn, sorry
I'll get mine in, though it probably won't be much.
@queen tendon I have submitted my orders, if i need to explain them better then let me know
Got my Order in
I'll be posting mine in a momment

Thanks
what logi trucks are you coordinating with to airdrop?
@royal minnow you don't have enough speed for your order.
.5 to land
.5 to load prayers
.5 to take off
leaves you with 3.5 to use, 3 if you want to land again. The closest you can get is 2916
Do you mean from landing to load the Prayers up, and taking off again?
how come VTOLs can land and take off in the same turn but fixed wing aircraft can't 🤔
okay my order is in
Ok, so, should I get to the point without being able to land, or land one hex away?
Yeah, their design is to be able to land anywhere and take off anywhere, like a helicopter
A helicopter is a type of VTOL
Fixed-wings need an airstrip to take off and land
Just an fyi for you and Prayers, it’s ok if I have to wait until next round to be healed, pretty sure a unit can be healed at any point by a medic.
I know I made is sound desperate but in reality, as long as I’m alive, I’ve got time. So don’t feel like you have to rush it.
Stay in the air and we land next turn in 2815
That way I can maybe get out, heal and then get back in
Actually, @queen tendon would HMRHEAD be in range of enemy AA at any point? Because if not, they could rush and get to me in one round and still land
I know you're not really in a rush, but when Hmrhead said they could make it this turn I thought it would be really funny to cross half a map and heal you in one turn
I also think so, which why I wonder if HMRHEAD will be range of AA. If not, they could use the rush order which doubles their movement distance; but if they are in range, they shouldn’t rush otherwise they’d be a priority target.
You know, I think I’m in a safe spot
I might be able to hit the afterburners
Well if you rush can't you move closer to the edge of the map and still make it?
Afterburner would be the same as rush but without the priority issue… so that’s not a bad idea if you want to make it to me in the same turn
Ngl I have no idea what the shmoove is this round
Oh, I also looked at the rules and afterburner is +1 speed, so it can be used for distance or actions, or even both
Guh, just noticed that rush is not the same mechanic as maneuver from last campaign
Yeah, rush makes all enemy units in range attack you
correct, you also need to spend .5 speed to actually load them too
unkown, we don't ahve their stats. But they should be targetting TripleS this round which is staying in the AO
i coulda sworn that afterburner used to be +2, was it nerfed?
Because we’re better
Hang on, I just realized. Do you have afterburners? I don’t see it noted anywhere.
Where would I need to have noted it?
The spreadsheet, where it says “notes,” and also orders; unless “reckless driving” = afterburner
Oh
Sure, we go with that
Reckless driving, sponsored by afterburner
Are afterburners a requisition upgrade though?
Yep
Yes, that’s why I was asking if you had it
To get them you buy it on the shop on S.A.M.
Hello friends. I've been reading the rules twice already but there are things that I yet don't understand. 🥺
You read the rules?
I'd like to verify these two statements:
- 1 Speed means I can either move 1 Hex or perform 2 Actions.
- As an Engi my order types available are Hold, Advance and Rush.
Yeah, like... two and a half times already
Dang
And yet I have these questions:
Good job
- How many Construct Supplies do I have? 4?
- How to get more Supplies?
- What is the blue on the maps?
That sounds right from what I can gather
Also last time it seemed that I sent my order to the wrong BG. Should I be sending it to BG4, or BG10?
Pretty sure engies start with 4 supplies, which you can get more from logi trucks, VTOLs, HATs, supply depots, etc...
- Yes, but that’s tied to your supply. If you repair something that also uses supply.
- You can get more from any unit with supplies, just make sure to coordinate with that unit
- blue on maps are buildings
What happens if you go inside a building, besides the Defense boost? Is there like smaller maps for the inside of the buildings?
Or the purpose of the buildings is specifically the Defense boost?
Defense boost, yes. Smaller maps, no.
