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Railyard
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Pinhead
The Bloody Clans




Joined: 2002-02-24 23:00
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PostPosted: 2018-01-02 19:55    Post subject: Re: Railyard Reply to topic Reply with quote

By the way? How much damage to destroy a hex of tracks?
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Vagabond
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PostPosted: 2018-01-02 22:06    Post subject: Re: Railyard Reply to topic Reply with quote

Pinhead wrote:
By the way? How much damage to destroy a hex of tracks?


its over 9000!

I'll say 20 pts to the hex IF the client allows it. Otherwise, we'll figure it out.
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Mordel
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PostPosted: 2018-01-03 12:24    Post subject: Re: Railyard Reply to topic Reply with quote

Vagabond wrote:
Pinhead wrote:
By the way? How much damage to destroy a hex of tracks?


its over 9000!


I know what I'm having my techs weld onto my 'Mech after this mission! Very Happy
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Mekslayer
Clan Wolf
Point Commander
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PostPosted: 2018-01-03 15:45    Post subject: Re: Railyard Reply to topic Reply with quote

Mordel wrote:
Vagabond wrote:
Pinhead wrote:
By the way? How much damage to destroy a hex of tracks?


its over 9000!


I know what I'm having my techs weld onto my 'Mech after this mission! Very Happy


... let me Guess... A Dozer Blade?
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Xeroth
ComStar
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PostPosted: 2018-01-04 09:23    Post subject: Re: Railyard Reply to topic Reply with quote

On our next move turn ill start advanceing the company forward as fast as possible. If you can damage the train that would be good. If need be ypu can pull your lance back and meet up with us.
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Pinhead
The Bloody Clans




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PostPosted: 2018-01-05 21:32    Post subject: Railyard Reply to topic Reply with quote

Fenstermaker exploded, "Dammit, there are too many.... extract Jym and clear out to the west. Fall back and rejoin the Company, I will try to get their attention so you can extract. Hurt what you can on the way out, but keep your heat down and your movement up. Do NOT stop."
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jymset
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in pursuit of LosTech
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PostPosted: 2018-01-07 06:25    Post subject: Railyard Reply to topic Reply with quote

Roger that, sir. Gonna leave some parting shots; I wish we'd be a bit closer so we could demolish the rail juncture at 2334. That train looks juicy and it's facing the West, so the destruction of that juncture...
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Vagabond
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PostPosted: 2018-01-07 15:09    Post subject: Railyard Reply to topic Reply with quote

OOC - I have added the unit status of friendly units to the front page of the operation. I will be editing the table over the next few days until I am happy with it.
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Paladin1
Federated Suns
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PostPosted: 2018-01-08 13:55    Post subject: Railyard Reply to topic Reply with quote

OOC - After looking at the track layout, you're going to be forced to destroy that engine to stop this train. There's too many switches to hit them all and keep this thing from leaving the marshaling yards.

Even if you hit 2334, they can still back up to 4821 to switch tracks and escape.

You've GOT to hit that engine.

I'm pretty sure an inferno round would do the trick here, but that's just me tossing out ideas.
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Ronin
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PostPosted: 2018-01-08 22:04    Post subject: Railyard Reply to topic Reply with quote

Why an inferno round? If we're trying to salvage anything from the train, then the less damage we can do in the process, the better. Is there a way to slow down the train engine and just disable it?

Thinking ahead here, I know the planet's leaders won't be happy with our handiwork, but if we can minimize the outright destruction and suffering to the civilians, then maybe it'll be easier for the FWL to consider this "just business" if we ever see a contract offer come from them.

Or at the very least, disable the train so we can get the loot but make it look like everything was destroyed in the initial attack.

But you know, just me thinking out loud while I'm helping the techs turn wrench on our damaged 'mechs.
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Paladin1
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PostPosted: 2018-01-09 07:04    Post subject: Re: Railyard Reply to topic Reply with quote

Ronin wrote:
Why an inferno round? If we're trying to salvage anything from the train, then the less damage we can do in the process, the better. Is there a way to slow down the train engine and just disable it?

Thinking ahead here, I know the planet's leaders won't be happy with our handiwork, but if we can minimize the outright destruction and suffering to the civilians, then maybe it'll be easier for the FWL to consider this "just business" if we ever see a contract offer come from them.

Or at the very least, disable the train so we can get the loot but make it look like everything was destroyed in the initial attack.

But you know, just me thinking out loud while I'm helping the techs turn wrench on our damaged 'mechs.


I'm thinking inferno round due to the speed of which it can be used to disable/destroy that engine.

In regards to damaging the local infrastructure, I think it might actually be better, in that regard, to blow the engine if it can be replaced rather than damage the tracks extensively, especially if it's hard to repair said damage.
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Pinhead
The Bloody Clans




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PostPosted: 2018-01-09 19:13    Post subject: Re: Railyard Reply to topic Reply with quote

Fenstermaker mutters something about backseat drivers....

We are going to give stopping the train a shot. We will need a bit of good luck.
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Ronin
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PostPosted: 2018-01-12 18:46    Post subject: Re: Railyard Reply to topic Reply with quote

At the risk of being cartoonish, but couldn't one of our mechs just run up and grab the train?
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Vagabond
Mercenary
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PostPosted: 2018-01-12 19:53    Post subject: Re: Railyard Reply to topic Reply with quote

Ronin wrote:
At the risk of being cartoonish, but couldn't one of our mechs just run up and grab the train?


The 135 ton train engine?
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Mordel
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PostPosted: 2018-01-13 13:32    Post subject: Re: Railyard Reply to topic Reply with quote

Vagabond wrote:
Ronin wrote:
At the risk of being cartoonish, but couldn't one of our mechs just run up and grab the train?


The 135 ton train engine?


Well... I am using my Hulkbuster omni configuration!
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