|
Well they are only jumping within the same galaxy and it should be fairly easy to plot how fast you need to be going to get neutral into whatever system you are jumping to.
|
# ? Sep 6, 2011 14:32 |
|
|
# ? Apr 27, 2024 15:01 |
|
Light mechs are great, but they are not Phoenix Hawks. Or barring that, ComGuard needs some love after the last mission. Might I suggest the Black Knight or the Flashman?
|
# ? Sep 6, 2011 14:34 |
|
AtomikKrab posted:Well they are only jumping within the same galaxy and it should be fairly easy to plot how fast you need to be going to get neutral into whatever system you are jumping to. Figuring out a star's exact relative velocity to a neighbor is tricky, since you can only see it from one angle. If you already have FTL you can figure it out quicker by looking from another star, but you better know exactly where and how fast the 3rd star is going or you will get garbage data. As I understand it the math is fairly simple but the distances involved are so huge and the stellar motion so small relative to the distance that it's hard to get an accurate reading, even with satellites doing parallax imaging. Assuming they've gotten past that problem, how easy it is to match speeds with another system depends on the system and your definition of easy. Stars may move in the same direction in general but there a lot of stars and thus a lot of exceptions. Jumping to Sirius from Terra you would need to get up to about 10Km/s which is slightly slower than the Apollo 10 mission's human speed record. Jumping to Arcturus you would need to get to about 110 km/s. So either you accelerate for 10 times as long or you use bigger engines. Either way, one jump is ten times the fuel of the other. Assuming you want to jump at a jump point you would then need to hit the point at the correct velocity, instead of sitting at the point as is portrayed in Battletech generally. Unless, of course, the KF drive just violates conservation of momentum willy-nilly. If that's the case the Battletech people are using it correctly, they're just using it with no imagination whatsoever. Can you imagine the chaos if, for example Sun-Tzu Liao could actually order Hanse Davion assassinated 20 years ago? (PTN I hope you are looking for mission scenarios.)
|
# ? Sep 6, 2011 16:07 |
|
Arglebargle III posted:a battletech example: It's also a pretty poor example, if understanding the FTL-time travel thing is the goal. That one seemed more designed to make you go 'huh?'. I've read some on the subject and feel I have a fairly good grasp of it, but that one still confused the hell out of me. Here is one that explains things a bit more clearly.
|
# ? Sep 6, 2011 16:27 |
|
FTL time travel paradoxes are inherently difficult to explain because relativity itself is difficult to explain even when it's behaving normally. Thanks for posting the other example, it's pretty similar to my own only it has lots of visual aids. And nobody gets vaporized. So I guess that's a tradeoff. Have you tried explaining FTL paradoxes at relativistic speeds within a battletech-friendly context with no visual aids? It's not very easy. I hope I at least conveyed the ease with which only one jump could cause minor causality problems like the jumpship traveling into the past from the rocket's perspective, and how two jumps could cause gross causality violations like the jumpship experiencing two mutually exclusive futures. The point is that in a civilization that relies on this kind of FTL travel, you would expect history to have a lot of small hiccups and the occasional major paradox. Once it becomes possible to kill someone from the future, unkill that person, and even gather several divergent timelines of the same person at one event, the Inner Sphere would get a lot more complicated.
|
# ? Sep 6, 2011 17:40 |
|
Defiance Industries posted:So i need a mech to do a piece on. Have we done the Marauder yet?
|
# ? Sep 6, 2011 17:51 |
|
Zeroisanumber posted:Have we done the Marauder yet? Yes, it has been done.
