|
Saros posted:Xeno please do anything else but this. The rest of us are very carefully maneuvering to make sure that none of the Merc's have shots on us this turn while we finish off the guards and this will mean the entire Merc lance focuses fire on you while you have a minimal move mod and you will be rolling 4 base +3 (jump) +1 (SR) +2 (Med range) +2 (BK Movemod) = 12's to hit the Black Knight and almost as bad odds to hit the Sha Yu. I thought everyone was attacking the medium lance this turn. If not, I will do something else.
|
# ? Sep 4, 2018 15:15 |
|
|
# ? Apr 20, 2024 06:20 |
|
Nope from what people have posted the only ones are the Dola and men Shen hiding behind the mansion to take potshots at the Black Knight where the rest of the mercs can't see them.
|
# ? Sep 4, 2018 15:25 |
vorebane posted:Aren't Rasalhague still perfect snowflakes? Nah, they had the "We Hate Mercenaries" banner waving at a time when Wolf's Dragoons and the Kell Hounds and the like were still the Designated Protagonists. Besides, they were set up to be the Victims of the War so that the Wolves (and by extension the Ghost Bears, but mostly the Wolves) could have a faction of their own to annihilate without completely destroying either the Commonwealth or Combine, who were too deeply entrenched in the lore to lose. So they only seemed like they were sweet and awesome because they were there to die tragically before the might of the Clans. If they'd gotten to exist as anything besides a tiny remnant for longer than a trilogy worth of books, they'd have shown themselves to be not particularly better or worse than your average Successor State.
|
|
# ? Sep 4, 2018 15:50 |
|
jng2058 posted:Nah, they had the "We Hate Mercenaries" banner waving at a time when Wolf's Dragoons and the Kell Hounds and the like were still the Designated Protagonists. Besides, they were set up to be the Victims of the War so that the Wolves (and by extension the Ghost Bears, but mostly the Wolves) could have a faction of their own to annihilate without completely destroying either the Commonwealth or Combine, who were too deeply entrenched in the lore to lose. So they only seemed like they were sweet and awesome because they were there to die tragically before the might of the Clans. If they'd gotten to exist as anything besides a tiny remnant for longer than a trilogy worth of books, they'd have shown themselves to be not particularly better or worse than your average Successor State. Christian Mansdottir was the last First Lord, so basically the last thing the FRR ever did of meaning was presiding over the Star League disintegrating. Also a persistent rumor was that the Clans were originally going to bowl through the remainder of the CapCon, but destroying a Great House is strictly off-limits. Hence they created the FRR off-camera for the 20-Year Update so the Clans could have a government to destroy.
|
# ? Sep 4, 2018 22:00 |
|
That's a rumor I really don't believe. It may have been talked about while they were mulling over possibilities during the earliest planning stages but the Draconis Combine really, really needed the Clans to happen to them. A Draconis Combine where the Clans don't force them to modernize or make some sort of concessions to being less lovely is not a compelling place. In fairness, the FWL* not touching the Clans is part of the reason why it feels so forgotten. *It doesn't help that Thomas Marik's Knights of the Inner Sphere were created as basically Diet The Clans. PoptartsNinja fucked around with this message at 22:33 on Sep 4, 2018 |
# ? Sep 4, 2018 22:10 |
|
PoptartsNinja posted:That's a rumor I really don't believe. It may have been talked about while they were mulling over possibilities during the earliest planning stages but the Draconis Combine really, really needed the Clans to happen to them. OTOH a Draconis Combine that isn't compelled to make concessions would be a great source to generate conflict on the other side of the Inner Sphere. You just keep letting them be the designated villains instead of letting Stackpole jerk off about samurais.
