Recent Posts

Pages: [1] 2 3 ... 10
1
Yup, my payment just went through, too. Now comes the final wait for the big box of little giant robots to arrive.
2
Isn't it explicitly supposed to be the -1c?

Yes, that would be the historic configuration. But the supporting record sheets typically include a "modern" (3150s) sheet and he's curious as to what it might be. I assume we'll find out when the Force Pack actually gets in our hands and we can check the backside of the Alpha Strike card.
3
Charges should now be going through on your CREDIT CARDS for Shipping:

Quote
Hi Daniel Thomson,
Thanks again for supporting BattleTech: Mercenaries!

We successfully charged $114.50 to the credit card you provided for the balance owed on your survey in BackerKit. This charge will appear on your statement as CATALYST GAME LABS.

If you want to review your information, follow this link.

If you think this charge is an error, please reply to this email and you'll get sorted right away.

Please check the project updates for the latest information, including estimated shipping dates.

Thanks again for your support,
Catalyst Games
4
Hello,
I had a question come up in a game yesterday pertaining to how damage calculations are performed. The attacking unit is a 5-trooper Point of Afreet battle armor equipped with dual vibro-claws. The defending unit is a 28-trooper Platoon of Inner Sphere Mechanized (Tracked) SRM Infantry. The infantry do not have any personal armor equipped.

* Attacks against Mechanized Infantry ref TW pg. 217 "Successful non-conventional infantry attacks against conventional mechanized infantry double the number of troopers eliminated unless they are made with burst-fire weapons."
* And "Against successful conventional infantry and burst-fire weapon attacks, double the damage each mechanized infantry trooper can sustain before being eliminated."

* Vibro Claw ref TW pg. 218 - "For battle armor units equipped with a single vibro-claw manipulator, assign the number of hits as 1 point each; for units equipped with two vibro-claws, assign the hits as 2 points each. Against conventional infantry, the controlling player simply applies the damage."

From these two references, my interpretation of the attack sequence and damage calculation is as such:
* The suits perform a Vibro-Claw attack. The to-hit number is based on the suits' anti-mech skill, plus the target's movement modifier, plus any miscellaneous/terrain modifiers.
* Base damage is two per battle armor trooper with dual vibro-claws, rolling on the cluster hits table to determine number of hits.
* That damage is not from a conventional infantry attack and is not Rapid Fire, so is doubled against mechanized troopers.
* If the attack occurs in Clear terrain, the damage is once again doubled.
* Each point of damage would kill a mechanized infantry trooper.

So my interpretation is that Vibro-Claws, as a non-CI/non-Burst attack, would kill between 4 and 20 troopers with a successful attack, or double that in Clear terrain.

Other possible interpretations:
* If the vibro-claws are treated as a conventional infantry attack, the way that AP Mount weapons are, then each two points of damage would kill a single mechanized trooper, resulting in vibro-claws being weaker against mechanized troopers (killing 1-5 troopers).
* The phrase "the controlling player simply applies the damage" could be read as indicating that no multipliers for infantry type are used, and that you roll on the cluster hits table and apply a flat 2-10 damage to any CI, resulting in a sort of middle-of-the-road result of 2-10 troopers killed.

Unfortunately, the example text of the Afreet battle armor in Total Warfare describes an attack against basic foot-mounted infantry, rather than Mechanized, so that doesn't help.
5
Isn't it explicitly supposed to be the -1c?
6
Ground Combat / Re: The Value of an AC/2
« Last post by PuppyLikesLaserPointers on Today at 10:01:40 »
I do know the tonnage for the ammunition also counts but that's at least one ton anyways.

And perhaps we also need for the chin turret. For VTOL would be the most cheap and fast solution for this, and without the turret it needs to head to the enemy.
7
Fan Fiction / Re: Guided by the light of a (Red) Cameron Star
« Last post by DragonKhan55 on Today at 09:59:15 »
Well, face it, you can't Torquemada anything!

Not with THAT attitude.

Give me 12 McKennas and a Watch that looks the other way, and I'll be happy to demonstrate.
8
I still have no idea what problem Protomechs supposedly solved that Shamash hovercraft, militia mech, beefed up battle armor or one of bug mechs couldn't have solved at fraction of time and resources

More fun toys for the players.
9
Ground Combat / Re: The Value of an AC/2
« Last post by Cannonshop on Today at 09:45:55 »
Well isn't 5 tons still too heavy? Although that's still better than 6 tons.

I remember that improved AC/2 on IO(one of the clans experimental improved standard weapons) is 5 tons but otherwise same as AC/2. Perhaps exchange a standard AC to this equipment would be tolerated?

That all depends, I see a lot of 'tactical' thinking here, and not much 'strategic'. 

aka people thinking of it in terms of a single engagement that ends in ten rounds (the SRM comparison), not a battle lasting days. (remember, one round equals ten seconds).

Here's why the AC/2 isn't a waste at 7 tons (6 for the gun, one for the ammo, Seven, not six).