|
# ? Sep 6, 2011 17:55 |
|
Mukaikubo posted:I also agree with the lights, but would offer the Javelin -10N too; it is a damned good 'hyena'/sandpaperer. 6/9/6 with 2x SRM-6s and a small BV? Get that puppy working with some heavy holepunchers. Yeah, the Javelin is a pretty awesome light mech. 30 tons is a sweet spot where you can start carrying some heavier weapons. Speaking of light mechs, how do you guys like to tweak Wasps and Locusts if you can customize them? I'd love to replace the machine-guns on a locust with a pair of medium lasers. Gives it occasional heat problems, but 3 MLs is a pretty decent punch for a 20-ton mech, especially if you can get some rear armor shots. The Wasp I really wish were 7/11/7. But as it's stuck at 6/9/6, it's pretty decent. I'm a sucker for energy weapons and moderately prefer swapping the SRM-2 for a medium laser and a ton of armor. The 1W is really tempting, but small lasers are just so short-ranged.....
|
# ? Sep 6, 2011 18:26 |
Arcturas posted:Yeah, the Javelin is a pretty awesome light mech. 30 tons is a sweet spot where you can start carrying some heavier weapons. I like swapping the arm mounted MGs on the Locust for medium lasers and the CT laser for a C3 if I'm running a C3 lance, or a TAG otherwise. The Locust's speed makes it a perfect spotter 'mech, and I prefer to use them that way.
|
|
# ? Sep 6, 2011 18:50 |
|
Arglebargle III posted:FTL time travel paradoxes are inherently difficult to explain because relativity itself is difficult to explain even when it's behaving normally. Thanks for posting the other example, it's pretty similar to my own only it has lots of visual aids. And nobody gets vaporized. So I guess that's a tradeoff. Yeah, it's not easy. The one you posted is a good effort, but it is coloured by the fact that the writer already knows this stuff and may skip explaining some bits that are important to understand the problem. For example the different frames of reference are hinted to, but the importance of them being different (or similar, for the star league ship and the old rocket) is something you have to already know for it to make sense. quote:I hope I at least conveyed the ease with which only one jump could cause minor causality problems like the jumpship traveling into the past from the rocket's perspective, and how two jumps could cause gross causality violations like the jumpship experiencing two mutually exclusive futures. With the subject fresh in mind the example made a lot more sense. Personally I'm glad battletech just ignores all this. Just another example of real science and BT not being a good match.
|
# ? Sep 6, 2011 18:55 |
|
Arglebargle III posted:The point is that in a civilization that relies on this kind of FTL travel, you would expect history to have a lot of small hiccups and the occasional major paradox. Once it becomes possible to kill someone from the future, unkill that person, and even gather several divergent timelines of the same person at one event, the Inner Sphere would get a lot more complicated. You'd need some sort of intergalactic traffic control to file flight plans with that organizes trips to avoid excessive interference with causality. That seems like a good idea for a scifi book, has anyone written it yet?
|
# ? Sep 6, 2011 20:02 |
|
Outfoxed: Tactical Update 6 Combat Phase F1 Kit Fox - Fires ER Large Laser at V1 Panther (3 base + 0 range + 2 movement + 2 enemy movement + 2 heavy woods - 1 targeting computer = 8): rolled 6, miss! - Fires Streak SRM-6 at V1 Panther (3 base + 2 range + 2 movement + 2 enemy movement + 2 heavy woods = 11): rolled 9, Streak SRM-6 fails to achieve lock! - Fires Small Pulse Laser at V3 Phoenix Hawk (3 base + 4 range + 2 movement + 2 enemy movement + 2 heavy woods + 1 secondary target - 1 targeting computer - 2 pulse laser = 11): rolled 11, hit Left Torso (13/18 armor remains)! - Fires Small Pulse Laser at V3 Phoenix Hawk (3 base + 4 range + 2 