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1
When running TSM, I approach it using Scenario A: heat up to 9 points and then get in tight. Yeah... I'm telegraphing my intentions but my first few moves of the game are going to revolve around using that mech aggressively and forcing people to adjust to me. My Axman might go down early, but he's going to hurt someone badly before hand.  And, the opposition may make some rash moves to address that mech which opens up other doors. The last time I played an Axman, the opposing player got so frazzled that he gave up his PHX's back to a camped out Marauder 11D.... 
2
I totally agree with your larger point but to say that Kai Allard-Liao didn't hold any real political station is probably going too far.  For a while he was the heir of an interstellar nation and addressed the assembled 2nd Star League ruling body.  Politics wasn't his main jam, but I would call that having a poltical station.

Not to mention that he ran a Prefecture in the Republic for almost 20 years while still maintaining his edge. 
3
Fan Fiction / Re: It's a family curse.
« Last post by Lone-Wolf on Today at 11:48:19 »
How do you define...

...'mistake'?  You would think this one would be easy.

Elizabeth spent the afternoon in the palace, giving the Archon and select officers a detailed brief on her military and economic programs for Kowloon and a few select neighboring systems.  They finally let her go at around 1900 local time.

by which time, she was pretty thirsty.

Katherine's researches delayed Ryan Steiner's intentions enough that he became interested, and from interested, to convinced that, in order to get things back on track, someone had to do something about the bitchy little girl from Kowloon.

She's a Hassenfanger after all, and punching too high up the scale for proper Nobles, getting away with something even better lords from more important parts of the realm couldn't get a waiver to do.

so...something has to be done.


Why do I have the feeling that both Katherine and Ryan may end up on Kowloon - non voluntary and not leaving.
4
Than you that was just what I was looking for :)
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Fan Articles / Re: Scotty's Unit Review and Rating Emporium
« Last post by MarauderD on Today at 11:46:42 »
90 day Necro.  I look at this article a lot:  is this a good candidate to be stickied for all the information contained here?
6
YMMV is an acronym for Your Milage May Vary, in that if it is boring to you, you don't have to include it. The BattleMechs can be the knights without having to deal with the tanks and infantry on the table. Or you can bring them all to the merry party. That's the great thing about the game, whatever the players want.

I'm familiar with FLA.

But here's the question, how can Mechs be kings of the battlefield when there are no peasants for them to lord over?  When everyone is a king, does it really matter?

These support units aren't RPing latrine duty.  Not even close.  In fact, it is because I play those other units that I truly understand just how powerful 'Mechs can be.

You know what IS interesting, seeing if that Hovercraft that is sprinting across the field to get behind a 'Mech will flub its Driving Skill and Slip in to some Woods or a Hill.  How long that Patton can survive oncoming fire, even when its track is blown off.  How my opponent reacts when I put out 10 Protomechs along with 3 'Mechs.  What will my opponent do when I race a Dragonfly up and drop off Elementals within Jumping distance of his Assault.

So, yeah, it's only as boring as you make it.
7
Gents,

I understand TSM just fine in the Classic rules, very straightforward description in Total Warfare.  My question is real game application nature.  Help me walk through this.

For my first ilClan era game, I'm considering the Thug-13U from the rec guide for my Combine lance.  It has TSM, and 12 double heat sinks.  So my practical question is, what is the fastest way to activate and keep TSM on?

Situation A:
Round 1.  I walk, and fire everything (into the ground).  That leaves me with 29 total heat for the round.  I sink 24, Start round 2 with 5 heat.
Round 2.  I run (only moving 3/5 now) and fire both snubs and 3 MML's (probably into the ground again) I now have 28 heat, sink 24.  Start round 3 with 9 heat.  BINGO.
Round 3:  I now can run for the rest of the game, and fire both Snubs and an MML if I want to stay at exactly 9 heat.  My movement is now 5/8 and my kicks do 32 damage.  Supercharger use puts me up at 10 on the run. 

Situation B:
There are rules for shutting down heat sinks.  Does this get me to TSM movement heat range any faster?

