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  • Locked thread
Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

ActionZero posted:

Well great Poptarts, after lurking in your Star Trek Online thread got me to try out the game, this thread has managed to make me actually get off my rear end and get an account here.

So yeah, I want to be a pilot/commander (I have PMs). Unless having no real familiarity with Battletech beyond "Hell yeah I love giant robots" would be a big problem in which case I'll just watch.

Do you like explosions and/or lasers as well as giant robots? If so, welcome!

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Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Griffin, Blackjack, Vulcan, Jenner.

This is the stereotypical workhorse lance. You have no special equipment for any purpose. Half your mechs aren't the standard builds for their brand which in this case removes their specialist status and puts you firmly in the slugger variety.

Good news or bad news first? You can't do anything as well as specialists would. You only have one really fast mech, so expect real scouts to run circles around you. Then again, you can't really expect to go up against heavies either. A single Rifleman carries firepower equivalent to half your lance. Don't even dream about heroically taking on Awesomes or Atlases.

But then again, you are adequate at everything. You have long-range firepower, you can provide scouting support to heavies, you can stand up and fight against anything the enemy throws at you. At least for a while. And that's the highest asset you have: you're cheap and durable. There's nothing that would scream "high priority target" about you. So whenever you feel like things are getting too heavy for you (pardon my pun), run away and regroup.

Tactically there's a couple ideas on how to run your lance, but I'm loathe to suggest things as so much of 'mech warfare depends on pilot personalities. Try things, see what works for you. Make your own mistakes and learn from them, they're not likely to kill you just yet. Might kill your irreplaceable mech though, so try not to make too many mistakes.

Oh, one more note. Griffin doesn't have close range weapons? Sure it does. Try running 55 tons of steel into something at 80 kph and see what happens. Doesn't get much more close than that.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


WarLocke posted:

Hopefully the newer ones since the ones I have make infantry pretty objectively poo poo.

They should be reasonably poo poo under any ruleset, though I never bothered to pick up the "new" rules. I'm going off memory of the old FASA rules. A few guys with tube launch SRMs aren't going to be very effective except the very lightest of mechs. Best case scenario (for the infantry, not the mech) is that maybe they're specialized anti-mech guerrillas with those adhesive climbing batons and they can pack explosives in the leg joints.

I just have a natural hatred for machine guns in Battletech. Flamers, pulse lasers, missiles, etc would all be less useless options unless you're specifically preparing to fight an ungodly amount of infantry.

Longinus00
Dec 29, 2005
Ur-Quan

Hob_Gadling posted:

Griffin, Blackjack, Vulcan, Jenner.

This is the stereotypical workhorse lance. You have no special equipment for any purpose. Half your mechs aren't the standard builds for their brand which in this case removes their specialist status and puts you firmly in the slugger variety.

Good news or bad news first? You can't do anything as well as specialists would. You only have one really fast mech, so expect real scouts to run circles around you. Then again, you can't really expect to go up against heavies either. A single Rifleman carries firepower equivalent to half your lance. Don't even dream about heroically taking on Awesomes or Atlases.

But then again, you are adequate at everything. You have long-range firepower, you can provide scouting support to heavies, you can stand up and fight against anything the enemy throws at you. At least for a while. And that's the highest asset you have: you're cheap and durable. There's nothing that would scream "high priority target" about you. So whenever you feel like things are getting too heavy for you (pardon my pun), run away and regroup.

Tactically there's a couple ideas on how to run your lance, but I'm loathe to suggest things as so much of 'mech warfare depends on pilot personalities. Try things, see what works for you. Make your own mistakes and learn from them, they're not likely to kill you just yet. Might kill your irreplaceable mech though, so try not to make too many mistakes.

Oh, one more note. Griffin doesn't have close range weapons? Sure it does. Try running 55 tons of steel into something at 80 kph and see what happens. Doesn't get much more close than that.

I noticed that the lance was on the heavy/slow side for a recon lance but I figured it was an effort to reduce difficulty for the first mission. As an aside, while it's true the griffin can kick and punch fine, other mechs can do the same thing *and* take pot shots at it.

Zaodai posted:

They should be reasonably poo poo under any ruleset, though I never bothered to pick up the "new" rules. I'm going off memory of the old FASA rules. A few guys with tube launch SRMs aren't going to be very effective except the very lightest of mechs. Best case scenario (for the infantry, not the mech) is that maybe they're specialized anti-mech guerrillas with those adhesive climbing batons and they can pack explosives in the leg joints.