movement + 2 enemy movement + 2 heavy woods + 1 secondary target - 1 targeting computer - 2 pulse laser = 11): rolled 10, miss! Gains 18 heat, sinks 20. F2 Jenner IIC - Fires Streak SRM-4 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 5, Streak SRM-4 fails to achieve lock! - Fires SRM 6 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 8, 4 missiles hit Center Torso (6/8 armor remains), Right Leg (6/8 armor remains), Left Arm (2/6 armor remains), Head (4/6 armor remains (Pilot Hit))! - Fires SRM 6 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 9, 4 missiles hit Right Arm (2/6 armor remains), Right Arm (0/6 armor remains), Left Arm (0/6 armor remains), Center Torso (4/8 armor remains)! Gains 18 heat, sinks 20. F3 Jackrabbit IIC - Fires ER Large Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Rear Center Torso (0/2 armor, 2/10 structure remains)! Critical Chance! - Fires Streak SRM-4 at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, Streak SRM-4 fails to achieve lock! Gains 14 heat, sinks 20. F4 Piranha 1 - Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Right Arm (0/5 structure remains)! Limb Blown Off!, damage transfers to Rear Right Torso (5/7 structure remains)! Critical Chance! - Fires ER Small Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Right Leg (4/8 armor remains)! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Rear Left Torso (5/7 structure remains)! Critical Chance! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Left Torso (3/7 armor remains)! Critical Chance! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Right Torso (3/7 armor remains)! Critical Chance! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Center Torso (0/10 structure remains)! ‘Mech Destroyed! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Rear Right Torso (0/7 structure remains)! Torso Destroyed! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss! Gains 15 heat, sinks 20. F5 Piranha 2 - Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss! - Fires ER Small Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit Right Torso (1/8 armor remains)! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Left Leg (6/8 armor remains)! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 4, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit Left Torso (6/8 armor remains)! - Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Center Torso! Gains 15 heat, sinks 20. V1 Panther - Fires PPC at F1 Kit Fox (2 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 9): rolled 10, hit Center Torso (5/15 armor remains)! - Fires SRM-4 at F1 Kit Fox (2 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 9): rolled 4, miss! V2 Javelin - Fires SRM-6 at F2 Jenner IIC (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 10, 4 missiles hit Left Torso (4/6 armor remains), Left Torso (2/6 armor remains), Right Arm (1/3 armor remains), Head (5/7 armor remains (Pilot Hit)! - Fires SRM-6 at F2 Jenner IIC (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 4, miss! V3 Phoenix Hawk - Fires Large Laser at F2 Jenner IIC (4 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 2 sensor hit = 12): rolled 7, miss! D2 DEST Squad - Fires LRMs at F3 Jackrabbit IIC (2 base + 0 range + 2 enemy movement + 1 light woods = 5): rolled 5, hit Right Arm (6/8 armor remains), Rear Center Torso (2/4 armor remains), Right Leg (10/12 armor remains)! D3 DEST Squad - Fires Inferno SRMs at F4 Piranha (2 base + 0 range + 2 enemy movement + 2 heavy woods = 6): rolled 9, 7 heat sustained! - Hex 1406 ignites! End Phase: F2 Jenner IIC - Must pass a 3+ consciousness check, rolled 10, succeeds! Turn End Phase: V1 Panther - Garber Vost suffers from delusions (3+): rolled 4, remains stable! V3 Phoenix Hawk - Brian Seagroves suffers from delusions (7+): rolled 5, attacks random target next turn! F2 Jenner IIC - Also sees some giant birds Inari couldn’t help but chuckle quietly to herself as her