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Axe-man posted:The sad thing is that everything ballistics do, there is an energy weapon that does near the same thing. There is no laser/20 Actually is there? I'm not familiar with all the wacky high tech stuff
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# ? Feb 12, 2011 20:51 |
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# ? Apr 28, 2024 01:54 |
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UberJew posted:There is no laser/20 Heavy Large Laser, I'd expect. 16 damage, but much better range. Alternately maybe X-Pulse Lasers.
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# ? Feb 12, 2011 21:09 |
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The Blazer cannon does 12 damage with no accuracy penalty, enough for a headcap. EDIT: Just looked up the damage again, it's 16 heat actually for 12 damage, not the hole puncher I thought. Usual Barb fucked around with this message at 21:23 on Feb 12, 2011 |
# ? Feb 12, 2011 21:20 |
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UberJew posted:There is no laser/20 Advanced Heavy Lasers have 16 damage for 15 heat and better range, with no acc -, hence the "advanced"
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# ? Feb 12, 2011 21:35 |
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Axe-man posted:Advanced Heavy Lasers have 16 damage for 15 heat and better range, with no acc -, hence the "advanced" Even that still doesn't hit the 20 threshold for forcing a piloting check, though loving hell
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# ? Feb 12, 2011 21:38 |
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PoptartsNinja posted:It's bunny of doom's first game ever, incidentally, so let's give him some tactical advice. I can do tactical advice. Looking at your current position, there's a few places you can go. 1) Walk to 0518. This will get you in the good cover of heavy woods and allow you to have a good firing line on most of the enemy forces - D4 (Blackjack) is range 7 with partial, D2 (Vindicator) is range 6 through 2 light woods, V2 (Zhukov) is range 7 through 1 light woods. The Blackjack is probably the best target to hit, but is the least threat so your choice. This position will let you flank the enemy next turn by continuing north and leaves you in reasonable cover. 2) Run to 0616. Puts V2 and D2 in short range and has no woods in the way, so you'll have a great shot on either. However, this will open you up to more return fire than staying in the woods. You're still in a flanking position as above, but exposing yourself to greater return fire in exchange for a better chance to hit. 3) Walk to 0819. Puts you into excellent cover (1 light woods and partial cover) to avoid return fire, and you're in short range + 1 light woods when firing at D2. This also puts you in position to help gangtackle D3 (Cataphract) next turn. The downside is that we end up with nearly all our firepower clustered on the one side of the field, which will be very very bad if they're using artillery and denies us any real chance of flanking shots. 4) Run to 0116. Range 8 on D4 through partial cover, but no real other decent shots. This puts you in position to go further north next turn, breaking out into the area around the hostages. Risky, since you'll have to be very careful of those Karnovs and the SRM Carrier, but potentially a huge tactical advantage for us if you can force them to split their attention in the opposite direction.
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# ? Feb 12, 2011 21:50 |
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Magni posted:Infernos in TW aren't the insta-murder they used to be against vehicles. Nowadays, every hit by an inferno SRM simply causes a critical hit roll and nothing else. All combat vehicles also get a -2 modifier on that crit roll. IE, anything under 8+ means that the inferno attack does nothing and none of the insta-kill crits are possible at all. While it's true that Infernos don't instakill anymore (at least one edition of the Compendium/BMR I've used required all players to agree to the use of Infernos, which we called the "Go gently caress Yourself" corollary), you can still effectively kill a vehicle with 'em, given pretty common circumstances. That is, since weapons on the side and rear of vehicles are relatively uncommon, and irrelevant results on the crit table continue to more serious results, you end up with "Engine Hit" results on a 10-12 (9-12 if no Cargo carried) on the Rear or 11&12 on the Side table when Infernoing an unarmed side. Since that result makes the vehicle immobile (-4 TH), shuts down energy weapons, and locks the turret, it's 90% dead. Still, after that, the same results on either table blow up the ammo/fuel (if there is any) respectively. Technically, you can even totally wipe a crew out with Infernos even with the -2, but that's a bit harder. (I use vehicles a lot) The Merry Marauder fucked around with this message at 22:23 on Feb 12, 2011 |
# ? Feb 12, 2011 22:20 |
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Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose.
