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  • Locked thread
Longinus00
Dec 29, 2005
Ur-Quan

TildeATH posted:

Thanks for that and the PH-IIC for reminding me just how much I hate those anime pieces of crap.

That's pretty ironic considering that the original designs were just lifted from robot animes of the day (unless you were talking specifically about the mechs from the original 3055 TR, in which case I'd like to point out that all the non anime mechs in that book look even worse).

Ohyea, vote for Death Commandos.

Longinus00 fucked around with this message at 00:16 on Jan 22, 2011

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Longinus00
Dec 29, 2005
Ur-Quan

WarLocke posted:

Most of the original ones looked a lot more 'war machine-y' than your typical anime mech, though.

Are you talking about the 3055 TR? Because the few mechs in there that are at least perspectively correct are the anime ones. If you're talking about the original battletech mechs, then I still don't see your point because all those were from macross or some other anime?

TildeATH posted:

They weren't lifted from anime, they were taken from Bolo. Everyone knows that. And they were a lot more gritty and hardcore in Bolo.

I haven't followed battletech in a *long* time so you'll have to educate me about Bolo.

Longinus00 fucked around with this message at 00:26 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

WarLocke posted:

No I'm talking about the original 3025 ones (specifically the Unseen). The Warhammer is directly out of Macross but it looks anything but 'anime' IMO. But then again there's the Stinger/Wasp, Phoenix Hawk, Crusader... yeah.

The original BattleDroids featured *only* anime mechs (virtually all from macross except the shadow hawk and griffin from dougram). Hell, it even had plastic resin models kits as some of the game pieces.

Pladdicus posted:

Yes! That was JUST the series I was trying to remember. Thank you. I think the world could really use a new one though.

Honestly one of my favorite games. I have a VM with windows 2k installed just to play this. It's the best turn based mech sim I've ever encountered and I wish they'd make something like this for battletech (megamek comes close but the AI isn't all that hot and it only does battles, not a whole campaign).

Longinus00
Dec 29, 2005
Ur-Quan

PoptartsNinja posted:

Added to the main page:

Rule Omega Corollary:
Since you guys seem a bit bored, help me pick an era-appropriate command 'Mech for a lance of medium-weight Kell Hounds (Specifically, a lance that can act as either scouts or scout-hunters, so expect at least one light 'mech).

I think a Wolverine would fit the description.

Fluff wise they're described as "often deployed in recon lances" and it's on the cover of the kell hounds book because it's what Salome Ward piloted.
http://g-ecx.images-amazon.com/images/G/01/ciu/21/24/a07ac060ada049912bc0d110.L._SL500_AA300_.jpg

Longinus00 fucked around with this message at 01:07 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

Throwing in my vote for Trebuchet or Griffin then.

On a side question, can you poptart in this game? Is that in the mechanics?

IE using jumpjets to pop out from a mountain and shoot before safely dropping behind cover to reload heatsinks.

Shooting phase happens after movement.

Axe-man posted:

Lets face it is best in defensive city/canyon terrian where it can surprise and get in close without being whittled down by enemy long range fire.

For medium mechs and command mechs, I usually like long range heavy hitters, and for the IS at this time the trebuchet is a dependable if ammo light choice. :)

A dervish would be better than a trebuchet. I still think wolverine is the best choice, screw the griffin and it's heat issues.

Longinus00 fucked around with this message at 01:16 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

WarLocke posted:

Why do you say that? A Trebuchet carries 50% more missile throw weight and an extra laser in exchange for 4 SRMs...

Dervish has 50% more salvos as a tradeoff from lrm 15s to 10s. It is also much more mobile as a 5/8/5.

Axe-man posted:

if i remember correctly, obviously i don't have the full tech read out, the trebuchet, while it lacks jumpjets, has more armor.

Same total armor (7.5 tons). Dervish has more side L/R torso armor while the trebuchet has more center armor.

Longinus00 fucked around with this message at 01:31 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Mukaikubo posted:

Let's be clear, guys, and approach this reasonably rationally.

Needs: Decent speed (80+ km/h running) to keep up with scouts
Long range armament
Good armor protection

Wants: Jump jets
Badassery

Those three "needs" pretty thoroughly eliminate most contenders. Of those remaining, as stated earlier, I think the Griffin GRF-1N is the best idea. It has long range weaponry, good movement, good armor, and doesn't look TOO stupid. The Dervish and the Trebuchet also work with those criteria but are significantly less armored which is a BAD thing if we're putting a lance commander inside.

