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Also, the woefully-named Word of Blake Jihad.  I could accept a ComStar splinter group with new 'Mechs and religious fanaticism, but the name is tacky compared to all else.  How did a rogue group suddenly have enough power to nuke the Successor State capitals, then have Hidden Worlds to draw upon for materiel?

I'd prefer to call it the 'WoB Cleansing', as the WoB wants to get rid of the current House leadership that has soiled everything, and start humanity over.

As to the resources, the WoB books explained that decently (in short, they didn't have the resources, so they kicked off all their destabilization plans at once).  Later on during the Cleansing, the Houses would still attack each other sneakily, and blame WoB for the attack.  Thus the rumors of WoB super-jump drives for Shadow Divisions to hit locations 200 ly apart less than a week later.

For the Protectorate defense, the WoB would have been using the HPG centers to calculate pirate point coordinates, transmit them to other star systems, and using that data setting up a pirate point trade network.  This turns (for example) a 20-day transit from one plant to another to a ~2 day transit from one planet to another.  This cuts down on shipping times, which also serves well to cut down times for reinforcements to be deployed to a system.

Instead of carrying Unions, Overlords, and Mules from one system to another, the Jumpships would be carrying Mammoths and Behemoths, and the cargo would be transshipped to smaller Dropships while the Jumpship is orbiting the L1 point and charging.  So instead of a Merchant Jumpship carrying 2 Unions (~3600 tons of cargo total), the Merchant could carry 2 Mammoths for a total shipping capacity of ~80,000 tons (over 20* as much).  Similarly, since the Jumpship is much closer to the star that means the Jumpship can charge at its maximum safe rate, instead of whatever the local star can provide.
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It sounds like your players are asking to play out the "hours of boredom" between the "moments of terror" that is actual military life.  I say give them what they want until they don't want it anymore.

But by making a lot of the decisions leading up to that moment of terror for them,  they probably have a very reasonable claim that my conclusions are not consistent with what their characters would do if the situation was real.

Further, they are playing military commanders. Constantly evaluating the situation and making decisions between moving into the start of the battle is a major part of that job. By omitting that or making those choices for them, I'm tossing out a big part of their job. It is like letting someone play a wizard in D&D, and then never letting them cast spells
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It's one thing for it to be optimized, it's an entirely different beast when it has memory leaks galore in it so yes, even a modern console would eventually have issues as it would run out of RAM and crash hard.

They COULD make it console ready and fix the issues by updating Unity to the latest version which does allow export to X Box, PS, and Switch. But this would still be easily a 6-12 month project.
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Challenges and Gatherings / Re: Battletech Long Island III
« Last post by shadhawk on Today at 22:05:45 »
I’d prefer something kinder to my mech’s feet.  :thumbsup:

Don't worry you won't feel a thing. Also they will help whit that rust buildup on you Mech feet  >:D
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For your squads, I'd be tempted to drop either the RPK-74 or RPG-7 from each squad, and make them into regular riflemen.  You lose some offensive capability, but you get greater redundancy and a lower training budget.  You'd have the fire team focused around a RPK-74 or the RPG-7, rather than trying to support both.  This way you can have an assistant gunner whose only job is to support the RPK-74 or RPG-7 person, rather than having the team leader trying to coordinate both.  The vehicle commander would be serving as the third squad, controlling the vehicle's weapons for extra fire support.

(I'm also trying to find one document that explained if a unit was reduced by 25% casualties or more, then that unit became effectively non-viable for combat.  So you'd want some extra people in the fire teams.)

I'd be tempted to change your second column platoon to:
Platoon Leader
Deputy Platoon Leader
  Squad Leader
    Team Leader
      RPK-74 Gunner
      Rifleman
      Rifleman
    Team Leader
      RPG-7 Gunner
      Rifleman
      Rifleman
    Vehicle Commander
      Vehicle Gunner
      Vehicle Driver
(with 2 more squads like this)
The total heavy weapon capacity is:
3 * RPK-74 Gunner
3 * RPG-7 Gunner
3 * Vehicle Gunner

The original platoon on the right had:
6 * RPK-74 Gunner
6 * RPG-7 Gunner
3 * Vehicle Gunner

Since you commented that the BTR is too lightly armed for the role, I wonder what sort of firepower each of those Vehicle Gunners will have access to.  You also will likely have the squad deploying in a manner to support the vehicle,


Now if you want to deploy the troops as vehicle-transported assault where they have to clear a building and need plenty of ammo, would equipping nearly all of the platoon with an RPK-74 be practical?  You are increasing their load by 3.2 lbs (6.8 -> 10.0), but basically giving nearly every member of the platoon a light machine gun (or just redo the RPK-74 to fire at most 3-round bursts).  The vehicle makes sure the platoon doesn't have to walk as far carrying the heavier weapon, and the vehicle can carry extra ammo clips as needed (but non-combat training would still feature a lot of walking/carrying).