I just have a natural hatred for machine guns in Battletech. Flamers, pulse lasers, missiles, etc would all be less useless options unless you're specifically preparing to fight an ungodly amount of infantry.

It's not just a rebalance, it's also an effort to make things slightly more realistic. A HEAT round from the 120mm of an Abrams would do massive damage to any other vehicle but it would be very unusual for one shot to wipe out a squad of infantry.

The Chad Jihad
Feb 24, 2007


Oh hey this thread looks great *reads thread* you fuckers picked the kell hounds I hate you all

Gothsheep
Apr 22, 2010

RentACop posted:

Oh hey this thread looks great *reads thread* you fuckers picked the kell hounds I hate you all

Only because Wolf's Dragoons don't exist.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Longinus00 posted:

I noticed that the lance was on the heavy/slow side for a recon lance but I figured it was an effort to reduce difficulty for the first mission. As an aside, while it's true the griffin can kick and punch fine, other mechs can do the same thing *and* take pot shots at it.

I figure it's more a counter-recon lance; we're going to be punching out Kurita's eyes on this first mission. Preferably via ambush in hilly terrain, so we can pound them before the speedier light mechs get away.


quote:

It's not just a rebalance, it's also an effort to make things slightly more realistic. While a HEAT round from the 120mm of an Abrams would do massive damage to any other vehicle, it would be very unusual for one shot to wipe out a squad of infantry.

This. And if you have a flechette round for that same tank- or, say, an LB-X autocannon- it's going to do a lot more damage to that same infantry. As it does in BT, now.

Dominus Caedis
Sep 17, 2007
Stupid Noob
Unless you are up against a metric fuckton of infantry I would still suggest ditching the MG ammo, flamers are absolutely brutal against anything that is not a mech since the rules update.

Edit: on second thought, forget all that other stuff, too rulesy.

Gothsheep
Apr 22, 2010
I say keep the machine gun. I for one want to see just how badly having a ton of machine gun ammo will screw you over!

Empyreal
Jan 29, 2008

This is a good thread. I like this thread. Let's all be friends.
I am more than willing to be a mech pilot, so long as having never played before isn't any impedance. My email is Nothing to see here, citizen. Move along

I'm looking forward to this, I've always loved the Mechwarrior series and have never really had a chance to see what its progenitor is like.

Empyreal fucked around with this message at 03:37 on Jan 23, 2011

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

Gothsheep posted:

I say keep the machine gun. I for one want to see just how badly having a ton of machine gun ammo will screw you over!

5 minutes in megamek, i can make you see how explosive it can be and how it can cause a mech to disingrate... however that would be a little too transparent i think at the moment :P, most of the very old mechs and 3025 mech don't have CASE so i'm sure we will get to see one go boom.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Longinus00 posted:

It's not just a rebalance, it's also an effort to make things slightly more realistic. A HEAT round from the 120mm of an Abrams would do massive damage to any other vehicle but it would be very unusual for one shot to wipe out a squad of infantry.

I'm not suggesting the old rules were more realistic, or better, etc. Just that machine guns are poo poo against anything but infantry, where as your other anti-infantry options may be slightly less effective against infantry than MGs, but have the added benefit of actually being useful against everything else. I'm hating on MGs, not the rules themselves.

(Also, it would depend on where that squad was. An MG isn't going to do a whole lot against infantry in heavy cover aside from keep their heads down. A missile salvo, flamers, etc would be more effective there. If the infantry are just using 1700s european warfare against you, then yes, a stream of many projectiles is better.)

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you.

Without getting into rules specifics, just how "lucky" would one have to be to even make that shot to begin with? Are we talking "the dice hate you" lucky or "the enemy can target and hit a specific spot like that with no trouble" lucky?

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

W.T. Fits posted:

I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you.

Without getting into rules specifics, just how "lucky" would one have to be to even make that shot to begin with? Are we talking "the dice hate you" lucky or "the enemy can target and hit a specific spot like that with no trouble" lucky?

Closer to the first, until your armor's gone. Then it's "you are literally significantly risking death with every shot".

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

W.T. Fits posted:

I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you.

Without getting into rules specifics, just how "lucky" would one have to be to even make that shot to begin with? Are we talking "the dice hate you" lucky or "the enemy can target and hit a specific spot like that with no trouble" lucky?

