Knights of the Round - Rookie AAR

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Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

Knights of the Round - Rookie AAR

Post by Burzmali »

Alright, I've been faithfully read the Hard Core after-action-reports, and I've decided to start my own, with a few twists. My team, the Knights of the Round, will be playing with the same rules as posted in Sleeping_Dragon's thread with the following additions:

1. Random first map - I'm a gulltine for punishment

2. All jocks are to be human males - All the knights of the originial Round table were male (and I assume all human), so I will playing with the same restriction.

3. There are 21 knights + Arthur to draw on, when they're gone, the wars over.

With that said on to random AT generation! Let's see, 45 recons available, a quick query to excel's RNG grants the numbers 3, 10 and 31, giving me a Pest, a Shadow and a Rogue (not the best ride for a Knight of the Round, but I'll take the BRG). That gives me to EW ATs and a cannon AT. Hmmm, I was hoping for at least one support AT, but this will have to do.

Next Characters. Sparing you the deals, I did the best I could and ended up with the following, they ain't the best, but I'll whip them into shape:

-----------------------------------------------------------------
Jock: Andrew Punch aka Arthur
Squad: Knights of the Round

Race: HUMAN [MALE]
Age: 19 years 1 months
Height: 186 cm
Weight: 88 kg
Rank: ROOKIE [1]
Salary: 3300 $ / month
Titan: Shadow [40.0 t]
Battles: 00 [Wins/Losses: 00/00]
Hit ratio: N/A
Kills: 0
XP: 0 / 3600
DP: Pilot: 001 / Combat: 001 / Other: 001
Leader: Recruit rookie mod 40%
-----------------------------------------------------------------

Attributes:
INTELLIGENCE: 10
NEURAL SENSE: 09
REACTION: 11
INSTINCT: 11
DEXTERITY: 11
CONSTITUTION: 10 HP: 90
CHARISMA: 12
-----------------------------------------------------------------

Skills:
RECON/LIGHT: 055 % [055]
MEDIUM/HEAVY: 010 % [048] --
ASSAULT: 018 % [048] --
JUMP: 010 % [055] --
SCOUTING: 045 % [053]

CLOSE COMBAT: 041 % [055]
GUIDED MSL.: 013 % [051] --
UNGUIDED MSL.: 020 % [055] -
CANNON: 055 % [055]
ENERGY WEAPON: 029 % [055] -
INDIRECT FIRE: 021 % [053] -

EL. WARFARE: 026 % [051] -
SCANNER: 040 % [048]
DEFENSIVE: 007 % [053] ---
DMG. CONTROL: 013 % [051] --
LEADERSHIP: 056 % [056]
BUSINESS: 018 % [053] --
SURVIVAL: 030 % [053]
MEDICAL: 027 % [051] -
-----------------------------------------------------------------

-----------------------------------------------------------------
Jock: Philip Jepson aka Launcelot
Squad: Knights of the Round

Race: HUMAN [MALE]
Age: 28 years 6 months
Height: 182 cm
Weight: 75 kg
Rank: ROOKIE [1]
Salary: 2375 $ / month
Titan: Pest [40.0 t]
Battles: 00 [Wins/Losses: 00/00]
Hit ratio: N/A
Kills: 0
XP: 0 / 3800
DP: Pilot: 003 / Combat: 000 / Other: 002
Manager: Purchase markup 15%
-----------------------------------------------------------------

Attributes:
INTELLIGENCE: 11
NEURAL SENSE: 12
REACTION: 11
INSTINCT: 10
DEXTERITY: 11
CONSTITUTION: 12 HP: 108
CHARISMA: 11
-----------------------------------------------------------------

Skills:
RECON/LIGHT: 055 % [055]
MEDIUM/HEAVY: 023 % [058] -
ASSAULT: 020 % [058] -
JUMP: 020 % [055] -
SCOUTING: 041 % [051]

CLOSE COMBAT: 035 % [051]
GUIDED MSL.: 007 % [053] ---
UNGUIDED MSL.: 012 % [055] --
CANNON: 030 % [055]
ENERGY WEAPON: 055 % [055]
INDIRECT FIRE: 008 % [051] ---

EL. WARFARE: 023 % [053] -
SCANNER: 036 % [056]
DEFENSIVE: 022 % [055] -
DMG. CONTROL: 011 % [055] --
LEADERSHIP: 018 % [055] --
BUSINESS: 055 % [055]
SURVIVAL: 025 % [053] -
MEDICAL: 025 % [055] -
-----------------------------------------------------------------

-----------------------------------------------------------------
Jock: Gene Jackson aka Galahad
Squad: Knights of the Round

Race: HUMAN [MALE]
Age: 23 years 11 months
Height: 177 cm
Weight: 80 kg
Rank: ROOKIE [1]
Salary: 3150 $ / month
Titan: Rogue [40.0 t]
Battles: 00 [Wins/Losses: 00/00]
Hit ratio: N/A
Kills: 0
XP: 0 / 3400
DP: Pilot: 001 / Combat: 001 / Other: 000
Mechanic: Repair markup 14%
-----------------------------------------------------------------

Attributes:
INTELLIGENCE: 11
NEURAL SENSE: 10
REACTION: 10
INSTINCT: 10
DEXTERITY: 12
CONSTITUTION: 11 HP: 99
CHARISMA: 13
-----------------------------------------------------------------