freeborn Star tore the Javelin apart. They were certainly eager, and she respected that. They were still undisciplined, of course, but one didn’t try to discipline a wave. Especially when it was swamping one’s enemy. “Star Commander,” Mechwarrior Salah grunted, “my Life Support systems just sealed my cockpit. They are trying to filter—” He trailed off as the forest was filled with missile-fire. “EnInf!” Elias called, “BehMe. Require assist, UnHan.” “I am on fire!” Elfrede announced, a trace of panic creeping into her voice. “Repeat, EnInf using Infernos.” “Mechwarriors,” Inari called, “Go to full Life Support. Seal your ‘Mechs—just to be cautious. Piranha pilots—gun down those insects!” Enemy Forces / Next Turn’s Movement: V1 Panther jumped 3 to hex 1006! V3 Phoenix Hawk holds position in hex 0908! D1 DEST Squad 1 holds position in hex ???! D2 DEST Squad 2 held position in hex 1006! D3 DEST Squad 3 held position in hex 1405! Mission Objectives Defeat all enemy units (3/8 completed!) F1 Kit Fox (Prime) Weight: 30 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 11/11 (7/7) LT R A(S): 3/3 CT A(S): 5/15 (10/10) CT R A(S): 5/5 RT A(S): 11/11 (7/7) RT R A(S): 3/3 LA A(S): 10/10 (5/5) RA A(S): 10/10 (5/5) LL A(S): 14/14 (7/7) RL A(S): 14/14 (7/7) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Star Commander Inari Mechwarrior Player: Mary Annette Mechwarrior Status: OK! Armament: ER Large Laser – LA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!) Small Pulse Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Small Pulse Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Streak SRM-6 – RA (Heat: 4, Ammo: 15, Range: (L:12 M:8 S:4), Status: OK!) A-Pod – RL (Ammo: 1, Status: OK!) A-Pod – LL (Ammo: 1, Status: OK!) Active Probe – RT (Status: OK!) ER Small Laser (Rear) – LT(Rear) (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Targeting Computer – LT (Status: OK!) Critical Damage: None! Notes: 1 hand (right) F2 Jenner IIC Weight: 35 tons (Light) HD A(S): 5/7 (3/3) LT A(S): 2/6 (8/8) LT R A(S): 3/3 CT A(S): 13/13 (11/11) CT R A(S): 7/7 RT A(S): 6/6 (8/8) RT R A(S): 3/3 LA A(S): 3/3 (6/6) RA A(S): 1/3 (6/6) LL A(S): 8/8 (8/8) RL A(S): 8/8 (8/8) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 9/14/7 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Salah Mechwarrior Player: A good poster Mechwarrior Status: Infected, Concussion (3+)! Armament: SRM 6 – RA (Heat: 4, Ammo: 22, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LA (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-4 – CT (Heat: 3, Ammo: 22, Range: (L:12 M:8 S:4), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators F3 Jackrabbit IIC Weight: 25 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 9/9 (6/6) LT R A(S): 3/3 CT A(S): 12/12 (8/8) CT R A(S): 2/4 RT A(S): 9/9 (6/6) RT R A(S): 3/3 LA A(S): 8/8 (4/4) RA A(S): 6/8 (4/4) LL A(S): 12/12 (6/6) RL A(S): 10/12 (6/6) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Elias Mechwarrior Player: Octatonic Mechwarrior Status: OK! Armament: ER Large Laser – RA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!) Streak SRM-4 – LA (Heat: 3, Ammo: 23, Range: (L:12 M:8 S:4), Status: OK!) Critical Damage: None! Notes: no hands F4 Piranha 1 Weight: 20 tons (Light) HD A(S): 6/8 (3/3) LT A(S): 8/8 (5/5) LT R A(S): 2/2 CT A(S): 9/9 (6/6) CT R A(S): 3/3 RT A(S): 6/8 (5/5) RT R A(S): 2/2 LA A(S): 1/6 (3/3) RA A(S): 6/6 (3/3) LL A(S): 4/6 (4/4) RL A(S): 6/6 (4/4) Heat: 2/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 9/14/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Elfrede Mechwarrior Player: Hauki Mechwarrior Status: OK! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: 164, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) ER Small Laser – CT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Critical Damage: None! Notes: 2 hands F5 Piranha 2 Weight: 20 tons (Light) HD A(S): 8/8 (3/3) LT A(S): 6/8 (5/5) LT R A(S): 2/2 CT A(S): 5/9 (6/6) CT R A(S): 3/3 RT A(S): 6/8 (5/5) RT R A(S): 2/2 LA A(S): 2/6 (3/3) RA A(S): 4/6 (3/3) LL A(S): 6/6 (4/4) RL A(S): 6/6 (4/4) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 9/14/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Nioclas Mechwarrior Player: Dolash Mechwarrior Status: Infected! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: 164, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) ER Small Laser – CT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Critical Damage: None! Notes: 2 hands Enemy Status V1 Panther PNT-9R Weight: 35 tons (Light) Mechwarrior: Pilot 4, Gunnery 2 Mechwarrior Name: Garber Vost Mechwarrior Status: Delusional (3+)! Armament: PPC, SRM-4 Critical Damage: None! Notes: V2 Javelin JVN-10N Weight: 30 tons (Light) Mechwarrior Name: Kendall Pesht Mechwarrior Status: Killed! Notes: Counts as rough terrain! V3 Phoenix Hawk PXH-2 Weight: 45 tons (Medium) Overheat Penalty: None Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Brian Seagroves Mechwarrior Status: Delusional (3+)! Armament: 1 Large Laser, 2 Medium Lasers, Guardian ECM Suite Critical Damage: None! Notes: V4 Locust LCT-3V Weight: 20 tons (Light) Mechwarrior Name: Holly Goodall (really?) Mechwarrior Status: Shrapnel Wound, Delusional (7+)! Notes: Counts as rough terrain! V5 Locust LCT-3V Weight: 20 tons (Light) Mechwarrior Name: Collis Brank Mechwarrior Status: Killed! Notes: Counts as rough terrain! D1 DEST Team 6654 Platoon(??/??) Sho-sa Yubari Takuda Type: Infantry Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks. ‘Lone Ninja’ special rule: this squad’s minimum damage is always ‘2’ even if it would normally be lower. D2 DEST Team 6654 Platoon(15/15) Type: Infantry Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks. D3 DEST Team 6654 Platoon(15/15) Type: Infantry Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks.
|
# ? Sep 6, 2011 20:46 |
|
You guys go for the Panther. Just rush it and crush it, the ninjas are mine and Hauki's. I can take D2. Hauki, you want to handle D3?
|
# ? Sep 6, 2011 20:56 |
|
KnoxZone posted:Light mechs are great, but they are not Phoenix Hawks. I did the Excalibur a little while back.
|
# ? Sep 6, 2011 21:18 |
|
Aww, the DEST Teams didn't do as much damage as I was expecting. They, and the hex they are standing in are about to be riddled with bullets. Millions of bullets.
|
# ? Sep 6, 2011 21:39 |
|
Krumbsthumbs posted:Aww, the DEST Teams didn't do as much damage as I was expecting. They, and the hex they are standing in are about to be riddled with bullets. Millions of bullets. Infantry damage is capped by squad size. They would've been doing about twice that if that wasn't the case.
|
# ? Sep 6, 2011 21:40 |
|
That's just pretty, how that movement plotted out. Like a little blue helix with busted-up giant robots at each end .
|
# ? Sep 6, 2011 21:53 |
|
Defiance Industries posted:I did the Excalibur a little while back. I thought you did, but I could not spot it anywhere, and it was not in the OP, so whatever Still think the Phoenix Hawk needs love As for this update. This battle is over. You just can't beat the Clans overwhelming firepower when you do not have room to move.
|
# ? Sep 6, 2011 22:36 |
|
KnoxZone posted:I thought you did, but I could not spot it anywhere, and it was not in the OP, so whatever The OP is a couple ads back. It's also not got the Hollander on there. One of these days I'll get around to making a full list again so it can be re-updated.
|
# ? Sep 6, 2011 22:38 |
|
Hey PTN, I think that F3 Should be facing north, or did I misdo my movement math and or facing last turn? If I did, that's cool. e: not asking you to redo the damage or anything, I want to keep the game moving as much as everyone else. Octatonic fucked around with this message at 23:51 on Sep 6, 2011 |
# ? Sep 6, 2011 22:48 |
|
Dolash posted:You guys go for the Panther. Just rush it and crush it, the ninjas are mine and Hauki's.
