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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 |
# ¿ Jan 22, 2011 00:11 |
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# ¿ Apr 28, 2024 18:02 |
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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 |
# ¿ Jan 22, 2011 00:24 |
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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).
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# ¿ Jan 22, 2011 00:44 |
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PoptartsNinja posted:Added to the main page: 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 |
# ¿ Jan 22, 2011 01:02 |
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Pladdicus posted:Throwing in my vote for Trebuchet or Griffin then. 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. 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 |
# ¿ Jan 22, 2011 01:10 |
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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 |
# ¿ Jan 22, 2011 01:25 |
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Mukaikubo posted:Let's be clear, guys, and approach this reasonably rationally. 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 |
# ¿ Jan 22, 2011 01:34 |
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"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. 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.
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# ¿ Jan 22, 2011 01:46 |
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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.
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# ¿ Jan 22, 2011 02:12 |
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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...
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# ¿ Jan 22, 2011 08:49 |
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Pladdicus posted:My email is adamcaverhill at gmail dot com Truthfully, your long range isn't all that much worse than before...
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# ¿ Jan 22, 2011 19:00 |
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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 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 |
# ¿ Jan 22, 2011 19:44 |
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Zaodai posted:Ah, MGs. The most worthless crap weapon ever. 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 |
# ¿ Jan 22, 2011 20:42 |
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Hob_Gadling posted:Griffin, Blackjack, Vulcan, Jenner. 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. 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.
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# ¿ Jan 23, 2011 00:09 |
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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. 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. It's 1/36 not 1/12. Longinus00 fucked around with this message at 00:43 on Jan 23, 2011 |
# ¿ Jan 23, 2011 00:38 |
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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! 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 |
# ¿ Jan 23, 2011 00:52 |
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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.
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# ¿ Jan 23, 2011 02:12 |
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paragon1 posted:Can you run that on Mac OS? It's java.
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# ¿ Jan 23, 2011 02:39 |
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For my own amusement I converted the current situation to a megamek scenario. If poptarts doesn't mind I can throw it up somewhere.
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# ¿ Jan 23, 2011 04:05 |
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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). The movements were posted on the last page. quote:K6 J. Edgar light hover tank It'll still be pretty hard to hit on this turn.
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# ¿ Jan 23, 2011 04:17 |
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Cthulhu Dreams posted:Edit: I am the Jenner Pilot - C You need to talk with Pladdicus in the vulcan to coordinate your actions. ^^^ that guy
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# ¿ Jan 23, 2011 04:40 |
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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 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. 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 |
# ¿ Jan 23, 2011 05:24 |
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Axe-man posted:We don't have the moves we pm to poptarts but we can try to organize here Just remember to account for LOS from tree hexes when positioning to fire.
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# ¿ Jan 23, 2011 05:51 |
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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 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.
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# ¿ Jan 23, 2011 08:25 |
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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 |
# ¿ Jan 23, 2011 19:52 |
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ShadowDragon8685 posted:Sorry, I cannot agree. 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.
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# ¿ Jan 23, 2011 20:51 |
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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. 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.
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# ¿ Jan 23, 2011 21:11 |
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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.
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# ¿ Jan 24, 2011 00:00 |
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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! 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 |
# ¿ Jan 24, 2011 00:08 |
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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. 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.
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# ¿ Jan 24, 2011 02:51 |
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PoptartsNinja posted:Kell Hounds: Cylene Tactical Update 2 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 |
# ¿ Jan 24, 2011 04:12 |
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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? Reactors don't explode in game unless you're using the "stackpole" rules.
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# ¿ Jan 24, 2011 04:24 |
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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. 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." Who needs nuclear ramjets when you could have a nuclear rocket. http://en.wikipedia.org/wiki/NERVA Longinus00 fucked around with this message at 04:58 on Jan 24, 2011 |
# ¿ Jan 24, 2011 04:51 |
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Pladdicus posted:Moving to 1707, facing the tank, firing a full salvo, and kicking. Don't forget to specify a facing.
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# ¿ Jan 24, 2011 05:08 |
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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. 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 |
# ¿ Jan 24, 2011 05:17 |
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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. 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 |
# ¿ Jan 24, 2011 05:39 |
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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 |
# ¿ Jan 24, 2011 05:56 |
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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.
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# ¿ Jan 24, 2011 06:04 |
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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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# ¿ Jan 24, 2011 06:14 |
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# ¿ Apr 28, 2024 18:02 |
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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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# ¿ Jan 24, 2011 06:20 |