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/btg/ Battletech General!

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Thread images: 51

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Pimp my Mech Ride edition

The /btg/ is dead - long live the /btg/!

Old thread: >>51461273

=================================

BattleTech video-game pre-alpha gameplay
https://www.youtube.com/watch?v=FjEeDz51pHE

==================================

>BattleTech Introductory Info and PDFs
http://bg.battletech.com/?page_id=400

>Overview of the major factions?
http://bg.battletech.com/universe/great-houses/
http://bg.battletech.com/universe/the-clans/
http://bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
http://masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
http://www.solarisskunkwerks.com/
>MegaMek Lab
http://megameklab.sourceforge.net/

>/btg/ does a TRO:
http://builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing?
http://pastebin.com/pE2f7TR5
NEW! - Against the Bot pastebin updated link:
http://bg.battletech.com/forums/index.php/topic,40948.0.html
NEW! - Mediafire link for the most current AtB rule set: http://www.mediafire.com/file/dyjdl62htdpbfgy/rules_2.30.xls

>Map of /btg/ players (WIP):
https://www.zeemaps.com/map?group=1116217&add=1

>Rookie guides
http://pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
http://www.sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
http://megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
https://www.mediafire.com/folder/sdckg6j645z4j/Battletech
https://www.mediafire.com/folder/cj0tjpn9b3n1i/Battletech
https://www.mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (Still getting worked on (2017-01-27+), now has 10735 pics!)
http://bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord server, etc.) Last updated 2017-01-27!
http://pastebin.com/uFwvhVhE
>>
first for Amaris did nothing wrong
>>
Anyone else use old epic 40k figures for tanks and infantry? Shit's so convenient.
>>
>>51482045
Nah, I have a bunch of GHQ 6mm laying around I can use. It's just a shame the scale is off for tanks over 40t or so. They make great Scorpions though, which given where my campaign is at, makes sense so it works fine.
>>
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Were there any 3050 Inner Sphere Heavy mechs that could, on paper at least, threaten a Clan machine of similar weight in the lore or similar BV on the table?

And how many Inner Sphere Heavy Mechs did it take to overcome fiends such as the Loki, Thor, Vulture, and Mad Cat?

Or, how many Heavy Lances would it take to overcome a Heavy Star?
>>
>>51482038

Did he do anything wrong? Neo-feudalism is dumb no matter who is doing it.
>>
>>51482045

I use Kaldor Draigo to represent Victor Steiner-Davion in his tricked out Daishi. XD
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>>51482038
The Emperor had a... hard life.
>>
Oh, dammit. I missed the thread was in auto-sage.

>>51481860
Yeah, nah. The MoC's certainly a different flavor of evil than most of the Inner Sphere, but they've done plenty to qualify as being evil.

I will grant you that both Chris Hartford and Herb have said that Canopian slavery is almost exclusively limited (as much as any state can limit it; *everyone* has some underground slavery going) to those people who choose to be slaves, which is a mitigating factor, but it's certainly not a GOOD thing.

Plus the whole "noblewomen can choose their mates and they cannot be refused thing". That's really, extra not cool, and it's arguably more evil than Canopian slavery, given that a Canopian slave is there by their own choice, and the person chosen by the noblewoman gets no say whatsoever.

>they're run by women so they can't be evil in the first place,

Ha. Nice one. I know it's been unseasonably warm lately in most places, but that doesn't mean it's summer yet.


Anyway, the real question is whether it's possible at ALL for a state to exist and not be considered evil.

>>51482083
>Are you shitting me? We're really going to do this? Fine. I've had this sitting in my back pocket for a few years.

Repostan image, I hope.
>>
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>>51482230
>WoB not shown

We are above your petty morality
>>
>>51482230

Well, most states have shades of evil to them, yes. You can't really measure a state just as one thing since its a whole collection of individuals, organizations, etc. etc.

Battletech states are all however, as mentioned above, fairly evil due to letting dynastic families run things regardless of competency.
>>
>>51482123
>how many Heavy Lances would it take to overcome a Heavy Star?

The standard answer is 3:1 ratio of Lances to Stars. One company to take on one star. This could change a lot depending on the local terrain, each side's exact composition and each side's experience level, though it still holds as an average. In-game this generally requires plenty of moonwalking from the Clan side, unless the IS side is very unoptimized.

>Were there any 3050 Inner Sphere Heavy mechs that could, on paper at least, threaten a Clan machine of similar weight

They can all threaten a Clan machine, they're just more likely to lose the encounter than win it.

Anything with an AC-20 can threaten a headcap of course, though it's not a common weapon on Heavies. In fact I can't think of a 3050 era Heavy with an AC-20 off the top of my head.

In specific chassis, upgraded Thunderbolts can give Hellbringers a run for their money. The Marauder MAD-5D (a 3051 model) jumps with lots of pulse, and could probably take out a Timber Wolf if they were fighting in heavy woods.
>>
>>51482328
Not 3050, but the 3053 Falconer could go toe to toe with clan mechs. It's a fantastic mech when using tonnage to balance, but its BV is horribly bloated.
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>>51482230
Yo NEA, you ever done a write up on the Invasion era Clan aerospace fighters, or the SLDF 2750 aerospace fighters?

Just finished playing some FreeSpace and I have fighters on the brain. You're kind of our resident aerotech expert, right?

Plus it's a better topic than faction evilness
>>
>>51482432
>Yo NEA, you ever done a write up on the Invasion era Clan aerospace fighters, or the SLDF 2750 aerospace fighters?

What kind of writeup? You've certainly managed to grab my attention with the pic, so I'll delay going back to work to pay attention here for a bit.

Also, the guy who does some WarShip of the Week articles also posts here; I'm hardly the only aero person around. But he and I disagree greatly on some things, so getting both opinions can be helpful.

>>51482296

Don't feel special. That's the "House" alignment thread. WoB isn't a Great House, thus it's not a matter of "we fall here compared to everyone else", it's more a matter of [null set].
>>
I keep seeing it pop up, and since I'd rather ask a stupid question and get an answer than forever be ignorant, here goes...

What the fuck is moonwalking in the context of BT? Is it, as I suspect, just walking backwards to maintain distance when using mechs carrying weapons with superior range?
>>
The RNG has handed me a Maelstrom for my ride in a mercenary campaign. What modifications should I make to unfuck it?
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>>51482481
I was thinking something like WotW. I recall a while ago (has it been months?) you did little write ups on warships, what was good about them and what was trash, how you ranked different ones from different factions.

I was hoping I might persuade you to do something along those lines with either the 2750 or Clan fighters. I have half a mind to put together a former Com Guards merc force that has SLDF fighters so I'd be very inclined to hear your opinion on what's good with theirs and what's trash.
>>
>>51482345
It can't go toe to toe, it just suffers less than most.
>>
>>51482554
It's not a bad design though. It could probably do with swapping the MPLs to standards for better range and 4 MLs to 2 MPLs though.
>>
>>51482554
swap the ERLL and two DHS for a second ERPPC, them remove another two for more MLs
>>
>>51482345
>It's a fantastic mech when using tonnage to balance
>using tonnage to balance

Holy fucking shit, anon. I am speechless
>>
>>51482123

>Were there any 3050 Inner Sphere Heavy mechs that could, on paper at least, threaten a Clan machine of similar weight in the lore or similar BV on the table?

Anything with a GR. T-Bolt can take a Hellbringer, maybe a Thor.

>>51482328

>The standard answer is 3:1 ratio of Lances to Stars.

I would put it closer to 1 Company per Binary.

>>51482432

There is another.
>>
>>51482610
Now now, a Charger is just as good as an Awesome.
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>>51482610
I use tonnage to balance scenarios and campaigns generally, if it doesn't have clan stuff.

BV is fucked for anything with mobility.
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>>51482505
Got it in one. Typically used about Clanners, who do it a lot, because they are huge bitches
>>
>>51482627
1 company of level 2 per binary, maybe.

But most stuff in 3050 is intro tech.
>>
>>51482123
>Or, how many Heavy Lances would it take to overcome a Heavy Star?

Using IntroTech machines as the Clan Invasion was originally written, as mentioned, a roughly 3:1 ratio is required to achieve rough parity. It's important to remember that if you start applying the retcons that bring advanced tech into play in the early 3040s instead of ~3049-51, then that ratio drops to roughly 2:1; 2 upgraded lances can achieve rough parity with one Heavy Star.

Once IS FoundTech really hits its stride and you start seeing more optimal distribution and usage of advanced tech on IS machines, that ratio drops still further. By the 3060s, in general, you can usually have a good equal fight using one IS upgraded Company against a normal Clan Binary of one Heavy and one Medium Star (a 6:5 ratio).

>>51482505
>What the fuck is moonwalking in the context of BT?

You surmise correctly. For example, most Clan heavies are 5/8, while most IS heavies are 4/6. That means that - barring elevation difficulties - the Clan units can maintain distance against a full-tilt IS charge forward for a VERY long time; the IS is gaining only 1 hex/round in sterile conditions. That allows the Clan player to use their long-range weapons for a very long time and deny the IS player even the *possibility* of shooting back for a significant time. It gets even worse with Clan mediums; a Stormcrow can maintain distance from a 4/6 Heavy essentially indefinitely while putting out 20 damage/round with its cERLLs.

>>51482554

Either commit to going full close-in pulseboat or commit to doing mobile fire support. If the former, the mods should be obvious. If the latter, pull the MPLs for MLs, pull the ERLL, and get a pair of ERPPCs on there. I'd keep the TAG, unless you can pull it for a C3 slave and set up an effective C3 net (either with you as a spotter- pulseboat - or shooter - PPC boat).
>>
>>51482610

Not him but you can reasonably expect it to spank any of the original Omnis under 75 tons, plus the Gargoyle.
>>
>>51482481
NEA why are you such a fucking degenerate
>>
>>51482577

Eh, keep feeding attractive flightwomen and I'll start working on the SLDF post right now. I really don't want to do one for the Clans because they vary so much by configuration.
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>>51482688
Stop masturbating.
>>
>>51482632
>>51482647
So that's moonwalking then.

Never ran into it myself, never had a game use more than 2 mapsheets (mostly because we never had more avaiable), and that gave a finite amount of space to run around on.
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>>51482708

OTOH, the game as written encourages players to use one map per Lance/Star per side, which means Clan forces don't usually get that much room to moonwalk on.
>>
>>51482660
IDGAF if he hot glues every loli PVC figure and gashapon from here to Timbuktu; he's contributed more than your ass ever has to any of these threads, or this community in general, so really the best advise I can give to you is to neck yourself, because really, you get what, one, two (You)s max per instance of this shit? That's not enough for a growing boy. So unless you want to go out like an African child, starving and pathetic, I'd move on to some other form of idiocy if I were you.
>>
>>51482660

Because it's fun.

