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Out of universe, maybe, but according to the MUL it's been available to the Dominion since its debut.
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Ground Combat / Re: Clan Large Pulse Lasers
« Last post by Son of Kerenski on 25 April 2024, 23:56:37 »
Only if the pilot have sniper SPA, or have about gunnery of 2+ to 1+. +4 modifier to to-hit roll generally means it is unlikely to hit anything, or sometimes it's literally does by reach to above 12+(13+ or more is always miss, you know). Only the hit does matters. Thounsands of lethal attacks that simply missed is not harmful at all, and only an attack that hits is far powerful than that.

It sounds like you havent done the math. Gunnery 4 with CLPL at ranges 7-8 is a base 4 to hit before other factors (Pulse cancels out Med range). CLERLL at that range with Gunnery 4 is also a base 4 to hit before other factors. Exact same numbers. Will also be same numbers for both pilots (6 to hit) at range 15.

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Well even at 12+ it's better than no attacks are allowed, though, but the distance that actually outranges LPL is not so long enough to actually have a meaningful outcome.

Had a tournament once where opponent parked his Rifleman IIC on a hill behind cover. And I knew he would make a beeline for that spot.

So I parked my entire force at 24 hexes which added up to be 6 CERLL's & some clusters which had 8 & 9's to hit first round and 7's and 8's following round. Did a stack of torso damage I took off one of his arms, and reduced his firepower to half (blew one of his arms off) before he was able to eventually return fire from abandoning his sniper spot (took 2 rounds to move 4 hexes as there was a sloping hill the other side).

I tend not to point out tactical advantages without having tried them in actual combat.
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Off Topic / Re: What movies/tv are we watching part XXX, Back into the fray!
« Last post by garhkal on 25 April 2024, 23:52:44 »
Welp… a little over a month later, I’ve finished with the final season of The Expanse. My only regret is that I didn’t find the show sooner. I’m clearly going to have to track down the books to take care of the dangling plots, but it sounds like most fans of the series suggest starting from the first books

Glad you liked it.  OF the main characters, who was your fave?
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We have access to the Wulfen now?

I think that’s relatively new
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The good news is you only need a max of 6t in order to carry Battle Armor, and only 4 for most Inner Sphere.

The one downside to VTOL carriers is that they have to land in order for most Assault BA to disembark.

The next most mobile are Hovers.  However, a good forest can pretty much leave them boxed in.  Wheeled and Tracked are the next options. 

Wheeled transports are even more limited than Hovers, as they aren't Amphibious, while also having little more speed (if any) than the Tracked Transports.

Tracked don't have many limitations in where they can go, but they tend to be the slowest options.

If they could Mechanize, I would say the Bandit is an excellent option for Inner Sphere or Clan.  They can't, though, so those aren't as effective.
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Nicholas Kerensky, The Remembrance, Stanza 13, Line 24

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Personally I like vtols for BA deployment, so I tend to use a Shun or a Cardinal. The Shun has 12 tons of infantry space, stealth armour, tag, and a pair of mag shots linked to a targeting computer. The Cardinal has 10 tons of infantry space, a lrm 5, an lbx 2 and a pair of ap gauss rifles.
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Off Topic / Re: What Are We Listening To: This List Goes Up To Eleven!
« Last post by parable on 25 April 2024, 23:14:21 »
Surrender -- Cheap Trick

"Clanner's all right, Spheroid's all right, they just seem a little weird"
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BattleTech Miniatures / Re: The Royal Dick: Journey to ReaperCon
« Last post by ISD on 25 April 2024, 23:08:21 »
That NMM work is just incredible :shocked:
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BattleTech Miniatures / Re: CSR Beta Galaxy Kingfisher.
« Last post by ISD on 25 April 2024, 23:05:55 »
Looks great! :cool:
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