Author Topic: Mech of the Week: Turkina  (Read 56138 times)

JadeHellbringer

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Re: Mech of the Week: Turkina
« Reply #60 on: 12 July 2011, 11:24:55 »
anybody know how old CWD's doing these days?  It's been years since he visited these parts.

Last I heard he was doing pretty well actually, but that was a good year and a half ago at least. He's left Battletech in the rear-view mirror and seemed pretty content with it- not a choice I'm interested in making, but I respect it from him and wish him the best of luck in whatever he does these days. Really great person to talk to, gaming or not.

Well, at least don't be a stranger.  Without guys like you to forge the trail, I wouldn't be here to subject people to my hack writing.

Hell, I still catch up on every MotW and VotW posted (fighters and such, not so much, but I only have so much time in the day). I just lurk here mostly because I don't want to overtake someone else's analysis. Most of you guys writing these do a damned good job at it, frankly, far better than I ever did.

Except Elwant, his stuff sucks. Poseur. ;)

Nah, if you guys ever need a week off and need a stand-in let me know, but otherwise I'm pretty content to sit back and enjoy reading other people's analysis- and of course, politely disagree with damned near everything they say.  8)
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Re: Mech of the Week: Turkina
« Reply #61 on: 12 July 2011, 11:49:51 »
Right, so in the Jade Hellbringer School of Hovercraft, slow is good.  Would this have anything to do with you being the owner and operator of Jade Hellbringer Hovercraft Repair, Ltd.?

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Re: Mech of the Week: Turkina
« Reply #62 on: 12 July 2011, 12:01:17 »
Right, so in the Jade Hellbringer School of Hovercraft, slow is good.  Would this have anything to do with you being the owner and operator of Jade Hellbringer Hovercraft Repair, Ltd.?

My lawyers have asked me not to comment on any such matters. All I can tell your loyal viewers is that RIGHT NOW, your viewers are eligible to come in for INCREDIBLE DEALS! Buy ONE 3039-vintage Pegasus hovertank, get the second HALF-OFF! And by that we mean half off the price AND half of the tank missing... yeah, I know, but if you buy TWO you'd get TWO half-tanks FREE, and you... well, MIGHT assemble it into one semi-working tank, so YEAH! COME ON DOWN- we will NOT be undersold!

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Re: Mech of the Week: Turkina
« Reply #63 on: 29 January 2016, 10:57:17 »
Let this turkey be...REHEATED!

I'm playing a scenario this weekend that will feature a Turkina of some flavor or another, so logically I came here for a refresher course. Aside from the usual wealth of information, I noticed there was very little said about the Turkina U. This makes sense, given how few mechs-in-spaaaace games most people will play, to say nothing of how poorly mechs perform compared to...well, any true spacecraft.

That being said, within the limited expressions of SpaceMechs, the Turkey U is good. REAL good.

Acknowledging the fact that SpaceMechs are almost helpless in open vacuum, they come into their own as giant boarding marines, landing on the hull of a(hopefully immobile) spacecraft and threatening grievous harm to the hull. In this role, the Turkina is surprisingly optimized. First, fuel tanks give you decent endurance before your movement becomes solely the realm of calculus. Ideally your DropShip will kick you out right on top of your objective, but having insurance(and a larger threat envelope) is always a good idea. Once you've achieved rendezvous, the talons make things easier to latch on, essential if your target is moving, and making landings on stationary targets downright easy. Once on board, the Turkina becomes downright vicious. The missile racks are primarily to defend you from any counterboarding mechs(or other ground units) that venture out to repel you. Their range gives you full command over the single mapsheet that most hull fights will take place on, and their cluster-hitting nature matters far more than raw damage, triggering hull breaches that can quickly disable an enemy mech(and you have harjel to foil their attempts at the same). Once the outside is yours, it's time to turn your attention to the enemy at your feet.

Mechs aren't exactly suited to the task of rampaging through narrow passageways, so what does a giant robot pilot turned impromptu marine do to his target? The answer is deceptively simple.

Option 1: Shoot it.
Option 2: Shoot it.

Option 1 is simple. Look down and pull the trigger, with the express purpose of turning your little island in the cosmos into a rapidly expanding cloud of confetti. There's a whole lot of good news here, and the only bad news is merely bad by comparison. Good: Your guns auto-hit and all cluster weapons do max damage. Good: you can throw in a physical attack into that salvo while you're at it, even though aero combat lacks a physical phase. REALLY good: Go look at the Turkey U's record sheet. As a spoiler, I'll go ahead and tell you that a short round of addition reveals a maximum potential damage of One Hundred Thirty-Four points, ask for some paltry overheating you can easily handle. Even better: Go dig through 3057r, and take note of the things that kind of damage will threshold(120 capital armor or less). More spoilers, things that fall into that category include every DropShip, JumpShip, and Station in that book, and the bow armor of a Cameron-class battlecruiser. If you're not seeing a way to get declared a ristar in one fight, you're not Falconing Hard Enough. "Bad" news: You still have to roll locations for each gun, so even though all the damage that hits one facing gets combined into a single slug, you're still going to see that huge chunk of damage split among a handful of hit locations. Still enough to break the threshold on just about any non-WarShip unit in '57r, though. Heck, you can probably outright destroy most space stations in disturbingly short order.

