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Tempest_56 posted:
Is this true? I had no idea, but this sounds perfect. And once the Zhukov is dead, I can get right up in the Warhammer's face and give him a 20 Autocannon hug
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# ? Feb 17, 2011 20:51 |
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# ? Jun 24, 2024 08:16 |
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Bobbin Threadbare posted:I2, but I'm given to understand extra damage may splash to I4 as well. I2 it is. Dropping them from 21/21 to 5/21 in a turn ought to slow them down. Polaron posted:Is this true? I had no idea, but this sounds perfect. And once the Zhukov is dead, I can get right up in the Warhammer's face and give him a 20 Autocannon hug It is, in fact, true. It's an interesting combination of two rules: Stacking: "At the end of each Movement Phase, up to two units from each side may occupy a single hex (a maximum of four). These units may consist of any combination of vehicles and infantry, but only one of the four can be a 'Mech." (Total Warfare, p.57 - quoted because it's kind of a quirky rule) In other words, you can put several tanks/infantry into a hex, but only one mech. Add to that the interesting quirk that the only unit type that can make attacks at range 0 are infantry and, well... the safest place to stand when dealing with a very deadly tank is on it. You can't shoot it and it can't shoot you. But you can kick it to death all day long and there's nothing it can do except try to move away. Which in this scenario it can't.
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# ? Feb 17, 2011 21:05 |
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Tempest_56 posted:The Hunchie can actually avoid trouble from those nasty AC10s by moving into the Zhukov's hex - mechs can occupy the same hex as a tank without harm, and neither can shoot each other. So stomp into 1116, put an AC20 into that Warhammer and then kick the Zhukov after you're done. This is a seriously plan and I hope someone does it.
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# ? Feb 17, 2011 21:16 |
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Would kicking it be considered splitting my fire, or should I basically just chase the Zhukov around the map until it or the Warhammer are dead?
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# ? Feb 17, 2011 21:22 |
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Polaron posted:Would kicking it be considered splitting my fire, or should I basically just chase the Zhukov around the map until it or the Warhammer are dead? Melee is entirely different than shooting, so no, it isn't. Really, the rule is drat near unfair under the circumstances PTN has put himself. On tabletop it's better since the tank will eventually win initiative and then you're eating a pair of AC10s up your rear end because you can't run away fast enough.
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# ? Feb 17, 2011 21:29 |
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Polaron posted:Would kicking it be considered splitting my fire, or should I basically just chase the Zhukov around the map until it or the Warhammer are dead? IIRC no since physical combat is considered separate from weapons fire. As long as all your guns/missiles are aimed at one target there's no penalty, even if you punch/kick something else.
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# ? Feb 17, 2011 21:31 |
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Polaron posted:Would kicking it be considered splitting my fire, or should I basically just chase the Zhukov around the map until it or the Warhammer are dead? Physical attacks are made after the weapons fire phase, so no, kicking isn't considered splitting your fire. You can shoot one target and kick another with no penalties. Note that a failed kick does have the risk of sending you rear end-planting to the ground (it forces a piloting skill roll) so keep that in mind.
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# ? Feb 17, 2011 21:41 |
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MJ12 posted:Physical attacks are made after the weapons fire phase, so no, kicking isn't considered splitting your fire. You can shoot one target and kick another with no penalties. He's piloting 3, gunnery 5, so a strategy that takes advantage of that is probably best. Get to chasing and kicking that tank!
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# ? Feb 17, 2011 22:02 |
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Defiance Industries posted:Also, with the proliferation of C3-spotter lights, the light hunter designs like the Wolfhound and Panther have their own little niche, though it's mostly predicated on you facing a DC/WoB/C* force. Yeah, that's certainly true, but personally I'd rather have something like the Hermes-4S for that kind of work - you can more or less match speed with their spotters, and the pulses help you take them down quicker with less fuss. Also, you have ECM, making the c3 net not function while you're hunting down anything annoying. The WLF-3S (light engine, ERPPC variant) and the TComped Panther (12A, I think?) are both pretty decent for what they cost, though. Even the standard 3050 refit Wolfhound can do a few things too. The WLF, I think, is better served running around at medium range and plinking, though.
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# ? Feb 17, 2011 22:05 |
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WarLocke posted:IIRC no since physical combat is considered separate from weapons fire. As long as all your guns/missiles are aimed at one target there's no penalty, even if you punch/kick something else. *Evil laugh, lightning, etc*
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# ? Feb 18, 2011 01:09 |
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So playing a 6 player Charger only game was pretty awesome... till it broke MegaMek. That just made it better. We need more Chargers in this thread.