|
# ? Sep 4, 2018 22:23 |
|
PoptartsNinja posted:That's a rumor I really don't believe. It may have been talked about while they were mulling over possibilities during the earliest planning stages but the Draconis Combine really, really needed the Clans to happen to them. Man, every time I remember what canon Btech did to the FWL, I feel very sad. They basically get neglected for 90% of the canon timeline, only to explode from within because of the Blakists. Hell, even in Dark Ages, they get ignored for the most part. Everyone else is either sackbeating another major faction or getting sackbeaten, but the FWL's sole thing during the entirety of Dark Age is 'Oh yeah, it exists again'.
|
# ? Sep 4, 2018 22:39 |
|
In hind-hindsight: The Clans would've been better if they really did "attack every sector at once" like the cartoon implied. So: the Homeworlds are dead, the Clans have the harvest trials to winnow themselves down to the 6-10 strongest. They have to move back into the Inner Sphere or cease to exist. The Toumans would be bigger but still probably not enough to credibly conquer a successor state. You'd have two Clans moving in on each of the four majors and one each for Capella and Rasalhague. The Wolves and Jade Falcons (perhaps combined into one Clan that hates itself a lot) would still jump in on the Lyrans because that's where the old RWR was and you can tell the Phelan story with them. The Ghost Bears could still have Rasalhague. The Smoke Jaguars and Nova Cats still get the Draconis Combine. Then you throw the Steel Vipers at the Capellans ( ), the Diamond Sharks and Fire Mandrills at the League, and the Hell's Horses and Goliath Scorpions at the Federated Suns. The successor states get attacked by the Clans who are most like them because that's what's most amusing. Then, once everything was wrapped up, you'd have nations with occupied zones or who are actively trying to integrate or corrupt their new Clan populations. Everyone would get a chance to stand out and have heroic last stands and etc, while Clan Tech winds up fairly evenly distributed.
|
# ? Sep 4, 2018 23:44 |
|
PoptartsNinja posted:In hind-hindsight: The Clans would've been better if they really did "attack every sector at once" like the cartoon implied. WHY do you keep making me hate the canon universe by creating better ones at the drop of a hat?
|
# ? Sep 5, 2018 02:00 |
|
Stravag posted:WHY do you keep making me hate the canon universe by creating better ones at the drop of a hat? I forgot an important bit: There are no supply lines. They bring their industry with them and they establish an infrastructure where they land or they are doomed.
|
# ? Sep 5, 2018 02:07 |
|
Orders are in! Moving the Men Shen around the mansion to 0607, facing the Black Knight's back and unloading both AC/5s on Ultra with HE ammo into it this turn.
|
# ? Sep 5, 2018 03:35 |
PoptartsNinja posted:I forgot an important bit: That might actually work out pretty easy though. Any planet they capture that has a production line can be upgraded, and the orbital factories that make endo-steel and ferro-fibrous could have been jumped along with them. In canon they did steal a couple Inner Sphere production facilities and start using them, though raw materials would be a concern.
|
|
# ? Sep 5, 2018 05:56 |
PoptartsNinja posted:I forgot an important bit: Let's reboot a reboot of a reboot of reimagining of BattleTech: I'm serious the math says it works
|
|
# ? Sep 5, 2018 07:00 |
|
PoptartsNinja posted:I forgot an important bit: Call it Operation Sea Lion. Star Lion?
|
# ? Sep 5, 2018 07:27 |
|
Operation Overlord
|
# ? Sep 5, 2018 07:33 |
|
PoptartsNinja posted:I forgot an important bit: Personally, I would expect an interstellar society to have at least the bare minimum of societal infrastructure aboard their long distance vessels. I'm all but certain this setting doesn't going off of what has been mentioned in these threads so far, but it seems reasonable enough to hand wave away at least. On the other hand, that doesn't save them from the need for more stable heavy industry to keep them above base survival levels.
|
# ? Sep 5, 2018 08:32 |
|
Long distance colony vessels - even if not generational craft would have to be able to be at least moderately self sufficient. Have sufficient recreational facilities to maintain morale and general well being of passengers and crew, ability to produce food and general goods for internal use, and some sort of limited manufacturing facility. THe biggest issue is having sufficient things to sustain morale for voyages of years or decades - especially when the unexpected happens.