Option 2 is subtly different. Instead of just shredding armor and structure, you can make what is essentially an aimed shot at a single critical hit slot that can be legally hit from the side you're standing on. Bad news: You actually have to make to-hit rolls and such this time, so max damage is not assured. Good news: There are no modifiers at all, so almost any Clan pilot in existence should have no trouble getting his shots on target. After that, you just need to make the usual crit roll. Weird news: Regardless of how you roll, this attack doesn't inflict any armor damage to the target. No idea how that works, but it does make this attack useful for trying to capture a target intact. Just keep going for crew crits, and eventually you'll have spaced all the crew, but the ship/station is ready for your own use.

It looks weird at first glance, but if you analyze it closely, the Space Turkina is actually a min-maxed monster.
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Maingunnery

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Re: Mech of the Week: Turkina
« Reply #64 on: 29 January 2016, 12:54:11 »

Looks at the original article..... there is nothing on the Turkina Z.  :'(
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Re: Mech of the Week: Turkina
« Reply #65 on: 29 January 2016, 15:20:28 »
Looks at the original article..... there is nothing on the Turkina Z.  :'(

TLDR for that thing.

UNCLEAN! UNCLEAN! UNCLEAN!

What happens after the Turkina Z has gone away to menace another world.

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Re: Mech of the Week: Turkina
« Reply #66 on: 29 January 2016, 21:33:51 »
Looks at the original article..... there is nothing on the Turkina Z.  :'(
For those that don't know, the Turkina Z is a Society modified version of the D. The ATM racks are upgraded with iATM racks, although instead of mounting them all in the arms, one goes in each arm and side torso. The ER Medium Lasers are traded for a Light TAG and a Nova CEWS. It still only has 10 tons of ammo, but the iATMs make sure each missile is put to good use.
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Re: Mech of the Week: Turkina
« Reply #67 on: 29 January 2016, 21:55:21 »
As a longtime Lyran fan, I've got plenty of experience fighting these things, and also a little experience using them too.

Good mech, though I really wish the Prime had a single LB-10X with some secondary weapons, a TC or extra heatsinks instead of the pair of 5s.

Worst performance I've ever seen one give was against me when I was running a Hauptmann F against a Turkina X.  For some reason, the Turkey pilot decided to stay back and plink at me instead of closing the range.  First off, this allowed me to get partial cover against him, and second of all I had an Angel ECM that shut down his Artemis, so I ended up having better long range firepower than he did.  If he'd rushed me, he could have brought his MPLs and possibly even his talons to bear, but at long range two LRM 20s really doesn't beat an HPPC and an iHGR.
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Re: Mech of the Week: Turkina
« Reply #68 on: 31 January 2016, 05:55:42 »
Alpha Strike Fanboy Sez:

If you want your friends to hate you, you should bring the Turkina E to your gaming table.

I'm not absolutely sure it has the highest Medium damage rating of any ground unit barring a grounded DropShip, but I know that it's stronger than any of the units I'VE looked at - the more expensive ones are generally there because of a lot of armor rather than raw firepower. Medium's the most important range, as it's what much of the game will be fought at - yes, two variants of the Turkina exceed 10 damage at Short range, but you MIGHT get one or two shots off at that range compared to four or more at Medium.

Sadly, while it has good durability at A9/S5 the kind of firepower it puts out will attract a LOT more attention than it can stand. For budget options there's the Prime or A for all your long range Sniper needs, but why settle for less? There's no kill like overkill! The Turk-E stretches the limits of what a ground unit can do, and for that it must be admired.

From a long distance away.

The Turk-Z is also the second most expensive (non-aerospace) unit at a whopping 89 points - with first going to the Osteon U - and dayum, is it a testament to the idea that quality IS quality, accept no substitutes.

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Re: Mech of the Week: Turkina
« Reply #69 on: 31 January 2016, 13:23:08 »
The Turk-Z is also the second most expensive (non-aerospace) unit at a whopping 89 points - with first going to the Osteon U - and dayum, is it a testament to the idea that quality IS quality, accept no substitutes.