>>51482708
>never had a game use more than 2 mapsheets

If you look at the old scenario packs, most of the games only uses 2 sheets there as well. I suspect (it's impossible to confirm) that this is largely how games were also playtested. In which case, the range advantage of Clan weapons would have been severely undervalued by the testers. something similar happened during the development of Leviathans; a faction was focused on torpedoes and had extra long-range weak torps and super-strong short-range torps, while being very speedy and maneuverable. As the board got bigger, the faction got better and better. Balancing that was a real problem that took a lot of time, given that we couldn't control the board sizes players would use once the game was released.
>>
I can't imagine using 2 mapsheets. Standard game for me is 2x2.
>>
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>>51482688
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>>51482748
>he assumes there is only one person repulsed by NEA's pedophilia
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>>51482644

This. 3050 had only a few of the earliest upgraded mechs and a shitload of 3025 tech. 10 Clan mechs should pick apart 15 3025 mechs without much trouble.
>>
>>51482855
Point of order, by a reasonable reckoning, the IS didn't have upgraded tech until 3051.
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>>51482836
u wot m8.
>>
>>51482803
It's a shame we can't make propeller planes more easily in Battletech. A Thud or Skyraider would be amazing for MilitiaTech.
>>
>>51482748

Pretty sure I've seen you defend NEA in similar burning-cheeked fashion before. Several times. Got a yandere man crush on the dude or something?
>>
>>51482897

Check the reintroduction dates for upgraded tech. Much of it comes back in the 3030s and 3040s.
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>>51482944
Shitty retcons are not a reasonable reckoning. The original fluff makes it reasonable the Clans thought they would win.
>>
>>51482911
Strike Witches supplement he made.
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>>51482965
Oh, that shit was baller.

What are you even on, friend.
>>
>>51482855

Thanks to the tech retcons of H: Wo3039, MSII, and TechManual the IS has a significant amount of tech in the field before the Clans arrived.

Among other things this invalidates the logic behind the Outreach accords and means the upgrade rates from the FMs are frankly laughable.

>>51482963

The fluff and what happens if you try to play it on the tabletop has never lined up. Good fucking luck trying to smash and rout an entire RCT with a Cluster made up of Ice Ferrets, Adders, and Gargoyles or Kit Foxes, Hellbringers, and Summoners.
>>
Can't everyone get a lawn? - Rodney King
>>
>>51482577

SLDF Fighters.

I'm largely limiting this to the ones which also have Royal versions, since those are by far the backbone of the SLADF.

>Trident
Bog-standard light ASF. Triple MLs, excellent speed, and no armor. Tailgun there to make the pilot feel better about whatever life choices led them to get assigned to this deathtrap. To be clear, it's a recon bird and/or a first-shell interceptor designed to either mix it up with other first-shell interceptors, or to salvo AAMs and GTFO.

>Trident Royal
As with basically all Royals, the XL engine is a paradigm-changing upgrade. XLs in fighters are STRICTLY better than not having an XL. The MPLs make this bird very, very good at killing other first-shell interceptors, and the extra gas certainly doesn't hurt. Still a deathtrap, but a deathtrap better than most at messing up other ASFs if fielded in large numbers.

>Spad
Terrible art. I spent two decades trying to figure out if it was a monowing design. 7/11 is a little bit slow for a fighter of this mass; I would have preferred 8/12 at the low end. Hauling a PPC around commands instant respect, though. 10 points thresholds *everybody, everywhere* in this era. Another pointless small laser. Firing arcs for nose-only guns made it terrible in old rules, but it's OK now.

>Spad Royal
Gets DHS and doesn't really need them *that* much. The change to FA armor is nice and lets you play around longer with other fighters in your weight category (who are still mostly hauling around 5 or 6 point hits, or an 8-point hit at the outside). The LPL means you're going to hit almost all the time, and you don't really lose range. I would have killed for this to be an XL variant that plowed all the weight it saved back into the engine (any remainder going to armor). It's basically the same as the original...only more so.
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>>51482897
http://masterunitlist.info/Era/Details/256/late-succession-war---renaissance
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>>51482983
>A strike witches fan defending NEA

Pedos of a feather I guess
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>>51482915
...But you can? They're called conventional fighters.
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>>51483059
Are you hiring 6/6 pilots?
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>>51483059

...what?
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>>51483089
Their aircraft are still in delivery after I lost all the last ones
>>
>>51483044


>Zero
Surprisingly effective as long as nobody can get behind it. Excellent armor, standard gas tankage, and very good guns for its weight. If you have the time to set this up, flying a squadron of these *ahead* of your light dogfighters can be very mean; the LRM will start fucking up 1st-shell interceptors from Long Range on in (6 damage is easily enough to threshold every light fighter), and you're likely to have killed about half of them before they can get past you to stern-convert. THEN your own light fighters pounce on the survivors. Can facetank heavy fighters for one pass. One.

>Zero Royal
What the shit. Tries to turn an inexpensive and useful long-range brick into a dogfighter. Granted, it's still 6/9, which lets it mostly keep up with dogfighters under 75 tons and the 10 tons of armor is quite good for a fighter of this mass...I just really, really hate this variant.

>Rogue
Actually a quite good boom-and-zoom dogfighter, as it's reasonably fast (7/11) and it's hitting with 8-point LRM bricks from an LRM-15 in each wing. Most fighters struggle at this mass with getting more than a single 8-point hit because they try and do it with energy weapons and then have to shove a bunch of SHS into the design. the downside, of course, is a strict ammo limit. Rogues should go out, make a couple of passes, and then LEAVE. A Rogue that sticks around without leaving extra missiles for the flight/fight back to base is likely a dead Rogue. Also, having 5.5 tons of FA is "well-protected". That was clearly a joke, Shepherd.

>Royal Rogue
Upgrading to an XL engine only frees ~4 tons, and it uses 2 of those tons to improve the lasers the Rogue shouldn't be using in the first place. Artemis on the launchers basically makes them PPCs in terms of damage, though, which means the Rogue outguns/outranges almost anything available to the House air forces up into the Heavy Fighter category. Plus, a 12-Capital smack against a WarShip isn't shabby, either.
>>
>>51483059
Also, if I had a crying, crawling, periphery-esc wojak I'd put it in the middle
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>>51483141

>Tomahawk
Says it has heat problems. It doesn't have heat problems. 8/12 is great speed for a dogfighter, and 10 tons of armor is also solid. Compares very well in practical terms with the Corsair; the Corsair has a much heavier armament but can't use it effectively because heat, and the extra 3 tons of armor on the Corsair doesn't prevent Thresholds from the Tomahawk's weapons. If anything, I tend to feel it doesn't hit hard *enough*. 16 points of damage meant more when the armor was scattered across 6 locations instead of 4.

>Tomahawk Royal
Okay, NOW it has heat problems. The XL engine means that the small laser in the nose upgrades to an ER PPC. It can fire one wing and the nose gun effectively, but an alpha-strike is going to put you into Random Movement territory (ie, bad). You know what would have been fine? A standard LL in the nose (total of 3), 1 more DHS, and 1 more ton of armor.

>Hellcat II
See basically everything I said re: Tomahawk, only this thing has a hair more armor and less heat dissipation. It exists.

>Hellcat II Royal (ie, HCT-214)
It's biggest claim is that it gives the SLDF air arm Beagle Probe capability. IIRC, that means nothing because IIRC Beagles have no real effect on air operations. Otherwise a pair of ERLLs gives it reasonable long-range fire capability.
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>>51483280
Can't you use BAPs for countering ECM off of droppers? Send the ASFs in to kill ECM, then have the ships fire from range.

Then again, the SLDF can probably just go with the normal approach and kill it with their battleships.
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>>51483280

>IIRC, that means nothing because IIRC Beagles have no real effect on air operations.

They do, but only if you're playing with certain rules in effect.
>>
>>51483280

>Gotha
Indistinguishable in mini form from the Ironsides. I consider this to be more or less a flying Stalker (like the Chippewa, actually). You will learn to bracket-fire or you will die. Under old fire arc rules it was even more effective (you'd likely only be able to shoot with 1 LRM launcher+the PPC at long ranges). Two medium lasers is actually a credible aft armament and can shoot down a Thrush outright in one volley. The Small Lasers are mostly a waste, but they do have the side effect of being "pointless" weapons you can afford to mark off when you take a Threshold hit to the wing. The big downside, of course, is the speed. It can't run away from fighters 15 tons heavier, and light stuff is going to stern-convert on it with ease. It really wants to bully medium fighters, and you don't want to tangle with heavies.

>Gotha Royal
Largely solves the heat issue with the DHS, so you can usually blaze away. An LPL swaps out the PPC, and I actually like that change; it loses 1 point of damage but doesn't lose range and gets the accuracy bonus. Giving the LRMs Artemis is also pretty nice, and now you can volley into a Heavy Fighter and he'll know he's been kissed. Unfortunately, you STILL can't run away (they didn't include an XL in this), and you still don't have the armor to soak fire from Thunderbirds and Stukas.

>Ironsides
My favorite SLDF fighter. Indistinguishable in mini form from the Gotha. Another bracket fighter, but this time it has adequate speed (same as a Stingray), really obvious brackets (SRMs *OR* PPCs, not both), and is wrapped up in just enough armor to make you cocky enough to try to tangle with Heavy Fighters and not being protective enough to actually let you do so. Ground Attacks with 5 SRM-6s are never not funny. Something else that isn't funny is the ammo store for the SRMs. EVERY Ironsides should have the MLs removed immediately and have 1 more ton of ammo and either 1 more DHS or 1 more ton of armor added.
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This is a Battlemech for a AU where the DC develops Light/Heavy PPC tech in the 3030s along with Endosteel and Ferro-Fibrous tech. Named after Mercer Ravinnon, this Battlemech is designed for the swarm tactics he advocated.
>>
>>51483421

>Ironsides Royal
Adds an XL engine, and promptly more or less wastes the tonnage gained by upgrading the PPCs to ER models and adding a bunch of heat sinks. Also adds 1 ton of SRM ammo and CASE. Again, I'd have removed the MLs, jumped it to an XL, added 1 ton of SRM ammo, CASE, and then plowed basically everything else into armor. 2 PPCs, 5 SRM-6s with 2 tons of ammo feeding it, 11 DHS, and 15-16 tons of armor would be a more fun strike fighter than anything else in its era or tech base up until the Eisenstrum.

>Hammerhead
Fast, big gun, not enough armor for the amount of fire it's going to eat. It's a MechBuster on steroids. Or a flying Blitzkreig. (As an aside, the UAC/20 version of this fighter with only 1 ton of ammo makes me FURIOUS.) Because of the engine, you can't do much else with it, unless you want to just give it DHS and make it spam 15 medium lasers.