|
# ? Sep 6, 2011 23:11 |
|
What effect will V3's ECM Suite have on my SRMs?
|
# ? Sep 6, 2011 23:41 |
|
A good poster posted:What effect will V3's ECM Suite have on my SRMs? On your SRM-6 launchers, no effect I believe. However, your SSRM-4 launcher will have to roll on the cluster hits table (i.e. behave like normal SRMs).
|
# ? Sep 6, 2011 23:50 |
|
Arcturas posted:Speaking of light mechs, how do you guys like to tweak Wasps and Locusts if you can customize them? Wasp is lovely as is. In a lance of four Wasps, one carries smoke and one Infernoes. You still can't take on an Atlas (at least not without losses) but smoke and rising heat make them harder to hit. Wasps are also fast enough that no one should try to take the high ground against them. Getting pushed downhill by one hurts your pride. Locust is another mech that has a standard variant for everything. I wish it had jump jets, but can't get everything. That one design with LRM-5 is a pain to counter, especially in numbers. If you have a big enough table (or use MegaMek) a fight between Locusts and Dashers is fun to play. Of course, once pulse weapons enter play most twenty tonners become just cannon fodder. In 3025 they are cool, though. Especially slow lights. 20 tons and packin' a PPC, yes sir.
|
# ? Sep 7, 2011 00:07 |
|
Oh, so it's alright for the ENEMY to bring fire to the fight? So, what happens if a Goonlance 'mech with hands (such as the Piranha) spends a turn in the burning hex, searching for a tree club. Gigantic torch? Can they then light other hexes on fire?
|
# ? Sep 7, 2011 00:40 |
in the post clan invasion era I find it hard to look beyond the locust 6M when it comes to the 20 ton bug trio that thing is insane the fastest mech in the game with respectable firepower (2 ERML and a ERSL) and even if you blow the weapons off it can still ram at ludicrous speed. Failing that I also like the Locust 5M which has much the same design idea but is slower and imo has weaker weapons (1 ERML 4 ERSL). Really though I have not had much luck at all with the Wasp and stinger as both are too slow to survive on the modern battlefield.
|
|
# ? Sep 7, 2011 00:55 |
|
I've always liked the Locust 1E. 2 ML, 2 SL, and a bit more armor makes it a pretty nasty 20 tons. A couple of those match up well with a couple Centurions. It's a surprising amount of hurt for a bit under 2500 BV(with 4/5 pilots).
|
# ? Sep 7, 2011 01:43 |
|
Yeah, I think you all want to button up and avoid pilot hits. Or hits in general. Get those infantry lit up folks, home stretch time. I would almost recommend our infected pilots get reckless here and invite fire. It's easily RP able as a side-effect (erratic behavior does seem to be a pretty obvious symptom) and right now preventing scratch damage on everyone else might keep them from going nuts. Also, watch your heat in fire hexes and under inferno fire. Especially you ammo dumps.
|
# ? Sep 7, 2011 04:20 |
|
Might be pilot hits that are causing infection, but Dolash hasn't taken one and he was the first one to have it happen to him... Can't be taking any random damage either, since Inari's Kit Fox took a hit from the Panther's PPC this past turn and she isn't infected... Whatever, just end that Panther already. Also, those ninjas weren't as dangerous as people made them out to be so far. Wonder what else they have up their sleeves...
|
# ? Sep 7, 2011 04:26 |
|
Nice turn. Definitely worth overkilling the crap out of enemy mechs, and revealing 2 of the 3 DEST teams should help. I think everyone suggesting that the Panther be the next ganging-up target is right. Kill it! Kill it with fire! (and lasers) (and guns) Piranhas on infantry, of course. Do machine guns still do 2d6 damage to infantry units?