The rest of this post is spot on, but I feel the need to make a correction here.  The Turkina Z is the third most expensive non-Aero unit.  It's the second most expensive 'Mech, to be sure, which is still a pretty nice title to claim.  However, the Gulltoppr OmniMonitor A weighs in as the most expensive unit that has an Alpha Strike cost on the entire MUL.
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Re: Mech of the Week: Turkina
« Reply #70 on: 01 February 2016, 03:22:29 »
The rest of this post is spot on, but I feel the need to make a correction here.  The Turkina Z is the third most expensive non-Aero unit.  It's the second most expensive 'Mech, to be sure, which is still a pretty nice title to claim.  However, the Gulltoppr OmniMonitor A weighs in as the most expensive unit that has an Alpha Strike cost on the entire MUL.
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Re: Mech of the Week: Turkina
« Reply #71 on: 01 February 2016, 09:12:46 »
The rest of this post is spot on, but I feel the need to make a correction here.  The Turkina Z is the third most expensive non-Aero unit.  It's the second most expensive 'Mech, to be sure, which is still a pretty nice title to claim.  However, the Gulltoppr OmniMonitor A weighs in as the most expensive unit that has an Alpha Strike cost on the entire MUL.

Well, if they would get around to the MUSE: Ironhorse, everyone would move down a peg.  ;D
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Re: Mech of the Week: Turkina
« Reply #72 on: 01 February 2016, 14:21:40 »
Well, if they would get around to the MUSE: Ironhorse, everyone would move down a peg.  ;D

MUSE: Ironhorse?

Edit: I looked it up, yeah, wow....
« Last Edit: 01 February 2016, 14:35:58 by Stinger »

UnLimiTeD

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Re: Mech of the Week: Turkina
« Reply #73 on: 01 February 2016, 14:45:15 »
Well, it's most certainly a turkey, so it kinda fits the topic.
Still, "most expensive" isn't necessarily a testament for quality.
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Re: Mech of the Week: Turkina
« Reply #74 on: 02 February 2016, 05:53:16 »
Alpha Strike Fanboy Sez:

If you want your friends to hate you, you should bring the Turkina E to your gaming table.
I was messing with a tweaked E in Mega Mek that dropped the HAG for a PPC, and a couple more SSRM 6's.  After 3 days of various 1 v 1s, including marathons where the second opponent would drop after turn 3, etc, the only mech I couldn't cripple in 3 turns or less was a Dire Wolf Widowmaker. 
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Re: Mech of the Week: Turkina
« Reply #75 on: 22 November 2018, 05:12:52 »
The Turkina Z and Osteon Prime are in an interesting competition in society forces

Turkina, mounting 4 iATM-12 and a light tag.
Pros
  More manoeuvrable
  Bigger launchers
  Better sink array means much better sustained firepower
Cons
  Less ammo. fifty shots for four launchers.
  Dear Ghu, is this thing expensive

Ostion Prime
Pros
  One of the toughest things in the game. Just doesn't want to die, despite looking like it should
  thirteen tons of streak ammo. Not gonna run dry
Cons
  Can't jump, slow
  mere iATM-9 instead of -12s. Sooo weak. 8p
  tends to overheat if lucky. Don't load ATM infernos unless you're willing to forgo chances to get lucky.

Both can do the long range bombardment role, the turkey better but not as long. Who is better surviving as a C3 spotter depends on the map, but unless it has woods to hide in, the Turkey will fall first.

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Re: Mech of the Week: Turkina
« Reply #76 on: 26 November 2018, 09:18:15 »
The Turkina Z and Osteon Prime are in an interesting competition in society forces

Turkina, mounting 4 iATM-12 and a light tag.
Pros
  More manoeuvrable
  Bigger launchers
  Better sink array means much better sustained firepower
Cons
  Less ammo. fifty shots for four launchers.
  Dear Ghu, is this thing expensive

Ostion Prime
Pros
  One of the toughest things in the game. Just doesn't want to die, despite looking like it should
  thirteen tons of streak ammo. Not gonna run dry
Cons
  Can't jump, slow
  mere iATM-9 instead of -12s. Sooo weak. 8p
  tends to overheat if lucky. Don't load ATM infernos unless you're willing to forgo chances to get lucky.

Both can do the long range bombardment role, the turkey better but not as long. Who is better surviving as a C3 spotter depends on the map, but unless it has woods to hide in, the Turkey will fall first.
If someone is using a unit that moves 3/5 or 3/5/3 as their spotter, their either doing something wrong or a Lyran.

On the other hand, getting the most out of that horrifically brutal iATM HE ammo does require getting to 9 hexes or less, so a bad initiative roll or two could find your big slow missile boat the recipient of 6 kicks in one turn...
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JadeHellbringer

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Re: Mech of the Week: Turkina
« Reply #77 on: 26 November 2018, 09:21:50 »
Man, even I don't roll that badly.
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Re: Mech of the Week: Turkina
« Reply #78 on: 26 November 2018, 10:02:41 »
Man, even I don't roll that badly.

