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1
Oh god that's a lot of machine guns...

5 isn't too bad, but then again, it's only 15 tons, so, yeah, LOL.

It wouldn't qualify for this contest but I did a 20 ton Introtech mech designed for basically this purpose years ago.

Basically, a Hornet & Stinger had a baby.

Hornet Movement Profile at 5/8/5, but Stinger type weaponry, only doubled.

IIRC, My "Gendarmerie - Garrison Mech" had a pair of MLs & Quad MGs w/ 100 shots.

Fluffed w/ using "Rubber Bullets".
2
Proto-Omni is a made up one, although it might be worthwhile overall.

Modular Weapons could work instead, although the idea is that the 'Mech has pre-made weapons loadouts that it should be more freely able to swap between...

So maybe one day Proto-Omni gets added? Well, it's not likely this day.
3
What I like to see is a MASSIVE game is Gencon...... RCT vs a Galaxy or something like it. Long board, plenty of terrain with objectives to seize and hold, and let it run for as long as they can.....

As amazing as that sounds, I feel like table "reach" is going to be a problem unless the battlefield is cramped like a carpet of beetles from some horror film or an army ant colony.

My GM mentions a game at a FLGS many years ago where they put several tables together, I want to say it totaled 8x16 or some much distance but moving anything in the middle of that 8' span was very hard to get to.

While I wasn't at that game I did play at a con once that had a very large space, we it was wide enough that it had a couple mountain ranges where the mechs went about traveling in like 3 columns IIRC.  That one might have been 6*6 or 8*8 IIRC.   (That was just a Trinary v Battalion at CBT scale in 1996)

And I think we've done one w/ a pair of 4x8's stacked to make 4x16 for a really long running fight.

I feel like RCT v Galaxy might be a bit much in terms of sheer units too.
But something like the Falcon Guards Cluster (60 Omnis & 150 Elementals) v/s a Mech Regiment / LCT might be doable.
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Strategic Combat / Re: Battleforce Player Aid
« Last post by Zematus737 on Today at 13:13:47 »
Added the following Trooper weights text from pg.155 TM to Force Gen file

   Per Trooper Infantry Weights(minimum)   
Foot 0.085ton (1) each [pg.155 TM]
Motorized 0.195 (1)   
Jump 0.165 (1)   
Mechanized: Hover, Tracked,
& Wheeled 1.0 (5)
Anti-Mech +0.015 each

::edit:: added Round to nearest half ton
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I see no reason to encourage underwater play... it's supposed to suck for technology optimized for fighting above water.
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I like where that first level of Aquatic Adaptation is going, but would go in a different direction for a +2 point version:

Water Cooled (+2):
The 'mech has intakes in its feet that circulate water to its cooling system.  As long as it is in at least level 1 water and has at least 8 heat sinks remaining, increase the 'mech's heat dissipation by 8.  If it has less than 8 remaining, increase its dissipation by the number of heat sinks.

That vibes with the feet of 'mechs like the Rifleman, and lets it actually function as intended despite not having 4 heat sinks in its legs.
7
With multiple leg and arm options to create a variety of poses,

It actually says that in the description

Poses, but not necessarily variants. I think CGL could give a bit more info on their vision for the premium versions of already-existing minis. I believe they view them as a way for customers who have large collections to vary their poses, so not every Vulture (for example) is an identical clone. The new units are interesting units that might not have a place in a full force pack release, or so I suspect.
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Strategic Combat / Re: Strategic Battleforce: Generic Units
« Last post by Zematus737 on Today at 12:42:51 »

A Foot Infantry Company is listed as having Armor 3 and a damage rating of 2/1/0. Why?

I even tried to compose the foot rifle ballistic company with two rifle ballistic platoons and one MG platoon (to give a somewhat support weapon platoon to the formation) but my results do not change, having the MG Platoon I found at this link the same statistics http://www.masterunitlist.info/Unit/Details/1146/foot-platoon-mg.

So, where I am wrong?

You're taking the AS values rather than the Battleforce values.  AS cards are single units, while a Unit, capitalized, in Battleforce is an entire Company for Infantry.  The Mech Unit would be a Lance or equivalent Lvl II/Star.  The damage is divided by 10, usually, in conversions to the Unit in BF.  You divide by 3 at the Formation level conversion.

So, let's say it is a Rifle platoon with support weaponry at 8 dmg.  Divided by 10 would be .8 with the AM ability added if it had this.  2.4 (standard organization) divided by 3 would bring it back down the the original .8 + 1 for the AM special ability that is no longer rolled for in SBF= 1.8.  Rounds to 2 for Short Range.  The numbers below may include SRM or other longer range support weaponry included or whatever it is that was used as the root Platoon for C.O. Combat Command conversions tables.  With Infantry, it may be best to begin with the creation of the Platoon itself from TW and begin the conversions going up from there.
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BattleMechs / Re: Can a Harvester Ant make a good AmbulanceMech?
« Last post by Daryk on Today at 12:29:31 »
Fluff-wise, Urbie bits FTW! ;D

Bay-wise, it's 30 troopers for 5 tons these days (TPTB acknowledged the Taurians exist)! :D
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When I hear Premium Omnimech mini I get this crazy idea I'll be able to do at least 1 variant.  The head scratching Timberwolf TC premium mini has been surpassed by the Mad Dog Prime.

Come on CGL, you can do more exciting stuff with the Premium line than this!

Thanks for the excellent Eris and Hammerhead though.  Looking forward to an eventual Timberwolf A.

With multiple leg and arm options to create a variety of poses,

It actually says that in the description
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