

Murphy's Laws Of Mw:o
#1
Posted 24 September 2015 - 08:52 AM
of course, everyone of you knows Murphy's law. There is a collection of Murphy's laws of war, some of which I found exceptionally good fitting for MW:O. Here is my list, feel free to post more:
- Friendly fire - isn't.
- Suppressive fires - won't.
- If you are forward of your position, your artillery will fall short.
- If your attack is going really well, it's an ambush.
- A retreating enemy is probably just falling back and regrouping.
The Ol' Ranger's addendum:
Or else they're trying to suck you into a serious ambush!
- Teamwork is essential; it gives the enemy other people to shoot at.
- If you are short of everything but the enemy, you are in the combat zone.
- Incoming fire has the right of way.
- The only thing more accurate than incoming enemy fire is incoming friendly fire.
- Anything you do can get you killed, including nothing.
- Tracers (LRMs) work both ways.
- Professional soldiers are predictable; the world is full of dangerous amateurs.
- It's not the one with your name on it; it's the one addressed "to whom it may concern" you've - got to think about.
- Exceptions prove the rule, and destroy the battle plan.
- Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side of a barn.
- Those who hesitate under fire usually do not end up KIA or WIA.
- Every command which can be misunderstood, will be.
- If your positions are firmly set and you are prepared to take the enemy assault on, he will bypass you.
- If your ambush is properly set, the enemy won't walk into it.
- If your flank march is going well, the enemy expects you to outflank him.
- Density of fire increases proportionally to the curiousness of the target.
- Odd objects attract fire - never lurk behind one.
- All or any of the above combined.
Hope at least some of them gave you a good laugh!
#2
Posted 28 September 2015 - 03:20 AM
#4
Posted 29 September 2015 - 08:01 AM

The scout assault mech in Assault missions will be the capture element.
The ECM light mech will mistake himself for an assault mech.
Edited by Commander A9, 29 September 2015 - 08:03 AM.
#5
Posted 29 September 2015 - 09:05 AM
#6
Posted 03 October 2015 - 10:17 AM
#7
Posted 04 October 2015 - 04:18 AM
#8
Posted 04 October 2015 - 04:41 AM
#9
Posted 04 October 2015 - 05:53 AM
Jump into your NARC mech and there won't be a single LRM boat in your team.
#10
Posted 04 October 2015 - 07:06 AM
#11
Posted 04 October 2015 - 04:53 PM
The pilot left his throttle on. He's in the bathroom.
#12
Posted 04 October 2015 - 06:08 PM
Cyrilis, on 24 September 2015 - 08:52 AM, said:
I've never heard your version before; and speaking from experience it's far from accurate. The version I've seen and heard (particularly when we were going over operational plans for combat patrols), "Anything you do can get you killed, especially nothing.". A few others, though (adjusted for MWO):
-Whenever you accidently use a consumable in a match, you'll drop a UAV at your base or you'll drop an Artillery strike on your allied line. (The original: Whenever you drop your gear in a firefight, your canteen will land at your feet and your ammunition will be farthest from you.)
-You are not Super-Man, Assault and Heavy pilots please take note. (The original: You are not Super-Man, Marines and fighter pilots please take note.)
-The most important shot will have bad hit detection. (The original: The crucial round is a dud.)
#13
Posted 05 October 2015 - 01:14 AM
Sereglach, on 04 October 2015 - 06:08 PM, said:
Funny you mention that one... I thought I had it on the list, but I must have deleted it for a reason I can't recall...
here is another one:
- Every time you think about planning a coordinated major class CW attack with your house, [-MS-] changes sides,
#14
Posted 05 October 2015 - 01:26 AM
#15
Posted 05 October 2015 - 07:16 PM
But no.....it will not be so.....again.
#16
Posted 12 October 2015 - 06:51 AM
#17
Posted 14 October 2015 - 07:18 PM
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