You would have to have the enemy have a critical hit, which is i remember is 1/12 or something like that, then the enemy rolls to see which one of the slots in the area you got a critical hit which is about 1/12 to 1/6 and pick the spot with the ammo in it. So it can happen but it is you being rather unlucky.


Mukaikubo posted:

Closer to the first, until your armor's gone. Then it's "you are literally significantly risking death with every shot".

after the armor is gone, every shot acts like a critical shot, hence the option to dump the ammo once the armor is gone.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

Mukaikubo posted:

Closer to the first, until your armor's gone. Then it's "you are literally significantly risking death with every shot".

So not guaranteed, but more likely to occur the longer a battle is drawn out.

... I can work with that. Never did want to live forever.

Longinus00
Dec 29, 2005
Ur-Quan

Axe-man posted:

5 minutes in megamek, i can make you see how explosive it can be and how it can cause a mech to disingrate... however that would be a little too transparent i think at the moment :P, most of the very old mechs and 3025 mech don't have CASE so i'm sure we will get to see one go boom.

CASE technology has been "forgotten" by 3025. Only comstar units would have it.

W.T. Fits posted:

I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you.

Without getting into rules specifics, just how "lucky" would one have to be to even make that shot to begin with? Are we talking "the dice hate you" lucky or "the enemy can target and hit a specific spot like that with no trouble" lucky?

The main problem with criticals is that any shot can critical with a roll of 2 on a 2d6. Bad luck can mean you're ejecting in turn one from a BS AC/2 shot :(. If you lose armor then every shot has a chance cause a nice explosion.

Axe-man posted:

You would have to have the enemy have a critical hit, which is i remember is 1/12 or something like that, then the enemy rolls to see which one of the slots in the area you got a critical hit which is about 1/12 to 1/6 and pick the spot with the ammo in it. So it can happen but it is you being rather unlucky.


after the armor is gone, every shot acts like a critical shot, hence the option to dump the ammo once the armor is gone.

It's 1/36 not 1/12.

Longinus00 fucked around with this message at 00:43 on Jan 23, 2011

Its Rinaldo
Aug 13, 2010

CODS BINCH

W.T. Fits posted:

I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you.

Without getting into rules specifics, just how "lucky" would one have to be to even make that shot to begin with? Are we talking "the dice hate you" lucky or "the enemy can target and hit a specific spot like that with no trouble" lucky?

Unless you were a me, who had a habit of getting his face melted by a PPC shot to the cockpit more than what is statistically likely.

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

Longinus00 posted:

CASE technology has been "forgotten" by 3025. Only comstar units would have it.


The main problem with criticals is that any shot can critical with a roll of 2 on a 2d6. Bad luck can mean you're ejecting in turn one from a BS AC/2 shot :(. If you lose armor then every shot has a chance cause a nice explosion.


It's 1/36 not 1/12.

Yeah, thats why i mentioned most wouldn't have it, we are going to see something go boom lets hope it isn't us! :sweatdrop:

It's been years since i played with actual dice, it sounds like you have much better grasp then i do at the moment :)

Tempest_56
Mar 14, 2009

Aw yeah, time to go do some damage. :clint: I like this mix, too. If I was doing this solo, my prime tactic would probably be a basic pincer. Griffin at long range, Blackjack at medium to lay down support fire. Jenner goes left, Vulcan goes right and flank opposite sides. Both the Jenner and Vulcan are absolutely deadly in a knife fight, the Griffin's an excellent sniper and the BJ-1DB is an excellent direct fire support platform.

Have to see what the terrain and opposition is, but I like the numbers as they stand.

Longinus00
Dec 29, 2005
Ur-Quan

Axe-man posted:

Yeah, thats why i mentioned most wouldn't have it, we are going to see something go boom lets hope it isn't us! :sweatdrop:

It's been years since i played with actual dice, it sounds like you have much better grasp then i do at the moment :)

Nah, it's been long time for me to but this thread got me interested enough to pour over the (new) rules again. Just remember that the dice for to hit is 2d6 so probabilities aren't flat (like a 1d12 would be). Critical hits have to go through another roll so in the end the final chance of a critical on fresh mech is around 1%. Still a pretty large chance if you think about it.

Longinus00 fucked around with this message at 00:58 on Jan 23, 2011

Tempest_56
Mar 14, 2009

Also, for reference to those unfamiliar with the mechs on hand today:

The GRF-1N Griffin


The BJ-1DB Blackjack


The VL-5T Vulcan


The JR7-D Jenner

Click here for the full 800x555 image.

