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Messages - NickAragua

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16
So... free Zeus and Victor?

The Victor's one of my favorite mechs, nothing like combining the sheer firepower of an AC/20 with the ability to get into an enemy unit's rear arc.

17
Just, uh... wipe the seat and the neurohelmet down.

18
The main problem with AtB comes when you start fighting the clans, at which point the opfor generator will throw binaries and trinaries against your single lance (and let's not even get into fighting vs Comstar or WOB). The advice I give people is to remove units (or stars/Level IIs) randomly until the BV is roughly even (or 1.5/2x in the case of some scenarios).

19
Oof, gyro replacement is never fun.

That Marauder is a 3D, so at least we won't have to worry about ammo explosions whenever the left torso gets hit.

20
Yeah, I forget which rulebook it's in (probably Total Warfare), but infantry can't fire at aerospace units unless equipped with designated AA weapons or field guns.

That was quite the demonstration of serious firepower on our end. Those poor infantry scrubs, though.

21
Yeah, infantry artillery pieces are kind of awful compared to their vehicular counterparts. The ammo count is very low and, as pointed out, training everyone as artillery crews is tedious.

80% salvage is pretty good, although I feel like battle loss compensation always underpays me, so I don't usually rely on it.

As a transportation alternative, I would suggest a Union and a Mule or a Jumbo. The Union carries a company of mechs and a pair of aerospace fighters to secure a landing zone, while the rest of the equipment is packed up in the cargo ships' multi-thousand-ton cargo bays. Either way though, that's a couple hundred million C-Bills, so definitely a long-term goal.

Jumpships are even worse.

As an aside, when I first fielded an artillery battery, I forgot that I had the 'separate artillery skill' setting turned on, and was wondering why all my artillery shots were scattering halfway across the map from the target.

22
Holy crap, a natural aptitude gunnery! That's awesome.

I actually routinely troll through my list of AtB-acquired personnel, because those natural aptitude guys are solid gold - even if you have to bring them up from 8/8, they still have an incredible amount of potential.

23
Three issues:
1) rear-facing laser
2) AC/5 on an 80-ton mech
3) Weirdly low side torso armor

But, unless we get an invite to the local mech factory to do some serious refits, Ragu will happily make do with what she's got.

For novelty, I'd love to see the 6Y variant fielded. That's the one with the binary laser, which is probably the most awful weapon in existence (basically two large laser barrels welded together): 16 heat, 12 damage.

24
Nice. From medium mech to assault.

Sure, it's not the best-regarded assault, but 80 tons is 80 tons.

25
They say the Shadow Hawk is a jack of all trades, master of none, but it seems to be working just fine for me!

26
"Boot to the head!"

The other scary unit on that field was the Mechbuster, with its AC/20. It's also a good thing the Grasshopper didn't show up, those guys are pretty tough customers.

27
Yeah, in most cases, Artemis IV isn't that great - on mechs, tonnage is at a premium and a ton for a small damage bonus for a single missile launcher is usually not worth it. Although I might be convinced that it's ok for the bigger launchers, e.g. LRM/20, as that gets you 3-4 point damage improvement in most cases for a single ton. For a 5-rack, that's only a 1 point damage improvement for a ton, hardly worth it. For an SRM/6, it's questionable - the damage improvement is only about 2 points (1 extra missile), but you get an extra location roll.

And then it gets negated by ECM, which, as time goes on, every other mech has.

Not sure how I feel about it on tanks. The one place where I'd like to try it is on those aerospace fighters whose weapons generate more heat than they have heat sinks. Since, on an ASF, overheating = control roll = lawn dart, I usually don't feel too bad about taking off a laser or something and sticking an Artemis IV in there instead.

Amusingly, the Defender II is a super dumb place to put an Artemis IV. Especially two of them. For LRM/5 launchers. Two tons, for basically two points of damage. Just... why.

Put an Apollo on an MRM/40, though, and now we're cooking with gas.

28
They're D-rated, so we're not going to get any real cool toys, but it's a pretty good contract anyway. Although if you see a Defender II, try to shoot it down, those have Artemis IV systems, which we can install in our aircraft or mechs.

29
My favorite aerospace fighter is the Lucifer LCF-R15, because it's got so much armor that it can lawn dart then just take off the next turn. Great for rookie pilots. I actually like using the Capellan-style aerospace element, which is three fighters instead of two. Fewer air elements, but each individual one packs a little more punch.

Love it when a contract ends early.

30
Yeah, "rough weather conditions" tend to favor more experienced mechwarriors, because they move the entire 2d6 bell curve. A guy that hits on a 4+ isn't going to do *that* much better when that suddenly becomes a 6+, but a guy that hits on a 6+ is going to do considerably worse when it becomes an 8+. With rookies, I avoid night time and weather conditions like the plague, rerolling them if at all possible, but with veterans and elites, I actively seek them out. They slow the scenarios down some but it's not as big a deal in MegaMek as it is on tabletop, and your forces come out in much better shape.

Losing three mediums like that, ouch. Maybe the FedCom guys should get some better mechwarriors.

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