Author Topic: (Research) Terrain Master - Swamp Beast  (Read 3046 times)

pheonixstorm

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(Research) Terrain Master - Swamp Beast
« on: 10 February 2016, 21:51:11 »
Looking at Swamp Beast it says that using running or flank speed you can use an extra 1mp per hex to give a bonus to-hit when being targeted. I have a few questions about this. I am looking at using this in a TW game so assuming 30 meter hex for the first question.

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In addition to this, if the Swamp Beast uses Running or Flank
movement rates, he can spend one extra MP per hex to throw
up a cloud of mud, muck, and loose brush around his unit, the
result of which imposes an additional –1 roll modifier against any
attacks directed against his unit while it remains within muddy or
swampy terrain.

1. Does the mud slinging only offer the to-hit protection to your own unit or all units in the hex (pretty sure only yours, but...)?

2. For the 1mp/hex, would a tank with a 4/6 move profile spend 6mp (flank) to move 3 hexes to gain the -1 or would  the unit only need to spend 6mp to move 5 hexes (4 cruise + 1 flank +1 for throwing mud) to gain the +1?
« Last Edit: 22 March 2017, 15:31:11 by Xotl »

Paul

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Re: Terrain Master - Swamp Beast
« Reply #1 on: 22 March 2017, 12:30:07 »
1. Only the unit using Swamp Beast.

2. You must inflict the MP penalty for your entire Movement that Turn. In your example, the answer is 6MP for 3 hexes. 5 Hexes would cost 10 MP, assuming no other movement penalties.

Paul

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pheonixstorm

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Re: (Answered) Terrain Master - Swamp Beast
« Reply #2 on: 22 March 2017, 15:29:48 »
Wow I had forgotten about this.

Quick followup. The -1 roll modifier becomes useless. For a 4/6 tank you have a choice of -1 from slinging mud or -1 TMM (using aToW modifiers) which means there is no benefit to using the extra MP. Additionally you pay a penalty for using running/flank speed. Move 6 for -2 TMM or move three and sling that mud for -1 TMM and -1 for mud slinging? Is that really how it should work? If so why bother?

Paul

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Re: (Research) Terrain Master - Swamp Beast
« Reply #3 on: 22 March 2017, 16:07:22 »
It is functional in a couple of cases:
* You either aren't planning to move, and want to throw up some cover, or you're planning to move very little, and have MPs left over. IE that 4/6 tank moves 2 hexes to where it wants to be, and burns 2 more MP to get a 1 modifier it otherwise couldn't gain.

* You have MPs to burn on the high end; think Firemoth, Fireball, Celerity. They can get to +4 *while* using Swamp Beast.

Paul
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pheonixstorm

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Re: (Research) Terrain Master - Swamp Beast
« Reply #4 on: 22 March 2017, 16:42:53 »
First case yeah, but at the cost of doubling your own modifier to hit someone.

Second case I don't think so. In most cases you can walk/cruise to your location and still get the same TMM. Except for the edge case above I haven't seen much use even if you zig zag all other the map. Speaking of which, does the extra MP cost include turns?

Maybe I'm just looking at it from the wrong angle. The other benefits are much better. -1 to move through swamp and bonus to PSR rolls.

Paul

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Re: (Research) Terrain Master - Swamp Beast
« Reply #5 on: 22 March 2017, 16:58:29 »
First case yeah, but at the cost of doubling your own modifier to hit someone.

How so?


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Speaking of which, does the extra MP cost include turns?

No, it's a per-hex cost.


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Maybe I'm just looking at it from the wrong angle. The other benefits are much better. -1 to move through swamp and bonus to PSR rolls.

Yeah, those by themselves really kind of pay for the SPA.

Paul
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pheonixstorm

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Re: (Research) Terrain Master - Swamp Beast
« Reply #6 on: 22 March 2017, 18:14:00 »
How so?
Unless its not the same for aToW +/-1 at gruise/walk and +/-2 for Flank/Running speed to hit your own target.

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No, it's a per-hex cost.
Thanks, kinda figured but had an oh crap! What if?? moment :crazy2:

 

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