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General BattleTech Discussion / Re: Legend-Killer's abilities?
« Last post by SteelRaven on Today at 01:09:28 »
Honestly, the Bounty Hunter and Natasha have played a bigger role in the BTU.
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I'm also skeptical that freezing would help. The post connections and sockets are really well designed, and not going to give up without a fight.

Still, I've used my Stanley knife to slice joints. I find the heavier knife handle & shorter blade gives me good control. You could then just cross-scratch the two sides & glue them with CA, but it's so easy drilling & pinning plastic you may as well. Also used the Stanley blade to slide under feet to get them off bases (got a line on a nice lava effect that needs that.)

You just need to use slow, steady pressure; rocking the knife back & forth works well for that. Don't push so hard it snaps & sends bits flying.

I think a razor saw would also work very well, but you lose some of the mini that way.

This is what I am afraid of :( I have very little hand strength, and all I have are those small, metal-rod handle hobby-knives. I never dreamed the day would come when I would lament minis being made *too* well!
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I'm also skeptical that freezing would help. The post connections and sockets are really well designed, and not going to give up without a fight.

Still, I've used my Stanley knife to slice joints. I find the heavier knife handle & shorter blade gives me good control. You could then just cross-scratch the two sides & glue them with CA, but it's so easy drilling & pinning plastic you may as well. Also used the Stanley blade to slide under feet to get them off bases (got a line on a nice lava effect that needs that.)

You just need to use slow, steady pressure; rocking the knife back & forth works well for that. Don't push so hard it snaps & sends bits flying.

I think a razor saw would also work very well, but you lose some of the mini that way.
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First, let me say that I do love the look of many of the new CGL Plastics, and plan to be getting more as I can.
That said, whatever glue used in the factories has a major issue in that: it is darned good! I am used to shoddy gluing from stuff from china, so was expecting that just a little light pressure would pop things from their bases, and that there would be some give in the joints to pop them off. Alas, the glue works well. I cannot even slip a hobby knife between the feet and base.

So, since I am sure the modders and painters here might have experience with this: is there a way to get the glue to loosen up enough to take the minis apart and off their bases without destroying the miniature? On a Facebook group, someone suggested putting the plastic mini in the freezer overnight, but I am skeptical if that would even work.
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Clan Chatterweb / Reviving Homeworld Clans
« Last post by Dahmin_Toran on Today at 00:38:37 »
Do you think it would be possible that if the Aggressor Factions in the Homeworlds gain control, they would resurrect some old Clans and maybe create new ones like the Stone Lions and resume another invasion of the Inner Sphere? Especially if they hear about the new ilClan?
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Off Topic / Looking for Military philosophy book reccomendations
« Last post by StCptMara on Today at 00:37:28 »
I have run into a bit of a situation: I given my dad books on military history and philosophy every year for the holidays for the last few years. I have gotten him Von Clauswitz "On War," Sun Tzu's "Art of War," the three Japanese classics of "The book of five rings," "The Hagakure," and "Bushido." Last year, I ended up just getting him some philosophy by Marcus Aurelius because I could not find anything in the realms of the others dealing with warfare.

Given: I know some members of the BattleTech community are much more well ready in such matters than myself, I thought I would ask here:

What are the seminal works of military philosophy that I have no-doubt missed in the above list? Especially some from western military minds?
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The Inner Sphere / Re: Liao mental instability
« Last post by Dahmin_Toran on Today at 00:36:10 »
I think the major reasons for perceived instability of House Liao only stems from more recent rulers (Maximillian & Romano - although her paranoia is well understood) and Davion propaganda. If you go back in history, House Liao rulers are no more insane than other Houses. Sure you had Kalvin, but then you also had Etienne, Claudius, and Jinjiro.
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OK, ok, so I can't sleep, so a few scattered thoughts from a Dragoon-hater on the Annihilator:

+There are situations in which a 2/3 lumbering menace works well. There really are- you have to think of it as less of a combat unit, and more of a semi-mobile gun bunker. The Mars is a little thin-skinned, but performs the job nicely (bonus since they come two to a point!), and the Behemoth- the tank, I mean- is also good at the job. Both have good weaponry and have guns pointed in every arc other than the rear, so they're not as vulnerable to being flanked- since they're so slow, that's more important than usual. Both of those tanks work well in this kind of role as a result- don't use them as mobile units, they're deployable pillboxes- find somewhere important to be, like a vital city intersection or something like that, drop anchor, and shoot anything wearing the wrong colors. With a little support, that works wonders.