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# ? Feb 13, 2011 04:08 |
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bunnyofdoom posted:Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose. In the immortal words of a great scientist, "I love this plan. I'm excited to be a part of it. Let's do it!"
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# ? Feb 13, 2011 04:13 |
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Arglebargle III posted:When did an Abra(h?)ms tank come up? I used to be very rejecting of ballistic weaponry until one of the latest Tekmek patches for Mechwarrior 4 Mercs. I discovered what I call the Mech eater combo. Take a Daishi. Strip the engine to the slowest speed. Strip out all weapons. Add two Clan LBX-20s and 3~4 Clan ER Large Lasers. You should have enough weight left for adding extra ammo loads 2~3 depending on your abilities. Balance the remaining weight between heatsinks and extra armor. This mech is what I consider, the cheap man's version of the Fafnir with dual heavy gauss. Not even assault mechs can withstand more than 2 or 3 salvos of your weapons if you aim for center torso. The weaknesses are that armor is a bit thin for a Daishi and the sluggish speed will have you eating LRMs for every meal. Ammo is not much of an issue as with 36 shots per LBX-20, you should have more than enough ammo for any missions you play, including Solaris. You should have two weapon groups. 1 for the LBX and 2 for the lasers. Don't alpha strike or fire the lasers too quickly and you shouldn't have any heat issues. I know the video games rules are not a very faithful argument for tabletop but I wanted to add my .02
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# ? Feb 13, 2011 05:23 |
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bunnyofdoom posted:Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose. Don't forget to fire wildly into the air in celebration once you're done.
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# ? Feb 13, 2011 06:03 |
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To add my two cents to the ballistic vs energy discussion, from Living Legends experience I feel like ballistics have several advantages the tabletop rules don't necessarily recreate. That tiny advantage they have over energy weapons can mean your mech winning when you get the first shot. That's much more likely when you're actually in control of said shot instead of rolling dice. Also, lasers really give away your position, hard. You might get nailed by an AC20 or AC10 and have no idea where it came from. But a group of beam lasers or pulse lasers is gonna be very obvious.
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# ? Feb 13, 2011 06:52 |
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bunnyofdoom posted:Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose. Shine on, you crazy diamond.
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# ? Feb 13, 2011 06:57 |
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DatonKallandor posted:Also, lasers really give away your position, hard. You might get nailed by an AC20 or AC10 and have no idea where it came from. But a group of beam lasers or pulse lasers is gonna be very obvious. Only if they're poorly focused and/or diffusing very badly. A truly focused laser should pretty much be almost entirely invisible.
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# ? Feb 13, 2011 07:25 |
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UberJew posted:The AC/20 is the best weapon and all other ballistics suffer the disadvantage of not being AC/20s Don't mention that infernal piece of machinery while I'm around. bunnyofdoom posted:Thank you everyone for your tactical advice. I have decided to do the most Cabellero thing. I'm taking all the advice, printing each one off ona sheet of paper, and taping it to my wall. Then I shall drink enough tequila to make me in a happy place, bust out my nerf vulcan, and shoot at the wall. Whichever piece of advice has the msot dart impacts will be the one I choose. I'd follow you into hell and back.
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# ? Feb 13, 2011 07:38 |
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UberJew posted:The AC/20 is the best weapon and all other ballistics suffer the disadvantage of not being AC/20s What about the Ultra AC/20?
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# ? Feb 13, 2011 07:51 |
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PoptartsNinja posted:Only if they're poorly focused and/or diffusing very badly. This is the Inner Sphere. The fact that their lasers work at all is a miracle.
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# ? Feb 13, 2011 07:52 |
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PoptartsNinja posted:Only if they're poorly focused and/or diffusing very badly. A truly focused laser should pretty much be almost entirely invisible. (Un)Fortunately there's nothing like a truly focused laser in the BT-universe.
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# ? Feb 13, 2011 07:55 |
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WarLocke posted:How many points of armor does a platoon count as? That is totally something I would expect Liaos to try (well, hostages strapped down onto APCs or something anyway) Zero points. When you consider that each point of BT-scale damage is 1d6 + 5 points of damage to a person, it makes a lot of sense. Yes, that means a Gauss Rifle does 15d6 + 65 points of damage to a person.
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# ? Feb 13, 2011 07:57 |
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Defiance Industries posted:Zero points. When you consider that each point of BT-scale damage is 1d6 + 5 points of damage to a person, it makes a lot of sense. I've played D&D characters that could take that.