|
# ? Sep 5, 2018 09:18 |
|
Defiance Industries posted:Christian Mansdottir was the last First Lord, so basically the last thing the FRR ever did of meaning was presiding over the Star League disintegrating. Years ago I used to make people on the official Btech forums uncomfortable/angry by asking why there were no LGBT characters in Battletech. This whole time, the Elected Prince was trans and I never gave them credit for it.
|
# ? Sep 5, 2018 12:08 |
|
Carbolic posted:Years ago I used to make people on the official Btech forums uncomfortable/angry by asking why there were no LGBT characters in Battletech. Hanse, Ardan Sortek, arguably a few others I can name. BattleTech doesn't have any openly gay characters because most of the novels were written in the 90s and that just Wasn't Done in the 90s, but it is telling that one of Maximilian Liao's first thoughts to discredit Hanse is "I'll spread rumors that he's gay! ... Wait, no. Nobody would care." I'm not saying BattleTech is progressive, because in a lot of ways it's not. I just don't imagine most of the Inner Sphere giving a poo poo provided you can make the Shadow Hawk go punch.
|
# ? Sep 5, 2018 17:09 |
Tran posted:Personally, I would expect an interstellar society to have at least the bare minimum of societal infrastructure aboard their long distance vessels. I'm all but certain this setting doesn't going off of what has been mentioned in these threads so far, but it seems reasonable enough to hand wave away at least. The Dragoon's had an orbital construction facility, even if it was a bit limited in it's capabilities. And there are multiple mentions of Star League Era orbital construction facilities, and even mobile stuff that could be attached to a jumpship and moved to another system if needed. They are around if needed, and you could easily justify the Clans having built more and advanced the tech because they knew they were coming back and would need those kinds of facilities. It would be the bare minimum though, they could make new war material if they can find the raw goods, but anything beyond that would be almost impossible for them to build themselves. Luckily any planet worth attacking would have some manufacturing capability, even if it was pretty hodge podge and might not be useful to them. Though having Clan soldiers running around in novelty Triple-F burger t-shirts because their uniform wore out and they can't make more would be hilarious.
|
|
# ? Sep 5, 2018 18:39 |
|
Industry can always be converted to a point though. Any textile manufacturer could rework their lines to produce uniforms, and if the alternative to getting it done is getting shot by a Warrior who sees work forces as replaceable and explanations as excuses they'd get it done.
|
# ? Sep 5, 2018 18:46 |
wiegieman posted:Industry can always be converted to a point though. Any textile manufacturer could rework their lines to produce uniforms, and if the alternative to getting it done is getting shot by a Warrior who sees work forces as replaceable and explanations as excuses they'd get it done. Of course, but you have to admit an elemental in an "I'm with stupid" or "The man, the legend" t-shirt at a formal batchall or surrender ceremony would just be funny.