I say go Griffin.

You guys really shouldn't discount the Shadow Hawk or Wolverine as they are Griffins without the heat issues.

Griffin
pros:
2 long range weapons
minimal ammo issues

cons:
short range is iffy with the min range on the ppc and LRM
heat issues with extended fire

Wolverine and Shadow Hawk ( Hawk can't jump quite as far at 5/8/3)
pros:
no heat issues
can hold it's own at close ranges

fluff:
kell hounds did use wolverines

cons:
not as good at long ranges as griffin

Longinus00 fucked around with this message at 01:39 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

"Mukaikubo posted:

Yeah, they're good, but they're kind of limited on long range firepower and I really want a lance commander's mech to be able to stay out of a fray and snipe. If not for that, both of those would be a great idea. :shobon: Ain't no thing, just making my own tempermental choices.

Well, do a little to much damage and you'll attract attention to the commander. Should the lance ever get flanked or ambushed then the griffin will have more trouble defending itself than the other options since all of its weapons suffer min range penalties.

Longinus00
Dec 29, 2005
Ur-Quan

Mukaikubo posted:

To be fair, it also royally dicks your ability to actually hit anything a bit more than it dicks anyone else's ability to hit you... but yeah, they're really handy.

The modifiers equals out at 5-6 jumped spaces and are favorable for the jumper at distances greater than that.

Longinus00
Dec 29, 2005
Ur-Quan

PoptartsNinja posted:

I will be surprising everyone with an Urbanmech at some point in the LP.

Well, since you're doing Kell Hounds you could do something like that one mission with urbanmechs in Crescent Hawks Revenge...

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

My email is adamcaverhill at gmail dot com

Realized I hadn't posted it! Hah.

Edit:

If I'm correct my mecha is http://www.sarna.net/wiki/Vulcan_(BattleMech) but instead of the autocannon I have

4x Medium Laser
1x Flamer
1x Machine Gun

Meaning long range is incredibly bad, but close-mid range is pretty deadly.

Truthfully, your long range isn't all that much worse than before...

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

Was the autocannon just kind of mismatched with the rest of the loadout? Seems like it'd be good for a few shots while closing in but not much else once you got in there.

The funny thing about the vulcan is that it's supposed to be an anti infantry mech. The blackjack variant picked also ditches the nigh useless default AC2s for lasers.

Mukaikubo posted:

...

You should mention in your summary that the mech loadout is very energy/laser heavy which, coupled with the large jump distances (useful for keeping squishy units alive), manes that heat management will be a real challenge for all units.

Axe-man posted:

I think it the most important part is the fact it bleeds off 2 Large lasers per turn, thus allowing almost constant fire with them, the lack of ammo means that I can take the long shots, that other people would forgo either cause of worse heat issues, or ammo issues :v:

It can bleed off two large laser shots + walking only. If it needs to run or jump (likely since it's the slowest unit by far) then the heat will start to add up.

Longinus00 fucked around with this message at 19:47 on Jan 22, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Zaodai posted:

Ah, MGs. The most worthless crap weapon ever.

I get that it's supposed to be for anti-infantry work, but I'd still rather dump a flight of SRMs at a group of infantry than carry an MG. SRMs can do some damage to mechs, blow up light to medium tanks, hovercraft, and the occasional aircraft (especially if they're SSRMs). Machine guns can only do damage to anything armored if there should happen to be a catastrophic internal explosion.

If you could figure a way to get that entire ton of ammo in right next to the enemy reactor all at once, it'd be a viable weapon.

Also, Axe-Man, I expect great things from you this fight. The Blackjack variant you have has a really nice loadout. :black101:

(But screw you all for not voting Davion Heavy Guards. Was I the only one that did?)

A full salvo of srm 6 missles kills 3 guys tops unless you're using special ammo while a machine gun kills 2D6.

VVV

Vs. infantry dmg isn't like vs. mech dmg according to my reading of TW. The SRM damage is /5 before applied to infantry.

Longinus00 fucked around with this message at 20:52 on Jan 22, 2011

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.

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

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

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.

Longinus00
Dec 29, 2005
Ur-Quan

paragon1 posted:

Can you run that on Mac OS?

It's java.

Longinus00
Dec 29, 2005
Ur-Quan
For my own amusement I converted the current situation to a megamek scenario. If poptarts doesn't mind I can throw it up somewhere.

