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Post by madphil101 on Apr 26, 2015 21:13:39 GMT
Found an iPhone app called mech sheet which I hoped would help me understand but has left me more confused. So I looked at a Jenner (it has a funny name. It looks funny my kind of starting point) and I can't see why it's cheaper to have more armour. There's clearly some kind of trade off I can't see. Similar load out. Similar speed. Can only think it's something I've not got to yet... Can see it had an srm and half the armour 64 instead of 117 but the numbers mean nothing yet... Ant the heat sinks are in different locations. Aside from where they will get lost if there's a hit does it matter?
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Post by stubram on Apr 26, 2015 21:23:19 GMT
Is it the version that removes the SRMs and adds armour? If so, that's the trade off
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Post by madphil101 on Apr 26, 2015 21:31:48 GMT
Yarp however I still don't get the mech building thing but I think that's an exercise in degree level engineering of its own... Clearly I COULD lego a mech together but I'd want to tweak the bejesus out of it if I built it! Can you add neons?
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Post by stubram on Apr 26, 2015 21:39:51 GMT
I've not gone in for the mech building as I prefer to start off with 'cannon' mechs at the mo. Hoping as the campaign progresses and my understanding of how certain models should work will give me a better idea on making my own.
In this game you can pretty much add anything you like.
Re: heat sinks. It doesn't matter where they are, except some areas have less armour. Also if you have heat sinks in the legs and ypur mech stands in water,they work at twice the efficiency
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Post by madphil101 on Apr 26, 2015 21:44:31 GMT
Gotcha. I'm sure I can make it make sense if I had time...
Is there something with all this in one place on paper?
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Post by stubram on Apr 26, 2015 21:55:17 GMT
Nah. Too huge. At the moment there's 3 big hardback books called Total War (standard rules), Tactical Operations (advanced rules), Strategic Operations (advanced rules focusing on less direct play stuff like salvage, maintenance etc). There's at least 2 other books due out that will focus on regimental and entire faction battles (i.e an antire noble House or Clan).
There's also the Tech Manual which lets you build mechs, tanks, infantry, even civilian cars, ambulances etc.
Oh, and Alpha Strike, which is condenced quick-play battletech
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Post by madphil101 on Apr 26, 2015 22:16:30 GMT
So if I want to look at which robots are which... Tech manual? Do I need a faction ? Or an era? How do I know if my mech is sphere or clan? new or old? Is that all part of building?
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Post by stubram on Apr 26, 2015 22:26:48 GMT
. You choose your era, tech base, affiliation etc. as you build
Tech Manual doesn't tell you who is who, just how to make something with the chosen tech. Have a look at Sarna.net if you want an idea of which mechs belong to which faction/time.
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Post by stubram on Apr 27, 2015 9:59:24 GMT
The Technical Readouts are also good explaining the fluff etc. inc. background and association.
If that sounds like too much hard work, just throw a list of mech names out on the forum -I'm sure there're enough people to offer advice (you may even start a few debates!).
There's masses of info out there, though understandable that in itself can be a little off putting. Since we're looking at the year 2990, you could see that as an opportunity to narrow the field temporarily. In fact, the reason we chose that time is because it's a time of stagnation, with very little due to advance for another 30 years or so. The idea is anyone (me included) will get an idea for what's on offer before the timeline starts introducing other stuff.
for example, in 2990 there are no Clans, no Comguard, no Word of Blake. Pretty much it's the 5 Great Houses, 3 Periphery Houses, several bandit states/pirates/alliances and that's it.
Most of the equipment in use has been in place for hundreds of years, so should be easier to get your head around before the onset of Gauss Rifles, ER PPCs, omnimechs, double heatsinks etc.
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Post by nemesis on Apr 27, 2015 10:50:07 GMT
Id4chan
Check this guy out if you want a concise overview to your favourite game as he covers them all and has some useful insights. He's also pretty funny! Very handy link cheers, puts it in laymans terms Matt you may want to change ya Moniker matey ComStar: Your local phone/Internet/telegraph company. In Space. They are just as much of assholes as they are in real life. Except that they have Mechs of their own. A whole lot of them. So pay your damn bills. (not my writing, extract from the above link)
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Post by stubram on Apr 27, 2015 11:40:08 GMT
Excellent link
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Post by stubram on May 9, 2015 17:23:54 GMT
There's a Techmanual on ebay for £25 if anyone's interested
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Post by madphil101 on May 9, 2015 17:53:00 GMT
Mine was about £21 from wordery
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Post by stubram on May 9, 2015 18:41:09 GMT
Bargain
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Post by madphil101 on May 9, 2015 19:52:47 GMT
Where do I find fuel and ammo costs?
