Recent Posts

Pages: [1] 2 3 ... 10
1
General BattleTech Discussion / Re: Project Aphrodite
« Last post by Iceweb on Today at 15:48:03 »
Trying to learn a little more science here; What is the benefit of changing Venus' spin? 
I get that it rotates slowly and you would have the Sun heating one side too much and the other side gets too cold once the atmosphere is fixed from a sulfuric greenhouse.  Still that seems easier to solve with the giant solar mirrors than going to the effort of changing the spin. 
Do humans have a problem living on a planet that has such a long year, or was it mission creep of what the Star League teraformers could do so they did it? 

In the same vein they changed Venus from Retrograde to match all the other planets.  Again is there a benefit to humans to not have to live on a planet with retrograde spin, or was this just we got this far do a little more so it matches.   

I wonder if being on a planet that has a Retrograde spin would cause issue with moving onto a space ship/station which was generating gravity by spinning the other direction.  Or if you visited Earth or some other planet. 
I can see the inner ear not being happy about spinning the other way but I have no idea what other problems one could have from adapting to a retrograde spin and then being spun the other way. 

Speaking of that are grav decks on ships/stations standardized to spin one way?  Or does it not matter which direction a grav deck spins for generating artificial gravity?

Speaking of planets spinning we always think of planets spinning on an East/West axis with the poles at top and bottom.  Could there be a planet where the planet rotates North/South with the poles rotating instead of being static?  Has any such planet been mentioned in Battletech?  Could humans live on a planet with that rotation, or would the Star League have to had teraformed it to change the spin for viability? 

Thanks for any answers to help me learn.
2
Battle Armor / Re: Simpler, Squishier Infantry
« Last post by Daemion on Today at 15:43:29 »
And the Rifle unit.

Have fun.  Enjoy.
3
Battle Armor / Re: Simpler, Squishier Infantry
« Last post by Daemion on Today at 15:42:52 »
Here you go. Much more legible. 
4
For anyone who hasn't seen the ad, here it is:

https://www.youtube.com/watch?v=xteEsHkS1o4
5
Same here, though the ad they had for it during the Tuesday Newsday steam was amusing. I expected "Jiyi Chistu" to have more syllables, instead of sounding like "geeeeeeeeestu". :)
6
Looking forward to Without Question next month
7
If both Formation are in the same hex when movement is concluded, then of course an engagement occurs with the following exception found in the Aerospace combat section on page 177: If an engagement occurs, both Squadrons will maneuver for
advantage. If the defending Squadron in an air-to-air attack has
not yet declared its own attack, it may decide whether it will return
the attack, attempt to move through the zone, or save its action for
an attack against a different target (such as an air-to-ground attack
if the engagement occurs in the Central Zone). If the defender
chooses not to return the attack when an engagement is initiated,
it cannot choose to engage its attacker later in the same turn.


The attack or Maneuvering for Advantage Roll that decides range and flank attacks against the side that fails it can only take place AFTER an Engagement Roll that determined whether an engagement takes place or not.  If a Unit skips out to continue movement but DOESN'T and remains in the hex for whatever reason, then I would say that the initial failure for EngCR is overlooked and the aggressor gets the attack.  If both sides did not commit to hostilities and they remain stuck in the same hex... they can awkwardly stare at each other for an entire turn for all I care--but the rules are clear to me.  Only (see below) Aero must roll when they come into contact with enemy forces in the same zones of the ACS map.  Yet you have the exception in the post above that contradicts the strict phrasing, which should supersede what was earlier written.  For Formations on the ground AND in the air by pg177, the phrasing makes it seem completely optional to even pass on an EngCR roll.

pg.176 for Aero EngCR:If aerospace Squadrons from opposing Forces occupy the same
zone at any time during movement, Engagement Control must be
determined in order to see if combat occurs.
8
I believe my initial impression was correct.  Here are examples of both Aero and ground Formations and how they should handle engagements and movement.

pg164: A Formation may freely move into and out of hexes occupied by
friendly Formations, but they may not exceed the hex capacity at the
end of the turn. Formations may enter the hex of an enemy Formation,
but only if it would not break the friendly stacking limit. It may not leave
the hex of an enemy Formation if the enemy Formation chooses to
oppose the friendly Formation’s movement
(see Engagement Control,
p. 167), unless they conduct a successful overrun or evade (see p. 70) A
Formation that starts the turn in the same hex as an enemy Formation
may attempt to leave, but the presence of the enemy may prevent this
(see Engagement Control, p. 167)

pg 177 If a Squadron tries to move through or out of a region on the
Atmospheric Radar Map that contains an enemy Squadron, they may
engage in combat if one or both choose to do so. If either side chooses
to engage in combat, players will conduct an Engagement Control Roll
(see Air-to-Air Engagements, p. 176). If neither player wishes to engage
in combat, the Squadrons continue to move as normal
.

It is clear that one side must want to engage.  Whether both sides want to engage or not, the +1 penalty for movement for ground troops must be paid to move through an enemy occupied hex.
9
Fan Designs and Rules / Re: Updating 4 legged record sheets.
« Last post by paladin2019 on Today at 14:04:46 »
Quote
the loss of torso twisting
Don't get me started on making a previously Level 3 rule created to implement another Level 3 rule being made a standard rule while the rule it implements is still advanced and the mech designs/art still imply torso twisting is absolutely a capability within the game mechanics through various means....  :cussing:
Quote
the loss of...arm firing,[sic] arcs, and punching
Kicks to the rear <shrug>
10
I voted for Yori, Julian, and Danai.  No specific order.  They've all had a hell of a decade, and I'm curious to read more about all three.
Pages: [1] 2 3 ... 10