>Hammerhead Royal
Swaps the AC/20 for a Guass? See above, but at long range. THIS SHOULD HAVE GOTTEN AN XL FOR FUCKS SAKE. What do YOU think you can do with the 19 FRIGGIN' TONS it would have saved?
>>
>>51483425
Interstellar Operations says DC had prototype endosteel in 3035. The lyrans had prototype ferro in 3034, which spread to DC shortly after because DC had full production ferro in 3040.
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This shit takes forever
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>>51483564

The AU sets the War of 3039 in 3042, with DCMS being equipped with new equipment so IO intro dates don't worry me too much.
>>
>>51483564

Dracs are also the ones credited with rediscovering Ferro proper.

Their incredible retardation with other really simple shit makes that look even dumber. If the Dracs are barely rolling out Prototype Endo by 3039, how do they beat the NAIS-assisted *Lyrans* into mastering and deploying it on a wide scale?

I mean, not that the tech retcon isn't a turdecken of idiocy in every way, shape, and form but you'd at least expect them to be able to think the prototype->final form thing through.
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>>51483044
>Tailgun there to make the pilot feel better about whatever life choices led them to get assigned to this deathtrap
>>
>>51483530
>last one

>Ahab
The fluff says "heaviest ASF ever produced." Right. This is a flying Stalker in a more literal sense; it's got 2 LRMs, 2 SRMs, a centerline Narc, the large laser...however, it's not best-used by slowing cruising forward and switching weapon types as you enter optimum ranges. It's a fire-support design, meant to sit at the edge of the battle and empty its LRM magazines into a dogfight, and once those are empty zoom in and finish the survivors in a single pass of short-range weapons. The Narc is actually useful if you can set up a high-speed pass at the top of the fight - zoom in, smack something with the Narc, zoom out, lob your missiles in at your leisure. Lack of DHS on the base model definitely hurts, but it's capable of mostly heat-neutral bracket-firing. Definitely an underestimated Heavy Fighter.

>Ahab Royal
Fairly meh. FA armor and DHS. The DHS mean that if you can build enough speed to send you flying clear of a dogfight, you can try some "boom-and-zoom" tactics, because being able to fire your entire forward-facing arsenal is going to leave a mark on *something*. The ERLL upgrade isn't; the extra range doesn't usually help given the to-hit modifiers, and the extra heat isn't helpful at all, unless you figured out some way to add TSM to an aerospace fighter.

>Rapier
A Chippewa on steroids. This fighter is a DropShip killer, and it's going to be a priority target. While it's got more armor than a Chippewa, 12 tons on an 85 ton fighter isn't what anybody would call great. The guns make up for it, though. The ability to place an LRM-10, a PPC, and an AC/20 shell on a target and still be heat-neutral is excellent. Compare this to the Hammerhead; it's only 1 thrust point slower, and for that tradeoff it mounts an exponentially better arsenal. A top-tier attack bird.

>Rapier Royal
IMO one of the best IS Heavy Fighters until the Eisensturm. LRM-15s + more DHS would have been better, but otherwise it's simply great.
>>
>>51483725
Could be that they follow the Cold War Soviet tank design school of thought, with several engineers and designers bickering like school girls to get *their* latest and greatest bumped from prototype to production. So you have have maybe half a dozen companies and bureus all working on ferro and jockeying to have theirs picked for the final form, and the heads of the departments not being able to pick one or the other because half the heads are in bed with two different bureus, and the other half is in bed with the remaining..
>>
>>51483787

What about the Royal Stuka, NEA?
>>
>>51483787

>unless you figured out some way to add TSM to an aerospace fighter

I never knew I wanted this until now.
>>
>>51483821

Lyrans have the most heavy industry, highest tech (aside from the Suns), and the NAIS in their corner.

The Dracs have the literal retards who spent twenty years trying to understand DHS and almost 40 getting from understanding them to making them standard technology when everyone else did it in less than ten from getting their hands on it.

Giving the Lyrans a 5-year edge with a more complicated technology that gets run down by the Dracs out of the blue is dumb. If the Dracs started prototyping in the very early 30s it would make a shitload more sense. Ditto for GRs since they Dracs, FWL, and Lyrans all managed to get production-grade versions at the same time, so if the FWL and Dracs started earlier and the Lyrans bought their advantages to bear later it would make more sense. Instead, it's Lyrans and Suns.
>>
>>51483044
>>51483141
>>51483280
>>51483421
>>51483530
>>51483787
Thanks for the write ups.

To throw a bit more at you, if it was you building a merc aerospace outfit, what would you pick as the best option out of these aerospace fighters for each role here:
>interceptor
>fast dogfighter
>dogfighter
>fire-support
>attack

Got the question from reading this:
http://bg.battletech.com/forums/index.php/topic,2765.0.html
>>
>>51483931
Point conceeded.
>>
>>51483959

What era? I'm not NEA but depending on where you are and what connections you have that could be a very different answer.
>>
>>51483725

Comstar aid?

Could also be one area they excel at.

Like how they somehow have more Omnimech technology than their inner sphere neighbors do.
>>
>>51483890

Basically a slower Royal Rapier that has 3 more tons of armor. I'd rather have 12t armor on a 6/9 platform than have 15t armor on a 5/8 platform (both mount 2 PPCs, an AC/20, and some MLs firing aft, only the Rapier gets AIV-enhanced LRM-20s as well).

Granted, this happens because the Royal Stuka is, IIRC, ludicrously oversinked (~30 DHS?). But it still happened.

I didn't do the Stuka (or Corsair, Lightning, or Chippewa) in my writeup because while they're SLDF birds, they're strongly House-oriented as well (Davion/Davion/Lyran/Lyran). I was mainly intending to stick to ASFs which are very clearly SLDF-flagged fighters.
>>
>>51483981
Good point. Off the top of my head I was thinking the base models but era wise it'll probably be either FCCW or early-Jihad.
>>
>>51484002

Royal Stuka is AC/20, ML, 4 PPC, and 2 rear MLs.

Not 2.

4 PPCs.
>>
>>51484011

As well, the Royal Rapier is 2 LPL, AC/20, and a single AIV LRM20.
>>
>>51483959
>what would you pick as the best option out of these aerospace fighters for each role here:

Largely depends on the era and the intended OPFOR. However, I'd give this as a preference in as "generic" an era as I can:

>Interceptor
Royal Trident. Strictly better than any of the House IntroTech level ASFs. May be a speedy deathtrap second only to the Thrush, but at least it hits hard and accurately.

>Fast Dogfighter
Tomahawk. Good armor, can fuck up any 1st-shell units that leak past the Tridents and is fast enough to zip in and land a thresholding hit on heavier units that are otherwise engaged in a dogfight. That custom "Royal" Tomahawk I posited? That'd be even better, but I'd actually rather have the standard T-Hawk than the normal Royal variant.

>Dogfighter
Royal Rapier. Because it can dogfight with a Transgressor successfully.

>Fire Support
Royal Rogue. I'm not generally a fan of this role in the first place (I find it's hard to actually pull off on the tabletop), but the Royal Rogue has 80% of the missile power of the other contender (Ahab) at something like half the cost, AND it's better at getting itself out of trouble than the Ahab is.

>Attack
Royal Rapier, again. Because XL engines on fighters enable bullshittery to occur.

>Close Attack/Wild Weasel
Royal Ironsides. The Royal version mostly because I want CASE and the 2nd SRM ammo bin. Because if we're going air-to-ground strikes, I'd rather hit somebody with a Rapier and open some holes, then smack them with a Striking Ironsides and 30 SRMs. Plus, think about loading Infernos in those SRMs and suppressing [s]the peasantry[/s] enemy air-defense vehicles.
>>
>>51483079
Can you do ICE Conventionals? I'll admit I have never actually tried to make one. What sorts of motive systems can you choose?
>>
>>51484011
>>51484038

Ah, that's what I get for going off memory. I swore I'd mentioned the LPLs in the blurb upthread, but I guess not.

I'd still rather have the Royal Rapier, tho. The difference between 5/8 and 6/9 is tremendous is you utilize the Special Maneuvers Table whatsoever.
>>
>>51484137
Were Royal variants put back into production by ComStar or WoB? IIRC the Royal designs were like retcons, right?

If they're not available during the FCCW/early-Jihad era, what non-Royals would you go with?

Thanks for taking the time to give these answers, by the way.
>>
>>51484179
Of course. Most conventionals are ICE fighters since they can only operate inside an atmosphere. You could even, in theory, make them using fuel cell or fission, too. There are a few fusion-powered conventional fighters that are designed for indefinite-loiter-time observation craft, like the Mosquito.
>>
>>51484179
Yes. And you don't choose motive system.
>>
>>51483984

ComStar aid prior to them losing Terra is close to nil. There was the SL downgrade deal in exchange for Raslhague's recognition but heads literally rolled when they found out that less than a Battalion worth of SLDF-spec machines were accidentally bundled in with what was given to the Dracs. There's no way in hell ComStar would have gone for technological assistance, especially under Myndo Waterly.

The Omni percentage comes from the Dracs starting earlier than everyone else and everyone else realising that Omni tech for the IS is actually kind of shit. With the Clans, who have large numbers of Omnis, you really can refit overnight and then use the same 'Mechs to do different things. With the IS, the small number of Omnis and way they're deployed means they join an existing Lance that is organised to do one job, get shoved into a config that fits that, and the flexibility is never taken advantage of. It's the reason the Suns kept knocking back Omni proposals; it was better to focus on simpler, cheaper, standard 'Mechs.

Plus the same TR that gave the Dracs their Omnis, many of which have shitty base platforms or use the pod space poorly when that isn't the case also gave the FedCom a ton of excellent Gausswall designs. Judge for yourself which ones get played more often and have a greater impact when used.
>>
>>51484191

That could be true, but I wouldn't be using royal stukas to dogfight.

They'd be solely for either heavy ground attack, dropship assault, or zoom attacks through a fight at max thrust.

My dogfighters of choice, personally, are my royal eagles. They're also hilarious strafing birds.
>>
>>51484192
>Were Royal variants put back into production by ComStar or WoB

Some were. I don't have that info off the top of my head.


>what non-Royals would you go with?

Assuming that no Royals are available, I wouldn't go with almost ANY of these, except for the Tomahawk in the Fast Dogfighter role, and the Ironsides in the Close Attack/Wild Weasel Role. The base models of many of these are going to be so totally outclassed by XL-engine'd FCCW-era fighters that it'd be like taking biplanes against P-51 Mustangs. And while biplanes can still mess up a ship if you give them a chance, against an actual air-superiority squadron, they'd be so much confetti floating gently back to the surly bonds of earth.
>>
>>51484179

You can but the engine masses are crippling, especially when combined with the tiny amount of armour conventional fighters are allowed to have. I would recommend going with full-on ASFs, VTOLs, or WiGEs instead.