Skills:
RECON/LIGHT: 056 % [056]
MEDIUM/HEAVY: 006 % [053] ---
ASSAULT: 030 % [053]
JUMP: 007 % [056] ---
SCOUTING: 040 % [051]

CLOSE COMBAT: 050 % [050]
GUIDED MSL.: 019 % [053] --
UNGUIDED MSL.: 020 % [056] -
CANNON: 028 % [053] -
ENERGY WEAPON: 051 % [053]
INDIRECT FIRE: 004 % [051] ---

EL. WARFARE: 029 % [053] -
SCANNER: 030 % [053]
DEFENSIVE: 017 % [058] --
DMG. CONTROL: 056 % [056]
LEADERSHIP: 020 % [061] -
BUSINESS: 024 % [058] -
SURVIVAL: 038 % [051]
MEDICAL: 015 % [056] --
-----------------------------------------------------------------

With the first two knights and Arthur ready to go, the Knights charge into their first battle!

Battle 1: Opening Manuevers
Map: Biochem (22 x 22)
Launcelot, Manager, on the Pest
Arthur, Leader, on the Shadow
Galahad, mechanic, on the Rogue

Vs.

Ajax on a Pack Hunter
Warbird on a Rapier
Cesar on a Swift Death

The Knights start in the SW corner of the map separated by a couple of acid pools. Arthur turns and quickly heads to a hill nearby to the east to get a better view of the arena, while Launcelot and Galahad move towards some forested mountaintops to the NE. As they join up, Launcelot and Galahad start making intermittent contact with the Rapier and Pack Hunter through a gap in the mountains. Arthur reaches the hilltop, gaining lots of information on the layout of the arena, but without spotting any ATs. The plan is quickly hatched to lay an ambush on the nearside of the mountain pass as seems to be the only way for the enemy to close on the team. Galahad and Arthur position themselves to the SW of the pass and Launcelot to the SE. Impatient, Launcelot pops up into the ridge to make sure the opposition knows which way to head. For his trouble he gets a LL between the eyes taking 35 HP from the Rapier. He duck back into cover hoping to have recovered some of his wounds before the onslaught. However, still the enemy refuses to advance, opting instead for a few long range recon flights from the Swift Death. Finally, after both Arthur and Galahad have popped up and down to get their attention they charge, in a near perfect swarm. The Pack Hunter
is the first into the gap, and the team wastes no time knocking it down and beginning to chip away at it. Unfortunately, the Swift Death was only a few seconds behind, and managed to rush Galahad's and Launcelot's hex. In the exchange of fire, Galahad goes down, quickly losing a leg, soon followed by the Pack Hunter. Launcelot takes some gyro damage and falls as well, as the Swift Death dashes out of the hex. As the Rapier finally makes its appearence, the enemy offers a draw, probably not the smartest move as it still has one more walking AT than me, but who am I to punch a gift horse in the mouth. Accepted.

RESULT: Draw

Winnings: $106712
Repair: $37602
Profit: $69110

Stay tuned for the next episode.
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 2: Close Range Smackdown

Map: Core (22 x 22)
Launcelot, Manager, on the Pest
Arthur, Leader, on the Shadow
Galahad, mechanic, on the Rogue

Vs.

Duelist, Banzai, Guru

Core!? In my second battle?! This battle was doomed from the start. We started off in the SW again with a mountain to the NE and some nice heavy cover E by NE. Galahad starts for the mountain and Launcelot and Arthur head for the cover. As Arthur and Launcelot reach cover, they spot the duelist coming over a mountain to the east. As Galahad reaches his mountain two more recons come into sight. Hoping for the easy takedown, everyone targets the duelist and begins either scanning or opening fire. As the duelist reaches one hex away, it falls, damaging its HR (I think, I hadn't had a yellow scan yet). Everyone targets the next AT in line, a Guru(???), damn, I wish I had noticed that before pushing everyone into yellow/red heat to wound the Duelist. The Guru enters Arthur and Launcelot's hex and begins score hit after hit with his TB (he missed one shot out of six during the match, against a running AT at 2 hexes [:(]).
Arthur is dropped but not disabled before Galahad in the CC AT can even enter the hex, though he has to eject as he continues to get beaten. The furball continues, severely damaging Launcelot and the Guru, with all 6 ATs now in the same hex. Deciding the match is a wash, the Knights decide to bugout and begin dashing for the map edge. Launcelot takes a TB to the LoT and is forced to eject, while Galahad evades the Banzai and Duelist long enough to reach the map edge and retreat. Defeat!

End result, the Knights lost 2 ATs, that'll hurt, but they earned some much DPs so maybe Galahad in his Rogue will manage to carry the banner.

Battle 3: Lava Begone
Map: Core (22 x 22)
Galahad, mechanic, on the Rogue

vs.

Ajax on a Locust

Ajax returns for another round of whomp the knights in the Core. I thought I had this one, a lava river divided the map and the locust was dumb enough to try to cross. Unfortunately, despite the locust falling on a lava and stone hex, Galahad's Rogue handled the heat so poorly, that he had little chance to win once the locust closed his hex. Luckily (depending on your definition of luck) Galahad was only disabled, meaning he and his AT have lived to fight another day. Defeat!




Battle 4: Back in the Biochem
Map: Biochem (22 x 22)
Galahad, mechanic, on the Rogue

vs.

