Jump to content

Last Chance Mechs In Lore?


88 replies to this topic

#21 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 23 March 2018 - 03:49 PM

I dunno. Flea 14s are super cheap. But... Finding one isn't easy. Not exactly common. Wasp or stinger was among the most common/mass produced much there is. So there is that.

#22 Brain Cancer

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,851 posts

Posted 23 March 2018 - 05:38 PM

View PostKoniving, on 23 March 2018 - 03:49 PM, said:

I dunno. Flea 14s are super cheap. But... Finding one isn't easy. Not exactly common. Wasp or stinger was among the most common/mass produced much there is. So there is that.



Yeah. Cheap doesn't always mean common, but the three I mentioned were made almost everywhere, even Periphery factories.

It also means the medium laser is the most common energy weapons to be found across the Inner Sphere- aside from the bugs, they're the most likely to be rigged even to an internal-combustion engine vehicle with the appropriate extra machinery. I was kinda surprised we never saw a canon vehicle built from the same parts (120/160 fusion engine, ML/SRM/MG) given repair parts would be about as reasonable to find as anything would be.

#23 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 23 March 2018 - 07:40 PM

Chemical lasers and another method was common for getting around the issue think it was some kind of amplifier. Chem lasers were basically ammo based standard lasers. The other I believe added a hefty bit of weight per laser.

Basically if you want lasers, go fusion fusion or fuel cell to do so effectively. If you are on a budget... Heh.

This is why I gave my design of the loader king a fuel cell, to the loader king. For the small laser since small lasers can be useful for improvised cutting of debris and dealing with infantry/pirates/thieves. Plus a competitive over the powerman. The one uses fossil fuels and the other needs hydrogen which it can get from water. The two will enjoy different planet economies as some have plenty of water and some do not. Some have lots of fossil fuels. Some do not.

#24 Kanil

    Member

  • PipPipPipPipPipPipPipPip
  • 1,067 posts

Posted 23 March 2018 - 08:18 PM

View PostMetus regem, on 22 March 2018 - 02:35 PM, said:

Or my personal favorite, get 4 LRM carriers, put them on a hill behind two-three hex deep woods, place 4 SRM carriers in the woods and use 4 Warrior attack helicopters to spot for the LRM carriers... I promise you will give someone a bad time if they bring mechs against that.

How the hell are you going to stop a jump capable 'mech of just charging you and one shotting your crappy little carriers? You can get 3 Griffins for that amount of C-Bills (and like six for that amount of BV.) If you full jump every turn, those LRMs are going to be shooting at 10s at anything other than exactly 7 hexes.

#25 Metus regem

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 10,282 posts
  • LocationNAIS College of Military Science OCS courses

Posted 23 March 2018 - 08:44 PM

View PostKanil, on 23 March 2018 - 08:18 PM, said:

How the hell are you going to stop a jump capable 'mech of just charging you and one shotting your crappy little carriers? You can get 3 Griffins for that amount of C-Bills (and like six for that amount of BV.) If you full jump every turn, those LRMs are going to be shooting at 10s at anything other than exactly 7 hexes.


I think you missed the part about the SRM carriers hidden in the woods beside the LRM carriers....

#26 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 23 March 2018 - 10:23 PM

Side note... I have been shot out of the sky as a jumping grass hopper. Shot on the same turn as a jump. Resulting piloting roll to maintain the jump failed. Landed directly on the cockpit and died instantly. The opponent? An lrm 5. Quite serious.

#27 SilentScreamer

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 556 posts

Posted 27 March 2018 - 06:02 PM

View PostMechaBattler, on 21 March 2018 - 12:53 PM, said:

Were there mechs that would be your last chance mechs for units down on their luck in the c-bills department? Curious to hear what the more desperate units would use.


One thing to remember is mercenary units are still professional soldiers for hire and they have competition for most jobs. An prospective employer is unlikely to hire a unit with obviously crippled mechs. So slap new doors over that damaged LRM launcher, weld them shut and throw on fresh paint. Substituting a heavy rifle or other primitive tech is another solution http://www.sarna.net/wiki/Heavy_Rifle

Units are likely to sell a crippled mech to buy a cheaper but functional mech. http://www.sarna.net/wiki/Arbiter

Solo mechwarriors like John-boy who broke his daddy's old mech and doesn't have cash to fix it a more sucessful merc unit might fix it for him if he contracts with them to work off the cost of the repairs.

Militias and merc units on a small budget use conventional vehicles as others have mentioned.