Blinkman987
Jul 10, 2008

Gender roles guilt me into being fat.
This thread is sweet. I'm going to read along and maybe jump in the next one. I played Battletech a lot, but never played strategically. This was our break game from M:TG.

Does anybody have a link to these "new rules" that are referenced in the thread, as well as a strategic primer to make entry into the game less intense?

Gothsheep
Apr 22, 2010

Blinkman987 posted:

This thread is sweet. I'm going to read along and maybe jump in the next one. I played Battletech a lot, but never played strategically. This was our break game from M:TG.

Does anybody have a link to these "new rules" that are referenced in the thread, as well as a strategic primer to make entry into the game less intense?

Na, PTN asked us to avoid mentioning any actual rules of the game in this thread to head off potential legal troubles.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Blinkman987 posted:

This thread is sweet. I'm going to read along and maybe jump in the next one. I played Battletech a lot, but never played strategically. This was our break game from M:TG.

Does anybody have a link to these "new rules" that are referenced in the thread, as well as a strategic primer to make entry into the game less intense?

Most of the rule changes were around the edges, if I recall properly; things like making infantry/vehicles not as useless, clearing up some contradictions, things like that. If you played Battletech back in the day I am pretty sure you are not going to be lost. The basics have not changed.

edit: Honestly, one of the best ways to hop right in, especially if you played in the past and know the basics, is to play around with Megamek: http://megamek.sourceforge.net/ It is free, and screwing around by shooting the incompetent AI in a few quick battles will get you right up to speed and also give you some memory for the tactics.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Mukaikubo posted:

The basics have not changed.

Battletech: roll 2d6, watch poo poo blow up.

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry
Well I just Gave mechwarrior Living Legends a try and it looks absolutely amazing, what I imagined a mech game to be since mech 4. However, i notice there are like 4 servers and really didn't feel like learning the controls on the fly, so i played an empty server since there was only 1 almost full one it wasn't a problem.

If anyone else has this it would be fun to do once we actually have a few battles under our belts :c00l:

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Axe-man posted:

Well I just Gave mechwarrior Living Legends a try and it looks absolutely amazing, what I imagined a mech game to be since mech 4. However, i notice there are like 4 servers and really didn't feel like learning the controls on the fly, so i played an empty server since there was only 1 almost full one it wasn't a problem.

If anyone else has this it would be fun to do once we actually have a few battles under our belts :c00l:

If I had a computer built after 2003 I would join you :v: I have trouble making MW4 work properly on occasion. Still, I guess it helps me not be tempted to buy and spend hours on newer games.

Longinus00
Dec 29, 2005
Ur-Quan

Gothsheep posted:

Na, PTN asked us to avoid mentioning any actual rules of the game in this thread to head off potential legal troubles.

I'm pretty sure what he wants is to prevent us from literally spelling out the rules as people should be buying sourcebooks for that.

Anyway, Blinkman987 the book you're looking for is Total Warfare http://www.classicbattletech.com/index.php?action=products&mode=full&id=220. You can buy it directly from them or from your favorite reseller.

Gothsheep
Apr 22, 2010

Longinus00 posted:

I'm pretty sure what he wants is to prevent us from literally spelling out the rules as people should be buying sourcebooks for that.

Anyway, Blinkman987 the book you're looking for is Total Warfare http://www.classicbattletech.com/index.php?action=products&mode=full&id=220. You can buy it directly from them or from your favorite reseller.

Oh yeah..Sorry, I thought that's what was being asked. I can read, honest. :saddowns:

paragon1
Nov 22, 2010

FULL COMMUNISM NOW

Mukaikubo posted:

Most of the rule changes were around the edges, if I recall properly; things like making infantry/vehicles not as useless, clearing up some contradictions, things like that. If you played Battletech back in the day I am pretty sure you are not going to be lost. The basics have not changed.

edit: Honestly, one of the best ways to hop right in, especially if you played in the past and know the basics, is to play around with Megamek: http://megamek.sourceforge.net/ It is free, and screwing around by shooting the incompetent AI in a few quick battles will get you right up to speed and also give you some memory for the tactics.

Can you run that on Mac OS?

Longinus00
Dec 29, 2005
Ur-Quan

paragon1 posted:

Can you run that on Mac OS?

It's java.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
First Battle Tactical Update 1

“Newbies,” Lieutenant Barnes called, throwing up his hands in exasperation. “Why the hell aren’t you suited up? We touch down in five, and the snakes know we’re coming.”