Because your opponent is taking damage and he can't reply, and that damage has to be repaired, and if it isn't, he's more vulnerable when the Blackjack backpedals and the light infantry he's been ignoring takes their swipe, or the cheap tank with its pathetic AC/5, or...get the picture?

It's an attrition weapon.  each plink of damage reduces the resistance to the next one, and in warfare, there's always a next one, the only way NOT to have the next one and still be in warfare, is to spend to repair it.

That expenditure comes from the same funds that include the food, water, ammo, and consumables that would otherwise be available (via tonnage transported, and those costs, as well as the cost of purchasing repair materials or, god help us, parts.)

It's NOT a "Wunderwaffen" by any stretch of the imagination, but it IS something that creates vulnerabilities and costs budgets, time, and tactical objectives to repair.

Why tactical objectives? because if you're replacing armor sheets, you're not advancing, you're not attacking, you're not maneuvering, you're doing repair work. (manpower, time, money, transport costs, transport time, other opportunity costs)

which is more expensive than buying more AC/2 ammo.  In a mobile battlefield, time is money, because the field is fluid, if the Wolverine in the previous example is looked at individually, he got a 'draw'...in that encounter, but now, he's got to chosse between going back to the rear to have multiple armor facings patched up, or advancing with pre-existing damage someone heavier or even MORE crit-seeky can exploit.  Weapons that might NOT have a chance to inflict internal damage or even mission kills, will be able to do so thanks to all them hits he couldn't answer, or he has to retire to the repair dock and hope the enemy counterattack isn't coming with fresh troops.

do you see how that works?  ON EVERY LEVEL, only shots that hit matter, and only hits that do damage matter.  but ANY damage matters-because pre-existing damage is a weakness that an opponent can, and will, exploit.
10
Aerospace Combat / Re: FC Naval Command Decision
« Last post by Cannonshop on Today at 09:31:39 »
While that is true Cannonshop I disagree on the thrust profile, I'm with Lagrange's assessment. I'm also for evacuating compartments of air that have high fire risk or inerting the atmosphere at all times and requiring that the crews that operate in that environment be wearing suits. Also everything should run on parallel rails during transit just in case you need to make a sudden course correction. 

Just because you have a high thrust doesn't mean you need to use it and at 4-5 Cruise you can easily gas fighters or avoid lower acceleration and thus probably more heavily armed Warships. Also since you will be moving most of the time at 1 g you won't be stressing the thrusters as much as they are capable of much more if necessary which could provide maintenance savings. However burning hard and fast for long periods of time is likely to break something or harm your crew who probably should be selected for, conditioned to, and trained for g-tolerance, just like the assault dropship crews they are likely drawn from.

Most dropship crew ALSO aren't magically "Gee tolerant'.  The physics doesn't change just because you want it to really hard, nor do the tasks change.  A dropship crew is like a shuttle crew-they strap down for any anticipated hard accelerations, and suffer the same severe issues I just outlined-as would any passengers aboard, and by 'passengers' I mean the soldiers they're delivering to the target.

Means those hard accelerations are RARE, but unlike a warship, you can ground a dropship to make repairs (just like with shuttles and fighters), so your crew aren't already rushing around trying to do damage mitigation under thrust.

which a warship crew likely is doing, because they can't let it go until they land (*or dock with a mothership) and hope for the best.

There is a simple argument showing that, at least in Canon, warship/dropship crew don't depressurize like in "The Expanse" (or most hard sci-fi).

Harjel.

One of Harjel's chief uses, is closing holes in warships to keep the air in.  You don't need it to do that, if you vented the atmo already before combat.

ALL the Clan warships have it in the exterior walls for that specific purpose, per TRO 3057, Battlespace, AT2, and likely entries in the current ruleset to boot, as well as the vast majority of shipboard scenes-nobody does it, not even people who don't have Harjel, like Word of Blake, who have Tea Sets on their combat dropship and fine wooden paneling.

both of which, would be sincerely bad on a ship that expects to take fire, but it's THERE. (Read: "Isle of the Blessed".)

The demonstrated methodology, therefore, is that ship crews don't do that outside of fanfiction.

but then, a lot of our past writers forget that the medical impact of varying Gee forces is KNOWN.  the high gees from an ejection can shorten a man by over an inch-from compressing his spine...and that's with gear designed to mitigate it.

Imagine a crewman who Can't go have a lie-down before teh ship starts into overthrust or everybody dies.  that's life on a warship, because Battletech doesn't include lots of smart robots to do those jobs instead.

well, outside of, again, the fanfiction pages.

a human being redesigned or augmented to survive (and perform ordinary shipboard tasks) under constant 3 or more gravities (which the stats indicate if you don't account for human limits) would scarcely resemble an actual human being as you know them.

lots of injuries are not unlikely if you're trying to outrun fighter wings with your Warship, and that's even if most of the crew are secured in attire and fittings suitable to protect them from the brutality of the experience.

People forget; Space and space travel can kill you if you aren't careful, all by itself. adding in the fun of combat and it's actually a lot harder to survive than ground combat, and that's even if nothing tears a hole in your hull or compresses your atmosphere or starts a fire or bathes you in radiation.



Pages: [1] 2 3 ... 10