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Post by stubram on May 5, 2015 20:28:58 GMT
....bugger me. I make you right mate. Hadn't even come across the Robinson before.
well played, well played. Your modifiers all seem fair considering (though we're actually closer to 2990 than 2900, it's fair to assume the family has had the ship in it's possession for generations). That's actually pretty exciting. I have no idea how the hell to cope with a bloody great Warship, which is why i didn't go for one but like that your fevered brain is opening new options, though I think it's only fair that you get that INSTEAD of a jumpship, not aswell.
I think upkeep should be ok - as a governmet force you're always assumed to be on 'Garrison' (and never between jobs) so the cost should be kept down, though could skyrocket if you start using it like a taxi to bounce between planets between missions.
The Ares conventions mean that orbital bombardemts are illegal (though if there are no survivors...) but opens up all sorts of possibilities on blockades and space combat.
I say go for it McFly.
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Post by stubram on May 5, 2015 20:30:35 GMT
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Campaign
May 5, 2015 22:10:53 GMT
via mobile
Post by comstar on May 5, 2015 22:10:53 GMT
....bugger me. I make you right mate. Hadn't even come across the Robinson before. well played, well played. Your modifiers all seem fair considering (though we're actually closer to 2990 than 2900, it's fair to assume the family has had the ship in it's possession for generations). That's actually pretty exciting. I have no idea how the hell to cope with a bloody great Warship, which is why i didn't go for one but like that your fevered brain is opening new options, though I think it's only fair that you get that INSTEAD of a jumpship, not aswell. I think upkeep should be ok - as a governmet force you're always assumed to be on 'Garrison' (and never between jobs) so the cost should be kept down, though could skyrocket if you start using it like a taxi to bounce between planets between missions. The Ares conventions mean that orbital bombardemts are illegal (though if there are no survivors...) but opens up all sorts of possibilities on blockades and space combat. I say go for it McFly. It says in the blerb that it has pin point bombardment which was aload by the Ares Conventions so can target large targets ie dropships etc! Oh crap thats going to hurt ... I would mention that Comstar were the only ones that had fully operational warships at this time but there were some parked in orbit but either kf drive not working or main drive or both... also the naval guns hadnt been made for over a centry so any damage would leave it un operational! Missiles were even worse. So maybe the kf drive still works but no main drive and some of the naval clase weapons are unoporable ... just saying as more lost tech is unvailed (davion forces get it first) then slowly get things repaired may work ... nice find btw
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Post by stubram on May 5, 2015 22:26:51 GMT
It says in the blerb that it has pin point bombardment which was aload by the Ares Conventions so can target large targets ie dropships etc! Oh crap thats going to hurt ... I would mention that Comstar were the only ones that had fully operational warships at this time but there were some parked in orbit but either kf drive not working or main drive or both... also the naval guns hadnt been made for over a centry so any damage would leave it un operational! Missiles were even worse. So maybe the kf drive still works but no main drive and some of the naval clase weapons are unoporable ... just saying as more lost tech is unvailed (davion forces get it first) then slowly get things repaired may work ... nice find btw That could work - the practical applications would be no ability to manover in close orbit for orbital insurgent drops and limited ability to target dropships/fighters etc (or at the very least force the enemy to stay hunkered at which ever end of the planet the Robinson isn't!). Also goes back to creating further obstacles for players wishing to nip away in their dropship all the time - you run the risk of getting blown to buggery. That would help keep the evil Vashians from dominating early on, but still giving them the option of repairing and upgrading as time wears on. Like it.
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Post by stubram on May 5, 2015 22:28:44 GMT
Additionaly, since the campaign looks to be dotting around the Inner Sphere and beyond, I shall be also using my Capellan militia-turned-pirate-turned-merc. More background to follow.
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Post by madphil101 on May 5, 2015 22:53:57 GMT
I sir have a plan, ... However my captain has been a captain of a barely functional barge for many years. He has won his title gambling rather than in a series of military campaigns. The vessel functions with a variety of staff but it is a warship support vessel not a battleship. That said Captain iceman was never one to acknowledge shortcomings. Indeed he did the Kessel run in under 5 parsecs too. Astonishing really. Waiting for a bus for 3/4 of a mile. Pinpoint bombardment has never been his style. So here's my pages: I've not gone through the amp bit yet and I've already got a running cost of 542860 per month. I've got to reduce admin for government but I need to add in costs for infantry and tanks. No idea about fuel. Reckon I'm going to be on a mil a month giving me 40 months in the bank... Have I gone overkill on the dropships? Can my warship crew be part of any infantry I have? Do I need tech crews per ton of ship? Or is that crew? Have I picked an unbalanced force now? I'll go back to list if you think it will be awful, however I suspect you are feeling that I don't play nasty and this opens up a whole host of plot hooks...