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# ? Feb 18, 2011 03:36 |
Polaron posted:*Evil laugh, lightning, etc* Keep in mind that if you fire a weapon from the left or right arm you're unable to use it to punch.
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# ? Feb 18, 2011 03:41 |
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hcenvirons posted:Keep in mind that if you fire a weapon from the left or right arm you're unable to use it to punch.
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# ? Feb 18, 2011 04:25 |
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Yup, and some 'Mechs do have (stupid as it is) leg-mounted weapons.
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# ? Feb 18, 2011 05:00 |
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Helter Skelter posted:Another Defiance Industires innovation! Hey, between the legs is a totally legit place to put a pair of phased array radomes! The location provides protection, while the enhanced radar systems provide a sharp increase in pilot confidence and aggression. (Please note that your MechNut brand radar system integration may result in erratic control system behavior up to and including total shutdown in the event of radome damage.) This is a message from the Earthwerks Corporation.
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# ? Feb 18, 2011 05:01 |
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PoptartsNinja posted:Yup, and some 'Mechs do have (stupid as it is) leg-mounted weapons. I'm lookin' at you, boyo.
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# ? Feb 18, 2011 05:07 |
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That's just a Stinger with poo poo bolted on, who're you trying to kid?
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# ? Feb 18, 2011 05:08 |
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Helter Skelter posted:Another Defiance Industires innovation! Needs to be on a Mackie for the full effect.
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# ? Feb 18, 2011 05:25 |
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hcenvirons posted:Keep in mind that if you fire a weapon from the left or right arm you're unable to use it to punch. Yes...But I'm kicking the tank.
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# ? Feb 18, 2011 05:40 |
Yeah but if you punch you can hit it twice! And the dice can't ruin your day! You have no idea how many MegaMek scenarios I've had go comically awry thanks to failed kick rolls.
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# ? Feb 18, 2011 05:48 |
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Mary Annette posted:
The Crusader's leg mounted SRMs actually had a niche use. You see, back before Total Warfare, torpedoes and missiles were interchangeable, so you could go into depth 1 water, fire off your leg-mounted torpedoes, and probably end up inflicting a breach or two on some unfortunate sap.
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# ? Feb 18, 2011 06:04 |
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PTN, guys, sorry I haven't sent moves in. I just spent the better part of twelve hours in a metal tube, being propelled by explosions, 5000 meters off the ground, sandwhiched two offensive sterotypes, both of whihc smelled like herring. I will submit my moves after I talk to my therapist, one Jose Cuvero.
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# ? Feb 18, 2011 07:57 |
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bunnyofdoom posted:PTN, guys, sorry I haven't sent moves in. I just spent the better part of twelve hours in a metal tube, being propelled by explosions, 5000 meters off the ground, sandwhiched two offensive sterotypes, both of whihc smelled like herring. I will submit my moves after I talk to my therapist, one Jose Cuvero. Explosions? Like a pulse jet? Because that would be pretty retro and rad.
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# ? Feb 18, 2011 08:15 |
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Looks like the PTNs secret plan for the Death Commandos is so great it knocked out one of the Space Mexican pilots for 24 hours! Clearly the radio contact from a few turns ago wasn't calling in an airstrike or artillery, but forum mod support.
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# ? Feb 18, 2011 11:22 |
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Zaodai posted:Looks like the PTNs secret plan for the Death Commandos is so great it knocked out one of the Space Mexican pilots for 24 hours! Uhoh! Do we call in a pinch hitter? Or is the bedazzled pilot in alternative communications with his 'mech (IE, email) and still capable of radioing in his orders?
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# ? Feb 18, 2011 13:12 |
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I think he should partially miss a turn and get lit up by the Zhukov's AC10s. But I'm rooting for the opposing side, so that's not unbiased (or based on rules or anything). I just want to wreck up his fancy plan of standing on top a tank so it cant shoot him ever. =P In all likelyhood, it won't affect the LP. We don't really get in a turn a day every single day, and he submitted his orders (it seems?) for the upcoming turn already. And if nothing else he can presumably still read the thread if PTN has to post up an alternate form of communications to get his next moves. (I still vote for the Zhukov to tear his face off though.)
