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Fan Designs and Rules / Re: Record Sheets: Beyond the Frontier!
« Last post by Daryk on Today at 03:28:36 »
That's a feature, not a bug! :)
2
MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by Akamia on Today at 03:26:45 »
Craft
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Off Topic / Re: Naval Pictures X: Underway on Nuclear Power
« Last post by Daryk on Today at 03:22:40 »
Awesome indeed! :)
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The Periphery / Re: Fall of the Aurigan Coalition
« Last post by Daryk on Today at 03:15:04 »
I thought Iberia was Ostergaard's Fortress?
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Hey All, I'm looking for a correct list of the contents of each of the vehicle lance's coming out with the Kickstarter and hopefully beyond. Any idea where it could be found ???
6
Aerospace / Re: Blazer Seydlitz
« Last post by Giovanni Blasini on Today at 02:02:22 »
So based on the PPC capacitor stuff shooting every turn, which I hate BTW, a PPC+ Capacitor will be 8 tons, 15 damage, 15 heat, same range as the 9 ton, 12 damage blazer?

I mean, thats just always better right?  (part of why I hate it, unless there is some other balance factor that could help)

First off, it only happens when you’re in space, basically, because you’re high enough up that you’re on that scale and your turns are a minute long, rather than 10 seconds.  As soon as you’re in the thicker atmosphere mixing it up in the weeds, and your turns are only 10 seconds long, you’re back to it functioning no different than it does on the ground, and you have to charge it and shoot it on alternate turns, so your damage averages out or, in some cases, is even less than if you didn’t have a capacitor in the long run. That’s why under Alpha Strike rules, a capacitor either doesn’t add to your damage or drops your average damage.

Meanwhile, that Blazer is 12 points all the time, any time scale, and gets converted to Alpha Strike accordingly.
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To be generous, there might just be a nation agnostic list of famous generals that are discussed in inner sphere military academies, and Stonewall Jackson could just be on that list.

For example, maybe the SLDF put together a list of past generals and famous engagements who their officer candidates are expected to study, and the Great Houses just kept that in their curriculum.

So Victor might know the reference to Stonewall Jackson and his battles and whatever lessons his instructors expected him to learn from them, without even knowing any of the greater historical context.

(Or maybe he summered on the Commonwealth world of Dixie)
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"The smaller and smaller your nation and budget gets, the harder and harder decisions you have to make when it comes to prioritization."  Ain't that the truth, Perun.  I'm thinking of axing a lot of modern hardware from the SSLF and going with the blueprint of the Baltics, namely that of a mechanized infantry force that has a bit of artillery to support it.  What that force looks like is going to be pretty heavily Soviet, though I think I can equip one battalion of troops with Bradleys since they're coming so cheap.  The rest get BTR-70s.

As far as the Air Force goes, I'm going to scrap the helicopter idea - a hundred million dollars goes back into infrastructure and 'brigade slice' funding much better than it does a group of choppers.  I'll keep it at 1,500 personnel, which should be more than enough to operate a few cargo/passenger planes and monitor radar stations at airfields across the country.

I'm still mixed on conscription - I've got a bigger population than the Baltics combined, so I've got manpower I can use.  I just don't have the budget for equipping all of them past basic gear, uniforms, and a rifle with at least some full magazines; as far as the size of the army I'm not seeing it as bigger than Estonia's as far as active duty goes.  Maybe I've got a larger reserve component, with the larger population, but I don't see the active force being past the 7,000 personnel average of the Baltic armies.

Good video, though, and really explores what the trio mean to NATO and vice versa.
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On average, a Mudskipper using the rapid fire machine gun rules will expend 42 shots every round it fires all four machine guns.

There's still an argument to be made for the mudskipper having too much ammunition. After all, it's a very light vehicle that might not be able to last the on average nine or ten rounds necessary to empty its ammo bays. But the context is important.
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Ground Combat / Re: Clan Large Pulse Lasers
« Last post by Charistoph on Today at 01:21:43 »
Ferro-Lam doesn't really counter CLPLs?  It's just a generally really good armor type against almost everything.  Does counter SRMs really bad, and LB-X becomes a bit of a no-show.

It does in that it drops it from PPC strength to Large Laser strength, and it takes more than 2 to cause a PSR.  Still more the Standard Armor does.

Reflective is definitely a counter, but it has way more massive downsides than Ferro-Lamellor, Reactive, Ballistic-Reinforced, or even Hardened.  Laundry-list of vulnerabilities from artillery to bombs, physical attacks, fall damage, and specialty weapons such as tandem-charged SRMs and autocannon AP ammo.  I've gotten good use of the other anti-flavor armors, but reflective's penalties are just so rough...

Didn't say Reflective doesn't have its own share of problems, just saying its the most efficient counter.  Depending on how they play, Artillery, Bombs, and Physicals may not be an issue.
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