I think some buildings can have smaller maps, but they are the exception
Buildings also block field of vision
So just so you know, Axx, I won’t be able to readjust my tac-map picture in my repost for my Order
Looks like you are in Dwarf Merchants so BG 10
Line of fire, but I believe so
That’s fine, thanks for letting me know
When a Engi builds a Sandbag Line, the line is built in between the hex the Engi is in and another hex? Like, in the fringes/crevices of the hex tiles? In the sense that we'd want to plan properly in which position the line is looking at? Or is like, an abstraction of "now in this hex there is a sandbag line and units in this hex tile are protected"?
Your hex, you choose what side it’s facing but it’s perpendicular to a hex wall
Also, where could've found that out previously? Or was it mentioned here in Mission-Comms?
It’s wherever your unit is
But the side of the hex it's facing does matter then, right?
#1382040428945211462 message
I was under the impression that there were already some trench lines built in the map, but in the pictures I've seen they are not visible, or at least I cannot identify them. How do trench lines look like in the maps?
Or are they not drawn?
I think Shack didn't put them in the map but there are some near the two buildings to the west
It will look like this, if they aren’t on the map; they aren’t there
You orient your unit facing a certain hex, then the sandbag is placed where you’re facing
Ie “I move to this hex and face the hex to the right” your sandbag would pop out to the right of your unit
Oh thank you, Im guessing this document is getting updated as the game progresses, right?
Yeah cause I remember I said I wanted to follow somebody's plan about building some trenches and went I said I was going to build it in certain hex they told me there was something there already.
That was the idea. Hasn’t been updated much I’m afraid though 😅
Ooh you mean the dark pit?
I see, so it is very important to clarify where I'm looking at even if I'm not going to be shooting
Correct
Alright thank you tho, thanks everyone for the clarifications
No problem
I've had these questions for a while now but I've been very busy and also wasn't like... Able to formulate them properly
That's why I wanted to read everything again to make sure
Are the red guys the evil robots?
Yup
What about these guys over here? What's the difference between the black ones and the red ones?
Are they dead? Cause I'm guessing this one is dead:
That, or going Super Saiyan
I'm mostly asking to understand what I'm looking at to see how can I be most helpful
Cause I also remember there was somebody... Warrior? Who had somewhat of a plan but I don't know how far-into-the-future that plan was nor I know how to find that again. 😵💫
Reposted
Or for example, let's say I move to 3017 and try to build a sandbag line there
Black = dead, yellow flames means direct hit
Would that be counterintuitive or problematic for other players?
Like, for example, if I build a sandbag line would that prevent the movement of my comrades?
Nope. We can move right oversandbags and trenches
I don’t believe so, and it would benefit players as it provides cover
Marvelous, what about the green spots in the map? Blue are buildings, yellow is like... Fog, iirc, and green is... wall?
Blue is buildings [gives defense bonus], green is high ground [gives attack bonus], yellow is areas with natural cover like forests [gives defense bonus]
I do say I don't know if maybe that was in the sections I skipped over (Like the orbital battle stuff) but there was no mention of high ground in the ruels I was reading. 😟
any logi trucks near 2017 that want some light supply?
2917*
Oooh I thought that it meant you were above the target in the sense of like... A plane.
Like literally above.
And that made sense to me hashdahdas
You guys could always coordinate rp and resubmit orders if you guys wanted to do that
And alright now in a more meta spirit
Should I like... Be asking if people need an engi for some reason around here?
Or
Like, how can I take into consideration what you guys need for me to be helpful
Cause for example that idea of putting the sandbags in 3017 makes sense to me
That or whatever you feel would be the best action
@queen tendon AFAIK all the logi trucks have put their orders in, and are still kinda fine for supplies according to the spreadsheet, ill try to coordinate with them for next time
So in that case should I ask first? Or should I do whatever I feel like? 🤔
Up to you
🤔 I see...
Always good to check what the others are doing but the final call is yours
I have resubmitted my orders
Trueee
Yeah, we could always resubmit the order I guess
You guys also don’t have to, I just know it’s a lot of fun to build off of others’ rp. For example, in the last two orders I’ve given, I incorporated stuff from others to build consistency and an overall narrative.
