Turn 0 End Phase: | Nominate Target Hex. |
Turn 1 Movement Phase: | All units move normally. |
Turn 1 End of Firing Phase: | Weapon fires. Targets must save or overload. |
Turn 1 Heat Phase: | Affected targets do not sink heat. |
Turn 1 End Phase: | Nominate New Target Hex. |
Turn 2 Movement Phase: | Turn 1 affected targets may not move. |
Turn 2 Firing Phase: | Turn 1 affected targets may not fire. |
Turn 2 End of Firing Phase: | Weapon fires at new targets. Targets must save or overload. |
Turn 2 Heat Phase: | Turn 1 and Turn 2 targets do not sink heat. |
Turn 2 End of Heat Phase: | Turn 1 targets remain mobility. |
Turn 2 End Phase: | Turn 1 targets may make end-of-turn declarations. |
Turn 3 Movement Phase: | Turn 1 targets may stand and move normally. Turn 2 targets may not move. |
At that short of range we wont stand a chance against their battlemechs!
That seems like the most solid plan. Do we want to break up the lances to run screening or attack specific targets or just try to pile on a tower as best we can?
OOC: I agree with focusing on the towers as we won't have the same penalties as the rest of the friendlies. I somewhat expect there will be an Omega at each Tower, perhaps I'll be wrong. I also agree with the idea that we don't bunch up. My suggestion would be to pair off and focus on the different towers with one trio. Depending on the number of towers may depend on how easy or hard it will be to do.
OOC: Rob: When we drop you said we'll determine if there's any inadvertent DFAs. With Jumping Jack would you let me shift a hex to land either on a target or clear if within 1 hex of my target with a PSR?