Nymph on a Club

A fairly straightforward battle, the Knights started in the NE, nearly surrounded by acid. After a quick dip, Galahad got a glimpse of the club approaching from the SW and charged to engage. With the CC edge, Galahad run towards the Club's hex, causing a double charge that left them both prone. Fortunately, Galahad was able to stand first and deliver hit after hit with his PAs and BRG. Despite a brief counter attack by the Club, the onslaught was too much and the Club's pilot bailed. Victory!

Winnings: $128209
Repair: $13229
Profit: $114980
Peter Why
Posts: 195
Joined: Wed Jul 09, 2003 1:08 am
Location: England.

RE: Knights of the Round - Rookie AAR

Post by Peter Why »

Nice work. It's quite stressful, playing with no safety net, isn't it?
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Knights of the Round - Rookie AAR

Post by LarkinVB »

No more own battles Peter ?
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

I know what you mean, ever time I hit a CT when it is red I get a shiver that it might have the engine just waiting to explode.

On another note, I find myself very reluctant to increase the Charisma of my characters as it will cause them to gain levels faster, forcing them to fight harder oppenents than if they had waited and just absorded the DP as they went. Perhaps the amount of DP awarded when you gain a level should be tied to your charisma, guarenteing that all jocks that have made a certain rank, have won at least a similiar amount of DPs.
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 5: Return to the Biochem
Map: Biochem (22 x 22)
Galahad, mechanic, on the Rogue

vs.

Panthera on a Death Grip

Galahad engages in yet another quick match. Summary, Galahad saw Death Grip, initiated charge, got up first and laid waste to Death Grip. After a pair of PA hits to the head, Panthera decided that ejecting was preferable to death, but to his great misfortune, he forgot to wait until Galahad had withdrawn his axe, and Panthera became the first bounty scored by the Knights of the Round. Victory!

Winnings: $122008 + a Death Grip!
Repair: $19042
Profit: $102966

Battle 6: Revenge in the Core
Map: Core (22 x 22)
Arthur, Leader on a Death Grip
Galahad, mechanic, on the Rogue

Vs.

Tiger II on a Pike
Thorgrim on a Banzai

Thorgrim?! I never got to face the real one, but I guess his electronic double will do [;)] The Knights start in the SW of the arena, near some lava. The arena seems fairly flat with a couple of mountains poking out here and there. Walking (the knights have learned their lesson about running in the core) to the middle of the arena, the knights quickly spot a Banzai heading for them. A few seconds later, a Pike breaks cover with a couple of missile salvos. As the knights close on the Banzai, they increase to running speed in an effort to ram, and are rewarded by knocking the Banzai to the ground. In a wquick flurry of blows the Banzai is down a leg and the Knights begin advancing on the Pike. Being a LR AT, the Pike has little to say as the Knights rip it limb from limb. Victory!

Winnings: $142338
Repairs: $8606
Profit: $133732


Battle 7: The Wind that doesn’t Scald
Map: Savannah (22 x 22)
Arthur, Leader on a Death Grip
Galahad, mechanic, on the Rogue

Vs.

Kobold on a Locust
Amazon on a Duelist

Ah, finally, a battlefield where the hazards can’t kill me without second thought! Starting in the SW, the Knights note how similar to the last arena the layout seems, as start in a NE direction. They quickly spot the Locust then Duelist on a hill in the distance and begin a charge. As the draw near, the Locust takes the lead and initiates a two-way charge on Arthur. Arthur takes the worst of the damage, falling, but Galahad is closer to the combat then the Duelist, so the Knights don’t start worrying yet. Arthur struggles to his feet, and plants a VC in the Locust’s CT driving it to the ground, meanwhile the Duelist has taken flight and is quickly approach the hex. Galahad charges into the hex next laying more hurt on the Locust. The Duelist arrives overhead, just as Galahad’s PA recharge. Without hesitation, Galahad drives his PA through the Locust’s CT detonating its engine! In the resulting explosion, Arthur and Galahad are knocked to the ground, Galahad losing a leg, and the Duelist is blown from the sky. Surprising, the Duelist is the least damaged (or at least most functional) AT left and quickly disables Arthur. As Galahad repeated struggles to get into a crouch, the Duelist decides to stop pressing his luck and offers a draw, the Knights accept. Draw.

Winnings: $119518
Repairs: $68347
Profits: $51171

War Chest to Date: $686781
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Knights of the Round - Rookie AAR

Post by LarkinVB »

v1.2.1 should be out the next few days. It will make it a bit harder to trash downed titans with CC weapons.
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 8: Born in the Biochem
Map: Biochem (22 x 22)
Arthur, Leader on a Death Grip
Galahad, mechanic, on the Rogue

Vs.

Hecate in a Butcher

This one had my worried. Despite my weight advantage, the Butcher has an NB and is kitted out for Close Combat. However, the Knights are never ones to shy in the face of combat. The Knights started in the SE corner behind a hill. As they climbed the hill, the Butcher is spotted making a recon pass in the distance. The Knights charge down the mountain and set course for the Butcher’s last known location. At a distance of 5 hexes, the Butcher comes into sight and begins firing EMP and NB blasts at Arthur. Fortunately he is a bad shot and Arthur manages to initiate a two-way charge knocking both himself and the Butcher down. Galahad quickly follows, and despite a tense moment with an NB landing on Arthur, the Butcher is overwhelmed and the pilot ejects square into Arthurs claws becoming the teams third victim. Victory!