@tired cairn could you delete your original order please
with something like an engineer, repairing does require coordination, but you canmove wherever and build stuff wherever you feel like
@polar comet plz try to keep rp and orders together in one post
I would like to try to go and do that then
I see that Lootbox is down here
One hour left for turn 7 orders
@dim vortex
@modest pagoda
@lean notch
@dreamy glade
Right
you too Choc, but since you're right here I won't ping you
I am inside of Lootbox
Which is in that corner of 2919? And I want to reach 3017
But unembarking Lootbox consumes Speed, right?
So, basically my question in this case would be... if I disembark
And move to 3017
Or at least try to
How much do I actually get to move knowing that I have 1 Speed
Do I at least manage to reach where the F/P plain is at?
You would dismount and have .5 speed left
Meaning you could make it to the middle of 2818. If you rushed you could make it to the edge of 2818, but that makes you a big target
Does anyone need VTOL support?
aah
well shit
welp
uhhhhhhh
its been real
i was just about to ping people about some orders
didnt even get to shoot anything
Robots shut down on us
it was an honour for the two rounds we got to play bois
Don’t worry, always next time
Well, that was unexpected
life happens. hope all is good
and now I scheme.
indeed, i was about to try some ram a building and deploy inf shenanigans next turn 😅
This turn was going to be the funny one
we can always get the ol Dwarf Fortress back together with a better deployment system next campaign XD
Well it's been an honor everyone, even if it was abrupt.
im hoping arty will get some love next campaign. really hope this Super heavy ARTY thing become reality. if it doesn't I'll probably still work towards my Heavy Hauler.
I do hope Shack is doing okay
indeed, that is the important thing
Yeah hope everything's all alright
Yeah, I hope so as well.
Oh shoot crap that’s so sudden… hope he does better
yeah, now im real worried
hope shack's alright, this was sudden
Just when I was finally understanding what was going on 😵💫
But yeah I doubt they would've like... Take that decision as a whim.
we had a good run, hopefully see you guys next campaign
Well, at least you know for next time
Well at least you can already buy upgrades for next campaign
Now the real question is do I upgrade Howitz or make/upgrade a new unit? 🤔
Next campaign we'll be packing a punch
I need advice guys
do I
A) invest in my engineers
B) use 4/5 of my points to get a heavy mech leaving me with 1 point left
I could get a light laser or a heavy drop pod system
cuz 1 point
I'd basically be a big mf with fists and a light armament
i kinda wanna see what the next fight is before investing into anything personally
BRUH
its like if you could drop muhammad ali in his prime from the international space station
but then again
heavy mech could get obliterated
Guy's going to drop on top of someone and start beating the crap out of them
yes
do i need to deactivate my unit or will it be done by someone, does anyone know?
If you had not gotten the ping campaign is over
actually let me check the sheet for any other possible upgrades
Could become a SPG if you want to do damage as arty
The idea is really fricking funny but if don't have any other mech weapons it's not really worth it
yeah I know
so we have to manually deactivate a unit from campaign then?
might have to wait uit until my engis do another campaign
until*
so I can build a proper heavy mech
wait
@willow lantern I could get a melee weapon
No at this stage just wait
if your talking to me, thats what im doing
@wintry swan Hopefully I’ll get to be your wingman in a future campaign o7
Yup
Responding to kommando I think.
oh
Heavy mech is more viable if you already have a mech with stuff
deactivation should be automatic
upgrades transfer right? also can upgrades be switched out
or rather, attachments
For mechs yes
mk sick
I dunno if you can switch tho
yeah I'll just wait
Ask one of the mech guys
I'll look into engi upgrades for now ig
@astral nymph :P
Don’t need to switch cause you can just have all of them i’m pretty sure, unless it’s a refit
Well, now I can finally become a medical corp
uh the campaign ended
oh shit yeah didnt find the oreders lol
yeah imma wait for my unit to get deactivated before i ask to do it...
what happened?
shack said personal reasongs