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# ? Feb 13, 2011 08:30 |
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raverrn posted:I've played D&D characters that could take that. I've played Exalted characters that could parry that with a butterknife.
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# ? Feb 13, 2011 09:12 |
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Psshh. You think you have big numbers? Man, my numbers are so much bigger than that. Think of your numbers, and then multiply them by a squillion. That's how big my numbers are. You wanna play me in numbers? I don't think you enough zeros to handle this. Talk to me when you have bigger numbers. Arglebargle III fucked around with this message at 09:37 on Feb 13, 2011 |
# ? Feb 13, 2011 09:34 |
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Arglebargle III posted:Psshh. You think you have big numbers? Man, my numbers are so much bigger than that. Think of your numbers, and then multiply them by a squillion. That's how big my numbers are. Talk to me when you have bigger numbers. I don't need numbers. I have narration. Throw any attack you want at me, I can parry it with my butterknife.
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# ? Feb 13, 2011 09:37 |
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raverrn posted:I've played D&D characters that could take that. Gauss slugs have Faith 00. The numbers don't lie; they spell DISASTER for you.
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# ? Feb 13, 2011 10:16 |
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Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome? Having a hard time picking which one I want for my squad in MW2:Mercs!
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# ? Feb 13, 2011 11:53 |
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Koorisch posted:Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome? The of course! edit: If I ever get an awesome miniature that is what I'll try to pencil on the shoulder guards! Pinguliten fucked around with this message at 13:59 on Feb 13, 2011 |
# ? Feb 13, 2011 13:31 |
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Koorisch posted:Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome? From my (admittedly dim) memories of playing through the campaign in MW2: Mercs, 1 on 1 mech battles with the AI tend to be pushed to extremely close ranges. IIRC, PPCs do absolutely jack poo poo in those situations, so the Awesome is out. I'd go with the Stalker as your main ride, as it can be absolutely murderous up close. Also, as LRMs and Large Lasers are your best bet if engaging someone from far away, the Stalker has the most effective long-rage options(the PPC bolts' slow speed make hitting from a distance difficult unless you're using the leading reticle cheat). If you're doing the campaign as a merc leader, I'd go with Thugs for your lancemates. They have decent close-range ability with the SRMs, and the smaller number of weapons they carry make repair costs less painful on the pocket.
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# ? Feb 13, 2011 14:44 |
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Pinguliten posted:The of course! This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with!
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# ? Feb 13, 2011 17:24 |
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anakha posted:From my (admittedly dim) memories of playing through the campaign in MW2: Mercs, 1 on 1 mech battles with the AI tend to be pushed to extremely close ranges. IIRC, PPCs do absolutely jack poo poo in those situations, so the Awesome is out. Yeah, I got that the Stalker was a rape-machine when I played the mission where you loan one, however when I fought one with a Sentinel I just ran around it and never got hit once. The AI seems to want to run up and close so you seem to be correct about a Thug or two. In the old games, are there any REAL reason to not use tons of LRM5 or SRM4's instead of the heavier versions? After all, their total weight is the same as a heavier one but it is cheaper to buy smaller ones. Never had any use for Large Lasers since I'm the IN YOUR FACE type of guy, also since they were so hot and weighed so much I just loaded with a bunch of mediums and more heatsinks for rapid fire for more DAKKA. Also a Machinegun in case I want to blow up the head without it exploding the mech!
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# ? Feb 13, 2011 17:33 |
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lilljonas posted:This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with! The dark age version from what i understand is very different from the one in the thread, maybe some of the people who bought it can elaborate the differences
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# ? Feb 13, 2011 17:36 |
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lilljonas posted:This thread is really making me want to buy a bunch of mechs and play the tabletop game. But it seems like the starter box is OOP and they'll release a new one, but there's no date posted on Catalyst's homepage. I don't want a pdf rulebook, I want tons of mech miniatures to play with! I got the fourth edition starter box and that one only contains four maps (double sided sheets), cardboard cutouts of some mechs and a light starter book with some rules and the four training scenarios that you can try in megamek. Heck even the extra master rules I bought back then is outdated. Well the point I want to make with this is just print some maps on A3 (or buy a map pack), print the bloody pdf (or buy a rulebook) and buy some cast models from Ral Partha or Iron Wind Metals or whatever they call themselves now. There really is no point in getting the starter box anymore.