|
|
# ? Sep 5, 2018 18:53 |
|
PoptartsNinja posted:I'm not saying BattleTech is progressive, because in a lot of ways it's not. I just don't imagine most of the Inner Sphere giving a poo poo provided you can make the Shadow Hawk go punch. In Space 1980s, is everyone an atheist? Because I imagine the authors prefer to avoid religion most of the time, but religious doctrine has a powerful affect on how LGBT issues are perceived by populations. wiegieman posted:Industry can always be converted to a point though. Any textile manufacturer could rework their lines to produce uniforms, and if the alternative to getting it done is getting shot by a Warrior who sees work forces as replaceable and explanations as excuses they'd get it done. This is highly dependent on the nature of industrial tooling. The general direction of industry since the onset of the industrial revolution (and more broadly since the beginning of civilization) is toward specialization and away from generalization, because specialization is always more efficient at producing a given product. However, specialization requires volume to justify, whereas generalization of industry is superior when you need to make a lot of low-volume different products. So on a space ship attempting to transplant industry with a relatively low population (in the thousands rather than the millions), I think it does make sense to presume the industrial capacity is very generalized, with configurable tooling and intentional choices limiting material input variety (storage capacity being a premium). Think 3d printers, machine shops, production of a handful of versatile fabric types, fairly universally applicable fasteners used in many different applications, etc. All of this means more labor, slower production, less efficiency, higher costs, compared to a large-scale more specialized industrial base that you'd find on, say, a reasonably populated planet. I'd say a clan-transplant industrial base from a ship would start off as strictly worse in most every way compared to a planetary, established industry supporting a few million people or more, even if the technology is substantially superior. But. If the Clans mixed that type of adaptable, low-volume industry with a few cases of much more specialized, streamlined production for certain highly-important items - say, battlemechs, munitions, and transport vehicles - then they could dominate a planet militarily with superior-tech and still nearly as high-volume production of population control machines for a length of time necessary to co-opt the local planetary industry and adapt it to their needs, maybe.
|
# ? Sep 5, 2018 18:55 |
|
Leperflesh posted:In Space 1980s, is everyone an atheist? Basically. Nobody cared so all the evangelical churches either died or hosed off to the deep periphery because nobody would put up with their poo poo. Catholicism survives because Medieval Knights (but mostly on pure inertia and ComStar propping it up). The Draconis Combine practices a very, very manufactured form of Shinto that's designed to keep the population 1) quiet and 2) loyal and not much else.
|
# ? Sep 5, 2018 19:02 |
|
I'm sure it was very closely controlled after Hulkamania ran wild earlier in the space 80s.
|
# ? Sep 5, 2018 19:06 |
|
Leperflesh posted:In Space 1980s, is everyone an atheist? Because I imagine the authors prefer to avoid religion most of the time, but religious doctrine has a powerful affect on how LGBT issues are perceived by populations. There's some thought put into how religions continue and their role in society but they're kinda in the background. The role that a church would play was taken by ComStar, after all. There's a fairly elaborate system set up by Muslims so their clergy can always know what direction Mecca is relative to them, for instance. I think a lot of the preservation of traditional religion rather than seeing a lot of transformation is largely owed to the fact that most worlds are predominantly still populated by descendants of the relatively homogeneous group of people who settled them. But even though the old-world religions are mostly window dressing, there's still ComStar and the Clans.
|
# ? Sep 5, 2018 19:15 |
|
Ahaha. Well, that result is fair I suppose. Forced Surrender is intended to be much harder on the OpForce than Forced Withdrawal.
|
# ? Sep 5, 2018 19:36 |
|
Good stuff guys, I'm guessing we plinked the Black Knight in the back enough to get structure damage and he surrendered.
|
# ? Sep 5, 2018 20:12 |
|
PoptartsNinja posted:I forgot an important bit: Either it takes a lot of trips or they have a LOT more jumpships. Moving people takes up a lot of space.
|
# ? Sep 5, 2018 20:13 |
|
Saros posted:Good stuff guys, I'm guessing we plinked the Black Knight in the back enough to get structure damage and he surrendered. I like to think the Urbie tripped and a limb fell off and now it has to withdraw.