So it would look like this:
Platoon Leader
Deputy Platoon Leader
  Squad Leader
    Team Leader
      RPG-7 Gunner
      Rifleman
      Rifleman
    Team Leader
      RPG-7 Gunner
      Rifleman
      Rifleman
    Vehicle Commander
      Vehicle Gunner
      Vehicle Driver
(with 2 more squads like this)
23 * RPK-74 Gunner (assuming the PL and DPL are opening fire, instead of coordinating the platoon)
6 * RPG-7 Gunner
3 * Vehicle Gunner
(plus whatever the RPG-7 and vehicle crew use)
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Off Topic / Re: Naval Pictures IX - General Quarters, Battlestations!
« Last post by nerd on Today at 21:56:27 »
We still do CONREPs...  8)
My wife came up to Duluth to see the commissioning of Minneapolis-Saint Paul (LCS-21). She asked how ships refueled at sea, so I had to bring up memories from what I've read, never having really worried about it.

Here's a picture I took the day before the ceremony. They had all the works for it. Saluting battery from New Ulm, MN firing 3" Ordinance Rifles, band from Great Lakes, and the Army National Guard performing a flyover, all with sleet.
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Fan Fiction / Re: Self Configuring Modular Robot.
« Last post by nerd on Today at 21:51:51 »
"In For Life: -3 (Davion Family Values)"

Oh, that would apply to any Successor Lord's scion. ;D ;D ;D
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Combat intuition on page 93 says.

"If this unit's side wins initiative, the unit whose pilot has this spa can move and resolve all of its attacks during the Movement Phase, applying all damage effects immediately-- before any target units can act. This ability can only be used once every 3 turns."

Page 205 says "unit may move and resolve fire before any other unit acts".

Aerospace movement on page 180 says "Aerospace movement takes place after all ground units have moved. Aerospace units do not count toward the number of non aerospace units moved. Unless a scenario's rules dictate otherwise aerospace forces enter the play aera on their movement of the first turn with the aerospace unit's miniature placed along the home edge. Aerospace units move by placing a flight path across the area. The flight path is created by turning the miniature so that its front side is facing any direction that crosses over at least 24 inches of the play area. In the end phase move all aerospace units to the end of their flight path."

This raises my first set of questions. When using combat intuition does the aerospace fighters movement happen before ALL movement including ground units due to the line in the spa that says "before any targets can act"? 

Secondly since the movement is considered already finished, once it is time to enter into the next phase how is the flight path treated along the play area? Is the unit considered still on the board, is it just along the end of its flight path, or is it treated as normal (making a low altitude strike very, very dangerous)?
How would i treat the flight path of an enemy aerospace fighter that hasn't moved yet and thus does not have a flight path?

The next phase of my question has to do with air to air attacks and combat intuition.

"When one aerospace unit declares an attack against another aerospace unit, it creates an engagement." skipping overheat here. "Because an engagement automatically will force both units to maneuver for advantage if the defending unit in an air to air attack has not yet declared its own attack yet it may decide immediately whether it will return the attack or save its actions for its own attack against a different target. If the defender chooses not to return the attack when an engagement is initiated it cannot choose to engage the same attacker later in the same turn."

This part raises the question of whether or not an opposing aero fighter should even be able to elect anything before they have even moved or shot. Does the combat intuition unit automatically win the engagement? Does the defender immediately make the decision to engage them, the only difference being that shots from the attacker happen in the move phase? Do we just treat this as a shot without the engage modifiers altogether?

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Strategic Operations / Re: Clarification on Quarters Capacity
« Last post by idea weenie on Today at 21:06:36 »
Monthly bump
10
Though the Commonwealth knew that any massive naval buildup by one power would inevitably spread across the Inner Sphere, for the most part their response to the Malagrotta war and Alexander Davion's "Never Again" proclamation was rather casual. In the immediate future, the threat of conflict was on the other side of the Inner Sphere, which meant the Commonwealth had time to consider their next move carefully and prepare.

This didn't mean they were putting off any response. Within a year of the "Never Again" proclamation, the Lyrans had already drawn up initial plans for an expanded fleet, starting with laying the keels of the first of a new production run of Commonwealth class cruisers, with plans to gradually modernize their existing ships to the same standard. Though this was a good first step, the Lyrans were well aware that in the long term what they would need is a proper battle line to keep pace with their neighbors. As such, even as the first keels of the new Commonwealth class cruisers were being laid down, the Admiratly was sending out solicitations to the their largest ship builders for two new designs. First, a modern fast destroyer to act as an escort, fleet screen, and to counter the smaller, faster ships favored by the Combine; and second, a battleship not only capable of facing the largest battleships of the Free Worlds League or Terran Hegemony, but able to completely overmatch them.

(there's also this thing where they're planning on stepping in to the Rim Worlds Republic's ongoing civil war to prevent another Taurian Monster from forming on their own border, but that's secondary)

Design parameters: Both designs have the same restrictions of typical house ships of the General War AU, that being a 2580 tech base, ferro carbide armor at best, and no naval comm scanners or lithium fusion batteries. The destroyer must be between 450,000 and 650,000 tons and have a minimum thrust capacity of 5/8. This ship is intended to be able to engage ships like the Combine's Narukami, so it needs to be fast and hard hitting.

The battelship's parameters are, well... the Commonwealth is going full Tillman on this one. Maximum mass is 1.8 million tons (which is currently considered the theoretical maximum size a WarShip can be. The Hegemony wouldn't be able to beat that for a another several decades). The Admiralty wants this ship to be able to handle any opponent anywhere at any time, especially the Farragut, Atreus, and whatever the Federated Suns is cooking up over there in the other design thread. 
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