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# ? Feb 13, 2011 17:39 |
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Koorisch posted:Hmm... which of these mechs would be the best choice of the bunch: Atlas, Stalker, Thug, Catapult, Cyclops, Zeus or a Awesome? The only thing that actually matters is tonnage in single-player Mercs, so get the Atlas and mod it however you want. I like to rip out the AC for a pair of Large Lasers, and fill up the rest of the extra space/tonnage with extra medium lasers and heat sinks. 2 LL + LRM-20 is a great punch at medium range, and four or five mediums plus the SRM-6 is pretty deadly at short range. In general, the loadout kind of makes you a Stalker with more armor and heat sinks, which is A Good Thing.
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# ? Feb 13, 2011 20:31 |
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Hostage Situation: Tactical Update 5 Movement Phase La Dama Muerta uses Distracting Tirade (needs 6, rolls 5) Hostage Killed D3 Cataphract reverses to 1113 (4 hexes) (Green D3) Combat Phase: St Hunchback attempts to fire at D3 Cataphract (5 base + 2 movement + 1 enemy movement + 4 range + 1 light woods + 1 partial cover = 14): DM PoptartsNinja forces St Hunchback to hold fire because he can’t possibly hit. “Easier” Target Selected: D2 Vindicator St Hunchback fires medium laser at D2 Vindicator (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods + 1 partial cover = 12): rolled 9, miss! St Hunchback fires medium laser at D2 Vindicator (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods + 1 partial cover = 12): rolled 7, miss! St Gains 8 heat, sinks 13. F Catapult fires LRM 15 at D3 Cataphract (3 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 3, miss! F Catapult fires LRM 15 at D3 Cataphract (3 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 9, hit with 9 missiles! Hit right leg (missiles impact on hill, no damage sustained), hit left leg (missiles impact on hill, no damage sustained)! F Catapult gains 11 heat, sinks 15! SS Rifleman fires large laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 7, miss! SS Rifleman fires AC5 at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 10, hit right leg (8/18 armor remains)! SS Rifleman fires AC5 at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): Rolled 9, hit right arm (7/14 armor remains)! SS Rifleman gains 11 heat, sinks 10! Now at Overheat 1 Sw Wolverine fires large laser at D3 Cataphract (3 base + 1 movement + 1 enemy movement + 4 range + 1 light woods + 1 partial cover = 11): rolled 6, miss! Sw Wolverine gains 9 heat, sinks 14! Now at Overheat 0! FY Lancelot fires PPC at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 0range + 1 light woods = 7): rolled 11, hit center torso (8/18 armor remains)! FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 8, miss! FY Lancelot fires Large Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 9, hit left arm (6/14 armor remains)! FY Lancelot fires Medium Laser at D2 Vindicator (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 3, miss! FY Lancelot gains 31 heat, sinks 26! Now at Overheat 7 (movement reduced to 5/8/0, +1 overheat penalty to hit)! D2 Vindicator fires PPC at St Hunchback (3 base + 2 movement + 2 enemy movement + 0 range + 2 light woods (x2) = 9): rolled 8, miss! D2 Vindicator fires medium laser at St Hunchback (3 base + 2 movement + 2 enemy movement + 2 range + 2 light woods (x2) = 11): rolled 10, miss! D2 Vindicator gains 15 heat, sinks 16 D3 Cataphract fires AC 10 at St Hunchback (3 base + 1 movement + 2 enemy movement + 2 range +1 light woods + 1 partial cover = 10): rolled 6, miss! D3 Cataphract fires PPC at Sw Wolverine (3 base + 1 movement + 2 enemy movement + 2 range +1 light woods + 1 partial cover = 10): rolled 10, hit left leg (PPC strikes hill, no damage sustained)! D3 Cataphract gains 1 heat, sinks 16 D4 Blackjack fires AC 2 at SS Rifleman (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods + 2 heavy woods = 7): rolled 6, miss! D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 6, miss! D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 10, miss! D4 Blackjack fires medium laser at SS Rifleman (3 base + 0 movement + 1 enemy movement + 4 range + 1 light woods + 2 heavy woods = 11): rolled 8, miss! D4 Blackjack gains 10 heat, sinks 11! End Phase D2 Vindicator must make piloting test or fall (4 base + 1 massive damage = 5 ): rolled 7, succeeds! Physical Combat Phase: No physical combat takes place End Phase: Shaped Charge detonates! K1 Karnov suffers motive system damage (immobilized), crashes into hex 1207 Satchel Charge detonates! K2 Karnov cargo bay destroyed! K2 Karnov flight crew killed! K2 Karnov spirals out of control, crashes into hex 0704 K3 Stolen Karnov deploys Scout Snipers into hex 0709 The loud drone of the Karnov’s engines filled Trooper Li’s ears, drowning out all noise except his own imagined heartbeat. Li was terrified, as a criminal conscript of the Capellan Militia, he’d been issued a simple bolt-action rifle and herded into the transport to go face off against Mercenary battlemechs. He was sixteen, it was his first time in combat and, as a convicted criminal, he expected it’d be his last. In short, he was terrified. Nonetheless, Li was remarkably calm when the engines of the Karnov in which his conscript platoon was flying exploded. The craft shuddered beneath him as, without thrust, the blocky design lost nearly all lift. He closed his eyes and felt a profound feeling of weightlessness even as the other members of his platoon broke into a terrified panic. ***** “Yeee-oooow!” A man shouted over—both the Capellans and the Caballeros could hear the wide-band broadcast. “You are now enjoying fireworks courtesy of the Supreme Radio Station: KATN,” Several other voices raised in the background, “Kick-rear end, and take names!” The other voices died down, “Get ready to pay the piper you Capellan pigs, 'cause payback's a-comin' courtesy of the 17th Recon Regement!” Enemy Forces D1 WHM-6L Warhammer D2 VND-1R Vindicator D3 CTF-1X Cataphract D4 BJ-1 Blackjack I1 Capellan Militia I2 Capellan Militia I3 Death Commando Infantry I4 Capellan Militia V1 Heavy Wheeled APC (MG Variant) V2 Zhukov Heavy Tank V3 Goblin Medium Tank V4 SRM Carrier Turn 6 OpForce Movement: D1 Ran to 0906 (5 hexes) D2 Jumped to to 0714 (4 hexes) D4 Remained stationary (0 hexes) I1 Remained Stationary I2 Rides V1 I3 Rides marched to 1211 (1 hex) I4 Rides V1 V1 Flanked to 1106 (1 hex (movement costs doubled, not on pavement)) V2 Cruised to 1111 (2 hexes) V3 Flanked to 1110 (5 hexes) V4 Remained Stationary D3 Ran to 0815 (4 hexes) (Black D3) Mission Objectives 18/20 hostages remain! Rescue the Hostages or Bury them Note: The green D3 is Turn 5’s movement, the black D3 is the Cataphract’s current position SS “Lil’ Sure Shot” RFL-3N Rifleman Weight: 60 tons (Heavy) HD A(S): 6/6 (3/3) LT A(S): 15/15 (14/14) LT R A(S): 2/2 CT A(S): 22/22 (20/20) CT R A(S): 4/4 RT A(S): 15/15 (14/14) RT R A(S): 2/2 LA A(S): 15/15 (10/10) RA A(S): 15/15 (10/10) LL A(S): 12/12 (14/14) RL A(S): 12/12 (14/14) Heat: 1/30 Overheat Penalty: None Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Annie Sue Hurd Mechwarrior Player: Tempest_56 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) AC5 – RA (Heat: 1, Ammo: 16, Range: (L:18 M:12 S:6 Min:3), Status: OK!) AC5 – LA (Heat: 1, Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc. S2 Scout Snipers Platoon(4/4) Type: Sniper Weapon: Sniper Rifle Player: Tempest_56 Movement MP: 1 Range: 6 hexes Notes: May snipe or double-tap at infantry or vehicles. St “Stubby” HBK-4G Hunchback Weight: 50 tons (Medium Class) HD A(S): 9/9 (3/3) LT A(S): 20/20 (12/12) LT R A(S): 4/4 CT A(S): 26/26 (16/16) CT R A(S): 5/5 RT A(S): 20/20 (12/12) RT R A(S): 4/4 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 20/20 (12/12) RL A(S): 20/20 (12/12) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 5 Mechwarrior Name: Andre “Clueless” Norris Mechwarrior Player: Polaron Mechwarrior Status: OK! Armament: AC20 – RT (Heat: 7, Ammo: 10, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) La Dama Muerta Player: Polaron May either use a Distracting Tirade or Mock and Berate the Capellans once per turn. FY “Sir gently caress You” LNC25-01 Lancelot Weight: 60 tons (Heavy) HD A(S): 7/7 (3/3) LT A(S): 16/16 (14/14) LT R A(S): 10/10 CT A(S): 21/21 (20/20) CT R A(S): 16/16 RT A(S): 16/16 (14/14) RT R A(S): 10/10 LA A(S): 14/14 (10/10) RA A(S): 14/14 (10/10) LL A(S): 14/14 (14/14) RL A(S): 14/14 (14/14) Heat: 7/30 