|
# ? Sep 5, 2018 20:13 |
|
Jungle Valley 8 Sparks and shards of broken armor fell where Jiahao Wu’s autocannons struck the Black Knight in the back. Experienced mercenaries or no, the enemy had been careless. As the enemy BattleMech twisted and leveled its PPC at Wu’s Men Shen, he thought he saw its heat flare on the secondary monitor. He’d hit something vital—or he’d imagined it. A heartbeat later, Lt. Schwetz’s Dola stepped in the way, letting the PPC’s hungry azure beam strip the armor from the Dola’s right side. The Dola was a shield, to protect the Confederation’s more expensive units—and an assassin, to finish off the wounded. At six-million C-Bills apiece—nearly the cost of a Centurion—there were those who said the Dola was far too expensive for the role. Compared to the Men Shen’s twenty million, the Dola was a bargain. It’s armor held, though the little ‘Mech was knocked reeling for a moment. As Vitaliy brought it back around, he opened fire with the Dola’s arm-mounted machineguns, punching through the last of the Black Knight’s rear armor. A moment later the ‘Mech powered down—the universal sign of surrender. Or perhaps just of a broken Fusion engine. Movement Phase Men Shen - Activates MASC, must pass a 3+ test to avoid leg damage: rolled 6, succeeds! - Activates Supercharger, must pass a 3+ test to avoid engine damage: rolled 7, succeeds! - Switches Angel ECM to ECM/ECCM - Stealth Armor activates! Dola #1 (Player) - Switches Angel ECM to ECM/ECCM! - Stealth Armor activates! Catapult (Player) - Insufficient MP to enter hex 2012 and face hex 1913: Needs 10, has 6! Movement ends early in hex 2013! Shooting Phase Wolverine (Player) - Holds fire! - Gains 5 heat, sinks 10! Centurion (Player) - Fires Autocannon/10 (Ultra, HE) at Vedette V12 ([3] base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 stealth armor - 1 improved targeting (short) = 6): rolled 4, miss! - Fires LRM-2 (Thunder Mine) at hex 1112 ([3] base + 0 range + 1 movement - 4 immobile target + 1 secondary target = 1): automatic hit! - Gains 5 heat, sinks 10! Assassin (Player) - No Line of Sight to Vedette: blocked by smoke and woods! - Gains 4 heat, sinks 11! Men Shen (Player) - Fires Autocannon/5 (Ultra, HE) at Black Knight (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Fires Autocannon/5 (Ultra, HE) at Black Knight (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11 with a cluster roll of 6: 1 shell hit Left Leg (15/20 armor remaining)! - Gains 6 heat, sinks 8! Dola #1 (Player) - Fires Small Laser at Black Knight (4 base + 0 range + 1 movement + 2 enemy movement - 1 laser = 6): rolled 8, hit Rear Center Torso (4/8 armor remaining)! TAC! - Fires Heavy Machinegun at Black Knight (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Right Leg (16/20 armor remaining)! - Fires Heavy Machinegun at Black Knight (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 12, hit Rear Center Torso (0/8 armor remaining)! - Fires Heavy Machinegun at Black Knight (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 9, hit Rear Left Torso (3/7 armor remaining)! - Fires Heavy Machinegun at Black Knight (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 4, miss! - Gains 5 heat, sinks 11! Myrmidon #1 (Player) - Fires Plasma Rifle at Vedette V12 (4 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Stealth Armor = 9): rolled 3, miss! - Fires SRM-6 at Vedette V12 (4 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Stealth Armor = 9): rolled 4, miss! Catapult (Player) - Torso-twists to threaten hex 1913! - Fires TAG at Black Knight (4 base + 4 range + 2 movement + 2 enemy movement = 12): rolled 12, hit! - Fires TAG at Black Knight (4 base + 4 range + 2 movement + 2 enemy movement = 12): rolled 2, miss! - Fires LRM-4 (Laser Guided) at Black Knight (4 base + 2 range + 2 movement + 2 enemy movement - 1 TAG = 9): rolled 7, miss! - Fires LRM-4 (Laser Guided) at Black Knight (4 base + 2 range + 2 movement + 2 enemy movement - 1 TAG = 9): rolled 4, miss! - Fires Medium Laser at Vedette V12 (4 base + 2 range + 2 movement + 1 enemy movement + 1 light woods + 1 stealth armor + 1 secondary target - 1 laser = 11): rolled 11, hit Turret (19/40 armor remaining)! - Gains 19 heat, sinks 15! Urbanmech - Holds fire! - Gains 1 heat, sinks 10! Vedette V12 - Fires Autocannon/5 (Ultra, AP) at Catapult (4 base + 0 range + 1 movement + 0 enemy movement + 1 stealth armor = 