Author Topic: Mechwarrior Train Stats  (Read 2677 times)

tbrminsanity

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Mechwarrior Train Stats
« on: 14 May 2014, 23:24:17 »
I was thinking of designing a Train scenario and I wanted to make the train "targetable".  What do people thing of the following stats for a military train:

Clix123456789
Speed181818171717151412
Attack000000000
Defence181817171616151412

The train would only be allowed to follow the track, Train Cars could have turrets (I'd use the same stats as the Dropship turrets), and the train must be given a move order each turn.
« Last Edit: 15 May 2014, 12:26:33 by tbrminsanity »

Greywind

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Re: Mechwarrior Train Stats
« Reply #1 on: 15 May 2014, 01:58:10 »
I think your formatting broke.

tbrminsanity

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Re: Mechwarrior Train Stats
« Reply #2 on: 15 May 2014, 12:26:48 »
I think your formatting broke.

Fixed

truetanker

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Re: Mechwarrior Train Stats
« Reply #3 on: 15 May 2014, 21:33:27 »
You taking about the Nolan MagLev train?

TT
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tbrminsanity

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Re: Mechwarrior Train Stats
« Reply #4 on: 16 May 2014, 00:29:23 »
Right now I was just thinking train.  Military.

guppylips

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Re: Mechwarrior Train Stats
« Reply #5 on: 16 May 2014, 23:05:50 »
seems like a neat idea. Does the train make a full move every turn, or can you decide how much  it moves? Seems like it might be too much mobility for the turrets, which have pretty hefty dials. Seems like whatever takes out the train is gonna get walloped by the turrets. I do like the idea, itls something new and fun.

truetanker

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Re: Mechwarrior Train Stats
« Reply #6 on: 16 May 2014, 23:16:30 »
Nolans are military trains.

I know, cause I run them in my games for my AU Clan, Iron Dolphin. We use all the MagLev cars and the Mobile Long Tom railcair, Mob-50-LT. I even have a track repaircar, a VTOL transport and a Proto / BA transport as well.

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Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

tbrminsanity

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Re: Mechwarrior Train Stats
« Reply #7 on: 17 May 2014, 07:53:06 »
So I gave it more thought and I was think that I would have the following rules:

  • The train doesn't count towards the controlling player's battle points and is a "free" unit.
  • The train has two train cars that can carry 1 vehicle, or 3 infantry units.
  • If the train is not moving, it can be repaired, boarded, or disembarked.
  • The controlling player may choose to put a move token on the train during their turn, or remove a move token from the train.  This costs one order.
  • At the beginning of each turn, the train moves it's speed value (I'll be reducing the speed value in the stats above) per move token.
  • If the train moves into base contact with an opposing unit, perform an immediate ramming manoeuvre for each move token on the train.
  • If the train is destroyed, it derails and the train cars are destroyed as well (opposing player wins).
  • The goal is to have the train stop at the opposing players DV in order to win.