Galahad gets the squad’s first promotion (Green)

Winnings: $160141
Repairs: $10307
Profit: $149834

Battle 9: More time in the Core
Map: Core (22 x 22)
Arthur (Rookie), Leader on a Death Grip
Galahad (Green), mechanic, on the Rogue

Vs.

Valeria (Green) in a Cherokee

This battle was a nice easy victory, despite being in the core. The team started in the NE and began walking across a ridge to the W, when they spotted the Cherokee to the SW. The Knights calmly picked their way down the ridge and made their way towards the enemy, trying to stay under cover. At a few hex distance, the Knights switched over to running and charged the Cherokee. Once the Cherokee went down the battle ended, Galahad and Arthur made sure he never got up.

Winnings: $100036
Repairs: $25352
Profits: $74684

Battle 10: Purple Mountains Majesty
Map: Terran (22 x 22)
Arthur (Green), Leader on a Death Grip
Galahad (Green), mechanic, on the Rogue

Vs.

Wolf (Green) in a Marshall
Igor (Rookie) in a Will-o’-Wisp

The Knights proudly charge forward from the right side of the map, spotting the Marshall popping its head up and down in the distance. The Knights charge, easily evading the enemies’ fire and smash through to victory. As a bonus we recovered the Will-o’-wisp, not the best recon, but it will serve a good support role.

Winnings: $113146 + Will-o’-Wisp
Repairs: $20260
Profits: $92886

Battle 11: Biochem Brawl
Map: Biochem (22 x 22)
Arthur (Green), Leader on a Death Grip
Galahad (Green), mechanic, on the Rogue
Lamarok (Rookie) on the Will-o’-Wisp

Vs.

Consuela (Green) in a Duelist
Wild Bill (Rookie) in a Fire Fly
Leander (Green) in a Mercury

Prior to this match Lamarok was hired to pilot the Will-o'-wisp.

This match went wrong from the first moments. First, the opponents decided to travel as a pack, with all three AT moving in near synchrony. On top of that, there proved to be scant vantage points to make use of Lamarok’s new Will-o’-wisp. As such Galahad and Arthur proudly charged the enemy using the cover of a nearby hill to negate any range advantage they my have had. But, unfortunately the spirit was willing but the AT was weak. Both suffered debilitating damage from the Duelist, while the Fire Fly helped limit the number of actions they could take. In the end, the only option was for Lamarok to make a break for the map edge to try to save at least a single AT for future encounters.
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 12 - 14: Move like a butterfly, Sting let a … butterfly
Map: Biochem (22 x 22)

Lamarok (Rookie) on the Will-o’-Wisp

Vs.

Assorted Recons

The Will-o’-wisp isn’t exactly suited for solo combat so Lamarok had to kind of choose his battles. These weren’t them. He tries, but when his position was overrun, off the map he went. It might not be the bravest course, but it is the only one that kept me in the game. Maybe I should rename him Brave Sir Robin [;)]

Battle 15: Home Sweet Home
Map: Terran (22 x 22)

Lamarok (Rookie) on the Will-o’-Wisp

Vs.

The Hun in a Porcupine

Now this was a fair fight, the Porcupine may have the edge on firepower, but Lamarok made up for it with his uncanny ability to dodge incoming fire (gained from his last 3 battles running and dodging trying to save is behind) and his willingness to use his AT as a blunt object. Lamarok started the battle in the SW of the arena next to some convenient forested mountaintops! He settles in and hopes that the enemy will come to him. Unfortunately, as time 500 passes, he decides that a more aggressive stance is needed and heads for some forests to the N. Halfway there he spots the Porcupine coming out of cover to the E. Luckily he is able to reach the mountains and make a few choice shots before the Porcupine has closed to within the GMHs min range. Deciding to make this an all or nothing attack, Lamarok surges forward hoping to use the sheer force of his will (as he has no appreciable HtH training) to drive the Porcupine into submission. His first pass isn’t promising, but his second pass costs both of them some armor. Finally, in a fit of desperation, Lamarok takes to the skies determined to drive the Porcupine into the ground. As he gets overhead, he cuts power and lets gravity takes its course. Fortune smiles on Lamarok and his attack lands true, smashing the Porcupine’s head far into the red. The Hun decides that he has had enough and punches out. Victory! With Salvage!

Winnings: $95057 + Porcupine!
Repairs: $46874
Profit: $48183
Battle 16: Newbie earns his keep
Map: Terran (22 x 22)

Lamarok in the Will-o’-Wisp
Aristant in the Porcupine

Vs.

Asmodeus in a Fang
Mr. D in a Gauntlet

Without a UGM jock, the team hires Ross Lloyd to join the Knights as Aristant and to pilot the captured Porcupine.