Pirates/Rebels are a different matter, they take mechs in whatever condition they acquire them and rarely have the facilities or training to maintain them.

For those truly desperate mechwarriors Solaris 7 is usually the final destination. If your mech can at least walk they have a spot for you in the arena even if it has obvious damage to limbs/weapons/lifesupport. Whether the pilot has a prayer to make it through the match alive or not is not their concern. Blood sells tickets.

Edited by SilentScreamer, 27 March 2018 - 06:32 PM.


#28 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 09 April 2018 - 11:47 AM

I don't really want to start a new topic just to ask this... so I'm using it here.

I need mech suggestions for different scenarios.

Right now, the scenario is an initial raid followed by an invasion if the raid is successful.
The invasion force is already decided.

However the initial raid force and unfortunately all the progress thus far had been lost due to a computer issue.
As such I need a new invasion force.

Initial raid team is limited to 2 Heavies, mediums and lights.
Force is mercenary, non-specific.
Hired by Davions.
Target is Kurita.
Units available can be from Davion, Kurita, Liao and Marik stockpiles.
The years limited must be 3030 or earlier, with no level II tech. The Opfor will be using limited level II tech.
The year is between 3035 and 3039.
NONE of the mercenary force will have a Mech equipped with a Gauss Rifle regardless of year.
Builds used may deviate from stock slightly to reflect the mercenary force and the attrition of equipment and supplies.
However I'm just looking for stock mechs upon which the force is based on.

There will be no greater than 12 mechs coming from two or three separate mercenary units working in tandem. While not all the machines will be fast, speed is one of the necessary components as there is an urgency to complete the objectives before the enemy realizes what is going on. There will be an equal to larger number of lights to mediums.

As a condition of the contract, the number of 'Mechs commonly used by the Davions must be kept to a low number, as should the mission fail, the Federated Suns.

Mechs that have canonical problems (flaws/defects/issues) are welcome.

Enemy forces will include boots on the ground, combat vehicles both grounded and airborne, as well as 'Mechs.

Already included in this force is a Centurion CN9-A and two Javelin 10N. The inability to resupply their missiles during combat is part of the urgency of this raid.

Among the OpFor is a Scorpion, Panthers, Jenners, and other undisclosed units.

If you know people that could offer suggestions, please send them here too.
(If this doesn't get enough attention to get a good range of suggestions and answers, I'll create its own thread.)

#29 Metus regem

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 10,282 posts
  • LocationNAIS College of Military Science OCS courses

Posted 09 April 2018 - 12:08 PM

1 WHM-6D
1 WHM-6R
2 STG-3G (Or STG-A5 if they can swing it)
2 PHX-1 (Or PHX-HK2 if they can swing it)

This will give you a solid pair of beat sticks in the form of the Warhammers, they can sustain a 2-1-2 RoF on the PPC's till the cows come home. The STG-3G's are 20t beasts that pack a pair of medium lasers, if they can swing having the A5's then they get 3 medium lasers on a stupidly fast chassis (18 hex movement with WiGE movement), all backed up by a pair of Phoenix Hawks that are solid back up to the Stingers.

#30 Helsbane

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,102 posts
  • LocationThe frozen hell that is Wisconsin.

Posted 09 April 2018 - 12:16 PM

Back in the day I used to scrape together whatever I could for my TT merc force. One little loophole I made good use of was axe blades from the hatchetman or axeman mounted horizontally on the front end of fast hover tanks. A very cheap and effective solution when going up against better funded units.

#31 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 09 April 2018 - 03:12 PM

Going to avoid warhammers and keep it 70 tons and under. One for the lack of speed and two the lack of indirect fire and range. If it isn't gonna be fast enough to keep up it needs to be able to fire indirectly.

The other reason is Kurita already has a lot of PPC totting techs to field. Dont want to over saturate it with PPCs on the raiding team. Intending for more of an energy ballistic missile focus.

Edited by Koniving, 09 April 2018 - 03:13 PM.


#32 Metus regem

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 10,282 posts
  • LocationNAIS College of Military Science OCS courses

Posted 09 April 2018 - 03:54 PM

View PostKoniving, on 09 April 2018 - 03:12 PM, said:

Going to avoid warhammers and keep it 70 tons and under. One for the lack of speed and two the lack of indirect fire and range. If it isn't gonna be fast enough to keep up it needs to be able to fire indirectly.

The other reason is Kurita already has a lot of PPC totting techs to field. Dont want to over saturate it with PPCs on the raiding team. Intending for more of an energy ballistic missile focus.


