Recent Posts

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21
Off Topic / PSA: Graduation Announcement.
« Last post by Grognard on 07 May 2024, 22:51:35 »
Just so y'all know... I'm Very Proud of my girl!

First in her generation of the family (either side) to graduate college!




22
any idea what time the store will show the new merch on Friday?
Usually its around noon PST, but the store isn't the most consistent so it might be earlier.
23
Off Topic / Re: My running days are over
« Last post by CrossfirePilot on 07 May 2024, 22:32:14 »
I'd love to do burpees again, but theyre high impact, right?


Right. But I just use the 1/2 ball thing to balance on to try and work those core and leg muscles.
24
Fan Fiction / Re: Opalescent Reflections
« Last post by Nikas_Zekeval on 07 May 2024, 22:27:05 »
Omi and Victor, at least. I don't think we've seen Victor share his concerns with his family or friends. Of course, with Hanse still alive and Victor more involved with governance and bureaucracy, there certainly is less opportunity for Katherine to accelerate her journey towards a throne. She's also much more involved on the Davion side of the F-C, so there might be an opportunity for her to exploit any dissent (among the Draconis March especially) about focusing too much on the "Lyran" problem of the Clan front and not taking the golden opportunity of ending the threat of the Combine for good.

There might be less dissent, with the Combine so reduced to more or less a buffer state and rather focused on the Diamond Sharks.  And enough people in power can do the calculus that if they take out the remains of the Combine?  Then they'd be on the front with the Clans there as well.

The "Shark March" 'joke' Omi overheard, or was deliberately let slip in her hearing?  Recognizes the situation of the Combine being a buffer state, and perhaps a small amount of fear that it might fully collapse and the Clans will be facing them directly instead.

As for the New Star League offensive?  There are basically two flanks, one in Lyran space, the other in the Combine.  There is some fighting in the Outworlds, but I suspect of the two the Draconis March would rather see Combine soldiers die for their Coordinator than Davion ones.
25
Hey man! You still play? I just started playing and I'm in the area as well.
26
I'm a brand new player and I'm loving the CapCon lore! Is there any word on whether or not there will be a "Force Manual" made? I understand these are like newer versions of the sourcebooks?
27
General BattleTech Discussion / New player - hi!
« Last post by Cyballistic on 07 May 2024, 22:13:30 »
Hey all!

I discovered BattleTech through the HBS PC game last week and got hooked because of the gritty universe and rich lore. I have never played a tabletop game before or had any interest in painting miniatures, but I decided to take it on as a new hobby.

Joined a local BattleTech group on social media, and turns out some guys I went to highschool with 20 years ago play. Reconnected and we're going to play our first game on Thursday. They all play different factions, so I looked at what was available and I've decided to try to put together lances for the Gray Death Legion and the Death Commandos (CapCon).

Also bought the Gray Death Legion Saga Collector's Edition trilogy and a bunch of paints. Just a few days in and my wallet has already taken an Alpha Strike.

Anyway - pumped to be part of this community! Cheers!
28
Aerospace Combat / Re: FC Naval Command Decision
« Last post by Cannonshop on 07 May 2024, 21:36:29 »
Corvettes and Raiders are the logical purveyors of fleet recon, but that does not mean that the FedCom has the mentality to build a ship for that task. The FedCom tends to go catch-all in warship design which precludes specialists. They also tend to give their ships extremely low cargo stores for their masses (You can parasite your way through some of that).

I think that is more an artifact of the construction rules and the structure on the boardgame-aka during the time when they were minmaxing the Feddies for actual gameplay.

My point is, your recon vessel doesn't even have to be a proper warship.  using a Merchant class or Scout can do the job (with modifications).  Likewise for moving messages-stick-and-ball ships are just fine for that-in quantity.

The problem focus, is that everyone is focusing on the final moment without looking at what it takes to actually get there.  By the time the maps are on the table and the miniatures are laid out, all the strategic factors have (or should have) been worked out.  those strategic factors are the 99% of your actual naval power.

I think the best way to explain this, is when you see a Klanner Kustom on the boards with X times Y number of AC/20s, and one ton of ammo to feed them.

It's minmaxed for a small map duel.  Same thing with a lot of the designs you're critiquing, and same for a lot of the complaints about how "oversize" the cargo fraction was on the 2750 ships.

It's not oversize, if you're looking at them from a strategy level, it's only overrsize when your entire horizon is 10 to 20 turns on two mapsheets.

strategically your navy (whatever you use) needs to be able to handle duration deployment,  This is as true if you're using Jumpship/dropship combos, as it is if you're intent on building an effective warship branch.  shallow cargo bays and short fuel tanks lets your dropships maybe sprint for a short time, but that's going to screw them if you need them to do more than sprint from surface to orbit and back.

even if they're carved from a block of armor plate and have a vast array of firepower.

The less inherent cargo or fuel you're carrying, the more reliant you're going to be on underway replenishment by logistics vessels, and the shorter your axis of motion is going to end up being.  (also the narrower your functional envelope of performance).

This makes the job of getting past your pickets so much easier for your opponents-your deployment distance and duration are narrower, shorter, your need for resupply is higher, your costs are too.

your navy spends more time, as a result, in dock, and less time developing skills and knowledge to be more effective.

Range and duratoin give you something that raw armor and firepower don't-they give you the strategic, and often, tactical initiative.  You pick when the fight occurs, and where, while a navy with short legs has to rely on their opponents to choose to attack them where they are strongest.

Smart strategists don't do that if they have another option.  The 'decisive' battle is decisive because you've hit the enemy where his vulnerability and weakness combine, not where they are both absent.
29
Kickstarter and Backerkit automatically charged sales tax. There was no option not to pay.

It must only be set up for US backers. Australian GST wasn't added until shipping was.
30
Here's a rather more generic entry for a bug trooper.  Geez, a lot of these designs you folks are putting out are awesome!  Here we go.

JJ-1 Jackjumper (25 tons)
Named after the jack jumper ant of Australia, this 25 ton trooper moves 5/8/3 and carries a medium laser as a main weapon, a MML-3 for long and short range barrages from a full lance of Jackjumpers, and a small pulse laser for anti-infantry and close-in work.  It carries 5 tons of armor and a chaff pod for defense.  No, they don't get to have those expensive ECM suites.  A chaff pod is just fine.

Code: [Select]
Jackjumper JJ-1

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3070
Dry Cost: 1,806,667 C-Bills
Total Cost: 1,863,667 C-Bills
Battle Value: 580

Chassis: Unknown Standard
Power Plant: Unknown 125 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 90 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Medium Laser
    1  MML-3
    1  Small Pulse Laser
    1  Chaff Pod
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      43 points                2.50
Engine:             Fusion Engine                125                       4.00
    Walking MP: 5
    Running MP: 8
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LL, 1 RL                                   1.50
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 3 LT, 1 LL, 1 RL
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  80                  5.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     8            12       
                                 Center Torso (rear)                  3         
                                           L/R Torso     6            10       
                                    L/R Torso (rear)                  2         
                                             L/R Arm     4            7         
                                             L/R Leg     6            9         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Pulse Laser                            CT        2         1         1.00
MML-3                                        RT        2         2         1.50
Chaff Pod                                    LT        0         1         1.00
Medium Laser                                 RA        3         1         1.00
@MML-3 (LRM) (40)                            LT        -         1         1.00
@MML-3 (SRM) (33)                            LT        -         1         1.00
                                            Free Critical Slots: 31

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 6
5/2j       2       1       1       0      1     0   Structure:  2
Special Abilities: CASE, SRCH, ES, SEAL, SOA

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