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BattleMechs / Re: Recognition Guide Challenge
« Last post by Empyrus on Today at 01:58:45 »
Utterly hate the RecGuide Thug. Bloated mess that is good for nothing and has ridiculous BV cost. TSM or SC or BR Armor would've been fine. Combining all, nope.

So, this Thug built in style of the Draconis Combine totem 'Mechs. That is, XL engine, XL gyro, no CASE, massive amount of Hardened Armor (26.5 tons). Also, because the Dracs can build Clan-grade missiles, this has Clan Streak-6s. PPCs are Heavy-type.
Yes, this is expensive too BUT it is less expensive than the 13U, while offering way more armor, twin headcappers and Clan Streaks. Granted there's PSR and movement penalty, and fragile internals but first you need to get past all that armor...

Code: [Select]
Thug THG-13K

Mass: 80 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3142
Dry Cost: 18 620 940 C-Bills
Total Cost: 18 728 940 C-Bills
Battle Value: 2 374

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h (54,0 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Hardened
    2  (IS) Heavy PPCs
    2  (CL) Streak SRM-6s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


Equipment           Type                         Rating                   Mass 
Internal Structure: Endo-Steel                   122 points                4,00
    Internal Locations: 2 RT, 4 LA, 4 RA, 2 LL, 2 RL
Engine:             XL Engine                    320                      11,50
    Walking MP: 4
    Running MP: 6 (5)
    Jumping MP: 0
Heat Sinks:         (IS) Double Heat Sink        15(30)                    5,00
    Heat Sink Locations: 2 LT, 1 RT
Gyro:               XL                                                     2,00
Cockpit:            Standard                                               3,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Hardened                     AV - 212                 26,50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     25           31       
                                 Center Torso (rear)                  10       
                                           L/R Torso     17           23       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     13           24       
                                             L/R Leg     17           28       

Equipment                                 Location    Heat    Critical    Mass 
(IS) Heavy PPC                               RA        15        4        10,00
(IS) Heavy PPC                               LA        15        4        10,00
(CL) Streak SRM-6                            RT        4         2         3,00
(CL) Streak SRM-6                            LT        4         2         3,00
@Streak SRM-6 (15)                           RT        -         1         1,00
@Streak SRM-6 (15)                           LT        -         1         1,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     14    Points: 24
4          4       5       3       0      4     1   Structure:  4
Special Abilities: SRCH, ES, SEAL, SOA

The Hellion also isn't even a mech that was used by any faction in the Inner Sphere.  It isn't until the FedCom Civil War era that it makes its way to the Inner Sphere.
'59 introduction, and current availabilities place it for the Diamond Sharks at first along with several HW Clans. Then it seems to have spread rapidly. In the end, the Falcons, Horses, Nova Cats, Sea Foxes and Scorpions are using it.

Hopefully, although I don't think we receive anything from the Rec Guide, they have focused a lot on the children of the Cloning Cuba, and on the usual suspects, so we will surely have to wait for a footnote from future books.

That's sad. The wait for homegrown medium/heavy/assault Mech production continues. We must move forward into self-sufficiency. Heck even the Taurians got the Cadaver and Lamprey after the Jihad.
For some bizarre reason...
I mean, it is basically the most weirdest 'Mech to be picked for the KS. The Nova Cat and Cougar are 3058 designs but due to them being in various video games, i figure they're very popular so i find them understandable. But the Hellion? Off-hand i think it appeared in MWO but otherwise, it is not very notable. Plus so very redundant with the Mist Lynx and Arctic Cheetah (and Fire Falcon).

The Hellion also isn't even a mech that was used by any faction in the Inner Sphere.  It isn't until the FedCom Civil War era that it makes its way to the Inner Sphere.
The combats in actual space warfare will be lots of closing/crossing engagements, as dropships from a jump insertion burn towards their target, and ships of the defending system burn to intercept.  The other engagement will be planetary landings, where defending forces decide not to intercept but to try and repulse the invaders aided by their gravity well--this type of fight will be the closest to the existing battles, as the attacker will want to thin the defenders in open combat before risking atmospheric operations, like how before the D-Day landing the beach was shelled and paratroops were inserted behind enemy lines.

To put a point on it, space combat occurs in one of two places: Jump Points and location interfaces (usually planets).  Transitory combat is possible, but actual interceptions are a challenge to accomplish, and often not worth it.  It is usually better for Jump Point assets to chase than have planetary assets meet invasion forces half way.    Of course, that assumes the invading navy doesn't have a predilection for Mass Driving or nuking locations upon arrival so making sure they don't get close at all is of utmost importance.

Jump Points because that is where the Jumpships and Warships come in and where velocity is low as they jump in and try to get moving to their invasion point.  This requires assets to be on station at known Jump Points.  This more often happens as a case of bad luck as one unit is preparing to jump out while the invasion force is jumping in, as if they are using Pirate Points, any remote defensive unit will be out of position.  This would be the most common of basis for most deep space battles where location interfaces aren't an issue.

Location interfaces are rather obvious.  It is usually planetary, but it could also be lunar or asteroidal if bases are put in place on them.  The considerations are where the ship in question can avoid getting trapped in the gravity well (in case of Warships or extremely large Dropships), or having the atmosphere or local orbital debris cause drag or other problems.
I'd like to see future kickstarters be smaller honestly.   Faster turn around that way.