The Urbanmech is, of course, our other 2/3 customer, and honestly gets far less love than it really deserves. In an open-field engagement, like the standard Battletech mapsheet, it's lunch meat, no question, but if you're using a Mech that tells you how to use it in its very name in a way other than as-intended, suffer the consequences. Same as the tanks above- find an ambush point in the city, wait for an enemy to come near, and pop out with a heavy cannon shot- then use those jump jets to hop away to try again later. It's not a Battlemech in the conventional sense, it's a waddling land mine in that regard- get too close, and it goes off. In that regard, and as an area-denial weapon against light units (that AC really does hurt like hell), the Urbanmech can shine.

So where does that leave the Annihilator? It can't do the jumping trick the Urbie can- hell, without the jets, it requires a full turn's running MP to turn a 180 in its own hex. That, kids, is a problem- because even with the torso-twist ability, it's hideously vulnerable to being overwhelmed by light, fast units finding bind spots to pick at it from. Worse, it's got very low armor for its size- like, not Loki-bad, but not much better than a Thunderbolt despite being another half again the size. An Annihilator can't just bear down and take the beating the way other chonks like the Banshee or Atlas can- and that thin armor is compounded by the enormous amount of ammunition. So... what use is this thing? It's more vulnerable than a Behemoth thanks to its thin-ish armor, ability to fall down (a Behemoth can't do that), absurdly poor maneuvering abilities...

So you don't do that stuff. You use it very carefully. It can't pursue an enemy- don't make it. Make them come to you- park an ANH right where they have to go, find a good lurking location, and make life miserable. A bridge, for example, is a great spot for an Annihilator. Get some cover from some woods or something like that (carefully, so they don't make your speed problem even worse!), and anything that comes in range gets filled full of autocannon shells until it stops being funny- which won't take long. There's not much out there that compares to a full barrage from an Annihilator- show your opponent that. You won't take a ton of damage before things get ugly, and you're all but incapable of getting a move modifier of even +1 usually, so the best defense is to absolutely demolish anything before it fires twice. With a good gunner, an Annihilator is one of the best 'YOU SHALL NOT PASS' options in Battletech.

Just... don't plan on getting your toy back. With the 'eh' armor and inability to withdraw if things get too rough, your Annihilator has two options- win the battle, or die. Be aggressive with it, then- not 'get it killed' aggressive, but don't worry about tomorrow either, not the way you would with a Marauder II or Imp- make life miserable, and don't leave shells in those ammo bins.

Did you luck out and get an ANH-2? Yaaaaaaaaasssssssssss. There's not a tank or aerospace fighter yet conceived that wants to take a quartet of LB-10X, that's absolutely absurd. The medium pulse lasers are... honestly not as welcome, the loss of range is kind of a tough pill to swallow, but it does mean that a Spider or other harasser that gets too close is in even bigger trouble than it would have before. It's a great upgrade- it doesn't resolve any of the Mech's big weaknesses at all, and one can even argue that in the era of Gauss rifles and such that the ANH is more vulnerable now than ever, but it doubled down on what it did best, and it's a beautiful thing in that light. Again, it's a semi-mobile gun bunker- just, now it's the ultimate anti-aircraft tower.

It's a tough Mech to use, and an even tougher one to love. In the wrong terrain, it's little more than a deathtrap for a Mechwarrior, and like the Hunchback it's one of those units that is so dangerous that it gets everyone on the other side of the field pointing at it and yelling 'KILL'- so it's in trouble if it gets pressured. And anyone who sticks their head up to make it go away is taking an enormous risk. Take an Annihilator VERY seriously if you're facing one, and plan on a world of pain until it goes away.

It's stupid. It really is. It's absurd- it looked at the old 'speed, armor, firepower, pick two' rule and said 'double-helping of guns, plz'. And it's dangerous as all hell as a result- take it lightly, and it will live up to its name in no time. Use it poorly, and it will die without a whimper. Be smart about it, ride the line between aggression and caution, and few units in Battletech are scarier.
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General BattleTech Discussion / Re: Legend-Killer's abilities?
« Last post by Colt Ward on Today at 00:23:10 »
Heavy Metal had you bumping heads with the Bounty Hunter and Natasha Kerensky a couple of times with the Marauder and Warhammer respectively.
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Absolutely . . . been a while since I read it, but it does not sound like it is the first time he ends up somewhere as a battlefield assassin.  Just that the service is rare, and thus expensive though really a budgetary rounding error among the Houses.

Now I wonder why the HBS PCs never ran into Noton, since it starts before the 4SW.

Probably because the Rifleman wasn't added to the game until late and without it, what's the point of adding Norton?
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