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1
Alpha Strike / Re: How big an area do you play on?
« Last post by kuttsinister7 on Today at 22:44:50 »
For regiment games I usually play on 18x6....

For 1000 pt games, up to 4x6

Between 1k and 10k, depends on the mission and how much meat grinder we want todo

https://www.youtube.com/watch?v=C2R_XQu8j70
2
Alpha Strike / Re: Infantry Formation
« Last post by kuttsinister7 on Today at 22:40:20 »
For Campaign play as the evil GM  >:D I am, I use a cheap battalion of infantry in terrain (any) to harass my players as they learn on how to strategically ignore unnecessary fights.
3
MechWarrior Hall / Re: Word Association 32: What Say You?
« Last post by wolfgar on Today at 22:33:48 »
KIA
4
BattleMechs / Re: Recognition Guide Challenge
« Last post by Empyrus on Today at 22:29:56 »
You know, I don't know why I never made a T config for the Iron Cheetah. I input the five configs from the source material, and submitted a few of my own for jymset to choose from as my author config. None of those were WYSIWYG.  I guess if I were to make a T configuration, it would have looked like this.
TBH, Ts are for existing 'Mechs, the Iron Cheetah doesn't really need a T, another WYSIWYG config, given that it is officially/canonically new.

Started making my idea of a T, only to remember i already made one (on previous page), and checking it i realized i was doing the same thing again... guess i got single-track mind.
5
Fan Designs and Rules / Re: Looking to improve the MML
« Last post by Charistoph on Today at 22:18:54 »
Not really. For long range fire LRMs. For short range fire SRMs. At hexes 7-9 where their ranges overlap, fire both.
For a MML-3 that'd be up to 6 missiles hitting instead of 3.  It's a narrow advantage but it would help keep opponents out of that range. They'd either keep their distance or get up close where short range weapons can hit them.

While the ranges overlap, their ability to hit in those ranges is vastly different.  Might as well as suggest that a Dervish and Crusader are fine at closer range since they can fire 24 and 42 missiles (respectively) at point blank range, or the lasers and LRMs of the original Catapult and Archer.

Different ammo types.

Maybe for the utility missiles like Smoke rounds, but for a damage set, the ATMs are largely superior.
6
BattleMechs / Re: Recognition Guide Challenge
« Last post by Natasha Kerensky on Today at 22:10:36 »
You know, I don't know why I never made a T config for the Iron Cheetah. I input the five configs from the source material, and submitted a few of my own for jymset to choose from as my author config. None of those were WYSIWYG.  I guess if I were to make a T configuration, it would have looked like this.

Designed in a version of SSW that doesn't support Capacitors with Clan ER PPCs, so I had to add them into the text file manually. BV is therefore not accurate. Not that it ever is...

Code: [Select]
iron Cheetah T

Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 0
Cost: 30,997,333 C-Bills
Battle Value: 3,015

Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    2  ER PPCs w/Capacitor
    1  Imp. Hvy Large Laser
    1  Streak LRM-15
    2  ER Medium Pulse Lasers
    1  ER Medium Laser
    1  Laser Anti-Missile System
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   152 points                5.00
    Internal Locations: 1 HD, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             400                      26.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             22(44)                   12.00
    Heat Sink Locations: 2 LT, 3 RT, 1 RA
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 307                 16.00
    Armor Locations: 1 CT, 2 LT, 2 RT, 1 LA, 1 RA
    CASE Locations: LT, RA                                                 0.00
    CASE II Locations: 1 LT                                                0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           48       
                                 Center Torso (rear)                  14       
                                           L/R Torso     21           32       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     17           34       
                                             L/R Leg     21           42       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 ER Medium Pulse Lasers                     RA        12        4         4.00
Imp. Hvy Large Laser                         RA        18        3         4.00
Streak LRM-15                                LA        5         3         7.00
2 ER PPCs w/Capacitor                        LA        40        6        14.00
(R) ER Medium Laser                          RT        5         1         1.00
Laser Anti-Missile System                    CT        5         1         1.00
@Streak LRM-15 (16)                          LT        -         2         2.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 30
4          6       6       4       0      4     2   Structure:  5
Special Abilities: AMS, CASEII, CASE, SRCH, ES, SEAL, SOA


I’d do this instead:

ER PPC
PPC Capacitor
ER PPC
PPC Capacitor
Rotary AC/5
3 tons ammo (RAC)
CASE II
Streak LRM-5
Streak LRM-5
Streak LRM-5
1 ton ammo (Streak)
CASE II
ER Small Laser
ER Small Laser
Flamer or Micro Pulse Laser (Rear-Facing)
Laser AMS
2 additional freezers for 18 total (36 heat)

This Iron Cheetah T loadout assumes the ER PPCs and capacitors are always alternating fire (+25 heat).  With all the Streaks (+6 heat) and the RAC/5 firing on full auto (+6 heat), she’ll overheat by 1 before movement is added.  Obviously, the RAC/5 is dialed back based on movement as necessary to avoid negative heat effects.

This sends one 20-point hit and up to nine 5-point hits downrange each turn.  It provides both greater armor penetration than the Prime (20 versus 15) and greater overall damage potential (65 versus 60 or less when the Prime’s regular LRMs are considered).  It’s sort of like pairing an AC/20 and an LB 10-X with cluster only the AC/20 can reach 23 hexes, the LB 10-X reaches 21 hexes, and every cluster bomblet does five points of damage.  That combination should leave a lot of crippling 25- and 30-point holes in enemy forces.  The ER PPCs, RAC/5, and Streak-5s all have the same 1-7, 8-14, and 15+ range bands, too.

All ammo is in CASE II and the Laser AMS is retained.  With no minimums on the main weapons, the secondary lasers/flamer are there mostly for AI duty.

Keeps the overwhelming, long-ranged, heat neutral firepower of the Prime while fundamentally improving its ability hole-punch and critical-seek.

FWIW...
7
Looking at my Shilone, it has ever so slight twist on the left wing and sorta scratched area (maybe mold line burr?). But i have to look pretty carefully to notice it, and i suspect the twist can be sorted out with some hot water. EDIT actually, the exact same point as klarg1's Shilone. But nowhere near as bad.
I have nothing else from Wave 2.

I think i've seen people complain getting 'Mechs with missing parts and so in Wave 2. Can't recall about miscasts.
That Marauder IIC looks kinda horrible  :(
8
Novel and Sourcebook Reviews / Re: hunting season
« Last post by five_corparty on Today at 21:59:18 »
I purchased this this morning based on good reviews.  I'll review it myself when I'm done.  Which might be a while because I'm busy every day this week (and for the month at that) with helping my dad take his boat from Chicago to Florida via the Mississippi River.

"Son, sing proud mary ONE MORE TIME and you're SWIMMING to Cairo!"  ^-^ ;D
9
Off Topic / Re: Naval Pictures VIII: From Japan with love
« Last post by Ghostbear_Gurdel on Today at 21:58:24 »
A beautiful ship! I miss being able to hop the Red Line and go see her on any random weekend....
10
The Scorpion isn't just small- it's also not very fast .

Overall 4/6 for a 25 tonner isn't exactly speedy .

Stay in groups , stay at range , stay close to something else that's a
bigger target, or some combination of these .

IMHO if available the LRM variant is vastly better then the original
because you can combine it with infantry for indirect fire .

In our games the standard Scorpion gets targeted because it's slow
enough to hit at range . A quick kill  gains you  an advantage during
the initiative phase .
Also don't count on the MG keeping infantry at bay . It's to slow in built
up terrain to keep infantry from getting within your hex where you can't return fire .
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