Overheat Penalty: Movement Reduced to 5/8/0, +1 overheat penalty to hit! Heat Sinks: 13 (double capacity) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Rebecca “Divot” Moss Mechwarrior Player: bunnyofdoom Mechwarrior Status: OK! Armament: PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc S1 Scout Sapper Player: bunnyofdoom May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP. May use either ability this turn! F “Firewalker” CPLT-C1 Catapult Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 17/19 (15/15) LT R A(S): 8/8 CT A(S): 24/24 (21/21) CT R A(S): 11/11 RT A(S): 19/19 (15/15) RT R A(S): 8/8 LA A(S): 13/13 (10/10) RA A(S): 13/13 (10/10) LL A(S): 18/18 (15/15) RL A(S): 18/18 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: “Engine Joe” Running Wild Mechwarrior Player: Red_Mage Mechwarrior Status: OK! Armament: LRM 15 – RA (Heat: 5, Ammo: 10, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc TA Tech Platoon APC Weight: 10 tons (Light) Front A(S): 10/10 (1/1) Left A(S): 8/8 (1/1) Right A(S): 8/8 (1/1) Turret A(S): 4/4 (1/1) Rear A(S): 10/10 (1/1) Movement: 6/9 Driver: Pilot 4, Gunnery 6 Player: Red_Mage Tank Status: Ok! Armament: Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Notes: Currently Carrying Tech Platoon TP Tech Platoon (30/30) Type: SRM Infantry Weapon: SRM Gunnery: 5 Anti-Mech: 3 Player: Red_Mage Movement MP: 2 Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4 Notes: 1 round of Inferno ammo, currently carried by TA APC SW “Skinwalker” WVR-6M Wolverine 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): 13/25 (18/18) CT R A(S): 8/8 RT A(S): 10/20 (13/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 12/19 (13/13) RL A(S):19/19 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 14 Movement: 5/8/5 Mechwarrior: Pilot 2, Gunnery 3 Mechwarrior Name: “Navajo Wolf” Bobby Begay Mechwarrior Player: Bobbin Threadbare Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LT (Heat: 3, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) Special Ability: Eights to Aces (2/2) S3 Scout Company(30/30) Type: Caballeros Scouts Weapon: Submachine Guns and Grenades Gunnery: 3 Anti-Mech: 4 Player: Bobbin Threadbare Movement MP: 3 Range: To-hit modifier: 0: -2, 1: 0, 2: +3 Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1, Arrives in 1 turn K3 Stolen Karnov UR Transport Helicopter Weight: 30 tons Front A(S): 6/6 (3/3) Left A(S): 5/5 (3/3) Right A(S): 5/5 (3/3) Rotor A(S): 2/2 (3/3) Rear A(S): 6/6 (3/3) Movement: 11/17 Driver: Pilot 6 Player: None VTOL Status: Height 3 Armament: Notes: Carries S3 Scout Platoon Enemy Status D1 WHM-6L Warhammer Damage: None Status: Armament: Unknown Notes: D2 VND-1R Vindicator Damage: None Status: Armament: Unknown Notes: D3 CTF-1X Cataphract Damage: None Status: Armament: Unknown Notes: Ace Pilot D4 BJ-1 Blackjack Damage: AC2 destroyed, Left Shoulder Destroyed Status: Pilot injured! Armament: Unknown Notes: I1 Capellan Militia (30/30) Damage: None Status: Armament: Ballistic Rifle Notes: I2 Capellan Militia (30/30) Damage: None Status: Armament: Ballistic Rifle Notes: Being Transported by Heavy APC I3 Death Commando Infantry (21/21) Damage: None Status: Armament: SRM Notes: Being Transported By Goblin Medium Tank I4 Capellan Militia (30/30) Damage: None Status: Fine Armament: Flamer Notes: Being Transported by Heavy APC [b]V1[/b] Heavy Wheeled APC (MG Variant) [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] 6 Machine Guns [b]Notes:[/b] [b]V2[/b] Zhukov Heavy Tank [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] AC 10, AC 10, SRM 6 [b]Notes:[/b] [b]V3[/b] Goblin Medium Tank [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] Large Laser, Machine Gun [b]Notes:[/b] Transporting [b]I3[/b] [b]V4[/b] SRM Carrier [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6 [b]Notes:[/b] [b]K1[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain [b]K2[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain (WarLocke, you have a private message) PoptartsNinja fucked around with this message at 05:24 on Jan 9, 2013 |
# ? Feb 13, 2011 21:21 |
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PoptartsNinja posted:Hostage Situation: Tactical Update 5 Now that's how Caballeros roll! Commandos do it sneaky, but Caballeros do it with style!