6): rolled 10 with a cluster roll of 7: 1 shell hit Right Leg (13/18 armor remaining)! Vedette V13 - Holds fire! Black Knight (Mercenary Commander) - Torso-twists to threaten hex 0712! - Fires PPC at Dola ([3] base + 0 range + 2 movement + 1 enemy movement + 1 stealth armor = 7): rolled 12, hit Right Torso (0/10 armor remaining)! - Gains 12 heat, sinks 21! Crab (Mercenary) - Torso-twists to threaten hex 0812! - Fires Medium Laser at Assassin (3 base + 2 range + 2 movement + 2 enemy movement + 1 light woods - 1 laser = 9): rolled 12, hit Left Torso (0/9 armor, 9/10 structure remaining)! Crit! - Fires Medium Laser at Assassin (3 base + 2 range + 2 movement + 2 enemy movement + 1 light woods - 1 laser = 9): rolled 6, miss! - Fires Medium Laser at Assassin (3 base + 2 range + 2 movement + 2 enemy movement + 1 light woods - 1 laser = 9): rolled 7, miss! - Gains 23 heat, sinks 20! Vindicator (Mercenary) - Fires LRM-1 at Catapult (3 base + 2 range + [2] movement + 0 enemy movement + 1 stealth armor = 8): rolled 11, hit Right Leg (8/18 armor remaining)! - Gains 6 heat, sinks 16! Sha Yu (Mercenary) - Torso-twists to threaten hex 1512! - Fires Light PPC at Catapult ([3] base + 0 range + 2 movement + 0 enemy movement + 1 stealth armor = 6): rolled 7, hit Left Torso (14/19 armor remaining)! - Fires Light PPC at Catapult ([3] base + 0 range + 2 movement + 0 enemy movement + 1 stealth armor = 6): rolled 8, hit Left Arm (8/13 armor remaining)! - Gains 12 heat, sinks 13! End Phase: Black Knight - Through-armor critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - XL Engine hit! Total Heat Dissipation reduced to 21! - Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached + 2 critical damage = 7): rolled 5, fails! Black Knight surrenders! Assassin (Player) - Critical chance in Left Torso: rolled 9, 1 critical hit sustained! - - XL Engine hit! Total Heat Dissipation reduced to 8! - Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached + 2 critical damage = 7): rolled 9, succeeds! Map Link Player Status: OpForce Status: Special Rules No Retreat, Forced Surrender – The OpForce is unable to retreat, if a unit enters Forced Withdrawal it surrenders on the spot. Strong Current – Rising floodwaters may knock BattleMechs off their feet or even sweep them downstream. Floating vehicles are automatically swept downstream. Primary Objectives - Kill Lord Xu (0/1) - - Unmask Lord Xu’s location (Complete)! - - - Maintain sensor lock! Secondary Objectives - Destroy or Capture Any Stolen Production - (3/5) - Destroy or Capture All Enemy Vehicles – (2/4) - Destroy or Capture all Mercenary Units (0/4) Orders Due: Midnight Saturday! Orders Due: Midnight Tuesday! PTN Balance Discussion Aces freak people out. Rightly so, having a unit I can move after the players move is really dangerous. I’m considering adding a few OpForce Only SPAs that are sorta midway between an Ace and a standard unit, and I’m curious about your thoughts. As typical with SPAs, players would get an equal or greater number of them unless the scenario mandated otherwise. I’ve tried to put reasonable limitations on these. Anchor Turn As long as it has at least 1 MP remaining, this unit may make a last-second 1-hexside turn after all other movement. Does not work if the unit expended jump MP. This lets me make a commander or enemy lynchpin unit harder to flank, which is something that’s always forced me to make them an Ace in the past. I wonder what could have inspired this one? Haha. Moonwalker Permits a stationary unit to make a 180 degree turn at the end of the movement phase. The unit must make a complete about-face, and must have the MP to do so (so an Urbanmech with leg damage can’t pull this off). Step In As long as it makes no attacks during the ranged attack phase, this ‘Mech may move up to its normal maximum unmodified running distance to deliver a melee attack in the melee phase if it forgoes its normal ranged weapon attacks. Does not work if the unit expended jump MP. This gives me an option to make melee-focused units still potentially dangerous even if they’re not Aces, since Melee is much more common now. Let me know what you think. Should I stick to Aces? PoptartsNinja fucked around with this message at 01:32 on Sep 6, 2018 |
# ? Sep 5, 2018 21:06 |
Lol, well this should jsut be cleanup then. Anchor Turn and Step In seem fine, but I don't understand the purpose of Moonwalker?