>>51484192

Royal designs are very much retcons and generally don't go back into production or appear very much outside of ComStar/WoB after the fall of the Star League.

I do remember a few entries in TR 3050U about WoB dudes flying Royals but my impression was that those were from caches rather than being recent modifications or new manufacture.

Royal Fighters are kind of a double retcon, until fairly recently (IIRC the Clan Omnifighters from TR 3055) it wasn't even legal to use XL Engines on ASFs. Which is why so many upgraded models and the SLDF/SLN fighters look like shit compared to more modern designs- throwing an XL Engine on them is a massive change, even more paradigm-altering than DHS on 'Mechs.
>>
>>51484285
>>51484342
Alright, thanks for the input guys.

Perhaps as a last thought, what fighters for the interceptor/dogfighter/attack roles should I use as a ComStar/WoB originating force in the FCCW?
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>>51484420

For that era they are largely looking at generics, old SLDF/SLN stuff and FWLM/FWLN gear.

Cheetah/Trident or maybe Spad, Hellcat/Hellcat II/Stingray and Thunderbird/Reiver/Shiva are what immediately spring to mind for me in each three classes.

>MFW in researching this I discover the FedSuns puts the Royal Thunderbird back into production
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>>51484583
Interesting.

Looking into the Royals I found the WoB/FWL put the Royal Black Knight back in the field in the 3050s. Neat.
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>>51484608
BLAKE ELEISON!
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>>51484653
Those robe-wearing bastards have always been too much fun.

I hope they come back.
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>>51484653
Give praise to Blake!
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>>51484695
>implying they ever left
I wish I could into photoshop, because redoing that one Simpsons gif from Russia>USSR to RotS>WoB would be fucking hilarious.

Bonus points for shopping the Master's face over Lenin's
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>>51484751
Hopefully we'll get that.
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>>51484797
What's it say on the forehead? I can't make out the first word.
>>
How come no one else played ComStar and WoB like Sun-Tzu did?

What a genius.

>With his Free Worlds border secured, Chancellor Sun-Tzu turned to ComStar. After the failure of the late Primus Myndo Waterly’s Operation Scorpion, in which ComStar had intended to emerge as the “savior” of an Inner Sphere shattered by the Clans, ComStar was forced to renegotiate garrison rights for its massive Com Guard military across the Inner Sphere. Every contract in every Successor State soon included a provision for dragooning Com Guard forces stationed on any world in case of planetary invasion. Chancellor Liao bargained further, stipulating that the Strategios have right of refusal over any Com Guard posting in Confederation space. ComStar grudgingly agreed, and the Com Guard garrisons were posted mainly along the border with the Sarna and Capellan marches of the Federated Commonwealth. This action freed up yet more CCAF forces from border duty, which allowed them more time for rest and refit, and also gave the Confederation military room to expand for the first time in decades. Despite his successes with the Com Guards, the Chancellor only agreed to a short-term contract with ComStar. Though many wondered about this move, his reasoning became clear in 3056 when he allowed the contract to lapse and instead signed on with the fanatical splinter group Word of Blake. Throughout 3056 and early 3057, ComStar administrators and Com Guard troops were removed from Capellan worlds and replaced with Word of Blake adepts.

(1/2)
>>
>>51484878
>To gain the Confederation-wide contract, the Word agreed to supply the Capellans with technological assistance on a number of projects—including the joint Confederation-FWL development of the Impavido-class destroyer—as well as other provisions. This pattern appeared in a number of dealings across the Confederation and even between realms, as the Chancellor used every opportunity to gain whatever small advantage he could for his nation. Each of these agreements was focused on reducing the CCAF’s commitments. The contracts with the Word of Blake, for example, while including provisions for technological assistance, were otherwise identical to the ComStar contracts; Word of Blake troops assumed garrison responsibility for many Capellan worlds, dealt with pirates and offered humanitarian aid wherever possible. In fact, quiet rumors persist that the Chancellor ordered unrest to be instigated on several worlds solely to force the Word of Blake into humanitarian “hearts and minds” campaigns that included a great many public works. Whereas most previous Chancellors had concerned themselves strictly with military matters, the back-and-forth competition Sun-Tzu brought to the ComStar-Word of Blake issue showed he had broader areas of concern. He pitted the two against each other, using their mutual antagonism to benefit the Capellan people. When the Word of Blake constructed and donated a modern hospital, ComStar retaliated with a school. If the Word built a child-care center, ComStar countered it with a centralized food distribution site. The Inner Sphere’s two communications giants battled for a larger share of the Capellan market, and the Capellan people reaped the rewards.

Just wow. Flawless chess.
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Do they ever retire Omnimech configurations?

Or is an Omnimech likely to see continuous configuration developments over it's service?
>>
>>51484878
>>51484885
Pottery
>>
>>51484878

Because no-one else was being written as completely infallible by one of the company owners.

>>51484907

Configs are never really retired because they can always be put together from the pod stockpiles if circumstances warrant.

OmniMechs see regular development as new tech becomes available (see the P, H, I, and G configs with micro lasers, heavy lasers, ATMs, and HAGs respectively).

Base chassis are retired and even go extinct though, like the Lupus, Woodsman or Coyotl,
>>
>>51483959

>interceptor
Morgenstern

>fast dogfighter
Morgenstern

>dogfighter
Morgenstern

>fire-support
Morgenstern

>attack
Morgenstern

>Spontaneously Impregnating Barren Clanner Wombs With Sheer Awesomeness
Morgenstern
>>
>>51485107

You mis-spelled Eisensturm, anon.
>>
>>51485131
He said for a Merc unit, so I'm assuming he'd rather not blow the budget on something with XLFEs.

Morgie is *cheap* for what it does.
>>
>>51484872
Looks like the second word might be cuck with a line on the left side.
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>>51484907
>Do they ever retire Omnimech configurations?
IIRC a few configs of various omnis are mainly used by particular factions so if said factions are gone, the config probably doesn't see much use anymore. Namely thinking of the Clans in this instance. But really outside of omnis used primarily by a particular group (the WoB Celestials or example) it'd be doubtful there would be a single authority to admit or retire configs universally anyways. So far the most we've seen is full chassis just gettting the boot, namely after the Reavings in the Homeworlds, though the oldest omnis like the Coyotl, Lupus and Woodsman have all been retired as well.

>Or is an Omnimech likely to see continuous configuration developments over it's service?
At least when new tech crops up this is shown to be the case, as 3050 Upgrade had new coinfigs for the original Clan omnis using new toys like heavy lasers and ATMs, and we see new configs in the ONN sections of later TROs as well.
>>
>>51485107
>>51485131
Do the Suns deploy any aerospace fighters that have anything on the Morgen and Eisen? Or any good ones at all?
>>
>>51485149

Considering how broken the Eisensturm is even if you start allowing custom fighters, I'd spring for them. YMMV.
>>
>>51485293

Suns get the fixed-config EST-R3, and the Royal Thunderbird (dual GRs). Stuka is pretty badass too.

There are probably others but those I can remember right now.
>>
>>51484285
So, I was looking at the Lyran fan-TRO the other day and wondered

Is the HGR good on ASF?
>>
>>51485387

>Is the HGR good on ASF?

Standard one no. It still gets the damage drop-off at range because haha, what is logic? Did you really think there wouldn't be drag in space?

The iHGR isn't a bad option though you'll be lucky to get more than one of them on a usable fighter. But something like an Eisensturm Omni with an iHGR with 4 tons of ammo and 2 PPCs in the nose, 3 ER MLs per wing, 1 ML to the rear and an extra DHS could work.

20 tons for a single gun is a lot of mass to invest, really. Especially when you then only get 4 shots per ton. Good for DropShips but on ASFs it's hard to muster an argument for the HGR/iHGR over the normal Gauss.
>>
>>51485384
The STU-D7 is a badass when it comes to direct-fire support. There's not a ton you can do to improve it other than strip the rear lasers, maybe a ton of SRM ammo, and replace the armor with Ferro-Aluminum and maxing it.
>>
For air to air, HGRs are dumb

But imagine strike attacks with one of those
>>
>>51485610

Or for the same 24 tons you need to get a HGR and 4 tons of ammo to make it usable you can get a normal GR, 2 tons of ammo, and an ER PPC.

Normal GR will headcap you just as dead and it gives better damage potential overall. Just not as concentrated, but then you also need to weigh the extra chances to hit.

I'm not going to pooh-pooh the idea completely because there are still fluff reasons for it and if someone goes full retard building brickfighters the iHGR is pretty much all that will be able to Threshold but generally speaking I'd stay with normal GRs.

IMO even LGRs have more advantages to them than iHGRs due to the 8-point hit being enough the Threshold most fighters and them having Extreme range rather than just Long. YMMV.
>>
>>51485662
>better damage potential
> gr + er PPC do 25 damage in two hits, HGR does 25 in one hit
>>
>>51485293
Dagger is excellent, if on the lighter side.
>>
>>51485662
Honestly, the best possible place for a LGR is on an ASF - just look at the Aquila. (The ASF, not the Jumper)
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>>51485723

I thought you were talking about the iHGR, which does 22 at all ranges.

The normal HGR *can* do 25 in one hit, but only from 6 or fewer hexes which is going to put it at some pretty extreme risk for AA fire in return.

Honestly I'd still go for the GR+ER PPC combo regardless. Or if talking normal HGRs, GR+ER LL.
>>
>>51485662
>>51485491

Morgenstern B does the iHGR truck job pretty damn well should you happen to need one, and it's a canon config to boot.
>>
>>51485773
They're great on ASF, but also fantastic on vees. I'm a big fan of taking a pack of c3 main gauches during campaign play. Not great if using BV though.

>>51485783
A strike always counts as being 1 hex distant. You always get the short range damage on an HGR in that case.
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It just kept coming, trying to kick my mechs to death until I won by BV.
>>
>>51485805

Strike attacks also drop you to at least Altitude 4, with an almost inevitable PSR to avoid lawn-darting. Which means a 50% chance of going dirtside if you fail your PSR, possibly greater if there is a gentle hill or forest in your flightpath.

AFAICT Minimum Range still applies to Strike attacks too, which isn't gonna be fun on the (i)HGR.
>>
>>51485939
>Minimum Range still applies to Strike attacks too

Not quite. The target and the attacking fighter do not suffer minimum range penalties for purposes of shooting at one another. Anyone ELSE shooting at the fighter while it's attacking suffers range penalties as normal, though remember you have to double your altitude when you count range to a ground unit. If you're 2 hexes away from the ASF's flight path, and the ASF's at altitude 4, you count as being 10 hexes (2+ [4*2] = 10) away.

