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After Action Reports / Cull AARs
« Last post by Cull on Today at 08:36:14 »
Thread for AARs of games I run for friends who mostly play Kill Team.

Scenario: Final Exam (modified)
Rules: Classic, Standard
Map: AGoAC Desert
Year: 3025
Restrictions: 80 tons/side

Nagelring Cadets
> Attrite OPFOR to 33%
> COM-2D Commando, Gunnery 3, Piloting 4
> SHD-2H Shadow Hawk, Gunnery 3, Piloting 4

OPFOR
> Do not allow cadets to attrite OPFOR to 33%
> UM-R60 UrbanMech, Gunnery 3, Piloting 4
> 2x Scorpion light tank, Gunnery 3, Piloting 4

Comments
I set this game up to start getting reps in with combined arms. Two of my friends played the cadets and ran one 'Mech each, while I played the OPFOR. Neither side knew what the other was bringing. I chose tonnage instead of BV for simplicity and because I wanted the OPFOR to be defeated easily without telegraphing that outcome. I picked up the hobby last year and have only had time for a handful of small, low-intensity games, so if anyone has suggestions or reads something in the summary below that indicates a bad rules adjudication, please comment.

Summary
OPFOR began the game in the northwest corner of the map where terrain was more level and provided some forested cover. The cadets decided to attack from the south (Commando) and east (Shadow Hawk). The Commando and UrbanMech were the first to trade fire, as the UrbanMech was the southmost unit. The Shadow Hawk initially attempted to engage the UrbanMech with LRMs from its long range band, but later chose to move in closer when this tactic proved ineffective. The Scorpions moved south to screen the Shadow Hawk's advance while supporting the UrbanMech with AC/5 fire. The Commando destroyed the UrbanMech's left torso as it closed, but it suffered a foot actuator crit from the UrbanMech's AC/10 followed by a gyro hit on a rear arc TAC from one of the Scorpions. Excess damage from the TAC resulted in a second crit on the gyro, rendering the Commando combat ineffective for the remainder of the game. The Shadow Hawk, now having closed to a more effective range, hit the UrbanMech with an alpha strike as the latter prepared to stomp on the fallen Commando, stripping what was left of its armor and coring it in a very cinematic sequence of events. The ensuing gunfight between the Shadow Hawk and the Scorpions left the Shadow Hawk mostly stripped of armor on its left side and both tanks struggling with motive damage. As we were preparing to cut it for the evening, the Shadow Hawk scored a crew killed crit on the same Scorpion that brought down the Commando, achieving the cadets' objective with no actual losses on their side.
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tbh i still go and re watch old toons...they took more risks and they were just starting out with those...so there was a lot of innovation...like disneys rotoscoping on large scale with snow white for example wb with short back ground music and mgm getting the right frame rate hanna barbera for pioneering short cartoon series format and backgrounds
and best culumination of all 4 can be found in 1981 heavy metal...i know today they are not popular but i still enjoy them...for example mou and gijoe or transformers would not be around if those 4 studios did not create techniques to make production faster
oth japaniese animation took a slightly different route and took the best of distilled techniques and used them...late 60s and mid 70s was unique and thanks to miyazaki and kawamori exploded into the world stage in late 1977
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Ground Combat / Re: Holographic decoys and field guns
« Last post by Weirdo on Today at 08:24:18 »
Don't forget to use something you can reasonably replicate with whatever infantry or vehicle is parked inside the holo. A Supernova or Mad IIC makes a great sniper, but no infantry can replicate their shots, and not many vehicles.
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MegaMekLab, not surprisingly, doesn’t permit you to add infantry bays to ‘Mechs.  In this case, I’m using the cargo bays to stand in for infantry bays, with the paramedic equipment being the gear they use to treat patients.
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Ask the Writers / Shrapnel #16 - Yay, WarShips! But question!
« Last post by Weirdo on Today at 08:21:14 »
Finally got ahold of Shrapnel Issue #16, and thank you so much for the attention paid to WarShips in this!  Definitely appreciate the deep cut that was Fred. :cool: That said, I have a question.

Who exactly rechristened SLS Jupiter to Genghis Khan? Did the SLDF have an SLS Genghis Khan for a short time before her capture, or was that name bestowed by the Republic captors?
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And only the sniper mechs(or at least missile boat or anything similar with those) would be the acceptable image to project, for the device requires to making such decoys are not likely to be works while on move and are expected to be within the trench at least, and fortified sites at best. I don't think that bugmechs are the good candidates for this - such as a locust that shoots long tom shells, huh?
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If painted and unpainted were side by side on the shelf, the unpainted would not be spared a look. 100% pre-painted interest
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Ground Combat / Re: Holographic decoys and field guns
« Last post by Weirdo on Today at 07:32:41 »
Yeah, those look pretty good. You have to be careful as to what kind of mechs you use for these decoys and what you hide inside, but in a Sudeten game at least, the Falcons have plenty of mechs that are decent at standing and sniping tactics.
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Ground Combat / Re: Elemental (Fire) or Elemental III?
« Last post by Weirdo on Today at 07:18:13 »
I voted for the Fire, because I'm primarily a Jade Falcon player, and it helps to be able to bathe the map in fire without melting your own troops.

That said, as an overall suit, the III is better.
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BattleMechs / Re: Can a Harvester Ant make a good AmbulanceMech?
« Last post by Wrangler on Today at 07:05:06 »
Question: Would vehicle intended for passengers such as a 'Mech, would there need be a infantry bay of some kind? It seems to be the only transport more than pilot or someone in the infantry bay.   Is Paramedic medic equipment just tools not bay for injure people?
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