Longinus00
Dec 29, 2005
Ur-Quan

WarLocke posted:

Jumping as far as you might be, probably not. That's a pretty big penalty to their rolls. And J. Edgars are relatively lightly armed (I figure this is something most pilots would know at least generally, if it's not cool I'll edit it out PTN).


That's kind of another argument against the 'jump+shoot' plan then, because we have no idea how fast they've been moving and that type of tank can rack up some impressive speed penalties.

The movements were posted on the last page.

quote:

K6 J. Edgar light hover tank
Cruised: 5

It'll still be pretty hard to hit on this turn.

Longinus00
Dec 29, 2005
Ur-Quan

Cthulhu Dreams posted:

Edit: I am the Jenner Pilot - C

So I am as green as grass about mechwarrior, so I need some tactical advice on what the heck I should do. My instinct says to move south, using the hill as a screen until the situation develops. With my big jump distance I should be able to reposition quickly.

So I think I should Walk to 0409

Thoughts?

Also, do we have a concept of operations from out lieutenant :D

IMHO, operationally, we should aim to kill the entire hostile force - it's a counter recon, we need kill as many of their recon elements as we can.

You need to talk with Pladdicus in the vulcan to coordinate your actions. ^^^ that guy

Longinus00
Dec 29, 2005
Ur-Quan

Axe-man posted:

i almost want to give a sand chart to show our plan, but not sure if that would be spoilers (hell i don't know for sure how everyone is moving yet myself) if templar comes on soon, we could get the first turn done in a night... which would be awesome :v:

Aren't you all on the same side? Shouldn't you all know each others moves?

PoptartsNinja, sorry if I missed it but the ruleset is TW right? They changed the "heights" of units and I'm guessing that'll be important next few turn.

Cthulhu Dreams posted:

I meant the the guys with longer guns (the griffon and the axe thing snipe) because I sense we have longer range from behind the hill, then we smash them as they came over the hill or around the forest at close range.

Might not even be a plan though.


A sand chart would be awesome.

You (jenner and vulcan) have range parity with the tanks. Flanking vehicles is also typically more dangerous than mechs because turrets can swivel 360.

Longinus00 fucked around with this message at 05:33 on Jan 23, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Axe-man posted:

We don't have the moves we pm to poptarts but we can try to organize here :)


Click here for the full 1139x1317 image.


Red is the projected path to the kill zone, C can go either way, as long as it draws the force toward the kill zone, represented by orange.

Purple is the movement we want from the opforce

the cyan is the most likely flank they will try to pull and that is why the long rangers can hang back in the area near where i put them. I like that central area, cause of the forests and hills will allow us to play cat and mouse if need be and best of all divide the forces with the terrian.

Just remember to account for LOS from tree hexes when positioning to fire.

Longinus00
Dec 29, 2005
Ur-Quan

Mr. Despair posted:

The chance to die unexpectedly and in an absurd, seemingly unfair reason is the real reason I volunteered. Gotta keep things interesting :black101:

Well, Kell Hounds did go off to fight the clans and suffer heavy losses...

I do hope we get to see some other units, Kell Hounds are overdone.

Longinus00
Dec 29, 2005
Ur-Quan

Hob_Gadling posted:

But that's the best part! All the major weapon types are in balance, physical attacks other than kicking are still useful and even light mechs have some sort of life expectancy.

Yea, the level 2 erppc(clan) and gauss rifle really change things as they can both decapitate any mech from 22 hexes away.

VVV

I'm not sure what you're getting at. ERPPCs and guass rifles are the same tech level as double heat sinks. Also gauss rifles don't make any heat.

Longinus00 fucked around with this message at 20:14 on Jan 23, 2011

Longinus00
Dec 29, 2005
Ur-Quan

ShadowDragon8685 posted:

Sorry, I cannot agree.

To hell with balance, I want to unleash some hot electric death with enough weapons packed into one 75-tonner to fry a 3025 Atlas in one volley.


You only need a mech that can fit an ERPPC to fry an atlas in one volley.

I think part of the reason some people might dislike the level2+ tech is that it makes combat even more random since there are 1 hit kill weapons that work at long ranges. I suppose it makes sense in universe since everybody can make more mechs now that they can repair factories so it's okay if you blow more of them up. I think they're both fine but they certainly have different feels when playing.