Also, a 4 pilot is going to make a base test against a lawn dart on a 5+ 4 base Piloting, +2 for being in atmosphere, -1 for being a Fighter. That's not bad odds for passing the PSR, and then you've got to actually fall far enough to hit the ground on top of that. And again, remember that elevation and altitude are different things; there can be an elevation 30 building directly in the ASF's flight path, but as long as the ASF is at Altitude 1, it'll fly over it. Elevation is <always> treated as being below Altitude levels (except for NOE flying, which is it's own thing and you can't enter into it as part of a air-to-ground attack).
>>
>>51485939
Yes, but that's true if you strike with an HGR or an AC 20 or 20 med lasers or whatever. You might take return fire. That is what happens if you strike. And ASF weapons don't have minimum ranges.
>>
HGRs are also fantastic anti-dropship and anti-warship weapons.

A squadron of fighters with HGRs are putting out a shitload of capital scale damage. A squadron of 4 of them is putting out the hurt of an NAC/10.
>>
>>51486098
Although I think squadrons are actually 6? It's been a while. So that's 15 capital damage.
>>
Megamek has finally made me realize why so many people love 3025.
I am never going to fight another clan mech ever again. Holy fuck, they have bullshit range for god knows what reason, INSANELY low rolls (and the AI will constantly roll a 12 anyways as if it even mattered)
They also take insane amounts of punishment. Like they never die, ever. I wouldn't fight clans even if you gave me five fucking mechs to every clan omnimech. They are just so unfun to fight it's insane.
>>
>>51486139
How the fuck are you balancing? Tonnage? If you're using BV you can just swarm the fuckers so easily it's not funny.
>>
>>51486154
>swarm them
By the time you've reached them, they've killed half of your mechs with their roll 2 to hit, 50 range headseeking LPLs or across map LRMs. Now that your heavily battered force is finally within their weapons effective ranges, they still roll 5~ higher on their shots compared to the clan mechs, and miss every last shot while they get torn apart by pinpoint accurate pulse lasers. The only thing that IS has going for it is if you somehow manage to get within melee range, where you at least do the same melee damage as a clan mech.
>>
>>51486192

Use the terrain? Set shit on fire for cover, then close the distance.
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>>51486139
Top kek. I took on Clanners with introtech in an AtB game using 2/3s and 3/4s against Clan "regulars" and stomped the fuck out of them. Use terrain and pray for nightfighting to fuck them over while you get searchlights into place.
>>
>>51486192
Are you playing on planet bowling ball, or are you letting the clanner take absurdly good pilots/gunners for free?

>they still roll 5~ higher on their shots compared to the clan mechs

Ah yes, yes you are. Protip: Don't.
>>
>>51486139
I used to be a major player on the Invasion mekwars server. This was a server designed t be a company of introtech IS mechs vs a star of clan mechs in 3050.

I regularly annihilated the clans. You have to know what kind of mechs to use. You want to use 50-70 tonners that move at least 5/8. Get up on them quick, while having enough armor to take a hit. Griffins, wolverines, shadow hawks, ostols, champions, ostrocs, quickdraws, exterminators, grand dragons, crabs, kintaros, shit that can move upfield fast and blow them apart with short ranged weaponry and physical attacks. 12 4/5 introtech mechs are about the same BV as 5 3/4 3050 clantech mechs.
>>
>>51486192
You sound like you're not playing with any balancing mechanisms at all, frankly.

Or if you are, you're clearly not accounting for the massive BV spike things like Clan pilot/gunnery skill imposes.

Shit like this is why clanners got the "broken" reputation they did back in '90/'91 - people using tonnage balancing against an opponent where that explicitly does not work. Under BV2, clanners are actually pretty nerfed.
>>
>>51486405

What is tonnage good for anyway?
>>
>>51486452
Tonnage is great for quickly balancing forces of equal tech and skill level. It's fantastic for campaign and scenario play.
>>
I saw someone mention an AU idea where the IS is actually a sphere instead of a circle, and there would be major and minor powers above, below, or around the extant ones. Ideas for new factions?
>>
Has anyone run a campaign in Alpha Strike?

Also, does AS have pilot abilities?
>>
>>51487045
>Has anyone run a campaign in Alpha Strike?
No, though I couldn't imagine it would be too hard, but I suspect it would work best using the Total Chaos system rather than Accountantech.

>Also, does AS have pilot abilities?
Alpha Strike Companion, starting on page 49.
>>
Does anyone know what exactly caused the quadmech renaissance in the 3060's? Was it some new tech, or did people finally realize how great they are?
>>
Speaking of AUs, I want to make one in which the Clans don't exist, but the WoB still forms and the Jihad happens. Suggestions on what might make this happen?
>>
What's the name of the game that lets you move regiments and battalions around?
>>
>>51487198

Battleforce?
>>
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PARKER! I need pictures, pictures of Urbanmechs!
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>>51487239
>>
>>51487284
>>
>>51482123
Early 5-D Marauders (technically mass production starts in 3051) are better 'mechs then a lot of the goofier clan variants. Heavies and assaults aren't quite so bad off as light 'mechs when you do Clan vs IS comparisons.

>>51482647
Introtech/ Stackpole novel time? Yeah, you want lots of tonnage advantage to do IS vs Clan.
>>
>>51486098

HGRs have to be in the Short range bracket to deal 3 capital damage each to big ships.

PPPC+GR can do that from any range band.

>>51487133

At that stage most of the available mass, movement, and weapon combinations had been tried on bipeds. There's a limited amount of things you can do differently and until the explosion of new tech in the PP era quads occupied most of the unexplored design space.

>>51487191

FedCom uber alles.

The FedCom finally kicks off the 5th Succession War (probably under Hanse), during which they simultaneously annihilate the pitiful remnant of the CapCon and breaks the Dracs at least as far as Luthien if not entirely. He then either tries to take Earth or Waterly simply cuts her forces lose to destroy the Davion Scourge and also take over mankind completely.
>>
So, in the campaign I am it, all pilots start with a gunnery and piloting skill of 6/6. It costs points to train them. The cost in points is the difference between the desired rating times 2000. So going from 6 to 5 is 2000 points, 6 to 4 is 4000 points, 6 to 3 is 6000 points and so on.

The problem I'm having with this is that the points are also used to purchase Mechs, with the points paid being BV x 2. So training a pilot to have a 5 in gunnery or piloting tends to cost more than building most Mechs, besides Heavies and Assaults.

It's round one of the campaign. I'm earning 12,000 points per turn due to have 12 planets with 1 rank in Income each. It costs BV x 2 to build Mechs or Vehicles. It costs (Desired Number + 1)x1000 to raise any of a planet's stats (Mech Factories, Vehicle Factories, Population or Income). You can't upgrade a planet and have it build a Mech on the same round. You can't upgrade a planet more than once per round. You can build Mechs and vehicles at a planet a number of times equal to the factories it has.

Those are the basic rules of the campaign for now. So, how do I break this system? Campaign is currently using TRO 3039. Once 11 rounds are over, we'll go itno TRO 3050.

My blueprints for what I can build are:
-MECHS-
Commando COM-2D
Vulcan VL-2T
Whitworth WTH-2
Vindicator VND-1R
Hunchback HBK-4N
Trebuchet TBNT-5N
Dervish DV-6M
Grasshopper GHR-5H
Zeus ZEU-5T
Banshee BNC-3S
Atlas AS7-RS
Battlemaster BLR-1G

-VEHICLES-
Savannah Master Hovercraft
Skulker Wheeled Scout Vehicle
Warrior H-7C
Scorpion Light Tank
Striker Light Tank
Hetzer Wheeled Assault Gun
Goblin Medium Tank
LRM Carrier
Patton Tank
Demolisher Heavy Tank
Schrek PPC Carrier
Ontos Heavy Tank
>>
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>>51487305
>>
>>51487407

Why are you not just using normal BV for pilot improvement?

Aside from that it looks like the way to game the system is to just spam the shit out of fast movers, with or without pulse weapons. Then upgrade your gunnery to 3 or 4, good luck to them hitting you when it's 10+ for a basic pilot before range and attacker movement.
>>
>>51487407
this campaign system is dumb as shit
>>
>>51487470
Because you're not allowed to. When a battle happens, the campaign only uses BV to determine the cost of building something.

Say I have a planet with an Atlas, Battlemaster and two Hunchbacks on it. You move two Fleas and two Jenners onto the planet. Your Fleas and Jenners now must fight the forces I have on the planet. No one is told eachother's moves during the rounds, so you wont know if someone already moved to a planet or not. After the end of the round, and when all the fighting is done, the public map is updated so everyone will know what happened.
>>
>>51487239
From the booru. It's still being worked on when time allows.
>>
>>51487533
I've tried tagging some stuff myself to help out.

May I make a suggestion? A guide that tells people what tags you'd prefer be used, and how things be tagged, would be nice. I don't want to derptag several hundred pictures in a sitting and make more work. Like, I've noticed that sometimes I'll tag something and my tag will be the first one of its kind, and that makes me nervous that I'm creating more work later.
>>
How do you represent stealth armors and the like in a traditional tabletop setting?
What I'm asking is essentially; how do you hide your units from the guy sitting across from you until he spots them with his mechs?
>>
>>51487533
One more.
>>
>>51487565
you write the hex numbers down on a piece of paper, what unit is there, and stash the paper where everyone can see it but not read it, and they will know if it's fiddled with. then, reveal them at the appropriate time.

how we always did it without an arbiter/GM
>>
>>51487511
I feel like that fight would consist totally of "identify forces on world, then leave"

Going in blind like that you should build some Savanah Masters and drive them past to see what the other guy has. Only commit to a fight if you can win without getting losses.
>>
>>51487553
>I've tried tagging some stuff myself to help out.
>
>May I make a suggestion? A guide that tells people what tags you'd prefer be used, and how things be tagged, would be nice. I don't want to derptag several hundred pictures in a sitting and make more work. Like, I've noticed that sometimes I'll tag something and my tag will be the first one of its kind, and that makes me nervous that I'm creating more work later.

Fantastic idea. I say go ahead and try what comes to your mind. I will come up with something with I have some time off of work. Most of it is pretty simple. Mech name, house affiliation if there are logos, mech weight (I usually go numerical but I don't mind if someone goes "light weight" or whatever,) color (in case someone is looking for that yellow / gold Wyvern painted like C3P0,) type of machine and method of movement (vehicle, mech, hover craft, quad, quad_legs,) type of unit (mech, battle_armor, warship, VTOL, infantry,) artist name if known, painter name for minis if known (really hard to know at times,) and so forth.
I'm totally open to everything and anything that makes it easier to catalog that massive amount of files (and more are coming when I have time,) and gives users the ability to use the search function better.
>>
>>51487605
Oh, I also add tags like "silly" and "motivational" and even will make a tag for some part of a motivational poster's quote, a joke picture's quote, or at times if some pic has something like a quite painted on the side of a tank's main cannon that is really specific, I try when I can to add that in case someone can only remember that one detail about it.