“S-sorry, sir!” Desmond snapped a sharp salute. “We didn’t think—”

“Damned right you didn’t.” Barnes railed, “Get those cooling vests on now, I want you in your ‘Mechs hot to trot ten minutes ago!”

“We’re in the back of the bay.” Yoshita pointed out helpfully. His eyes carried the sharp look of a veteran ‘Mechwarrior, but as a Kuritan expatriate, Desmond thought his loyalty questionable. “It’ll take ten minutes to clear out the assault lance alone.”

“Bossman says bounce,” St. Croix countered, tossing Yoshita’s cooling vest at him. She was already pulling hers over the loose shirt and shorts favored by ‘Mechwarriors. “So we bounce. Probably wants to put on a show for Colonel Kell, and beat the company efficiency record or something.”

Desmond couldn’t help but smirk as the young lieutenant rested his face in the palm of one hand. “Newbies,” Barnes grunted, uttering the word like a vile curse—yet, at nineteen, he wasn’t any more experienced than Desmond was. After all, it was Barnes’ first actual combat deployment. Desmond realized his cooling vest was half on before he’d finished that thought. Kell Hounds training was good.

“The boys upstairs,” Barnes explained as Desmond finished tightening the straps on his vest, “want us to run counter-recon. We’ve got a good feel for the terrain, but the snakes can’t be sure exactly where we are. They’ll have to send scouts, and the Colonel wants us to pick ‘em off. Once Third Lance is out, we’re next—second’s gonna have to wait a bit.” Barnes paused, looking at the men (and woman) under his command. “I don’t see you in your cockpits, Mechwarriors. If you’re not in them in sixty seconds, I’m going to make you climb out and do it again! MOVE!

Our ‘Mechs and Pilots
A Lieutenant Kearney Barnes – GRF-1N Griffin (Tempest_56)
B Mechwarrior William Desmond – BJ-1DB Blackjack (Axe-man)
C Mechwarrior Sandra St. Croix – VLT-5T Vulcan (Pladdicus)
D Mechwarrior Hikaru Yoshita – JR7-D Jenner (Cthulhu Dreams)

Tactical Analysis
“Hey, I got something,” St. Croix announced over the comms. There was a hint of excitement in her voice, garbled as it was. “It looks like a,” she paused, her voice replaced by the sharp hiss of static, “—I have no idea what that one is, a Spider, a Jenner, a,” again, the static, “And a couple of those little J. Edgar tanks the Kuritas love to hate. I don’t think they’ve spotted me.”

“Sit tight, Sandra,” Barnes cut in, “We’re on the way.”

“It’ll be bad news if we let either of those J. Edgars escape,” St. Croix replied, her voice becoming clearer as Will Desmond’s Blackjack chewed up the distance between them.

“They’ll stick around,” Yoshita announced quietly, “until things start going sour for the ‘Mechs. They can’t share in the glorious victory if they run too early.”

Enemy Forces
K1 Unknown Light
K2 SDR-5K Spider
K3 JR7-D Jenner
K4 DRG-1G Grand Dragon
K5, K6 J. Edgar light hover tank (x2)

Victory Condition: Disable or Destroy both J. Edgar hovertanks (K5, K6)
Optional Secondary Condition: Disable or Destroy all House Kurita forces




because I forgot to document it, every Kell Hound ‘mech is facing south, towards the bottom of the map except C, who is facing southeast.


Kell Hounds ’Mech Status
A GRF-1N Griffin (Tempest_56)
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 20/20 (13/13)
LT R A(S): 6/6
CT A(S): 20/20 (18/18)
CT R A(S): 7/7
RT A(S): 20/20 (13/13)
RT R A(S): 6/6
LA A(S): 14/14 (9/9)
RA A(S): 14/14 (9/9)
LL A(S): 18/18 (13/13)
RL A(S): 18/18 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 5/8/5
Mechwarrior: Pilot 6, Gunnery 3
Mechwarrior Status: OK!
Armament:
PPC – RA (Heat: 10, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
LRM 10 – RT (Heat: 4, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if PPC is fired)

B BJ-1DB Blackjack (Axe-man)
Weight: 45 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 14/14 (11/11)
LT R A(S): 5/5
CT A(S): 16/16 (14/14)
CT R A(S): 7/7
RT A(S): 14/14 (11/11)
RT R A(S): 5/5
LA A(S): 11/11 (7/7)
RA A(S): 11/11 (7/7)
LL A(S): 14/14 (11/11)
RL A(S): 14/14 (11/11)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 17
Movement: 4/6/4
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Ammo: 0, Range: (L:15 M:10 S:5 Min:0), Status: OK!)
Medium Laser – RA (Heat: 8, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Large Laser – LA (Heat: 3, Ammo: 0, Range: (L:15 M:10 S:5 Min:), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)