Longinus00
Dec 29, 2005
Ur-Quan

ShadowDragon8685 posted:

In theory, a Puma fitted properly could fry two Atlases in one turn, but I mean barring freak shots to the head. Not that I mind getting freak headshots, mind you. :)

Maybe it's something that doesn't enter my sphere of thought often because, as I said, Mechwarrior 4 was my first real BTech gaming, and getting a headshot in that game more or less required an act of god, because you sure as hell aren't going to get them intentionally. Even on a stationary mech standing still and politely waiting for you to shoot the cockpit you have to walk your shots, and you're still more likely to core it before getting in a headshot.

BT is a completely different thing when playing mechwarrior just due to the shape of mechs having an impact on hitting them.

The problem with decapitating weapons is that it hugely increases the chance of one shotting an enemy. With through armor criticals you still have to do well on two more rolls. Did mechwarrior have through armor criticals? I can't remember.

Longinus00
Dec 29, 2005
Ur-Quan

Cythereal posted:

Hmmm. Only mechs I recognize are the Jenner and Dragon. I have to wonder, though, if that unknown is a Hollander. A surprise like a gauss rifle in this engagement strikes me as very much up Poptarts' alley.

It won't be a hollander for the same reason a T90 wouldn't show up if this was a WW2 war game.

Longinus00
Dec 29, 2005
Ur-Quan

TildeATH posted:

Oh my God, are you saying that the 120mm smoothbore was invented by the Atlanteans and lost due to the decline of society except for a supply kept by a cult of telecom technicians?! I knew it!

Yeah, PTN has made it pretty clear that LosTech won't be showing up until ComStar starts "handing it out like candy". Given that this is mission numero uno, I don't expect those kind of surprises, but I wouldn't be surprised if a damaged Warhammer or aerospace strike showed up here and there. The good thing about PTN--at least, based on his STO LP--is that he addresses the cool stuff but doesn't take the whole universe off into one-off land.

It's not just the lostech problem. The hollander was designed after 3050. Having a bushwhacker show up would be a similar problem.

Longinus00 fucked around with this message at 00:11 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Arquinsiel posted:

I'm skipping a chunk of the thread because it's late her and I wanna get some sleep before work, but I didn't notice anyone posting this in the thread before page 10 or so. It's the "starter" rules for Battletech, and for the time period we're looking at will cover pretty much everything until you get your rear end to Sarna and look up the specific thing you're wondering about when it gets invented in 20 years. Appologies if I missed someone else posting it.

Oh, and it's direct from Catalyst, so it's legit.

Vehicles aren't in there but the gist of vehicles is that lots of their hit location roll results can do some form of critical damage to them. It's an artificial limitation put in to make sure the focus is on mech combat.

Longinus00
Dec 29, 2005
Ur-Quan

PoptartsNinja posted:

Kell Hounds: Cylene Tactical Update 2

Combat Results:
Shooting happens simultaneously, incidentally. The team that wins initiative moves last, to better exploit the enemy’s position.
No Shots Fired


No Shots Fired? Does that mean we're at turn 2 or are we at the firing phase (remember when torso twisting was it's own phase)?

VVV

Okay, got a little confused since the flow is a bit different from the regular tabletop order right now.

Longinus00 fucked around with this message at 04:16 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Arglebargle III posted:

Yeah a spacefaring culture would never use weight as a unit of measure, especially for something like a mech that's going to be traveling around. Can you imagine what a headache it would be to figure out the new tonnage every time you landed somewhere?

An aircraft, however large, is not a great comparison for a mech, obviously. B-52s aren't expected to survive direct hits from artillery or lug around fusion reactors.

... Which leads to two other tech questions.

1. What kind of fusion technology are they using anyway? From what I know about fusion reactors, it would be really really hard to design one that exploded when its containment failed. I mean, I could see a mech kinda going Hindenburg on you if its carrying a poo poo-ton of compressed hydrogen, but going nuclear? Not going to happen with fusion. (Incidentally, what exactly happens when a mech loses its reactor? The fuel exploding would be realistic, but the reactor exploding would not.)

2. Why is anyone using mechs anyway? Did they forget guided missile technology too?

Reactors don't explode in game unless you're using the "stackpole" rules.

Longinus00
Dec 29, 2005
Ur-Quan

Arglebargle III posted:

That is an amazing link. I had no idea they tried to power an airplane with fission. It's such a fantastic(ally bad) idea.