|
|
# ? Sep 5, 2018 21:16 |
|
I like all three of them. Moonwalker allows a unit to completely reverse in order to fire on someone that moved behind them during the movement phase (but does not allow them to change the hex they're in). From the perspective of the players, they'll still have the same to-hit (having not changed hexes they're in) and occupy the same hex, so players can still confidently make targeting orders against that unit. This is similar to Anchor Turn, except Anchor Turn is more limited (only one hexside change) but also permits the unit to have moved during the turn (only preserving 1 MP), which is more flexible for the unit with Anchor Turn. e. Remember, technically PTN starts the next turn and performs the OpFor's movement phase first, at the end of every post. So all three of these are like Ace, in that the unit gets to do something after the players do their moves but before the firing phase... but are not as good as Ace, which is totally unrestricted movement of all kinds, after the players go.
|
# ? Sep 5, 2018 21:21 |
Looks like Lord Xu is all alone in 0709.
|
|
# ? Sep 5, 2018 21:23 |
|
typo: “role”, not “roll”
|
# ? Sep 5, 2018 23:25 |
|
Leperflesh posted:Moonwalker allows a unit to completely reverse in order to fire on someone that moved behind them during the movement phase (but does not allow them to change the hex they're in). From the perspective of the players, they'll still have the same to-hit (having not changed hexes they're in) and occupy the same hex, so players can still confidently make targeting orders against that unit. Leperflesh posted:e. Remember, technically PTN starts the next turn and performs the OpFor's movement phase first, at the end of every post. So all three of these are like Ace, in that the unit gets to do something after the players do their moves but before the firing phase... but are not as good as Ace, which is totally unrestricted movement of all kinds, after the players go. Something else I'm considering: having Command BattleMechs give their side a non-stacking bonus to Guts checks.
|
# ? Sep 5, 2018 23:27 |
Would Step In let a 'Mech use full running MP twice? Once for the normal move, and again during melee?
|
|
# ? Sep 5, 2018 23:33 |
|
PoptartsNinja posted:Jungle Valley 8 In every game, it becomes necessary to have enemie that aren't JUST run of the mill plain jane boring people, the step-aboves, the minibosses. As always, the answer is 'yes, but playtest it' Any good game has concessions for the format of the game; if its something you need because its easier and works because online play is different than inperson, by all means.
|
# ? Sep 5, 2018 23:52 |
|
Fancy SPAs like that have the problem of making it a lot harder on the players to figure out just what's going on in a turn. Instead of just having to take a guess at where the big scary guy is going now we have to go over your moves with a fine toothed comb to figure out whether the midboss has mp left to do his little trick and then we gotta crossreference table lmnop to find out what that trick is. The idea is neat but it's going to have to be communicated very clearly on a turn by turn basis.
|
# ? Sep 5, 2018 23:59 |
|
|
# ? Apr 20, 2024 06:20 |
I like all 3 of the possible SPA's, depending on how Step In would work. Would they then move in the player's turn? Might be interesting, but if that's true a fast 'Mech could make large chunks of a map under threat simply because moving there means someone's getting hatcheted/punched/kicked.
|
|
# ? Sep 6, 2018 00:01 |