Question 1:
There isn't any way to activate TSM without totally telegraphing what I'm doing, correct?

Question 2:
Without optional TacOps rules, (Dialing Down Energy Weapons) is there any good way to use all 4 MML launchers if I get into a 3 hex range without messing with my TSM heat?

Thanks for any help.  I always find there are surprises to the application of rules that I don't consider before I sit down.  I've only ever used TSM in mega mek, and want to be able to use it proficiently if I'm going to bring this Thug to the party....

You're oversinked, and projectile (ammo based) weapons make it worse, because you can't 'hold' at 9 for very long, if at all.

which, if you're using a dedicated TSM build, you really want to be able to do.

my usual glance with building for TSM, is to have a weapons fit that mostly complement each other, can (with running or a jump) hit 29 on an alpha strike, sink 20 heat, and hold at 9 with most of the weapons I bracket fire with.

basically, staying at 9 gives you all the bennies, including a nice movement bonus, at only  plus one to your gunnery.

being able to lay down sustained fire while you're closing to deliver punishment is thus, done the same way you'd do it with a 3025 'mech that doesn't sink all its heat. 

Round 1: generate 29 heat.
Rounds 2-through-whatever: generate 20 heat, that keeps your heat levels from dropping below 9, but to do it, you are bracket firing.

A tsm build with only SHS you need a fit out that generates 19 on a running or jumping alpha, followed by bracketing for 10 heat each turn-meaning you're either walking or running and you're not firing something, or you're not jumping.

it's basically a tool best used if you KNOW your 'mech's heat.

The alternate, is to use the option to turn off heat sinks.  either way it's about a turn's delay before the effect starts.

Weapons that offer heat tuning at the best return, tend to be the classic energy combos from 3025.  All those lower-tech lasers and PPCs that give you heat numbers that aren't a multiple of 5.

Medium Laser,
Large Laser,
PPC...sometimes small lasers.

but your balance has to be laid out in detail, and you kinda need to have 'pre-planned' combinations to make best use-you CAN do it with missiles and ballistics, but it's a LOT harder to achieve, and then sustain.

particularly if you want the speed boost, instead of the slow-down.

TSM works best for aggressive players.  Hesitant, risk-averse players do better with MASC, especially since it doesn't lock your legs up when it fails anymore.

and, there aren't very many good uses in the canon lists.  Lots of designs have it, but they kinda suck at being able to actually use it, either being oversinked, or undergunned, or overgunned, or overgunned AND dependent on ammo (or, in the worst case I hesitate to mention, undergunned with cool running weapons AND ammo dependency)

YMMV, as is always the case with 'good' or 'bad' design work, but the principle is the same; you've got a target heat you need this turn, to activate teh special ability NEXT turn.  Sometimes this will telegraph your intent, especially if you're shooting 'at the ground'.

better targets would be clearing woods, reducing buildings, or getting close enough to alpha everything on your jump landing and taking the chance.

then running around at plus one MP firing not-everything-every-turn and driving the Clan player you're facing batshit because "that's too fast for that 'mech!!"

At a gamestore game shortly after TW released, I actually caused an obnoxious Klanner Kustom player to throw the table over and storm off doing that.

8
Support units pre-helm memory core since industrialmechs aren't in huge supply so lift hoist and loader equipped heavy transports are doing the job of haulermechs and constructionmechs. An additional lance of crane equipped heavy transports is also included in the engineering companies.

In the Artillery batteries, both ADA and SPG, the number of transports is doubled so that each gun has its own attendant now, each equipped with a lift hoist/loader, partially because the transport is carrying half the stuff it normally would and also because the transports are less efficient than a loadermech.

And yes, late 3rd succession war, all of the members of the support units are forklift certified.
 