It's a log way to go, but I am dedicated in the long run to make this work.
>>
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>>51487239
>>
>>51482045
Back in the 90s there was this toy line called "Mega Force" that had all of these 6mm ish tanks and VTOLs, shortly after I got into battletech I bought a ton of them on clearance to use.
>>
>>51482963
All 3039 did was introduce a timeline, how else did you think the houses were introducing upgraded mechs in TRO 3050? That shit takes time, or are you one of those retards that thought they were reverse enginering Star League tech from Clan tech and into production under a year?
>>
>>51483012
>The fluff and what happens if you try to play it on the tabletop has never lined up. Good fucking luck trying to smash and rout an entire RCT with a Cluster made up of Ice Ferrets, Adders, and Gargoyles or Kit Foxes, Hellbringers, and Summoners.

It's actually quite reasonable when you account for the superior strategic mobility of the Clan units and don't assume it's an entire RTC squeezed into battletech map sheets. Clans smash the Mech force, outflank the conventional forces, and overrun HQs and support units.
>>
>>51482897
Except that the upgraded units were in the original TRO 3050 as production units being sent to the field, so, your a fucking moron.
>>
>>51487597
Not sure if the organizer will allow retreats or not. Considering Mechs and Vehicles cost points to move from planet to planet:
Light Vehicles = 10 Points
Medium Vehicles = 20 Points
Heavy Vehicles = 30 Points
Assault Vehicles = 40 Points
Light Mechs = 20 Points
Medium Mechs = 40 Points
Heavy Mechs = 60 Points
Assault Mechs = 80 Points

So moving 2 Assault Mechs and 2 Medium Mechs costs 240 points per planet. So if I'm in System 1 and want to move them to System 3, it'll cost 580 points total.
>>
>>51488238

The Clan forces would get annihilated by the battalion plus of tube artillery assigned on top of the conventional vees and ASF joined by conventional fighters.

There is literally no way at all to reasonably explain a Clan Cluster taking out an RCT. Full Galaxies barely work.

Then there's the example of 2 or 3 Viper Clusters literally smashing two full battle-hardened, upgraded RCTs that had been fortifying their positions for over a year in the space of a few hours.

The Clan invasion made minimal sense in the original material, adding a ton of upgraded stuff on top of that fucks things up even more.

>>51488183
>>51488268

In the original material, while the TR was *called* TR 3050 it was actually dated to 3052, after the Dragoons helped the NAIS figure out the Helm core and get the FWL's factories cranking the tech out.

Thanks to retcons after that, there are LosTech units from TR 3058 going into full production in the early 3040s. And being assigned to units on the Clan front.
>>
>>51485918
>"He stood alone at Gjallerbru and that answer is enough."

This makes me think how many ancestral 'Mechs are actually of the "grandfather's axe" variety. "Well, the left leg and torso were salvaged from a pirate 'Mech, the right leg was bought new, the gyro is from an Orion..."
>>
So is it just me, or is the Radical Heat Sink totally useless?
>>
>>51488718
>there are LosTech units from TR 3058 going into full production in the early 3040s.
Any notable examples?
>>
>>51489413

Not that guy, but the only thing I can find on the MUL is the Devestator, which had a downgraded version (1D) come out in 3036, and the original Star League spec -2 hit full production in 3048
>>
>>51489291
It is just you
RHS is amazing, almost OP
>>
>>51489727
Not really. 4 tons could get you 8 heat dissipation. So you have to sink more than that, plus you have to do more damage in that turn to make up for only doing it every other turn.
>>
I was thinking of making a Vengeance Inc. "Salvage" team, what might be a good composition? Also, any ideas for a pattern design? (Orange and grey already seem like the obvious colors)
>>
>>51489765
If you have more than 8 heat sinks of any kind, you'll sink more than 8 heat from RHS.
Every mech has to have 10 heat sinks, so you do the math.
If you have 16DHS, you'll sink 16 heat.
>>
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I really like the Blackjack and his omni upgrade, but I'm not quite convinced on his cousins (beside the Rifleman II which seems ok)
Sell me on the other members of the Rifleman (and Rifleman-likes) family
>>
>>51490032
>Rifleman
Great if you want to shoot down aircraft.
Also a decent long range mech in my opinion, although it suffers from a lack of armor. Not an issue if the opponent doesn't have anything long-ranged to poke at you and can't get his light mechs in to harass them, but unless you're running a later model for proper fire support it is an anti-aircraft chassis and was designed as such.
Give a 5D or a 7+ series Rifleman a try, just don't expect anything special from the earlier models if you're doing mech v mech.
>>
>>51490032
Rifleman is meant to alphastrike aircraft and then do nothing and cool down while the aircraft turn around to make another pass

It's great in this role. Against other mechs it sucks balls.
>>
>>51487191
Assuming they start with the Com Guards and add as many divisions as the WoB built, that would be an impressive 120+ division force and a hoard of warships:
>one McKenna
>one Farragut
>one Tharkad
>one Volga
>one Potemkin
>one Cameron
>four Sovetskii Soyuz
>three Black Lion
>seven Aegis
>two Congress
>one Quixote
>two Riga
>three-five Dante
>eleven Essex
>nine Lola III
>three Naga
>two Carson
>three Baron
>seven Vincent
>four Pinto

I'd watch that war.
>>
>>51487382
No they can't, because that's not how bays work. A squadron's weapon bays consist of all the weapons of the same type in the same location. A GR and ER PPC would be separate bays and thus wouldn't combine damage. That matters.
>>
What happened to the FSS Andrew Davion?

>the status of the Andrew Davion was reported as "missing in action" during the assessment of those forces to survive or be lost during the war. No detail is available on when the Andrew Davion was launched or went missing; there are no records of the ship having been found or reappearing during either the Jihad or Dark Age.

I always expected it to show up with WoB. Like the FireCrest or Yggdrasil.
>>
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Make Wolves Great Again
>>
When playing megamek is there any way to stop ejected mechwarriors from count as enemy units for victory purposes? Chasing down and stomping out mech-less pilots is getting annoying.

Also in the last round an enemy pilot entered the same hex as my battlemaster and my mech picked him up. I didn't order that so why did it happen? A few turns later the battlemaster was destroyed and the enemy pilot became "trapped in the wreckage".
>>
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>>51491719
You don't have to kill the ejected pilots. If your orders are to kill 50% of the enemy and have 50% of your own 'Mechs to survive, destroy the necessary enemies and type /victory in the message box/phase report text field.

Note that bot-controlled 'Mech drivers hate ejected pilots massively (see pic related) and will target them if nothing bigger is present.

The ejected pilot pickup is useful if you want to grab one of your ejected people up and carry them out (so an enemy won't target them in case there are no 'Mechs nearby) or capture enemies as prisoners (make a note of who you picked up, then in the battle results bit mark them as prisoners).

The "trapped in the wreckage" automatically happens if you're carrying someone and get killed. Also, if two ejected Mechwarriors (of any side) end up in the same hex, they pop open beers and presumably commiserate their fate.
>>
>>51491719
Under victory conditions set Destroy Enemy BV at 99%.

Alternatively, under advanced ground movement options there's an unofficial rule to make ejected pilots automatically flee, meaning they just don't appear at all.
>>
>>51491809
>>51491996
Thanks for the tips.

The other problem I'm having is that I'm trying to play scenarios but whoever made them didn't separate the deployment zones between different map edges. So the instant I deploy any unit the bot just puts their unit directly behind mine like an edgelord 90% of the time. If this was a custom battle I could set the deployment zones manually but is there any way to prevent this in preset scenarios?
>>
>>51490274
What about the Jag?
Also are there similar mechs introduced in the later eras?
>>
>>51491421

>HGR bay does 15 damage

>GR bay does 9 damage, PPC bay does 6 damage

>you can't just go and add that damage up and say it's the same because that's MADNESS
>>
>>51492364
Make sure you have "Exclusive double-blind deployment zones" (under Basic Options) and "Tacops Double Blind" (under Advanced Rules) selected.

Also IIRC the deployment zones vary in some scenarios. In the training scenarios, the first one definitely has two different zones (one N, one S), but the second has just one zone covering the entire map, for example.
>>
>>51486405

Then, going by BV, an Inner Sphere force should always outnumber a Clan force?
>>
>>51493224
Unless it's much heavier, or very elite, yes
>>
Should a black python clan mech look more like its namesake snake, or more like the jet/ bird hybrid its original art looked like?
>>
>>51492605

Threshold rules are based on the amount of damage a bay can deal. So yes, combining the GR and PPC bay actually is a huge deal.

Try learning the aero rules before commenting, plox
>>
>>51493516

>lecturing the guy who wrote the WS articles about Aero rules
>when most shit won't Threshold anyway since Squadron bays only count as the individual weapon type (with exceptions for cluster-damage weapons like LRMs, and rapid-fire ACs) rather than combined damage, so only the shittiest of large vessels are going to be Thresholded by a HGR any way

OK dude.

It can matter on ASFs a bit more but realistically most things are going to be Thresholded by a PPC any way because you need to get to 3067+ brickfighter levels to tank that any way.

>>51493418

Trying to make things look snake-like will probably wind up like the the Cecarops, and so pretty derpy. Jet engine with legs is a bit silly too but I find that more palatable than cobra hoods, YMMV.
>>
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>>51494011
Here's what I have as a general shape doodle. It's bit of a mess, but I hope you can see the general nose shapes I'm torn between.
>>
>>51494333

I like the second myself. The more aerodynamic version on the first seems a little pointless.
>>
>>51494361
Wasn't so much about aerodynamics as it was about making it look like a big old bird of prey.
>>
>>51494427

Oh, of course, but on first glance you can't help but think "jet plane"
>>
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Heh, oh Victor...

>Victor closed his eyes for a second, then nodded. "I think I see what you're getting at. ComStar says nothing when they first pull Thomas out of the wreckage, because they aren't sure if he'll live or not. Then he makes some progress, so they're hopeful and know he'll be grateful for their saving him. Then he loses some ground, or his recovery stalls, so they need to find someone who can take his place against the day he can be put back on the throne. Who would have him now, if he is still alive?"

>"We don't know. We think very few people were involved in the operation, and most of them are probably dead— Primus Myndo Waterly, for one. She might have had the real Thomas bundled off to any number of continuing-care facilities, on Terra or elsewhere, without letting anyone know who Thomas really is." Jerry shook his head. "But I don't think ComStar has him or knows they have him because he'd have been too useful as a lever against Word of Blake."