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# ? Feb 13, 2011 21:32 |
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loving awesome
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# ? Feb 13, 2011 21:32 |
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DAYUM BITCH! BOOM! MOTHERFUCKING SCOUT SNIPAS! WOOOO! But seriously, well played plot twist PTN. Also, I'm thinking this turn staying still, and just firing a few weapons at the Zhukov to get rid of my heat.
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# ? Feb 13, 2011 21:34 |
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So... the space mexicans car jacked the Cappellans out of a helo, rigged the ones that had Cappellan troops in them to explode in the air, and it was basically all a setup to give the players even more troops? That was a confusing chain of events. My poor, poor
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# ? Feb 13, 2011 21:48 |
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/\ Death Commandos are in Mechs and one platoon. Rest of the Liao forces are supporting militia, like the fluff says.bunnyofdoom posted:Also, I'm thinking this turn staying still, and just firing a few weapons at the Zhukov to get rid of my heat. You can't hit the Zhukov; too many woods intervene. (Technically PTN as defender would get to decide which side of the LOS he wants) Since your nerf-decider let you down and you didn't flank, why not shoot the Cataphract with a PPC and a LLAS, to take advantage of Bobbin's ability and cool down? (you need 7s to hit)
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# ? Feb 13, 2011 21:49 |
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Zaodai posted:My poor, poor It's not over yet
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# ? Feb 13, 2011 22:01 |
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# ? Apr 28, 2024 01:54 |
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TerryLennox posted:I used to be very rejecting of ballistic weaponry until one of the latest Tekmek patches for Mechwarrior 4 Mercs. I discovered what I call the Mech eater combo. Take a Daishi. Strip the engine to the slowest speed. Strip out all weapons. Add two Clan LBX-20s and 3~4 Clan ER Large Lasers. You should have enough weight left for adding extra ammo loads 2~3 depending on your abilities. Balance the remaining weight between heatsinks and extra armor. This mech is what I consider, the cheap man's version of the Fafnir with dual heavy gauss. Not even assault mechs can withstand more than 2 or 3 salvos of your weapons if you aim for center torso. The weaknesses are that armor is a bit thin for a Daishi and the sluggish speed will have you eating LRMs for every meal. Ammo is not much of an issue as with 36 shots per LBX-20, you should have more than enough ammo for any missions you play, including Solaris. You should have two weapon groups. 1 for the LBX and 2 for the lasers. Don't alpha strike or fire the lasers too quickly and you shouldn't have any heat issues. The Dashi in MW4:Mercs can fit 3 LBX-20s I believe. You can one shot most heavies and 2 shot assaults if you hit torso. You have 0 longevity but you have more than enough ammo to finish every mission so who cares. MW4 really does have a nice balance between ballistics and lasers for the most part since you're in slugging matches with a few mechs most of the missions and the amount of fire power ballistics in a short time frame is perfect for the brawling matches. I think the fact that you instantly shut down at a set temperature regardless of heatsinks also helps.
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# ? Feb 13, 2011 22:07 |