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Poll

Who wins in this fight:

IMP-2E Imp
9 (31%)
MAD-4A Marauder II
18 (62.1%)
Too Close To call
2 (6.9%)

Total Members Voted: 29

Author Topic: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II  (Read 473 times)

MoneyLovinOgre4Hire

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Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« on: 05 October 2022, 00:59:32 »
The last Fight Night (Atlas vs Marauder II) got sidetracked by how the Marauder II would far against the Imp.  So I decided to try making a poll about it.

Here the matchup is, I think, a lot more fair given that the Imp has superior firepower at every range vs the Marauder II's higher agility and slight boost in durability due to lacking ammo.  How do people see it shaking out?
Warning: this post may contain sarcasm.

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BATTLEMASTER

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #1 on: 05 October 2022, 06:49:23 »
MAD-4A wins by keeping its TMM up via jumping.
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Syzyx

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #2 on: 05 October 2022, 08:29:22 »
MAD-4A wins by keeping its TMM up via jumping.

Actually, that doesn't work out. If the MAD jumps it suffers a +3 and gives a +2. If the Imp runs it suffers a +2 and usually gives a +1, net effect is both sides are suffering a +4 penalty to hit. If the Imp gets a good clear run it can generate a +2 which puts the MAD at a disadvantage.

In the end I give this one to the MAD due to superior long range firepower and endurance. The Imp only has 8 shots for that LRM rack so the chance of an ammo explosion is virtually nil and it just doesn't have the legs to overmuch contribute to the fight so long as the MAD keeps the range open.
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Sabelkatten

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #3 on: 05 October 2022, 12:13:04 »
The MADs' advantage is the LL. But to use the LL it needs to risk getting into LRM medium range where the Imp can reliable score hits with its 8 rounds... A few good rolls and that LRM may well score enough hits to give the Imp the advantage.

(As an aside, if the Imp was armed as described in TRO3050 it would be scary - LL+LRM5 instead of ML+LRM15.)

House Davie Merc

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #4 on: 05 October 2022, 17:41:13 »
MAD-4A will get to choose the engagement range unless the terrain is pretty clear .

The more built up the terrain-the bigger the MADs advantage .

If the MAD pilot slips up and the IMP gets behind him the mad can torso twist
and fire a PPC and a medium laser on either side or directly to the rear .

The IMP can only defend one rear arc with a single medium laser or
the other with an LRM-15 that has only 8 rounds .
The IMP also has less armor specifically on the arms .
That gives the MAD a firing arc advantage as well as a maneuverability advantage .

Face to face at close range the IMP has an advantage ,  but the MAD has to LET him get
in position to take it .

Daryk

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #5 on: 05 October 2022, 20:08:47 »
House Davie Merc has it right, I think!  :thumbsup:

garhkal

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #6 on: 18 October 2022, 00:18:51 »
Actually, that doesn't work out. If the MAD jumps it suffers a +3 and gives a +2. If the Imp runs it suffers a +2 and usually gives a +1, net effect is both sides are suffering a +4 penalty to hit. If the Imp gets a good clear run it can generate a +2 which puts the MAD at a disadvantage.

Good point.  The Mad Jumping around, is penalizing itself JUST as much as it does the Imp.

SO for ME, this is a better match up, and as such i voted too close to call.

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Hellraiser

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Re: Fight Night: IMP-2E Imp Vs MAD-4A Marauder II
« Reply #7 on: 19 October 2022, 00:34:46 »
I think people give way too much credit to the 3-JJ the Mad has.

The better firepower of the Imp at every range bracket is the winner for me.  LRM15+3ML  v/s   LL
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