- Location
- New England
It's a reasonable thought, but reinforcements don't contribute to enemy force strength in this campaign rule set.
Okay cool, nvm then, Alpha Lance all the way.It's a reasonable thought, but reinforcements don't contribute to enemy force strength in this campaign rule set.
Remember, a captured mech is a /your/ mech.
Atb no?
Huh. I though the units *did* change in the ATB rules?Remember, a captured mech is a /your/ mech.
Also, is that a spot of blood I see in your cockpit?
Atb no?
No, adding units as reinforcements doesn't change OpFor. It does mean the backup arrive something like 8-Walk MP turns after the battle starts, though.
Ah. How do you attach reinforcements in MekHQ? I've never figured it out.No, adding units as reinforcements doesn't change OpFor. It does mean the backup arrive something like 8-Walk MP turns after the battle starts, though.
TO&E tab, right-click the lance you want to use as reinforcements, Deploy Force.Ah. How do you attach reinforcements in MekHQ? I've never figured it out.
That's odd since I can only ever deploy one lance.TO&E tab, right-click the lance you want to use as reinforcements, Deploy Force.
Is it still true that they have to have either an attack or scout mission to reinforce?
There's no mechanism to enforce that so you can dfo it with whoever.Is it still true that they have to have either an attack or scout mission to reinforce?
Aww thanks!Heads up, @HMS Sophia is doing a Battletech quest that y'all should check out.
In footsteps, a shadow cast (Battletech) - Sci-Fi
Pretty sure adding/removing CASE is a factory-level refit. Doing the refits in MekHQ's lab instead of MML proper lets you see the refit level and time.a minor mod that can be done almost in-field (yanking the head Small Laser in favour of a side torso CASE, moving the two tons of SRM ammo to that side torso, and loading a ton of Inferno missiles in place of one of those tons)
Pretty sure adding/removing CASE is a factory-level refit. Doing the refits in MekHQ's lab instead of MML proper lets you see the refit level and time.
Really? Dammit. Then what made older mechs built with CASE lose it - simple lack of proper maintenance?Yeah, adding CASE to a location is apparently a full rebuild, not like swapping out a couple of lasers.
Heh, my future mechwarrior will happily take whatever mech is available. Beggars can't be choosers. Although said mechwarrior does prefer medium mechs with a 5/8/5 movement profile and no AC/5.
Ammo explosion ruins the torso but CASE saves the mech, so you replace the torso with the non-CASE variant because the good variant had its factory wrecked by neighbors/ROM INTERRUPT. Also shitty maintenance.Really? Dammit. Then what made older mechs built with CASE lose it - simple lack of proper maintenance?
And while I'd like a 5/8/5 medium, I'm of the opinion that unless you're building an entirely cavalry/striker force you need the line troopers with the smaller engines for bigger guns and/or thicker armour. I really like the Wolverine when it's not bringing an AC/5 (particularly the -6M), and the Crab and Griffin are great in almost every config, but a Centurion or Hunchback makes for a lot more spare tonnage even with being five tons lighter. Plus it means going to a 4/6 Heavy isn't as jarring for a pilot used to more speed and jumpjets (although I still really like JJs on anything 85 tons or lighter - a Battlemaster with Jumpjets can be a nasty surprise - and even the big boys at 90+ tons can have an argument made - I mean, the Highlander exists and is great, after all!).
Ah, okay - what few games of tabletop I have under my belt were all one-offs, not campaigns. Interesting. Would you say that all goes double against Clanners, where 5/8 is the minimum you need to keep up with their Heavies?If you're building a lance for table-top play with a non-persistent force, I agree that a 50-tonner with an AC/20 or a disco show and a crap-ton of armor can be highly effective and is important to add to the mix. On the fixed tabletop maps, the terrain is usually relatively flat and relatively open - you may have some woods or buildings or hills, but the whole map isn't covered with them. Additionally, because it slows the game down, people don't usually have weather or lighting conditions.
However, I find that AtB really favors jump-capable mechs. With very high odds of rough terrain (woods, city, rubble, swamp, etc), inclement weather or poor lighting, combined with AtB's love of generating swarms of tanks, walking-only mechs are at a very high risk of getting swarmed and/or not being able to meaningfully participate in the battle. Additionally, if you're getting beat up, a jumping mech has a much easier time retreating. And if I get a Chase or Breakthrough scenario, I'd much rather have a 5/8/5 than a 4/6.
Only if you're facing a moonwalker. Generally you want toughness over speed, because in a cav fight the XL toughness difference means clanners eat you alive.Ah, okay - what few games of tabletop I have under my belt were all one-offs, not campaigns. Interesting. Would you say that all goes double against Clanners, where 5/8 is the minimum you need to keep up with their Heavies?
Well, I meant non-XL ones, standard-engined 5/8/5ers. Or would 4/6/4s do the job in that case, mounting JJs to more standard trooper designs for rough terrain capabilities and potential ambushes of tankborn?Only if you're facing a moonwalker. Generally you want toughness over speed, because in a cav fight the XL toughness difference means clanners eat you alive.