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#21 Metus regem

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Posted 12 January 2015 - 01:58 PM

I actually ran that match in MegaMek today, it was close, and hard to keep the MAD-6D (a dark age design I might add) away from the Timber Wolf Prime, but the Timber Wolf forced a withdraw of the Marauder II, barely... goes to show, that despite being almost 200 years older, the Timber Wolf is formidable.

#22 kosmos1214

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Posted 12 January 2015 - 03:39 PM

View PostMetus regem, on 12 January 2015 - 01:58 PM, said:

I actually ran that match in MegaMek today, it was close, and hard to keep the MAD-6D (a dark age design I might add) away from the Timber Wolf Prime, but the Timber Wolf forced a withdraw of the Marauder II, barely... goes to show, that despite being almost 200 years older, the Timber Wolf is formidable.

well to be honest the twolf is an astounding mech there is a reason the clans are proud of the thing

#23 Rush Maguin

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Posted 12 January 2015 - 07:51 PM

Standard map from the boxed set with the small lake in the middle. The two of us moved over every corner of that map at least once; we are both experienced wargamers, so we understood pressing the initiative and tactical movement quite well. The battle took about two hours, and it was as competent as it was vicious. Another volley might have won me the game, but he managed to drill me out in the nick of time. All I needed was one more cockpit tap...

Great battle and a lot of fun. I do like the new brawler Marauder II - suits me better than the 4S I think, but I'll always have a soft spot for the 4A and 5A. Antiquated as they are.

Xyth, why don't you post a pic of your painted prize? (say that three times fast).

#24 Xythius

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Posted 13 January 2015 - 07:11 AM

I shall do so when I get home tonight. I have some touch-ups I need to do & I think I'm going to add a bit more color on the arm omni-pods to give it a little more 'zing'.

#25 Risen

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Posted 13 January 2015 - 07:27 AM

Do you have the combat logs from MegaMek?
Would be a nice bonus for us :)

And a single map favoured the MAD II close combat version which was used.

The 200 years difference does not say much. Standart clan tech is still top notch at later timepoints.
Some IS parts may make mechs compete closer, but only closer if you don't give them more tonnage to compensate with.

#26 Metus regem

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Posted 13 January 2015 - 08:05 AM

View PostRisen, on 13 January 2015 - 07:27 AM, said:

Do you have the combat logs from MegaMek?
Would be a nice bonus for us :)

And a single map favoured the MAD II close combat version which was used.

The 200 years difference does not say much. Standart clan tech is still top notch at later timepoints.
Some IS parts may make mechs compete closer, but only closer if you don't give them more tonnage to compensate with.


No, but I'll run it again, and as I pointed out the MAD-6D had Dark Age kit, so that almost puts them on even footing...

#27 Metus regem

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Posted 13 January 2015 - 08:54 AM

Stupid formus... well see this log, one big arse file....

Spoiler


#28 Rush Maguin

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Posted 13 January 2015 - 10:23 PM

I saw "Rush" popping up in the Marauder II tagline in your megamek log. Am I a notable Marauder II pilot now? Someone call Catalyst! Let's get me in on the next MAD II write up. HAH! :P

Also, I never did close within range of his machine guns if I recall right. He did savage me with some medium laser fire. It was a pretty intense game. I think we played near two hours, chugging along from turn to turn at a good rate. Bloody good fight. He had to work for that 'Mech!

#29 Metus regem

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Posted 14 January 2015 - 05:07 AM

Honestly, I had it set so I couldn't see the MAD till the Timber Wolf could see it, and I got caught with a bad opening move, on a relatively small map, 16 x 17...

If the MAD had used the RAC 5 I could have been in trouble, as it was it was close.

#30 Rush Maguin

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Posted 14 January 2015 - 06:05 PM

RAC/5 is money.

#31 Metus regem

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Posted 14 January 2015 - 06:40 PM

View PostRush Maguin, on 14 January 2015 - 06:05 PM, said:

RAC/5 is money.


Only IF it does not jam.

#32 Risen

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Posted 16 January 2015 - 05:16 AM

Nice match,

I just wonder why the MAD II did not kick the Cat in Round 6

(and all the added rules confuse me, we usually play it simple on board to minimize time for rules, so no glancing blows, no +/- for weight class pilot rolls, no +/- for missing actuators standing up etc)

And I think the improved JJs are such a waste of tonnage on that mech :(

#33 Metus regem

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Posted 16 January 2015 - 06:03 AM

Well I would say that it was due to the near fresh front armour, and the Timber Wolf having moved 5 hexes, with the MAD II jumping 5.

As it was it was a close match.

All the extra rules, make the game more interesting, but can bog it down...

#34 Risen

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Posted 16 January 2015 - 06:11 AM

Missed the better pilot on the Timber aswell, my bad.

Placing mechs with their back to the edge of the map in non campaign 1on1 play results in pushes btw ;)

#35 Metus regem

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Posted 16 January 2015 - 08:49 AM

View PostRisen, on 16 January 2015 - 06:11 AM, said:

Missed the better pilot on the Timber aswell, my bad.

Placing mechs with their back to the edge of the map in non campaign 1on1 play results in pushes btw ;)



True, but the AI chose not too.

I had set the AI to middle of the road, since I didn't know aggressive Rush is, I don't know how much of a risk taker Rush is... basicly a lot of things could have gone differently, had I had better knowldge of how Rush likes to play, on top of that, the RNG just wasn't on the AI's side during that match.

#36 Risen

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Posted 19 January 2015 - 04:30 AM

oh ok I totally missed that you played against the AI, thought you'd played solo against yourself... Oo

now so many things make sense :D

#37 Metus regem

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Posted 19 January 2015 - 05:03 AM

View PostRisen, on 19 January 2015 - 04:30 AM, said:

oh ok I totally missed that you played against the AI, thought you'd played solo against yourself... Oo

now so many things make sense :D


Had it been against my self the Timber Wolf probably would have lost. :)





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