The Knights start in the NW surrounded by some mountains, which are surrounded by a river, choice property! Both Lamarok and Aristant immediately head to the highest point on the island and setup for the enemy. The Fang shows up first and offers a few AC7 rounds to Lamarok. Lamarok easily returns the favor in GMHs and the Fang dips behind some cover to close in. The Gauntlet makes its appearance as well, earning a few GMHs from Lamarok for his trouble. Sadly, Lamarok is unable to capitalize on the situation as the Fang resurfaces at a few hex from the river. Aristant takes over at this point putting no less than 12(!) SRM4 salvos into the Fang at <50% to hit before heat starts taking its toll. Meanwhile, the Fang is starting to wear down Lamarok’s armor and forces his to pull back to a better defense site. After putting several move salvos of SRMs into the Fang, Aristant follows. The Gauntlet fords the river in the E and begins chasing Aristant as he assumes a defensive position. Lamarok slams a few GMHs and AC4 into the Gauntlet before rising and charging, hoping for a repeat of the prior match. However, despite firing a few rounds at Lamarok, the Gauntlet ignores his charge and heads for Aristant. Fortunately, despite being on the receiving end of the charge, Aristant is able to rise first and missile, punch and kick the CT of the Gauntlet to destruction. Surprisingly this ends the match, apparently the Fang had tried to stand after his confrontation with Aristant and fallen so badly that he ejected without my noticing, to bad, so sad, thanks for playing. Victory.

Winnings: $109011
Repairs: $41589
Profit: $67422

Battle 17-18:

Lost my notes for these battles, but they didn’t go well. The first one involved a duelist and ended with Aristant’s Porcupine getting a busted engine (didn’t detonate though). The second ended with Lamarok getting his Will-o’-wisp shot out from under him after missing a pair of DfA’s both at 59% to hit.

Battle 19: Curse of the RNG
With no Titans left, I turned to the RNG to choose a set of 3 new ones. This time I got a Shadow, Fang and Pack Hunter, nothing to write home about. I’ve always been partial to the Shadow so Arthur will climb in that, but Pack Hunter is a toss up. Galahad is the better HtH pilot, but Lamarok is better at GMEs. For now I don’t want to hire another pilot for the Fang (I would have to dismiss one, as I am at my max).

Map: Polar (22 x 22)
Arthur in a Shadow
Lamarok in a Pack Hunter

I thought I had this one, the Knights started in the NE with all kinds of cover and some nice hills to the south. Unfortunately, Lamarok couldn’t hit the broadside of a barn with his GME (only ~50% at a single hex away) and his Pack Hunter couldn’t perform his patented DfA attack. The enemy seemed to sense this as they approached from the south of the Knights position and began laying into Arthur with all they had. Arthur tried his best, but a after the fact check showed that the opposing Shadow’s jock surpassed Arthur in everyway that counted. Arthur fell to a combined attack of the Fireball and Shadow, while Brave Sir Lamarok ran with his tail between his legs to the map edge and defeat. At least the Knights retained all their titans. Defeat.



Battle 20: Evil Dead – Revisited
Map: Polar (22 x 22)
Arthur in a Shadow
Galahad in a Pack Hunter

Vs.

Wolf in a Zombie

As Lamarok seemed to be the wrong jock for the Pack Hunter, Galahad decided to give it a whirl. The Knights started in the NE of the map separated for the enemy by a river. Playing it cautious, Arthur circled to the S while Galahad headed SW hoping to spot the enemy while he was crossing the river. Unfortunately, by the time they arrived, the Zombie had already successfully crossed the river and was headed for Arthur. As the Knights had faced a Zombie before, they knew that engaging it in HtH independently was suicide, and letting him have LOS on you long enough to train his BRG on you was even worst. Fortunately, both Knights were agile enough to dodge the few BRG aimed their way while they circle the Zombie and approached from the bottom of an LOS blocking hill. After a pair of charges (Galahad succeed, Arthur missed but kept his feet), the Knights began to hammer on the Zombie. Despite his training, Galahad couldn’t break 51% to hit the Zombie with is AT’s VC and 56% while the Zombie was prone, perhaps getting rid of any bonus to hit with CC weapons vs. prone targets was a bit of overkill as his change to hit with the Pack Hunters GME jumped from 19% to 34% or so when the Zombie fell. Anyways, even with this continually barge, the Zombie was coming out on top doing more damage to a single one of the Knights than they could inflict. Fortunately, Galahad (the Zombie’s target) was able to dodge out of the hex and let Arthur get some Zombie luvin’. After getting up (gyro damage + dodging != fun), Galahad turned around tried for another charge. Luckily he managed to land it (oddly still with a 74% chance), and drove the Zombie to the ground. Together with Arthur, Galahad managed to wear off the Zombie’s RL disabling it. Victory!

Battle 21: Rumble in the Jungle
Map: Terran (22 x 22)
Arthur in a Shadow
Galahad in a Pack Hunter

Vs.

Diago in a Stinger
Konan in a Swift Death

After a quick prayer to the RNG, the Knights accepted another contract and headed into the Jungle. Starting in the NW, they had a nice view of the map, and decided to find a nice mountaintop to wait on. As it turns out, so did the enemy, and 8 minutes later, the Knights decided to relocate to a different peak, one closer to a nearby river. As they approached, the spotted the Stinger and Swift Death crouch in the middle of a forest a few hexes away (Arthur was convinced they were rolling in the mud like the swine they are). With only a few hexes separating them, the Knights charged hoped for the best. Oddly, the enemy disagreed and both Knights were forced to breakmove to avoid overrunning the enemy. Both Knights concentrated on the Stinger, hoping to pull its teeth before the Swift Death could do too much damage. Fortunately, the Swift Death was only able to land a few blows before Arthur clipped off the Stingers head with an LMG earning the Knights their second combat kill (Arthur’s first). Unfortunately, the battle of attrition was still on the Swift Death’s side as its Power Axe where landing with deadly accuracy. After retreating a few hexes, the Knights were able to lure the Swift Death into a charge and drove him to the ground. Actuator and Gyro damage prevented him from standing (Poor bastard never even got a roll to stand) and eventually he lost a leg and ejected. Victory! Surprisingly this marks the Knights first victory against an evenly matched foe since battle 16, so a brief Furlough was granted to the Knights.