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Post by stubram on May 10, 2015 10:39:47 GMT
Fuel costs you find out from the technical readouts based on whether the engine is Hydrogen, I.C.E or whatever - the formula is is the Creating a Force pdf. With Drop/Jumpships it's a different set of formulas based on burn days and station keeping in orbit. Ammo/replacement parts cost is def in Techmanual- I'll have a look and find the page. I'll also give an example of finding fuel costs if you haven't come across it yet.
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Post by madphil101 on May 10, 2015 21:06:46 GMT
C p241 techmanual. Can't say the whole thing makes sense but I see where it all is . I need to sit, not tired, with paper and run worked examples.
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Post by stubram on May 10, 2015 21:49:05 GMT
It's much easier when you've got someone to bounce ideas off. Maybe have a catch up on a Monday or in June when I'm more local if you're up for it?
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Post by madphil101 on May 11, 2015 5:36:11 GMT
Aye. Sounds good. I'm somewhat missing the point of infantry I think but that's probably because I need that total warfare book...
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Post by stubram on May 11, 2015 6:13:21 GMT
Possibly not. Infantry are pants, but they cost almost nothing to hire (both in c-bills and BV) and are good for taking objectives - especially if the enemy has no infantry killing weapons - they'll outlast an Atlas.
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Post by madphil101 on May 11, 2015 7:19:19 GMT
Am I right that you equip them with (for arguments sake) shotguns, work out there are 6 on a base and do 6x0.21 (or whatever shotgun damage is) at range 0? (Ie same hex?)
How many infantry go on a base or can you choose? How many bases are a platoon or a platoon is 20-30 broken into bases as you see fit? Are there limits on the number of APCs and support vehicles a platoon can have or some kind if structure to adhere to/aim for?
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Post by stubram on May 11, 2015 10:45:59 GMT
Am I right that you equip them with (for arguments sake) shotguns, work out there are 6 on a base and do 6x0.21 (or whatever shotgun damage is) at range 0? (Ie same hex?) How many infantry go on a base or can you choose? How many bases are a platoon or a platoon is 20-30 broken into bases as you see fit? Are there limits on the number of APCs and support vehicles a platoon can have or some kind if structure to adhere to/aim for? First para - yes. That's my understanding. Second para - you can choose how big your platoon is, but there's a practical limit of 30 for normal infantry (for rolling cluster hits). The Marian Hegemony have platoons of 45 men, for example. In that case you simply divide by 2 as evenly as possible. And have 2 stands of infantry representing 22 and 23 men. In most cases, a platoon is represented by a squad's worth of models (i.e. My platoon is 28 men. 4 squads make a platoon. My infantry base is 7 models, representing the 28 man platoon). You can have as many APC's as you like. Most units adhere to the standard organisation of 4 vehicles per platoon, which also puts practical limits on how many men they can carry - 10 unencumbered men takes up 1 ton of space, which is what most a normal APC can accomodate. advanced rules go into splitting up platoons into individual squads, though this would dilute their already limited effectiveness to almost nothing. However, some circumstances may benefit from this, in which case - up to you how you represent them. If I ever go down that route, I'm going to have just 3 men on a base to represent my squad of 7 men, as my stand of 7 men a ready represents my platoon of 28. or you can go mental and actually have 4 stands of 7 men representing the actuall individuals. I think Matt might be going down that route....
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Post by madphil101 on May 11, 2015 11:59:27 GMT
If they fight for me I shall know their names. If they die I shall have to write letters home to their families.
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Post by comstar on May 11, 2015 13:21:29 GMT
I think Matt might be going down that route.... Yep but mine are from the Turian Concordant and they have 30 men in three squads of 10. I have two platoons so six stands I have 3 APCs with 2 ton of cargo space 1 for infantry other for loot
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Post by stubram on May 11, 2015 22:31:27 GMT
If they fight for me I shall know their names. If they die I shall have to write letters home to their families. Unless I kill their families first. saves on postage.
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