But honestly, I think the key to every technology oversight in wargames is just to remember that it's World War II. Why build a giant robot that's incredibly easy to hit? Because it's WWII and fire control is still really bad. Why doesn't someone just drop a missile on them? It's WWII, close air support exists but it isn't a 100% guaranteed kill yet. Why don't the infantry have any decent anti-armor weapons? Etcetera etcetera...

Think about it. Every popular wargame system that's not classical or medieval warfare is set in World War II, it's just hidden behind god-emperors and giant robots.

Russians tried it to. http://en.wikipedia.org/wiki/Tupolev_Tu-119

Dux Supremus posted:

If you think that's amazing, you should read about the greatest weapon ever. It's the only thing I've ever heard of that was cancelled for being "too provocative."

I agree with you and I think we're all on the same page here, though. It's all in because it's cool.

Who needs nuclear ramjets when you could have a nuclear rocket. :smug:

http://en.wikipedia.org/wiki/NERVA

Longinus00 fucked around with this message at 04:58 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

Moving to 1707, facing the tank, firing a full salvo, and kicking.

Don't forget to specify a facing.

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

Hmm. The only thing is, if I can get to his rear, he can't fire back at me meaning I won't take any damage this round and it'll be poured on you A/B, who, lets face it, are much more likely to survive the rest of the fight.

Not to mention if I destroy his rear armor, it destroys his ammunition which means he'll be destroyed outright. A full salvo+kick is almost guaranteed to do this, pending rolls.

He can fire at you no matter where you are. Also, breaching armor isn't a guaranteed ammo explosion or anything.

I honestly think the light mechs should be focusing on the other tank since the medium mechs should crush the closer one.

Longinus00 fucked around with this message at 05:21 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

Ahh, I see. I'm using Megamek as a frame of reference for my statistics. So any misunderstandings on my part might stem from A)Inexperience or B)Differences between the used system.

(As for the turret thing, I just never tried to twist it all the way around. But yes! Lesson learned. Thanks!)

Megamek follows the game rules almost 100%. The differences between the rules are probably never going to come up in this game (they're in the readme if you're curious).

KnoxZone posted:

I would say have the Jenner and Vulcan go after K6 while the two heavier mechs take out K5. Just make sure to stay out of sight/range of the enemy mechs. Hopefully we can get both on this turn.

Yea, this is what I was suggesting earlier. The way the terrain works out you have one more free turn before the other Kurita mechs can even see your units.

VVV

Remember that involves a piloting roll.

Longinus00 fucked around with this message at 05:43 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

WarLocke posted:

Yep, a guided missile in BattleTech parlance is a 'Streak' system (if your hit roll succeeds, all missiles hit, you don't have to roll to see how many) and only available in the SRM variety (unless you're using level 3 rules maybe). In any case, all missiles used in this era are pretty much dumbfires.

Don't forget arrow IV homing, narc missles, artemis iv.

Pladdicus posted:

I could move into 1411, with a flank. Not a terribly bad idea, gives me some dodging abilities, still risky, but gets me in firing range.

Actually that would be a pretty bad idea as it means the dragon and spider can shoot you.

Longinus00 fucked around with this message at 05:58 on Jan 24, 2011

Longinus00
Dec 29, 2005
Ur-Quan

Pladdicus posted:

What's their maximum range? I'd still like to pull it off, maybe in another position

Maximum range isn't an issue. The dragon could hit your right now if everything were perfectly flat. Remember to take into account intervening terrain.

Longinus00
Dec 29, 2005
Ur-Quan

Cthulhu Dreams posted:

The other advantage of being in 1209 is that is the square the Hoovertank must move through to get out of the river basin. If you are there it cannot escape the range of your jump jets for at least one more turn.

The hovertank can't pass through wooded areas so it can't get out from the lake anyway.

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Longinus00
Dec 29, 2005
Ur-Quan

Cthulhu Dreams posted:

Yes it can - 1312, 1311, 1310, 1209, 1309, 1308 is a valid path with no woods and only a Z level climb of 1 at any point. It also puts it slap bang in the middle of our northern three mechs, who will then murder it.

PoptartsNinja posted:

Yes it can. The -1, -2 etc denote the depth of the bottom of the river. Hovertanks travel along the top, and treat it as level 0 terrain, which means they can go up level 1 hills.


Arg, yea that was a brainfart on my part sorry.

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