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How would you organise battlemechs /k/?

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Thread replies: 47
Thread images: 11

How would you organise battlemechs /k/?
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What do you mean?

"Organize" as in chain of command?
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>>31729151
Descending order based on autism level.
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>>31729151
if we are talking about the strategy board game I never played, I cant really answer.
But id choose one fast lightly armed scout, one heavy armored SOB to tank enemy fire and another big mech, this one lightly armored but carrying the heavy guns to deal the damage, and would. any additional mech would be a tank or a big gun, depending on how many are available to play, and considering MW2 the only game I played, id use the line astern formation, with scout far ahead , tank in second and guns last
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I'll tend to stay near the lore and create FFarmor, as oly it's lightness and make fuckhueg walking mechs possible.
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I'd organize my lance with an Osiris as a scout, two Uziels, and a Catapult to back them all up.

>inb4 clanner min/max trash.
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>>31729151
I would start by not being a fucking clanner scum.
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>>31729401
on your knees freebirth
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>>31729151
>How would you organise battlemechs
By size
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>>31729406
go roast in your armored glorified diving suit, you abomination of nature
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>>31729406
>2.61m
>214kg
oh lord
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>>31729455
Thicc
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>>31729406
MY wife pls god
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>>31729151
Assuming that I exist in that universe? The same way as they're already organized. That is, lances/stars on up to divisions/clusters.

In the real world? The organization isn't as much of a problem as the fact that Battletech vehicle mounted weaponry is out-gunned by Napoleonic field artillery both in terms of physical range and accuracy.

>Battletech Long-Range Missile caps out at one kilometer
>Real-world shoulder-fired MANPAD quadruples that.
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>>31729613
Yeah, no kidding. Let's not even get into the stupidity of the cannon logic.

For those who are unfamiliar: 'Conventional' cannonade in Battletech takes the form of autocannons rated as thus: AC/2, AC/5, AC/10, and AC/20. There's no standard unit of measurement for caliber, but the rough fluff statistics given for each indicates that an AC/2 is roughly 20-mm. AC/20 is roughly 150-mm to 200-mm.

The AC/2, the smallest one, has a longer maximum range (720 meters) and carries more punching power over distance (less damage falloff) than the top-end 150-200 mm cannons (which cap out at 270 meters.)

I loved Battletech so much as I was growing up. But now that I'm older, it's so hard for me to immerse myself in the lore. Especially since these shit rules are canonized in the official literature, making most of the fanboy excuses of "they just did that for the game" 100% moot.
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>>31729406
Death by snu snu.....
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I would organize them into live ammo, usable machinery, and scrap metal after salvaging them from a battle field where they faced a modern army with tanks artillery and cruise missiles
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>>31729666
It's a board game, brah. A pretty fun one. Stop getting so bent out of shape.
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>>31729666
>"Gee Satan calm down its just Algebra"
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>>31729702
>Pen and paper RPG
>Cartoon
>Video games across multiple genres
>Novels
>It's just for the board game bro
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>>31729722
The stats are for a board game. A silly 80s board game set in the distant future.
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>>31729151
melt them down and turn them into something useful
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>>31729406
outta my way clanner fucking shits
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>>31729804
While the stats are for a board game, there was no excuse not to put in the modicum of work it would have taken to modify them to make sense for other mediums. Especially the novels, where there really are no limits.
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>>31729682
Heh
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>>31729406
>Edge +1
sounds about right kek
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>>31729666
>punching power over distance (less damage falloff) than the top-end 150-200 mm cannons (which cap out at 270 meters.)
is there damage fall off in the rpg? i swear there is no such thing in boardgaem
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>>31729859
Not sure, but in some of the video game adaptions there is. Mechwarrior Online, for example, allows some weapons to fire beyond the ranges in the board game, after which they suffer damage degradation. Some at a higher rate than others.
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No one here is taking into account that due to limited space and the amount of armor applied to things like missile cells and autocannon magazines, ammo is probably low brass and low propellant. I'd assume that there is a lot of electrical components connecting guidance systems to missile cells as well as electrical and hydraulic components surrounding joint actuators that take up a fuckload of space.
Also
>Fasa created the game in the 80s
>>
Probably autocannon, AGL and ATGW armed organized in 3 to a Platoon, 9+1 command to a company, 30+1 Battalion command and + one Platoon with heavier weapons to a Battalion, plus logistics trucks and such.

Battalions organically attached to Brigades for support; Companies attached toInfantry Regiments of slightly different make; I.e, faster mechanical that a re of a lighter armor or consume common fuel or something.

What kind of mechs we talking?
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>>31729406
leg day = skipped
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>>31729151


Treat them like tanks but really mobile tanks
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>>31729406
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>>31729613
The range limitations were only put in to preserve the duel like feeling of the game. The authors have stated that realistically all the weapons (with a few exceptions, such as the flamer and machine gun) would have a range "beyond the horizon." The in universe explanation is absolutely ludicrous amounts of electronic counter measures.
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>>31729151
>there will never be another good mechwarrior game

FUCKING MERCHANT CASTE
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>>31729151
>How do you organise battlemechs

I have two options. First, put them on neat rows on a train, send them to a furnace to melt the metal and make practical stuff with the metal, you know, shit like tanks and helicopters. With the money, resources, etc you need to make one stable battlemech, you can do several MBTs, and tanks don't trip and are much easier to stabilise.

Second, I go get circumcised and convert to Judaism, sell these groundbreakingly modern mechs to my potential enemies, rack in dosh, buy tanks and helicopters with the money, smash the mecha-armed enemies.

In any situation, the mechs have been crucial to my victory.
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You organize the mechs (or anything) around the smallest tactically significant unit size, ie, "however many of [your thing] you need to reliably kill 1 of [their thing]"

It's why fireteams IRL are four people. Four people can pretty much always gank 1 person. Eight people (two fireteams, 1 squad) can gank 1 fireteam. Two squads can gank 1. Etc, etc, so on and so forth, all the way up the chain.
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Make sure Space Comcast doesn't get their hands on them.
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>>31732697
The ranges are consistent into the novels and literature. That "oh, it's just for the board game" argument doesn't work and has never worked.
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>>31729151
In lances, as God intended.
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>>31733814
>not as Level IIs
laughingBlakists.jpg
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>>31733814
>>31733835
bitches don't know 'bout my stars
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Kill the program in the crib and use the manpower, money, and resources building MBTs and Ariel forces
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>>31733479
I BET THE DIAMOND SHARKS DID THIS
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>>31729613
>The same way as they're already organized.

Pretty much this. I'd follow the template of a soviet motor rifle division. Switch out a heavy 5/8 omnimech instead of a main battle tank, a medium 6/9 or 7/11 omnimech with Power Armor troops instead of BMPs, and conventional vehicles designed basically as tanks with infantry compartments instead of BTRs. (APCs and infantry alone can't dig in vs BattleMechs the way they can in real life against tanks, and the BattleTech rules make it way easier to slap an infantry compartment into a vehicle that shouldn't be able to carry riflemen).

Leave the artillery, combat engineering, helicopters, spetsnaz, frontal aviation, etc as is.

Omnimechs are good for every situation even if you never use the omni capability to actually swap out weapons. But especially for carrying power armor.
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>>31729151
Probably by height.
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>>31729406
Better than the alternative.
Thread posts: 47
Thread images: 11


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