>>Victor nodded. "And if Word of Blake had him, the current Thomas would be a lot more toadying of them and their efforts, or risk exposure."

>"That was my thinking, Highness."

>"So, is there any way we can find Thomas, if he lives?"

>Jerry shook his head. "The Inner Sphere is a fairly big haystack in which to search for one specific needle."

>"I know. If it were easy, we'd have found and recaptured the man who killed my mother." Victor smiled weakly. "And if it were easy I'd not be asking you two to do it. See if there's any sort of a trail in any FedCom records. Myndo might have hidden him in my parents' realm as a safeguard against her Thomas going rogue—and we do have the best medical care in the Inner Sphere."
>>
>>51494011
I was very specifically talking about squadrons vs dropships and warships. Learn to fucking read.
>>
>>51494734
To clarify, what I mean is that delivering hits to a single location is way more important than you make it out to be. And lots of dropships are thresholded by hgr.
>>
Is it fine to use the Commando model from the Introductory Box Set to represent a Commando IIC?
>>
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>>51494333
>>51493418
It should look like this. Damn Fanpro for not choosing Plog for Project Phoenix
>>
>>51494792
I wouldn't turn my nose up.
>>
Like. I just don't understand how I can talk about using HGRs to strike ground targets and pop dropships, and people compare it to other stuff in asf v asf which is completely unrelated
>>
>>51494813
Was just asking before I brought it to a local event today. Wasn't sure.
>>
>>51494805
While I really like that design of plogs, it really reminds me of the Falconer.
>>
>>51494792
Absolutely, as long as all players at the table know what you are proxying it as.
>>
>>51493418
As far as these designs go, I'd go with more liberal adaptations of the designs.

Keep in mind the name was randomly generated and the design itself is just redrawn concept art pieces cobbled together with added legs because FASA was rather cheap and needed to reuse every piece of art available to them for more mechs.
>>
>>51489929
Uh

No

You would sink an extra 8 if you had 16 sinks
>>
>>51490779
So wait, you're positing that the WoB just takes over ComStar from the inside?

>dem warships
muh dick
>>
>>51491464
Probably forgotten, like the FWL's entire fleet.
>>
>>51494333
Seriously dude, you should draw for the TRO. Talk to Muninn >>51495845
>>
>>51493224
Generally speaking yes, unless you splurge on far heavier mechs with ultra-elite pilots.
Once newtech post-3067 and all that WoB shit starts showing up, all bets are off.


A notable exception is when C3 networks are involved, because the absurd BV math for those means that more often than not the IS's BV score gets horribly bloated from that unless you tweak it very, very carefully.
>>
>>51495793
No, you fucking retarded
If you have 16 dhs (notice I'm not talking about dissipation capacity, I'm talking about number of heat sinks installed) you will dissipate 16 more heat each time you activate your RHS, in a total of 48 total heat points per turn activated
>>
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Been reverse trawling the btg threads for art and: fuck you guys, so much good stuff is only posted in shitty tiny resolutions now. I don't miss Vroom Vroom though.
>>
>>51496903
Or you could take 4 extra sinks and dissipate 40 every turn
>>
>>51492583
Jag is pretty good in the same roles, and it has a few variants that are decent at fire support as long as they don't get focused.
The Malice is sort of like a BJ on steroids?
At least I think so.
There's a few others, but none are coming to my mind.
>>
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>>51497305
Wrong thread my dood
>>
>>51497305
>How effective is Outflank if you're Orks?
That is a horrible thing to say about Canopus!
>>
What are some of the better Combine onmi mechs, armor and aerospace?
>>
>>51497397
Vandal
IS standard
Seydlitz
>>
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>>51497419

> Vandal

I thought that was a Capellan machine?

>IS standard

I meant armor as in Omnitanks.
>>
>>51497008
I don't post full original size versions of my scrawls, because holy fuck that'd be just weird.
>>
>>51482963
>Shitty retcons are not a reasonable reckoning.

Found the unreasonable grognard.

>b-b-b-b-but muh Phelan Kell being surprised by ERLLs!!!!

Found the Stackpolefag.
>>
>>51497523
He's fucking with you
>>
>>51494662
Victor was really not trained to rule. Katherine would have been on that like stink on a nigger.
>>
>>51495813
I assumed it's what a non-schismed Jihad would look like.
>>
>>51497397

Black Hawk KU is a nice omni. I wish the canon configs for the Sunder were good but they're kind of crap, you can make nice custom pod loadouts though.

I've always liked the Slayer aerofighter.

Kage is a great battle armour if you want to do a TAG swarm for Arrow VI or SGLRMs.
>>
>>51497553
Speaking of Phelan Kell, I was just wondering about him and the fighting on Tukayyid.

What if Phelan had been killed in action?
I recall one of the Precentors there piloted an Exterminator. Say Phelan dies.

How would his absence affect Clan Wolf over the next few years?
>>
>>51497645
They're fucked I'd think
>>
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>>51497544
Yeah, but you aren't Alex. You got some growing to do. And I always appreciate resolution, like going to an art museum and being to actually look at the brushstrokes. Process is everything.
>>
>>51497645

Khan Kerensky likely would have had to find an alternative during the Refusal War.

As his assumed successor likely would have been Vlad.

Vlad apparently made the claim that if Kerensky should fall, and a new Il-Khan rose to repudiate the Truce, that he would take what was left of Clan Wolf and make a drive for Terra. Kerensky's response was "I think it would be best for all if you die here with me today."

He might have left Phelan's role to Kataya or someone else instead though.
>>
>>51497397
Black hawk KU is the best DC omni

Slayers are still one of my favorite aerospace

idk what kuritans do for tanks, they're not honoraburu
>>
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>>51498062
Speaking out of a poor memory here, but don't they have some supply of Manticores?
>>
>>51498280
I dunno, maybe.

I know they make Behemoths, Demolisher, and Schrecks.
>>
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Sup /tg/ I recently bought a batch of mini's at auction and this is the only one I can't identify.
>>
>>51494734
>>51494828


Just stop. You clearly don't know how it works.

To get a HGR THreshold against a DS/WS with 25 standard-scale damage, you need to be in Short conventional range (6 hexes) and the target has to have less than 255 standard armour or less than 26 points of Captial armour.

This is an absurdly small range of designs. And guess what? Most of what falls under that bracket is still going to have its Thresholds cracked by both a normal GR and normal PPC, *and* will be in all sorts of trouble from the 15 points of Capital damage either will do when combined. Oh, and the GR/PPC combo can do it from the 7-20 range band where the HGR is doing 20 or 10 damage depending.

It has some advantages in striking on ground maps due to damage concentration, but again having split damage bays still means a headcap against virtually everything from the GR, an extra roll in case the first shot goes astray, and the ability to lose one weapon to damage or thresholds and still have something else to fire.

You didn't actually understand how the Squadron rules work, nor do you understand what can actually get Thresholded. Ground targets come down to the age-old argument of one big hit versus two smaller ones and not everyone agrees with the thesis statement of either.

>>51497206

Radical HS are great for designs that have Capacitors and stuff like that. Or just a bunch of normal PPCs.

>>51497819

Conal Ward might have used the opportunity to step out of the shadows too.
>>
>>51498342
Isn't that a Reseen Behemoth?
>>
>>51498342
Looks like a Stone Rhino (Behemoth) II.
>>
>>51498397
I do understand how thresholds work, but there's more than one person arguing against you.

Also, having an HGR doesn't preclude having other weapons. The one I was talking about was the eisensturm, which in addition to the HGR has ERLLs.
>>
>>51498342

Project Phoenix Behemoth/Stone Rhino.

>>51497397

Raptor, Firestarter, Blackjack, Black Hawk-KU, Avatar, Sunder and Tenshi all have good base chassis but frequently shit the bed with their configs.

For standard 'Mechs, the Hitman, Jenner, Daimyo, Komodo, Wolverine-7K, Dragon Fire, and Naginata are all pretty good.

Kanazuchi armour is great for accompanying LRM carriers or Artillery vehicles. I hear good things about their later suits but I've never really played them because my group is mired in the pre-Jihad stuff.

Good tanks are few and far between for the Dracs, mostly just the generic Manticore, Demolisher etc. In later eras they finally get the Narukami which is pretty good, just not as good as an Alacorn.
>>
>>51498460

And I'm talking about what you can do instead of just having the single big gun.

PPC+GR handily beats the iHGR (25 damage vs 22). ER LL+GR beats HGR everywhere but Short range for overall damage and there are few if any ships or ASF that can be Thresholded by a HGR or iHGR but not a normal GR.

You're also talking about Squadron rules as though the bay's total damage determines Thresholds, which was the case once but in the current rules set Thresholding is determined by the damage of the individual weapon type used in the Squadron bay rather than the damae of the bay combined.

There are some advantages, but they are not absolute. Nor are they really great enough to make it better weapon in absolute terms than combined smaller ones, at least for ASFs.

Mounted on DSes or WSes? Yes, the HGR/iHGR does have clear advantages since they're less strapped for mass and using single powerful guns is the smart thing to do when limited for slots.
>>
I did think there were more warships that could be thresholded by it, but almost all of those designs died out during the star league. The Vincent and Bonaventure are the only ones still around vulnerable to HGR fire, though the Vincent is incredibly common.

As far as dropships that can be thresholded by 25 standard but not 15 standard:

Assault Triumph
Avenger
Aurora
Claymore
Colossus
Confederate
Dictator
Excalibur
Fortress
Gorgon
Hannibal
Intruder
Kuan Ti
Lung Wang
Merlin
Nagumo
Overlord
Union (I hear those are popular)
>>
Would it be reasonable/acceptable from a lore perspective for clans to buy isorla/bondsman as part of a trade deal with an inner sphere group? The clan in question would be diamond shark, so I'm assuming yes but I wanted to double check.
>>
>>51498918
The bondsmen would probably seppuku themselves.
>>
>>51498729

Claymore can be Thresholded to the Aft, as can the Intruder (Obsolete), Union, Confederate, and Assault Triumph.

Nagumo's wings can be Thresholded by 15 damage.

Aurora can be Thresholded to the Wings and Aft.

About a third of the things on that list shouldn't be.

For those that remain, consider the range at which you need to be to get that damage, and how much a Squadron with a GR and something else will fuck them up. In a lot of cases you're still going to be through the armour and most or all of the SI in two turns whether you're using a normal or Heavy GR.
>>
>>51498918

Bondsmen are only taken in combat.

But they could negotiate for civilian labourers etc. I suspect only the Capellans and Dracs would sell Untouchables or Servitors off like that, however.
>>
>>51498918
Expecting to buy a bondsman is like going to the store for a six-pack of honour. You're not talking about a purchasable commodity.
>>
>>51494333
I know it's not a LAM, but with how you drew it, It makes me thinks it's a LAM, and now I want it to be a LAM with how well you drew it
>>
>>51498971
If you're counting aft shots, then there's dropships I could add that the HGR can aft threshold. Also, a lot of these can be done at 12 hexes because 20 is enough to punch through.