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on May 5, 2015 23:28:08 GMT
This looks more and more like one of those games, like Traveller, where rolling up your character/army/battleforce is half the game and half the fun, too! *reaches for BT pdfs...* DW
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Post by madphil101 on May 6, 2015 6:23:40 GMT
AD aye. I've not even seen if I like the game yet but I've enjoyed making a backstory
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Post by stubram on May 6, 2015 6:33:48 GMT
I've not gone through the amp bit yet and I've already got a running cost of 542860 per month. I've got to reduce admin for government but I need to add in costs for infantry and tanks. No idea about fuel. Reckon I'm going to be on a mil a month giving me 40 months in the bank... Have I gone overkill on the dropships? Can my warship crew be part of any infantry I have? Do I need tech crews per ton of ship? Or is that crew? Have I picked an unbalanced force now? I'll go back to list if you think it will be awful, however I suspect you are feeling that I don't play nasty and this opens up a whole host of plot hooks... A mighty looking host sir. In order - fuel is the the killer. My paltry force incurs about 2 mil per month on fuel - and that's mainly the jumpships and dropships, though aerospace fighters are also very expensive. No idea how much a warship costs, but if it's as least as much as a jumpship, I'd say you're going to be up in the 3-4mil per month easy. Your missions should help cover it, though I suspect your income-outgoing for a campaign is going to be huuuuuge. I have to admit, I took the dropship section literally and go A dropship and A jumpship, though having a re-read i don't see why ypu can't aim to start with more. one thing I thing I did mess up on for you is aquisition of units - We said about trying for an elite Atlas, and if you fail, try for a vet, if you fail, try for a regular etc. The rules specifically state that you try for each UNIT once i.e. If you want your Atlas to be a veteran, you make the roll, and if you fail you just can't have an Atlas at all for the time being. Looking back, that's how me and Tony did it, hence the high proportion of regular troops in our forces. It's why I ended up with 20mil savings - I couldn't get the units I wanted. Same thing applies to dropships - you would announce frome the outset that you want 2 of X and one of X, and if you can't roll from the outset, a lesser roll wouldn't be allowed. Completely up to you if you want to 'discount' those units you rolled more than once for. Or I'm more than happy if you want to keep your force as it is - it already has character. we can just assume your force has a higher proportion of experienced units in the outset and do it properly for when you aquire new blood from now on. It does't necessarily give you an unfair advantage - as I said, the BV keeps it level anyway. If I understand it right - large craft crew operate independantly of other factors - they can't be ground troops as they're running the ship, and they also take care of technical maintenance. in short - looks good dude.
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Campaign
May 6, 2015 7:18:43 GMT
via mobile
Post by madphil101 on May 6, 2015 7:18:43 GMT
Happy to lose 2 dropships but thought that I needed them to get mechs on the ground. I thought a condor could only deliver 4 mechs and presumed that put a ceiling on what I could use each game.
.mid thought... Gotta blaze
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Post by stubram on May 6, 2015 8:18:08 GMT
.mid thought... Gotta blaze You smoke the hasheesh during work? I'm not sure I'd want you representing me when it comes to buying a house. Having more than one dropship is fine I reckon, but not if you had to roll to get an elite, fail, then vet, fail, then reg etc. there's a transport allowance when signing up to a mission - basically the cost of hiring a dropship/jumpship independently. Most employers will give you a sub for some of the extra cost, so it shouldn't make that much of a difference to you. Having said that - the Robinson can actially hold a shedload of mechs, fighters and tanks, so you can transport all of your forces comfortably - it's just getting to the ground you have to work on.
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Post by comstar on May 6, 2015 8:34:13 GMT
Happy to lose 2 dropships but thought that I needed them to get mechs on the ground. I thought a condor could only deliver 4 mechs and presumed that put a ceiling on what I could use each game. .mid thought... Gotta blaze Technically if you use a different model you can roll each time oh and a atlas with an elite pilot needs a 13 to get on 2D6! Just not availiable Im doing it that way for all my innershere units (pirates are all regular) but for clans i did it slightly differently just for the mechs. I choose a mech and then rolled to see what i got and worked out what i could have piloting it I got a two green, one elite, one vet and four reg pilots that way If i didnt get even a green pilot no mech! As they are omni mechs ill give elite or vet pilots a choice of load out where green get prime and reg prime or A loadout. I think that makes sense. As with dropships ive got two for my pirates otherwise they cant function as fuel is going to be high but initial outlay is required for pirates as no one would carry them otherwise Clans and Comstar would be the same but mercs and some house forces only had dropships some house forces had nothing at all and had to pay each trip!
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Campaign
May 6, 2015 8:38:59 GMT
via mobile
Post by comstar on May 6, 2015 8:38:59 GMT
.mid thought... Gotta blaze You smoke the hasheesh during work? I'm not sure I'd want you representing me when it comes to buying a house. Having more than one dropship is fine I reckon, but not if you had to roll to get an elite, fail, then vet, fail, then reg etc. there's a transport allowance when signing up to a mission - basically the cost of hiring a dropship/jumpship independently. Most employers will give you a sub for some of the extra cost, so it shouldn't make that much of a difference to you. Having said that - the Robinson can actially hold a shedload of mechs, fighters and tanks, so you can transport all of your forces comfortably - it's just getting to the ground you have to work on. Yes definantly agree on transports which is why my two ships ended up as three, two dropships and a merchant jumpship as i kept failing rolls but just got reg on each one!
