Author Topic: APC help  (Read 9587 times)

Terrace

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Re: APC help
« Reply #30 on: 01 January 2018, 20:37:26 »
This looks like the right topic to ask.

What would you guys consider the 'best' motive type for an APC servicing Jump Infantry?

Weirdo

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Re: APC help
« Reply #31 on: 01 January 2018, 21:18:54 »
I'd go for VTOLs, or hovers if you anticipate AA being a problem. When you're using jump infantry, speed and mobility is the name of the game.
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Colt Ward

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Re: APC help
« Reply #32 on: 02 January 2018, 08:50:44 »
What Weirdo said, especially IIRC anything with JJs unloading from a VTOL can be sprinkled as it goes- which makes some of those large bays more desired for moving large jump infantry formations.

So the Shun with 12 tons of cargo space can drop the 3 IS med BA squads along a line or any mix of BA & jump infantry in a single turn.
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Re: APC help
« Reply #33 on: 02 January 2018, 10:49:33 »
You can still only offload in the final hex of the transport's movement, and I think combat vehicles are explicitly limited to loading/offloading a single unit per turn.
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SCC

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Re: APC help
« Reply #34 on: 02 January 2018, 15:16:36 »
Unless the VTOL is super-heavy, then it can unload one platoon into each surrounding hex.

Daryk

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Re: APC help
« Reply #35 on: 02 January 2018, 19:05:39 »
You can still only offload in the final hex of the transport's movement, and I think combat vehicles are explicitly limited to loading/offloading a single unit per turn.
Clearly, there's another infantry SPA waiting to be written...
« Last Edit: 02 January 2018, 20:27:15 by Daryk »

Weirdo

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Re: APC help
« Reply #36 on: 02 January 2018, 19:40:52 »
Yes. >:D
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Colt Ward

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Re: APC help
« Reply #37 on: 02 January 2018, 20:02:34 »
Hmm, I thought it was one of those TacOps rules- like the discussion of ziplines.  Its not in MM that I am aware of and have never needed it on TT so I never concerned myself with it.
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Daryk

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Re: APC help
« Reply #38 on: 03 January 2018, 21:39:20 »

Weirdo

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Re: APC help
« Reply #39 on: 03 January 2018, 23:55:06 »
Gah! A link to the Fan Designs forum! It buuurns!!!


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"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
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Daryk

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Re: APC help
« Reply #40 on: 04 January 2018, 04:13:06 »
But... your Battlemaster is red... I thought you were allowed down there? ???
« Last Edit: 04 January 2018, 04:16:03 by Daryk »

Weirdo

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Re: APC help
« Reply #41 on: 04 January 2018, 11:21:43 »
Allowed, yes.

However, this is a personal choice. I don't go down there unless my mod duties require it. Ever. I'm a no-customs kind of guy, who appreciates the fact that there's a section of the forum where people can post customs and talk about customization without my having to see it.
My wife writes books
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"...finally, giant space panties don't seem so strange." - Whistler
"Damn you, Weirdo... Damn you for being right!" - Paul
"...I was this many years old when I found out that licking a touchscreen in excitement is a bad idea." - JadeHellbringer
"We are the tribal elders. Weirdo is the mushroom specialist." - Worktroll

Daryk

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Re: APC help
« Reply #42 on: 04 January 2018, 19:13:43 »
Ah, sorry, didn't realize that...  :-[

Hellraiser

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Re: APC help
« Reply #43 on: 14 January 2018, 00:05:31 »
Unless it changed, as Weirdo said you can only deploy in the final hex.

That said, pretty sure if you use 2MP that you can drop 2 jump capable units at the same time since they then don't stack w/ the Vtol who is still airborne.

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grimlock1

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Re: APC help
« Reply #44 on: 15 January 2018, 17:19:22 »
Unless it changed, as Weirdo said you can only deploy in the final hex.
Generally true, with a caveat.  Naval APCs can dismount jump capable troops, so long as there is valid land within in the troops jump range.  TW, page 225-224.

Troops also seem to be able to dismount into adjacent hexes to make stacking rules happy.
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