Well Whammies meet the 70t and under mark.... they also keep pace with the CN9-A, with being 4/6... but if you want IDF capable, then Archers are your best bet. Also 4/6 and 70t.....

But if you want more Raider like, I'd suggest some captured Dragons

#33 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 09 April 2018 - 05:32 PM

The centurion's a special case. Mediums are more likely to be able to hold a sprint when needed too.

Explains a lot though thought they were 75 tons. Guess teats why it seems shy when I load one on mwo.

The other thing about Warhammers is perhaps it being a bit too iconic for this particular run. Plus the Daviobs probably have gone of them on the invasion force. So you'll get to see them in some form.

Gonna use at least one Phoenix Hawk though and Stingers are so common it would be weird not to have one.

The heavies can be limited to 64.8 ph but only if packing some lrms. That'll make it fit with a certain theme. Granted some might be sporting mech mortars instead.

#34 Metus regem

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 10,282 posts
  • LocationNAIS College of Military Science OCS courses

Posted 09 April 2018 - 05:49 PM

Archers then, 70t, 4/6 LRM sporting, and common across all factions... infact one of the most common heavies in the IS.

#35 SMDMadCow

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,055 posts
  • LocationDallas, TX

Posted 09 April 2018 - 09:16 PM

There's always the holy trinity of Shadow Hawk, Griffin, and Wolverine to fall back on at 55 tons - all general use machines. If you've got a Centurion, I always like pairing it with an Enforcer - but that may be more Davion flavored than you want.

#36 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 09 April 2018 - 10:15 PM

That would depend on if it is the 5D or the 4R. Though mostly Davion the 4R has been around long enough that they can be in mercenary hands. They are among the random mech assignment tables for mercs.

Its worth considering. The Centurion is a special case for a number of reasons. One thought was to pair it with a Trebuchet and when they are engaged they would perform the canon tactic of the escort mech engaging the enemy while the Treb keeps going.

The trinity is already under consideration. Wolverine 6r. Shadowhawk 2h. Griffin 1n or 1s.
Lots of desire for theso but do not want to overdo them considering the many opportunities I will have in other short stories. Plus they can be put to good use in more ideal situations. The Griffin in an ambush for example. The Wolverine in an all out brawl. So the SHK is the most likely if I use any of the three for this one.



#37 SMDMadCow

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,055 posts
  • LocationDallas, TX

Posted 10 April 2018 - 11:01 AM

If the speed isn't a deal breaker, why not try a combo of the Trebuchet, Centurion, and Enforcer? The Enf does have jump jets to help out.

#38 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,119 posts

Posted 10 April 2018 - 11:55 AM

In the table top is there an index on mech availability in a given region of space? I don't know why I didn't think to ask that sooner.

Also, putting giant hatchets on vehicles to ram into enemy mechs is my kind of crazy. <3

#39 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 10 April 2018 - 03:39 PM

View PostMechaBattler, on 10 April 2018 - 11:55 AM, said:

In the table top is there an index on mech availability in a given region of space? I don't know why I didn't think to ask that sooner.

Also, putting giant hatchets on vehicles to ram into enemy mechs is my kind of crazy. &lt;3


There is so to speak. But beyond that there are manufacturers making things in specific regions as such if you operate in an area it makes sense that you use units that can be easily supplied with replacement parts. No supplier for your stuff and the attrition of your situation will run you space poor quick.

Of course this depends on how "true" to the game you play too.
To some an AC/5 is an Ac/5. But to others the Mydron C autocannon (Ac/5) is not a GM Whirlwind/5 and thus completely incompatible with my Marauder...for example. Even if it were then my own ammo would be worthless since they Dont take the same shells.


#40 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 10 April 2018 - 04:55 PM

There is a general availability chart for different factions somewhere (its an online resource) which gives you an idea of woo has what available and how common. Though you can generally tell whether a mech is ancient or who runs it by its nomenclature. Mechs with M are generally commissioned by house Marik. H and HHey Mariam Hegemony.H2 comes from a very specific planet. K is Kurita. C...strangely is Draconis Combine and not Comstar...which is also Kurita. D is Davion. S is Steiner. R...is not rassalhague but a Star League designation. Lower case b means Royal Guard (from Star League). P was Periphery but now also means PGI Phantasy. G means general availability.

The designations are half put of character if you think about it.

Shadowhawk 2h is an ezceptuon to the Marianne Hegemony. Think it means Terrain Hegemony.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users