C VLT-5T Vulcan (Pladdicus)
Weight: 40 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 12/12 (10/10)
LT R A(S): 4/4
CT A(S): 15/15 (12/12)
CT R A(S): 6/6
RT A(S): 12/12 (10/10)
RT R A(S): 4/4
LA A(S): 11/11 (6/6)
RA A(S): 11/11 (6/6)
LL A(S): 14/14 (10/10)
RL A(S): 14/14 (10/10)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 6/9/6
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Flamer – RA (Heat: 3, Ammo: 0, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Machine Gun – LA (Heat: 0, Ammo: 200, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Notes: no hands—may not punch with either arm

D JR7-D Jenner (Cthulhu Dreams)
Weight: 35 tons (Light)
HD A(S): 7/7 (3/3)
LT A(S): 8/8 (8/8)
LT R A(S): 4/4
CT A(S): 10/10 (11/11)
CT R A(S): 3/3
RT A(S): 8/8 (8/8)
RT R A(S): 4/4
LA A(S): 4/4 (6/6)
RA A(S): 4/4 (6/6)
LL A(S): 6/6 (8/8)
RL A(S): 6/6 (8/8)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
SRM 4 – CT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)



Enemy ‘Mech Status
K1 Unknown Light
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K2 SDR-5K Spider
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K3 JR7-D Jenner
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K4 DRG-1N Dragon
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K5 J. Edgar light hover tank
Cruised: 6
Damage: None
Status: Fine
Armament: Unknown

K6 J. Edgar light hover tank
Cruised: 5
Damage: None
Status: Fine
Armament: Unknown

Pilots, you'll receive a PM / E-Mail in just a few minutes.

PoptartsNinja fucked around with this message at 05:10 on Jan 9, 2013

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."
:D Hooray!

The Jenner's got a punch and is fast, but has paper thin armor. Spider's not got much bite to it but is /really/ fast. Unknown Light is a bit worrying, but the Grand Dragon is going to be the real killer; it's fast for a heavy and has a vicious long range punch to it. Interesting choice for a scout lance leader, it's like our Griffin but on 'roids- plan your tactics accordingly. Hopefully one of you can land a lucky early shot on one or both hovercraft so you can focus on the mechs and fulfill your secondary objectives. Good hunting, Mechwarriors.

e: a 3/6 pilot driving a Griffin? Audacious- enjoy your sniping because god help you if you start taking damage.

Pladdicus
Aug 13, 2010
Excellent! Email received, will be mulling over tactics. Just wanted to say, love the writing so far! Super excited.

Edit:You weren't kidding about rookie pilots!

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
A Grand Dragon. That will be fun.

Pladdicus
Aug 13, 2010
Movement: 6/9/6

I assume that means 6 at slow movement, 9 at flank (which gives penalties to hit) and 6 jump?

Also, my heat sinks means I can shoot my four lasers without generating any heat? How much heat is generated by walking?

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

KnoxZone posted:

A Grand Dragon. That will be fun.

3 mediums and a light against 3 lights and a heavy with minor tanks support. The key's going to be teamwork. And luck. But mostly teamwork. Fascinating to see if Our Boys decide to go for the weakest first or strongest first.

Terrainwise, the big central hill around 1011 is the key feature of the map, as is pretty clear. The forests and secondary hill in the southwest give the Kuritan forces a good defensive position, if they want to hang back and they probably won't. Not a lot of defensive terrain for Our Boys to advance through on their way to target, either, aside from that scraggly forested hill to the east.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Pladdicus posted:

Movement: 6/9/6

I assume that means 6 at slow movement, 9 at flank (which gives penalties to hit) and 6 jump?

Also, my heat sinks means I can shoot my four lasers without generating any heat? How much heat is generated by walking?

Any movement gives a penalty to firing, it's just a question of how much. Just walking only builds up a single heat. And yeah, you have the movement right.

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Pladdicus
Aug 13, 2010
Actually, my plan was to eliminate the two mission objectives as soon as possible and then pull out. But, pending how that goes and the lancemates feel we could go for the total victory. But I don't know how the mission parameters fit that.

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