Author Topic: Mech design decisions that make no sense  (Read 145006 times)

Daryk

  • Lieutenant General
  • *
  • Posts: 37349
  • The Double Deuce II/II-σ
Re: Mech design decisions that make no sense
« Reply #1470 on: 18 July 2019, 16:33:44 »
Re: Vulcans: I once played a campaign game where the GM threw us against a fortification without a time limit.  It had LRMs for long range weaponry, and we had a Vulcan (and sadly, no artillery).  Said Vulcan had to reload at least twice, but the fort was reduced with exactly zero damage to our force.

CrossfirePilot

  • Captain
  • *
  • Posts: 2251
Re: Mech design decisions that make no sense
« Reply #1471 on: 18 July 2019, 17:43:15 »
That must have been an exercise in monotony... 100 turns of "roll, miss" or "roll, hit"

Please tell me you didn't roll for initiative every turn.

Ruger

  • BattleTech Volunteer
  • Major
  • *
  • Posts: 5574
Re: Mech design decisions that make no sense
« Reply #1472 on: 18 July 2019, 17:44:31 »
Re: Vulcans: I once played a campaign game where the GM threw us against a fortification without a time limit.  It had LRMs for long range weaponry, and we had a Vulcan (and sadly, no artillery).  Said Vulcan had to reload at least twice, but the fort was reduced with exactly zero damage to our force.

Too bad you didn’t have some JagerMech’s to add to that.

Ruger
"If someone ever tries to kill you, you try to kill 'em right back." - Malcolm Reynolds, Firefly

"Who I am is where I stand. Where I stand is where I fall...Stand with me." - The Doctor, The Doctor Falls, Doctor Who

Daryk

  • Lieutenant General
  • *
  • Posts: 37349
  • The Double Deuce II/II-σ
Re: Mech design decisions that make no sense
« Reply #1473 on: 18 July 2019, 18:02:21 »
Indeed, though I doubt that particular thought crossed any of our minds at the time...  :)

 

Register