    Regimental Engineering Battalion
        HQ
            Command Van
            8 Heavy Transports
            10 MRAP
            4 Heavy Trucks
        Engineering Company
            4 IFV
            4 MRAP
            4 Heavy Transports
            10 Combat Engineering Vehicles
            4 Bridge Layers
            10 Heavy Trucks
            8 Heavy Transport (Lift-hoist/Loader equipped)
            4 Heavy Transport (Crane equipped)
        Engineering Company
            4 IFV
            4 MRAP
            4 Heavy Transports
            10 Combat Engineering Vehicles
            4 Bridge Layers
            10 Heavy Trucks
            8 Heavy Transport (Lift-hoist/Loader equipped)
            4 Heavy Transport (Crane equipped)
        Military Intelligence Company
            4 Command Van
            16 MRAP
            4 Heavy Trucks
                1st Platoon (1 Command Van, 1 Truck, 4 MRAP)
                2nd Platoon (1 Command Van, 1 Truck, 4 MRAP)
                3rd Platoon (1 Command Van, 1 Truck, 4 MRAP)
                4th Platoon (1 Command Van, 1 Truck, 4 MRAP)
        Signals Company
            12 MRAP
            4 Heavy Trucks
            2 Command Vans
                1st Platoon (1 Command Van, 2 Truck, 6 MRAP)
                2nd Platoon (1 Command Van, 2 Truck, 6 MRAP)
    Air Defense Artillery Battalion
        HQ
            Command Van
            4 heavy transports
            10 MRAP
            4 Heavy Trucks
        ADA Battery
            12 SPAA + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
        ADA Battery
            12 SPAA + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPAA, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
    Artillery Battalion
        HQ
            Command Van
            12 IFV
            12 heavy transports
            10 MRAP
            10 Heavy Trucks
        Artillery Battery
            12 SPG + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
        Artillery Battery
            12 SPG + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
        Artillery Battery
            12 SPG + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
        Heavy Artillery Battery
            12 SPG + 12 Heavy Transport (Lift-hoist/Loader equipped) + 6 Heavy Trucks
            10 MRAP
                1st Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                2nd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)
                3rd Section (4 SPG, 2 Heavy Trucks, 2 Heavy Transports, 3 Loadermechs)


Also, at lower levels like regional militias, while an ARCT might be too expensive, you could get a similar level of effectiveness by going one step down with Battalion Tactical Groups.

Headquarters and Headquarters Command Company
Combined Arms Battalion
+Armored Company
+Armored Company
+Mechanized Infantry Company
+Mechanized Infantry Company
Cavalry Troop
Engineering Company
Military Intelligence Platoon
Signals Platoon
ADA Battery
Artillery Battery
Regimental Support Company
+Medical Platoon
+Field Maintenance Platoon
+Distribution Platoon
+Forward Support Platoon

While the ARCT is being fielded by the planetary government, the BTG is being fielded by say, a continent, city, or subordinate regional noble in order to respond to local issues more quickly and responsively than the government.

The planetary government would also be building and fielding BTGs as well mind. It's just that once they get enough to have two together in once place, the correct response is to voltron them together into an ARCT. The planetary government, not the regional one, the regional one would benefit from the flexibility of having two smaller units.
9
One thing to remember is that while 9 heat is the sweet spot, or over activates it.  This means you have a range over the sweet spot where you can overheat and have your normal expected movement.  Yes once over 8 heat your accuracy will suffer from heat but that doesn't effect melee attacks so if you are stuck in keep close and keep kicking. 

One thing to look for with TSM mechs is the SPA of Some Like it Hot which helps with running hot along with any melee based SPAs.  They are extreme force multipliers while not exactly costing BV if you are playing a campaign.   

Other than that yes it can be very obvious you are turning on TSM, but the typical TSM pilot doesn't really care and just keeps charging in. 

Just my 2 CBills...
10
If you get that close I don't think you need to maintain the prime 9 heat so you can creep up a bit particularly at short range where the To-hit penalty is not quite as steep. TSM is operational at 9+ so feel free to wail away if you don't need the mobility bonus (although at medium+ I'd keep it there for max TMM). If you do need a quick jolt of juice and are running a bit hot you can always engage the supercharger.
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