Maybe a short list of stretch goals for the excitement and some merch add-ons that are possibly impractical to keep full time in the shop.  Things like shirts for less popular factions.   If they hit some big cash amount again, they could always use it to fund more stuff in between kickstarters.  Just don't do them so often that shops start questioning whether or not to bother carrying the line because everyone just does the kickstarters.

Regarding the turnaround, it isn't like CGL could've predicted the Global Shipping Issue that occurred.  Also didn't help that the Chinese manufacturers Flat Out LIED to them.  They told CGL, get "X" done by "Y" Deadline, and it could be Finished before Chinese New Year.  After working like mad, CGL BEAT the "Deadline" by a few weeks it sounds like, only to be told, "Hah Ha! Thanks for your money, but No, you still get it after Chinese New Year. Psyche!", or words to that effect.   xp

As for the game stores choosing to stock BT or not, I've seen posts all over where people said their local store said, "BattleTech? That's dead!", and refused to stock BT Products.  I've also seen numerous posts where people hadn't even heard of the KS, so they missed it entirely.  There's always going to be some of those people.   :thumbsup:  I've seen posts where people missed out on the KS, but their local store got product in, so they were able to get it that way.  It SEEMS like, stores that Choose not to carry BT Products do so for "Whatever" Reason/Excuse.   :-\

Where I live, there's a constant string of Game Stores opening and closing.  They last anywhere from 6 months to 3, Maybe 4 years, then they're gone.  They stock CCGs, D&D (Version Whatever), and sometimes comic books.  That it.   xp  It's been like that since at least 2000.  The CLOSEST store to me that Might stock BT Products is about 2 hours, ONE way.  I haven't been there since 2001, and they've since moved locations, so I don't know What they stock anymore.  Between them having some locally-made Repros for sale the last time I was there, and me not having a Group to game with, I haven't been back.
BattleMechs / Re: Recognition Guide Challenge
« Last post by Empyrus on Today at 01:18:46 »

That is horrifically bad.
Yes, thank, the intended reaction  ;D
It is something that gets designers executed.
Once Heat-Dissipating Armor is around, it is a perfect fit for a FireMech.
This one trades the extra heat sinks and a ton of fluid gun storage for HD armor. Unfortunately total armor was reduced but this should be OK since this isn't a combat unit.

Code: [Select]
St. Florian FireMech FLN-366B

Mass: 90 tons
Tech Base: Inner Sphere
Chassis Config: Biped IndustrialMech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-X-E
Production Year: 3150
Dry Cost: 4 781 359 C-Bills
Total Cost: 4 787 359 C-Bills
Battle Value: 774

Chassis: Unknown Industrial
Power Plant: Unknown 270 Fusion Engine
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Heat-Diss. Armor
    8  Fluid Guns
    2  Searchlights
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Equipment           Type                         Rating                   Mass 
Internal Structure: Industrial                   138 points               18,00
Engine:             Fusion Engine                270                      14,50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             10                        0,00
Gyro:               Standard                                               3,00
Cockpit:            Industrial w/ Adv. Fire Control                        3,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Heat-Diss. Armor             AV - 135                 13,50
    Armor Locations: 3 LT, 3 RT

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     29           18       
                                 Center Torso (rear)                  12       
                                           L/R Torso     19           12       
                                    L/R Torso (rear)                  12       
                                             L/R Arm     15           12       
                                             L/R Leg     19           12       

Equipment                                 Location    Heat    Critical    Mass 
2 Fluid Guns                                 RA        0         4         4,00
2 Fluid Guns                                 LA        0         4         4,00
Searchlight                                  RT        0         1         0,50
2 Fluid Guns                                 RT        0         4         4,00
Searchlight                                  LT        0         1         0,50
2 Fluid Guns                                 LT        0         4         4,00
@Fluid Gun (Water) (60)                      RA        -         3         3,00
@Fluid Gun (Water) (60)                      LA        -         3         3,00
@Fluid Gun (Water) (60)                      RT        -         3         3,00
@Fluid Gun (Water) (60)                      LT        -         3         3,00
Environmental Sealing                        *         -         8         0,00
                                            Free Critical Slots: 3

* The Environmental Sealing occupies 1 slot in every location.

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 8
3          0       0       0       0      4     0   Structure:  7
Special Abilities: SRCH, SRCH, SEAL, SOA

A few of them have popped up as concept sketches - the devastator and the starslayer that brent spoiled in an AMA (thought it hasn't been seen yet).

I'll note that these may be because of the old McCarron's Armored Cavalry scenario pack. The Starslayer and Devastator (and Spector) originate with it, and it was set in 3044, just before the Clan Invasion. There is some timeline issues to be sure, depending on the variants but eh, close enough.
It is incredibly good looking WorkMech. That Highlander charisma.
Luciora made incredibly good looking kitbash over at the miniatures sub-forum.

Functionally... eh, not sure. As Fallen_Raven notes, the speed seems slow for a firefighter. Then again, if this is readied at industrial areas or some other known fire-risk area, with no need to move long distances, it is probably fine.
There's some fun stuff available for fluid guns to be sure. Could be a surprise in a battlefield.

Once the Capellan Heat-Dissipating Armor is around, it would be perfect for an upgraded heavy-duty FireMech. Heavy armor though, not sure where to pull the weight for it.

The MOD... Uh, OK. Maybe not the worst MOD around but kinda dubious. Then again, what MOD isn't dubious, militarily speaking? First right in with the rest, offers interesting option.

I hope this (and some others) will get a miniature, i really want to build a group of WorkMechs at some point.

Cool 'Mech, nice article.
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