War Chest: $882731

As a side note, sometimes the AI seems to keep a lock on me despite a break of LOS. I know that on occasion, I will have an AT chasing an enemy, just to have the target break LOS by running out of sight. However, as I am also moving, sometimes I will move ‘quick’ enough re-establishing LOS, and though I know LOS was broken I manage to keep a lock.
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 22: Evil twin
Map: Polar (22 x 22)
Arthur in a Shadow
Galahad in a Pack Hunter

Vs.

Igor in a Stinger (for the second match in a row, they must be on sale [;)])
Arthos in a Mercury

Huh? I guess in this match Arthur we face off against his evil twin Arthos, no doubt a tool of Morgana, or at least the French… Anyways, the Knights started in an open area in the SE a slight plateau to the NW. After advancing over the plateau and failing to make contact with the enemy, the Knights set course for some mountatins to the west. After reaching the mountains still without a peep from the enemy, the Knights began threading their way through a mountain pass to a forest to assess the situation. As the clear the pass, 2 enemy recon (once again moving in near perfect harmony [:(]) march into the hex directly in front of the Knights. The Knights line up, and Arthur leads the charge into the opposition, only to land on his back. Galahad follows behind a dozen seconds later and shows Arthur how to properly drive yourself into the ground while charging the enemy. Fortunately, the Stinger isn’t quite suited for HtH combat and the Knights were able to concentrate on the Mercury. Still, Arthur seems to be taking the brunt of the Mercury’s fury and eventually has to flee the hex to let Galahad have a turn. Despite the Mercury giving chase, Arthur is eventually able to land a unopposed charge driving the Mercury down. Fortunately, the Knights are able to chew the Mercury’s leg off (convincing the pilot to eject) as the Stringer decides to bug-out (Galahad had given him some attention while the Mercury had chased Arthur). In disabling the Mercury, Galahad had ended up down a leg, keeping him from helping with the Stinger. Thankfully, Arthur is up to the challenge and manages to peck away the Stinger’s LoT ending the match. Victory!

I did notice a couple odd occurrences during this battle. First, Stinger advanced, but failed to attack during the final encounter. Eventually, he did, so it might have been heat related, but it seemed odd. Second, the opposing team consisted of a Green and a Novice Jock both in 40t AT, making the squad Novice level despite that I set the match for Green, giving me the 25k bonus.
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aquietfrog
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RE: Knights of the Round - Rookie AAR

Post by aquietfrog »

There's a slight chance for jock rank deviation so that's normal to have jocks at higher or lower ranks that you set. I dunno about the averaging though.

It's unlikely that your enemy had overheated, especially in a polar map. Maybe he doesn't have lock, or couldn't decide which enemy to keep a lock on and kept switching around. It's really hard to tell what an AI jock is doing.
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Sleeping_Dragon
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RE: Knights of the Round - Rookie AAR

Post by Sleeping_Dragon »

He may have taken a break to do a scan, they can take a while with the smaller scanners.

Like frog mentioned there is a smallish chance for an enemy jock to be a rank or 2! (very rare) higher or lower then the selected rank... I didn't know that you got the extra cash payment for it, it it raised the opponent's overall rank though... never thought to look for that[:)] Learned something new.
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
Burzmali
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RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Battle 23: Attrition in the Core
Map: Core (22 x 22)
Arthur in a Shadow
Galahad in a Pack Hunter

Vs.

Tantrum, Locust

Yet another slugfest in the core, fortunately I brought along my two best bruisers. The knights start in the SE enclosed at 10 or so hexes by a river of lava. Of the whole river, one point seems to like the best place to cross (a lava and rock hex) so Arthur sets up one hex away in some light cover, and Galahad shouts to get the enemy’s attention. As it soon becomes evident that the enemy is deaf, Galahad is forced to cross the river and find them. Luckily, he doesn’t fall and soon successful (if you could call it a success) runs into the enemy at a scant one hex. Fortunately Galahad is able to turn and run back to Arthur’s cover before anything goes red. As the enemy approaches the river, a stalemate occurs. Neither side wants to cross the lava, and due to the Knights’ cover, the enemy has little luck with ranged combat. Though, as it stands, both the Tantrum and the Locust are capable of ranged attacks, while only Arthur can return fire. On the other side of the lava, the Locust isn’t handling the heat too well and begins suffering ammo explosions. Despite their heat problems, the Locust and Tantrum dash into the lava and rock hex to end the stalemate. Arthur valiantly tries to trip up the Tantrum, while Galahad lines up for a charge as it clears the lava. For some reason the Locust seems to holding still (per the screen) but apparently my sensors were fooled by the heat (or maybe time passed quicker than I realized) as both enemies successfully swarm out of the lava. Arthur falls back to a faster position, as Galahad charges (misses but stays standing) and manages to knock a leg of the Locust before falling back to help Arthur. The Tantrum charges after Galahad, and loses its LoT to a well-placed shot from Arthur. Victory!