|
# ? Sep 7, 2011 04:48 |
|
OH gently caress ME INFERNOS! Sorry, just had PTSD to the Cabellero's.
|
# ? Sep 7, 2011 04:49 |
|
The infection so far has not been transmitted via damage from the PPC, or the DEST infantry missiles. The only people who have been infected were infected the turn they were hit by SRMs from the Javelin. If the infection is caused by the SRMs on the enemy mechs, then killing the Panther became an even larger priority. Perhaps anyone who isn't infected should get out of the short range fire arc of the Panther to avoid further infection?
|
# ? Sep 7, 2011 04:57 |
|
Krumbsthumbs posted:The infection so far has not been transmitted via damage from the PPC, or the DEST infantry missiles. The only people who have been infected were infected the turn they were hit by SRMs from the Javelin. If the infection is caused by the SRMs on the enemy mechs, then killing the Panther became an even larger priority. Perhaps anyone who isn't infected should get out of the short range fire arc of the Panther to avoid further infection? I dunno, if the mercs are packing bioweapons you'd think they'd be a. more effective and b. not infecting themselves. Mention was made of trees exploding oddly* and the ComStar mission proved the Clan has better sealants, which might explain the IS folks being infected first. *Oh god. The fire.
|
# ? Sep 7, 2011 05:02 |
|
bunnyofdoom posted:OH gently caress ME INFERNOS! It'll be okay. Our giant robots have double heat sinks. We're going to be fine. the JJ posted:I dunno, if the mercs are packing bioweapons you'd think they'd be a. more effective and b. not infecting themselves. Mention was made of trees exploding oddly* and the ComStar mission proved the Clan has better sealants, which might explain the IS folks being infected first. Good thing they're going to internals, isn't it?
|
# ? Sep 7, 2011 05:04 |
|
Just a friendly reminder for those about to deal with the DEST units, A-pods and machine guns may be powerful anti-infantry weapons, but the Justice Foot has infinite ammo. And kicking infantry units is a great way to relieve stress and frustration.
|
# ? Sep 7, 2011 05:15 |
|
W.T. Fits posted:Just a friendly reminder for those about to deal with the DEST units, A-pods and machine guns may be powerful anti-infantry weapons, but the Justice Foot has infinite ammo. And kicking infantry units is a great way to relieve stress and frustration. It also puts you at 0 range with the infantry, which means they can leg/swarm you. And DEST are all anti-mech trained, that might not be a great idea. Getting leg-attacked by 2/3s or 2/2s, even if they're unarmored infantry, is a quick way to lose mobility and then rapidly die.
|
# ? Sep 7, 2011 06:53 |
|
MJ12 posted:It also puts you at 0 range with the infantry, which means they can leg/swarm you. And DEST are all anti-mech trained, that might not be a great idea. Getting leg-attacked by 2/3s or 2/2s, even if they're unarmored infantry, is a quick way to lose mobility and then rapidly die. Stand 3 hexes back, point, laugh. Actually, you don't even need to be that far away with these initiative rules.
|
# ? Sep 7, 2011 08:55 |
|
I don't know. A Piranha firing its machine guns at range one at the enemy infantry should easily take care of them. Barring horrible rolls, there shouldn't be anything left that could strike back.
|
# ? Sep 7, 2011 10:07 |
|
Tarquinn posted:I don't know. A Piranha firing its machine guns at range one at the enemy infantry should easily take care of them. Barring horrible rolls, there shouldn't be anything left that could strike back. Shooting phases are simultaneous. It doesn't matter whose shots are declared or rolled first, or even if the 'mech or infantry unit in question is destroyed completely, if they get to declare the attack, it gets resolved.
|
# ? Sep 7, 2011 10:19 |
|
|
# ? Apr 27, 2024 15:01 |
|
I know, but anti-mech training can only be used point blank, i.e. in the same hex. We'll get shot anyway. Or am I mistaken?
|
# ? Sep 7, 2011 10:31 |