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Fan Articles / Re: Armchair Analyst: The Hermes I
« Last post by The Eagle on Today at 11:01:59 »
I've utilized the 3S2 on more than one occasion as a TAG monkey for my SGLRM batteries.  Jump jets would be handy, but its high speed is usually enough to dodge most incoming fire.  If I'm running combined arms, I usually go to an Owens instead because it has TAG and can carry battle armor, but in a pure-Mech game this is one of my go-to choices.
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The more I think about it, the size of the playing field really determines how many units can fit and still have room to maneuver.  We tend to play on 4x6 (two card tables) and while you can fit 38-40 units, it leads to everyone being in range of nearly everyone else and flanks being able to support the center without moving.  I think 4x6 is suited best to 24-30 units total, which would be between 400-600 PV a side depending on skill levels and so on. 

While I'd love to field a battalion on battalion (or cluster) I can't imagine the size of playing surface you'd need to allow those forces to maneuver at all. 

I guess I'm saying, I love the look of fielding all those models at one time, it becomes more 'line em up and knock em down' than I'd like.
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There's a surprising lack of gacha in a show called Gachaman.

Gatchaman.
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Fan Articles / Re: Mech of the Week: P1 Perseus
« Last post by The Eagle on Today at 10:57:49 »
Every flaw that the Perseus has is laid out right in its FM/TRO entry (notably, the crowded internals and all the resulting effects of that).

The B variant is my personal favorite, and I totally get the criticisms of it.  The ammo issue is a function of the original AMS ammo consumption rules, so if CGL wants to retcon that second ton of AMS ammo into Gauss ammo I'm not going to play dentist with that particular horse.  That being said, we're all so used to looking at the big 15-point slaps of that weapon and thinking of it as the primary weapon of the unit it's mounted on.

That paradigm doesn't apply to the Perseus.  That Gauss is a weapon of opportunity that you can slip into your firing order in turns where you have good to-hit numbers.  The trio of large lasers are the actual primary hole-punchers for the B.  The ISLPL likewise is not a popular weapon around here in my experience, but it's extremely common in Invasion-era Marik units.  The ERLL is a token long-range engagement weapon while closing, but the twin pulses are the weapons you need to be considering when looking at movement & range bands.  It's a brawler.  Once you're in good ranges for the LPL, you should have decent numbers for the Gauss so you can start tossing slugs out without worrying about wasting ammunition.  It's also the only config without guns in the legs, so yes!  Grab the enemy by the belt buckle, give them some pulse lasers, and then sweep the leg.
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Sea Legs: Bonus in all water-related PSRs.
Slick: Increase underwater MP by 1. (Can only be taken if the mech has UMUs installed.)
A lot of these need their points tweaked, but I agree.

Non-Aquadynamic Armor (-1 & -3 Points)
This ‘mech has an armor design which is uniquely bad at moving through water. The -1 Point quirk inflicts a 1 MP cost for the first hex of Depth 1 or deeper water it moves into in a turn. The -3 Point quirk incurs +1 MP cost for each hex of Depth 1 or deeper water it moves into.

Aquatic Stabilization (+1 Point) #Legs
This ‘mech’s legs, gyros, and actuators are modified to operate underwater. This ‘mech gains a -1 bonus to target-numbers for piloting skill rolls while in water or moving into water.

Aquatic Adaptation (+1, +2, & +3 Points)
Most ‘mechs are awkward on land, clumsy in water, and bricklike in the air. Aquatic adaptations include hydrophilic design principles to mitigate some of its faults in fluid environments.
The +1 point version of this quirk aids the ‘mech in dissipating heat when in water. Each heat sink dissipates an additional point of heat when submerged in water and the total additional heat it can dissipate in water is increased to 8.
The +2 point version of this quirk works as above, but also gives the ‘mech a -1 bonus to its piloting skill rolls while in or entering a depth 1 or deeper fluid hex.
The +3 point version gives units firing on that ‘mech a +1 penalty when this ‘mech is in depth 1 fluid. It also gains a -1 bonus to breach rolls when it’s in fluid.

Navigation Fins (+4 Points)
This ‘mech has fins and control planes to assist it in navigating through water. Reduce by 1 the MP cost for moving through water. This only saves 1MP per turn.

Submarine Vents (+2 Points)
   This ‘mech’s cooling system efficiently transfers heat to water. It boils water around the ‘mech.
   During the heat phase of each turn, if that ‘mech has any heat on its heat scale, it spends the next turn under a heavy boil effect. If that ‘mech doesn’t have any heat on its heat scale, but did generate any heat, then it spends its next turn under a light boil effect.
   Light Boil: As per light smoke. The unit cannot use UMU.
   Heavy Boil: As per heavy smoke. The unit cannot use UMU.

Finned Cooling System (+1 Point)
The heat transfer surfaces of this ‘mech are constructed to more efficiently interface with external fluids. Every two, or fraction of two, heat sinks in water dissipates one additional heat. The ‘mech’s ability to dissipate heat from external influences is increased by 1.

Gas Exchange (-1 Point)
This ‘mech’s heat exchange system is finely tuned for exchange with the air of Earthlike environments, but not water.  Halve (round up) the heat dissipation bonus for his ‘mech being in water or snow.
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If you were a Marian commander, what would you use to deploy Marauder Battle Armor to a location?  Mechs, tanks, or aircraft?

Hover APCs. Backed up by some Testudos- the Tag on the Marauders make them very good friends.....
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ok so my neighbor is doing follow ups past the c treatment so kids are coming over later to give her a break...should i introduce them to gatchaman or battle of the planets??
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ok...dragging and pulling teeth on this one along with love and hates
1977/1980
battle of the planets
gah today it is unwatchable lol
but we had some of the  greats doing voice work on it
alan young, kaye luke(the original master from kung fu with david carradine) Alan Oppenheimer(mou original skeletor) casey kasem ( shaggy from scooby doo)Ronnie Schell(gomer pyle)Janet Waldo( the flinstones and judy from jetsons)
and few others...

weirdly enough i got the original gatchaman series with its updates including live movie before i was able to get my claws on the battle of the planets which weirdly enough ended getting more language translations from english to other languages where the show was ran....
funniest 2 dubs i had seen were in french and german...
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Thanks!
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