Battle 24: Three Times the Fun
Map: Polar (26 x 26)
Arthur in a Shadow
Galahad in a Pack Hunter
Tristam in a Fang

Vs.

Ninja in a Pest
Amazon in a Swift Death
Sheila in a Stingray

As the Knights tire of 2 vs. 2 matches, a sixth jock is recruited to pilot the Fang and to assume the role of Tristam.

I’ve also moved the map size up to 26 x 26 as 22 x22 has seemed a little cramped for 3 titans.

This battle had a number of first. It was the first time I dedicated an AT to a full time support role (Tristam). This match also marked the Knights free victory in a 3 vs. 3 match!!! The Knights started on the SE corner of the map with yet another river separating them from the enemy. Tristam sets course for a mountaintop at the near end of the river, while Galahad and Arthur spread out further along the river. The enemy flickers in and out of cover before reaching the river where Tristam quickly puts two rounds into the Stingray, one in the head, knocking it over. Arthur follows up with a barrage of LMG fire also including a cockpit hit. The Stingray pilot, obviously out of touch with reality at this point, pulls the suicide lever … err, I mean ejected lever, putting her out of her misery. The Pest and Swift Death try to avenge their comrade, but Arthur and Galahad come out on top in the game of tag, thanks to assistance from Tristam. Victory!

The Knights also recovered the Stingray! Just a quick coat of paint, and a thorough cleaning and Launcelot will have a new ride!

Battle 25: First and Four
Map: Biochem (26 x 26)
Arthur in a Shadow (Recon)
Galahad in a Pack Hunter (Recon)
Tristam in a Fang (Recon)
Launcelot in a Stingray (Recon)

Vs.

Ares in a Gargoyle (Light)
Hagen in a Pack Hunter (Recon)
Canadian in a Dagger (Recon)

First battle placing 4 of the Knights in harms way at the same time. The Knights start on the W edge on the map with a straight shot to some mountains just S of the center of the map. Tristam and Launcelot both claim a peak while Arthur and Galahad choose some cover in front of Tristam’s hex. Obligingly, as soon as the Knights finish setting up, the enemy makes their appearance. The Knights spot a Pack Hunter and Dagger trailed by a Gargoyle. Tristam and Launcelot target the Dagger and quickly begin tearing off pieces of his armor. By the time the Dagger and Pack Hunter reach the Knights’ frontline, the Dagger is weakened to the point where a few quick hits from Arthur knock a leg off. The Pack Hunter, on the other hand, has a different plan and quickly begins tearing into Galahad. Luck wasn’t on his side though as all 4 Knights are able to concentrate fire on him before the Gargoyle enters the hex. As the Gargoyle begins sparring with Arthur and Galahad, Galahad notices his status display beginning to resemble a stop light, and takes off. In a fit of target fixation, the Gargoyle follows. The Knights quick take up new positions, as Galahad evades the Gargoyles fire. A few seconds after the Gargoyle finally corners Galahad, a blast from Launcelot’s PG trims off the Gargoyles RL, and the Jovk ejects, ending the match. Victory!

Battle 26: Four Squared
Map: Biochem (26 x 26)
Arthur in a Shadow (Recon)
Galahad in a Pack Hunter (Recon)
Tristam in a Fang (Recon)
Launcelot in a Stingray (Recon)

Vs.

Falcon in a Stingray (Recon)
Gabriel in a Hammer (Recon)
Birdy in a Pack Hunter (Recon)
Gaia in a Duelist (Recon)

This match was a little odd, but it was my first 4 v. 4 match to date. The matched started with the Knights in the NW next to a near perfect set of mountains to play the defensive on. Tristam and Launcelot took up their positions as Arthur and Galahad scouted for the enemy. Quickly, Arthur spots 3 recons at long range who apparently fail to notice him. In a snap decision, the Knights abandon the high ground and head to the hex Arthur has located the enemy from. As they arrive, they join Arthur in getting some practice at scanning as the enemy seems content to sit and wait. As time passes, the Knights identify a Duelist, a Pack Hunter and a Stingray in the pack, while both Arthur and Tristam manage at least yellow scans on each of the enemies. Eventually, the enemy jocks get bored and begin to head out, signaling the Knights to prepare for battle. Like before, Tristam and Launcelot put a hex between them, and Arthur and Galahad screen the quickest path to Tristam. The enemy titans fail to react to the Knights until both Tristam and Launcelot have slammed rounds into the Duelist (including a AC7 to the head). Even after spotting the Knights, the enemy begins to approach piecemeal, easy pickings. The Duelist takes another AC7 to the head and ejects shortly after begin charged by Arthur and Galahad. The Stingray is the next enemy in the sights, as Arthur and Galahad engage it at close range to negate its PG. As the Stingray falls, the Hammer and Pack Hunter descend on Arthur and Galahad scoring big with an AC20 shot. Heavily damage (as he always seems to be the opponents favorite target) Galahad begins limping back to the protection of Tristam and Launcelot. The Hammer follows Galahad, while the Pack Hunter and Arthur duke it out. Arthur comes out on top as his LMGs eventually damage everything important on the Pack Hunter, though he suffers a similar fate from the Pack Hunter’s VCs. Meanwhile, the Hammer chases Galahad into Tristam’s hex, forcing Tristam to try his best at HtH combat despite his fairly skimpy training. Galahad circles around and succeeds in disabling himself in a charge on the Hammer. Fortunately, Launcelot is able to reposition and immediately fires the payout shot, knocking out the Hammers LoT. Victory!