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Campaign
May 6, 2015 9:20:37 GMT
via mobile
Post by madphil101 on May 6, 2015 9:20:37 GMT
I started the mechs in elite vet reg but for the ships I took a view of I need a 9 for a reg condor I think and so I tried for 2, the reg fury was 7 I think - I'll try for 3 and god help me if I get more than 1... I got 2.
I think.
Don't smoke. Blaze is a dark angel reference in our house but clearly not elsewhere!
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Post by stubram on May 6, 2015 10:21:24 GMT
Sound good matey. As I said - there's a lot of ambiguity so we're really just dealing with things as they come. If something proves to be inflexible or doesn't take intomaccount new data, then we'll just change it.
I'm not worried about anyone being vastly better than others - that's half the fun. In fact the opening set up of creating a forcevallows for all sorts of plusses and handicaps. Each game will still play fair
Tony has been given a Liaison Officer in a Quickdraw, for example, purely be ause he gave himself such a huge disadvantage starting up. If a fir e us vastly superior to another, we'll make the mission fit the setting, include militia or other support etc.
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Campaign
May 6, 2015 12:16:38 GMT
via mobile
Post by madphil101 on May 6, 2015 12:16:38 GMT
Bin thinking and will look at using some of my millions do build a hydrogen processing plant so I can make money selling fuel. That way I subside my fuel allowance and steal your cash at the same time! Now how does that work...
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Post by stubram on May 6, 2015 13:39:15 GMT
Happy to lose 2 dropships but thought that I needed them to get mechs on the ground. I thought a condor could only deliver 4 mechs and presumed that put a ceiling on what I could use each game. .mid thought... Gotta blaze May be worth looking at larger dropships. A Union, Overlord, Seeker, Triumph, Black Eagle all carry a company upwards. There's lots of other dropships too. Re: cap on game - not nesessarily. If you're on a 12 month campaign, you'll have time to ferry units down. It only screws ypu for quick extraction with a dropship/s that can't pick everyone up in one go. also, Furries and Condors are infantry carriers - so even with the three you've got, you still can't transport mechs to a planet.
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Campaign
May 6, 2015 15:16:29 GMT
via mobile
Post by comstar on May 6, 2015 15:16:29 GMT
Furries and Condors are infantry carriers - so even with the three you've got, you still can't transport mechs to a planet. Actually you can a cargo but got to be unpacted and reassembled not really an attacking force
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Campaign
May 6, 2015 15:41:53 GMT
via mobile
Post by madphil101 on May 6, 2015 15:41:53 GMT
Will have to bin them off then. My book has been dispatched and I hope it will help!
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Post by stubram on May 6, 2015 16:17:04 GMT
Will have to bin them off then. My book has been dispatched and I hope it will help! Sarna.net is good to get the basic info on what they are/do and some background bits.
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Campaign
May 6, 2015 18:10:07 GMT
via mobile
Post by madphil101 on May 6, 2015 18:10:07 GMT
Aye. I've been floating through PDFs sarna, masterunitlist, and forums to get what I need...
I'm getting a structural feel and absorbing fluff but what a volume of information. The bit I really struggled with on the dropships was finding ones which had entered service when we are playing. (Not a short list you just need to keep flicking back and forth...)
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Post by stubram on May 6, 2015 18:38:46 GMT
Aye. I've been floating through PDFs sarna, masterunitlist, and forums to get what I need... I'm getting a structural feel and absorbing fluff but what a volume of information. The bit I really struggled with on the dropships was finding ones which had entered service when we are playing. (Not a short list you just need to keep flicking back and forth...) Ah yes. HOURS I spent searching for the right dropship, hours spent looking for the cost, roll a dice....fail. Go look for another...hours...... all the ones I reeled off are cosher if it helps.
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Post by stubram on May 6, 2015 18:41:28 GMT
Will have to bin them off then. My book has been dispatched and I hope it will help! As Matt said, the dropships you have CAN technically get mechs down, but as cargo, not in decicated bays, so would effect deployment time (while your crew unpacks them and gets them upright!). if you wanted to add a quirky twist - keep 'em. Otherwise, roll on my son. roll on. P.s. When looking for costs in cbills and BV for mechs etc - use masterunitlist, not sarna.net. The master unit list is the 'tournament legal' one.
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Campaign
May 7, 2015 6:48:25 GMT
via mobile
Post by madphil101 on May 7, 2015 6:48:25 GMT
Triumph Broadsword That is all. I can't find any other aerodyne dropships which were around, discuss carrying mechs as cargo and are available. I will try and sit and re-roll those this evening. I may do all of stage 3 again just banking that warship... It fits the story.
And I had a run through on the rules last night and I'm good to play. Piece of cake!
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Post by stubram on May 7, 2015 6:53:02 GMT
Cool. I've got my ex-Capellan mercs looking for a fight.....
Also - is there a reason you're only going fir aerodyne Dropships? Spheroid dropships can do the job too - in fact the Union and Overlord are 'the' typical mech carriers
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