And yes, I did forget it needs to be 151 to be threshold proof, not 150. I also didn't look at clan designs.

So add to the list: Achilles, Titan, Trutzburg, Vengeance, Arcadia, Noruff,
>>
>>51499087

The problem is still that *a* Threshold chance is unlikely to be decisive and you'll need to stay in that attack arc to hit the location again to get to the delicious SI filling inside the crispy shell. Which is still going to happen the following turn with a normal GR any way.

Normal GRs can crack a lot of things at the 13-20 hex range too, where HGRs are hitting for just 10 damage.

As I said before, there are advantages, but they're not so overwhelming as to be decisive in the HGR's favour. More often that not you're going to need at least an extra turn of fire to complete the kill and it's going to take sheer damage any way.
>>
>>51497614
It can have the schism, I just don't like the Clans.
>>
In AToW how do you handle IS characters in a Clan campaign and vice versa?
>>
>>51499277
Don't play atow.
>>
>>51499277

Make the IS characters be Bondsmen in the Clan campaign and Clan characters be captured Jags, POWs, or Dark Case in IS campaigns.

Or read Star Lord, which is literally the story of a disfunctional group that tells the GM "fuck you, MY character is from X, YOU work around it!"
>>
Newbie here. What would exactly consist of a "good guy" Clan. I want to know for my players who detest playing bad guys and love Clan tech and don't want to become mary sue mercs.
>>
>>51499396
Ghost Bear
>>
>>51499396
A dead one. Failing that, Ulric's Wolves.
>>
>>51499396
Cloud Cobra, Nova Cats
>>
>>51499396
>What would exactly consist of a "good guy" Clan.
the Blood Spirits. they're a bit bitter and xenophobic, but they're good guys, they just hate everyone else (not without cause)
>>
>>51499396

Pre-refusal Wolves, Diamond Shark/Sea Fox, Ghost Bears, Blood Spirits, and Star Adders all treated civilians pretty well even if only out of enlightened self-interest.

Nova Cats do as well but also pull dumb shit like HAHA SUDDEN BUT INEVITABLE BETRAYAL on everyone so I don't know where your players will fall on their being good guys.

The Smoke Jaguars, Coyotes, and Jade Falcons were the worst to their civilians and captured OZ.
>>
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>>51499420
This guy gets it.
>>
>>51499396
What time period? Because there's lots of option for clantech without being clanners.

Rasalhague Dominion post-jihad uses FRR citizens as part of the Clan touman with clantech.

Outworlds Alliance has a similar thing going on in the periphery, as does Escorpion Imperio.
>>
>>51499502

>Rasalhague Dominion post-jihad uses FRR citizens as part of the Clan touman with clantech.

They also buy things from the Lyrans supposedly.
>>
>>51498280
Omi?
>>
>>51489810
do a camo scheme like the 8th cadian has and swap the colors.
Grey ground, orange dags and white border.

Don't yell at me for posting 40k stuff plz
>>
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>>51499396
>>51499420
>A dead one

This
>>
So is IS Standard actually a good BA, or is that just a meme?

Also what are some good DA BA's for Lyrans/Mariks?
>>
>>51499396
which era?
>>
>>51499765

Standard BA isn't particularly good at anything. It also isn't particularly bad at anything.

Good Lyran BA: Infiltrator II, Cuchulain, Rottweiler, Fenrir.

Good FWL BA: Achileus, Longinus, Xiphos, Khopis.
>>
>>51499792
Only one of those FWL BA is from the DA
>>
>>51499842
They are still in active production and use during the dark ages.
>>
>>51499409
>>51499420
>>51499438
>>51499447
>>51499452
Thanks for a start but...
>>51499502
Thinking somewhere Fed Com Civil War, Jihad or post Refusal War. My players want to be part of a group that survives and isn't insane.
>>
>>51499885
Spirit Cats and Rashalgue Dominion are around then
>>
>>51499885
You're giving me a time frame of 3060 to 3080 here.
>>
>>51499885

Bears or Adders then.

But if you want to avoid being Clan Sue...
>>
>>51499892
>>51499906
Can you give me a Reader's Digest version on why they would be good guys for my noob players?
>>
>>51499956

The Bears and Adders are written to be super sensible and don't make mistakes. Therefore they don't do stupid shit that pisses off their civvies and rarely if ever lose when they fight.
>>
So why didn't they ever make a dual AC/20 Hammerhands? An AC/10 isn't much of a hammer.
>>
>>51499396
Smoke Jaguars
>>
>>51500019

I guess you could pull the SRM-6 and ammo off it but then heat becomes an issue.

By the time DHS are a thing the Warhammer has already taken over its niche.
>>
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>>51499396
There can be only one.
>>
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>>51500070
>>
>>51500019
When they made the hammerhands, the ac20 wasn't invented yet. By the time the AC20 was invented, the warhammer was about to come into production.
>>
>>51499865
but they don't get anything new and shiny like the others do. The Xiphos is meh. Meanwhile the Lyrans get one of the best BA ever.
>>
>>51499986

>Therefore they don't do stupid shit that pisses off their civvies and rarely if ever lose when they fight.

The Bears did so during their last war with the Combine.

The Kungsarme was said to be on the brink of insurrection and the Mostand began another terror campaign.

The Bears population doesn't take kindly to their destructive campaigns and deliberate targeting of civilians.
>>
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Any of you guys have favorite color schemes?

I'm curious to see what people's models look like.
>>
>>51500184
How's the Leonidas? Also what's so great about the Lyran BA?
>>
>>51499986
>>51500202

I think they also caused several Drakon and Freeman units to rebel when they ordered what amounted to veterans to take a trial of position in the new Kungsarmee.

This drove many into the ranks of the Mostand.
>>
>>51500334
>cERMPL

Leonidas is shit
>>
I was trying to cook the books with BV in introtech play. Came up with this trooper. Thoughts?
_____________________
Mace MCE-2J
IS Introductory Box Set
60 tons
BV: 1,083
Cost: 4,780,480 C-bills

Movement: 4/6
Engine: 240
Heat Sinks: 14
Gyro: Standard Gyro

Internal: 99
Armor: 184/201
Internal Armor
--------------------------------------
Center Torso 20 31
Center Torso (rear) 8
Right Torso 14 22
Right Torso (rear) 6
Left Torso 14 22
Left Torso (rear) 6
Right Arm 10 20
Left Arm 10 20
Right Leg 14 20
Left Leg 14 20

Weapon Loc Heat
----------------------------------------
Medium Laser HD 3
AC/10 RA 3
SRM 4 LT 3
SRM 4 CT 3

Ammo Loc Shots
----------------------------------------
AC/10 Ammo RT 10
AC/10 Ammo RT 10
SRM 4 Ammo LT 25
SRM 4 Ammo CT 25
>>
>>51500513
idk, just looks like a heavy centurion
>>
>>51500479
Could you explain why? I've literally never used BA before.
>>
>>51500210
I don't paint, and I may have mentioned this in a previous thread, IDK, but I like Dougram's color scheme (Shadow Hawk original) and wintry snow colors.
>>
>>51500513
it's a fat centurion with SRMs instead of LRMs. I don't see anything special
>>
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Old pic of the start of my capellan force. Should get some new pics sometime now that I made a lightbox.
>>
>>51500550
It has a heavy battle claw and an Angel ECM suite. BA ECM sucks, and heavy battle claws do literally nothing on the TW scale
>>
>>51500406

Which amounts to a grand total of fuck all in the long run.
>>
>>51500549
>>51500571
What if I do this to make it a bit better to get it into melee?
____________
Mace MCE-2J
IS Introductory Box Set
60 tons
BV: 1,083
Cost: 4,780,480 C-bills

Movement: 4/6
Engine: 240
Heat Sinks: 14
Gyro: Standard Gyro

Internal: 99
Armor: 184/201
Internal Armor
--------------------------------------
Center Torso 20 31
Center Torso (rear) 8
Right Torso 14 22
Right Torso (rear) 6
Left Torso 14 22
Left Torso (rear) 6
Right Arm 10 12
Left Arm 10 12
Right Leg 14 28
Left Leg 14 28

Weapon Loc Heat
----------------------------------------
Medium Laser HD 3
AC/10 RT 3
SRM 4 LT 3
SRM 4 CT 3

Ammo Loc Shots
----------------------------------------
AC/10 Ammo RT 10
AC/10 Ammo RT 10
SRM 4 Ammo LT 25
SRM 4 Ammo CT 25
>>
>>51500654
Only one medium ranged weapon and no jump jets. I don't know...
>>
>>51500611
So what are good things to look for on BA/ how do you use BA effectively?
>>
>>51500019
The dual ac/10's match the damage profile of the warhammer. Also, the weight of dual ac20's is king crab territory.
>>
>>51500654
Nothing changed. Also, why not just pastebin or paste into paint?
>>
>>51499753
WoB is so much fun.
>>
>>51500721
Armor and weapon placement changed.

Its easier to just c&p the text output from SSW or MML
>>
>>51500681
I like having enough armor to take a pair of ML hits, and JJs so I can position them in woods or hidey holes easier. I know you can transport them via other means, but I always look for a back way because I have has transports shot out under me with a full load one too many times.
>>
>>51500720
The real answer is this imo:

Hammerhands: Created in 2475

AC20: Created in 2500

Warhammer: Created in 2515

The warhammer is such an old design and it completely supplanted the hammerhands. The hammerhands was extremely short lived.
>>
>>51500756
Easier in all respects bar readability, sure. Also, once the arms are gone, all the damage goes straight to the torsos anyway.
>>
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Better art NEW thread.
>>51500787
>>
>>51500789
True but if I'm trying to get into melee range then more leg armor would be more helpful.
>>
>>51499596
Thanks, I'll post results when I try it out
>>
>>51500777
Only in BT is a weapon system that lasts for 40 years shortlived
>>
>>51499274
But without the Clans, and the stupid way Waterly mishandled them, there is no cause for the schism.
>>
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>>51500210
>Any of you guys have favorite color schemes?

I prefer the classic look.
>>
>>51499396
Jag Harder.
>>
>>51500202
>Mostand began another terror campaign.
>Mostand doing anything in Burrland
[laughing]
>>
Don't mind me, just reposting something for anontech.

I do have a question though, I started up a campaign in MechHQ in the year 3000. I salvaged a neat Firefly, but it uses DHS and Ferro armour which are basically impossible to find/extinct in 3002. So I can't find parts to fix it up. What year do these technologies begin to be reintroduced to the IS?
>>
I need a name for a FedSuns cadet. What you got, /btg/?
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