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Re: Mech of the Week: Turkina
« Reply #79 on: 26 November 2018, 13:46:31 »
Man, even I don't roll that badly.

While the average Turk pilot doesn't have much to fear from the kicks of 6  Firemoths, every turn spent face down in the dirt is a turn you aren't making other mechs  go away.  That and those pilot injury checks add up.
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Re: Mech of the Week: Turkina
« Reply #80 on: 26 November 2018, 14:00:28 »
In that situation, I'd be more concerned that I'm facing that kind of guy who brings six Dashers to the board just in case his opponent might bring an assault mech and no pulse lasers or AE. That's a very oddly specific set of circumstances to plan for, and that's coming from the guy who will ALWAYS put the blame on the player who is defeated by the wacko strategy he didn't bring a counter for, instead of the player that brought said strategy.
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Re: Mech of the Week: Turkina
« Reply #81 on: 26 November 2018, 17:14:32 »

Just put the Turkina Z in a tunnel, just after a turn....  >:D
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Re: Mech of the Week: Turkina
« Reply #82 on: 26 November 2018, 20:03:40 »
In that situation, I'd be more concerned that I'm facing that kind of guy who brings six Dashers to the board just in case his opponent might bring an assault mech and no pulse lasers or AE. That's a very oddly specific set of circumstances to plan for, and that's coming from the guy who will ALWAYS put the blame on the player who is defeated by the wacko strategy he didn't bring a counter for, instead of the player that brought said strategy.

I think it's still on the player, for that one, because if you're A) unable to stand up in your Turkina, B) unable to wipe at least two of those smug pricks off the board the turn they run up to you, and C) unable to do anything similar in any follow up turn, you suck.

Fire Moths in that arrangement can move a maximum of six hexes and maintain that no-movement-for-you tunnel, because each one has to move in sequence, and when one moves, the only hex it can end in is its own.  It takes 11 MP in the most charitable case to get back to where it started, so you only get one revolution, for a +2 modifier.  A Turkina that can't paste a pair of Dashers when it's hitting on Skill + 3 + (maybe) minimum range at worst is a Turkina that deserves its humiliating fate.
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Re: Mech of the Week: Turkina
« Reply #83 on: 26 November 2018, 21:19:17 »

While the average Turk pilot doesn't have much to fear from the kicks of 6  Firemoths, every turn spent face down in the dirt is a turn you aren't making other mechs  go away.  That and those pilot injury checks add up.

Have you played against many Fire Moth H? Five or six of them will cheerfully fry any assault mech I can think of, half of the time before they get a chance to kick.

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Re: Mech of the Week: Turkina
« Reply #84 on: 26 November 2018, 21:28:19 »
I see someone bringing Dasher Hs, plural, and I start plunking down river maps.
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Re: Mech of the Week: Turkina
« Reply #85 on: 27 November 2018, 14:38:33 »
I see someone bringing Dasher Hs, plural, and I start plunking down river maps.

Or at least bringing a couple of bottles of decent wine and crackers, if we're going to have that kind of cheese supply on-hand.
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Re: Mech of the Week: Turkina
« Reply #86 on: 27 November 2018, 16:11:16 »
Ah, the Clan version of the light swarm advocated by whoever that Drac is I cannot remember.  Use a swarm of Locust IIC 4 against something like a Rifleman IIC for giggles.
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Re: Mech of the Week: Turkina
« Reply #87 on: 27 November 2018, 17:42:59 »
Ah, the Clan version of the light swarm advocated by whoever that Drac is I cannot remember.  Use a swarm of Locust IIC 4 against something like a Rifleman IIC for giggles.
Mercer Ravannion.

and i think he would have loved Protomechs and clan lights like the Dasher.

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Re: Mech of the Week: Turkina
« Reply #88 on: 25 March 2022, 08:52:51 »
Sorry for the Threadomancy, but the latest versions of the Turkey are interesting, not sure about the PAC-8's vs the LB-5's or the Streak LRM's on the T but the E is terrifying as its the physical embodiment of being a Sandblaster with its HAG-40 and 6 x Streak SRM-6s.

The M's a weird rifleman with paired LB-2 and 5s and an ER large on each arm oh..and LRM-5's for...I guess smoke?

And I realised one thing that irks me about the Prime Turkina.

That the arms are paired cannons, I think asthetically it would be better to have an ER PPC and a LB-5 in each arm, but that's just me.

Also the new art for this 'Mech is AMAZING.



A vast improvement over the original (but then again its TRO3058 and anything's going to be better than a vast majority of the art in that).
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Re: Mech of the Week: Turkina
« Reply #89 on: 25 March 2022, 09:13:37 »
Ain't that the truth.
Warning: this post may contain sarcasm.

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