Battle 27: Fear the Dead Lights
Map: Biochem (26 x 26)
Arthur in a Shadow (Recon)
Galahad in a Pack Hunter (Recon)
Tristam in a Fang (Recon)
Launcelot in a Stingray (Recon)

Vs.

Scarface in a Apparition (Light)
Sereena in a Deimos (Recon)
Panthera(II) in a Wraithchild (Recon)

This match had me scared. I saw the Wraithchild first, which spooked me, then the Deimos appeared and I almost had a heart attack. The Knights started out in the E, looking out on fairly flat terrain. As they advanced, Galahad began making intermittent contact with an unidentified light AT in the SW. Some convient hills keep both the enemy out of sight and allowed the Knights to make an unseen approach. As Arthur, Galahad and Tristam crest the hills (Launcelot has already vectored to a mountain peak to snipe) 3 enemy ATs come into sight. In a fury of targeting, the Knights identify the nearest AT as a Wraithchild and immediately target everything they have to eliminate the NB wielding menace. Unfortunately, the Wraithchild gets a shot in first (making Arthur dizzy) as both Arthur and Galahad charge forward. During this charge, the somewhat ignored other recon fires a little white line of its own, taking a chunk out of Galahad’s HP. Fortunately, concentrated fire brings down the Wraithchild, while Galahad takes another NB hit from the Deimos knocking him into the “Health Low” range. As both the Deimos and Apparition were now closing, the team decides to do what it can about the Deimos now, and to count on their superior agility to evade the Appartion’s blades. The Deimos scored another two NB hits on Galahad, though neither did damage, before falling to the combined might of the Knights (though this match seemed desperate to give me a heart attack as Galahad put a VC through the Deimos’s engine though it didn’t explode). Meanwhile, the Apparition began happily chew on Arthur’s armor with his MGs. Both Arthur and Galahad, run from the Apparition once they have more red than anything on their status screens, though they succeed in the first step of operation Drain ’em. As it stands, the Apparition’s ammo supply isn’t quite suited for a prolonged engagement, and the enemy Apparition proves it by burning the last of his on an attack on Tristam. With him out of ammo, the Knights play keep-away as Launcelot lines up to killing blow, chopping off one of Apparition’s leg. The pilot ejects, ending the match. Victory!
Burzmali
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RE: Knights of the Round - Rookie AAR

Post by Burzmali »

27 battles down, and not a single Knight has been lost. The war chest is currently around 1.1 million and I have a Stinger sitting in the bay as a spare. On the downside, the combat team gained a few ranks in that last battle, so next up will be Novice level combat.

Any thoughts so far? Good, Bad, ugly?
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aquietfrog
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RE: Knights of the Round - Rookie AAR

Post by aquietfrog »

ORIGINAL: Sleeping_Dragon

He may have taken a break to do a scan, they can take a while with the smaller scanners.

Like frog mentioned there is a smallish chance for an enemy jock to be a rank or 2! (very rare) higher or lower then the selected rank... I didn't know that you got the extra cash payment for it, it it raised the opponent's overall rank though... never thought to look for that[:)] Learned something new.

I also noticed that when one of your jocks get promoted and raises your squad's average rank to be higher than your opponents, it seems that salvage money is negated.
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RE: Knights of the Round - Rookie AAR

Post by Peter Why »

It's good reading; you're doing very well not to lose a jock. I agree about the neutron blasters; they're as much a menace as the Auto 20 and the Tesla bolt.
LarkinVB
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RE: Knights of the Round - Rookie AAR

Post by LarkinVB »

ORIGINAL: Burzmali

27 battles down, and not a single Knight has been lost. The war chest is currently around 1.1 million and I have a Stinger sitting in the bay as a spare. On the downside, the combat team gained a few ranks in that last battle, so next up will be Novice level combat.

Any thoughts so far? Good, Bad, ugly?

Good fighting and good reading. But I Have to say "Go AI Go !!!"
Burzmali
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RE: Knights of the Round - Rookie AAR

Post by Burzmali »

Well, the AI has managed to claim 5 of my ATs either destroyed or captured and managed to disable Galahad is nearly every battle. I'm just glad his engine is in his CBT or he'd be fireworks by now [;)]. However, even when the AI does have 2 to 1 advantage, it frequently suffers target fixation that saves the Knights' hides just long enough to win a match. Typically, Galahad will lose a leg taking him out of the battle but the AI jocks will beat on him unmercifully until he finally hits 'disabled' status, but by then the rest of the Knights have had time to even the match. Having his engine in his CBT really pays off as the AI can pound away to its heart content while Galahad lies on his back without risk of a detonated or destroyed AT. Come to think of it, every HtH AT should probably be built with its engine in its CBT.
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aquietfrog
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RE: Knights of the Round - Rookie AAR

Post by aquietfrog »

what? they settle for disabled on your squad? The AI I face doesn't stop until the titan's destroyed or the jock is ejected or dead. must be rank related...
LarkinVB
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RE: Knights of the Round - Rookie AAR

Post by LarkinVB »

usually they stop when your titan is flagged as disabled
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