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# ? Feb 18, 2011 13:17 |
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^^^^ It just can't shoot him. PoptartsNinja posted:Yup, and some 'Mechs do have (stupid as it is) leg-mounted weapons. [EDIT]And to keep things going between PTN's posts, what is your favourite Bug Hunter mech and why? Arquinsiel fucked around with this message at 17:32 on Feb 18, 2011 |
# ? Feb 18, 2011 17:22 |
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What is a Bug Hunter mech defined as?
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# ? Feb 18, 2011 17:36 |
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Arquinsiel posted:And to keep things going between PTN's posts, what is your favourite Bug Hunter mech and why? A 100-ton assault laden with full armor and vast quantities of weaponry that can kill or cripple in one hit. Why? that's my favourite anything-hunter 'Mech.
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# ? Feb 18, 2011 17:51 |
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Dominus Caedis posted:What is a Bug Hunter mech defined as? Bug Hunters are intended to stop/kill Bug mechs - ie a hunter-killer mech intended to wipe out fast, light recon units like the Stinger or Locust. On that note, in 3025? No debate. Either the Jenner or the Mongoose. Nothing does it better. Past that? The Tarntula, the Scarabus, the Venom. The MON-76 is a nasty one, too. I've got a soft spot for the Battle Hawk, even if it really is too slow.
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# ? Feb 18, 2011 17:55 |
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I dunno why, but I find something just incredibly boring about 100 tonners. Taking the biggest chassis possible and covering it with armor and weapons just comes off as bland. Unless its doing something incredibly silly like the Berzerker.
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# ? Feb 18, 2011 18:36 |
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Arquinsiel posted:[EDIT]And to keep things going between PTN's posts, what is your favourite Bug Hunter mech and why? This is an easy one. The Grasshopper.
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# ? Feb 18, 2011 18:52 |
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Der Waffle Mous posted:Unless its doing something incredibly
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# ? Feb 18, 2011 19:10 |
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PoptartsNinja posted:This is an easy one. The Grasshopper. Personally I'm a huge fan of the Phoenix Hawk. There's a lot of gun and a lot of speed on a chassis big enough to take what the Bugs can give and beat the hell out of them with their own legs.
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# ? Feb 18, 2011 19:26 |
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Arquinsiel posted:I did say "and why" Because it's the Grasshopper. Killing things smaller than it is its intended purpose. You don't go hunting an Atlas with a grasshopper, you use it as an area-denial tool to keep things that can't take an LRM 5 from flanking your Atlas. On a single mapsheet, there is nowhere a bug 'Mech can run from a Grasshopper except 'off the board'.
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# ? Feb 18, 2011 19:46 |
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I did also let you have a free pass on that one :p Personally I find the LRM to be the least useful weapon on the Grasshopper, given that the LRM 5 will rarely land more than three damage onto any location. the Large Laser is the primary hole-puncher, dealing crits from the first hit. The later versions of the Grasshopper I would actually consider using against assault mechs, especially the LPPC/Snubbie combo.
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# ? Feb 18, 2011 20:47 |
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Arquinsiel posted:I did also let you have a free pass on that one :p If the LRM5 were intended to be an actual weapon, I'd agree. But it's not. The LRM5 is a threat and an annoyance. It's there to force the Bug Mechs to close to medium laser range (they can't fight back at LRM ranges, period, so if they try to hump the hills the Grasshopper will eventually kill them). It's also there to trick heavier designs into focusing on the max-armor grasshopper rather than some other unit. You fire it every turn, whether it does anything or not... you've got the ammo for it.
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# ? Feb 18, 2011 21:04 |
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Out of curiosity, did we solve the issue regarding orders for next turn? I'm very interested in seeing how the Death Commandos manage now that their commander has been shot out of his mech.
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# ? Feb 18, 2011 21:12 |
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Zeroisanumber posted:Out of curiosity, did we solve the issue regarding orders for next turn? I'm very interested in seeing how the Death Commandos manage now that their commander has been shot out of his mech. He hasn't. And I'm still waiting on someone's orders.
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# ? Feb 18, 2011 21:13 |
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# ? Jun 24, 2024 08:16 |
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PoptartsNinja posted:If the LRM5 were intended to be an actual weapon, I'd agree. But it's not. The LRM5 is a threat and an annoyance. It's there to force the Bug Mechs to close to medium laser range (they can't fight back at LRM ranges, period, so if they try to hump the hills the Grasshopper will eventually kill them). Heck, over the last few years I've noticed LRMs to be singularly useless in most situations, despite the huge amount of absoltue damage they put out.
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# ? Feb 18, 2011 21:36 |