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Messages - Timberwolfd

Pages: [1] 2 3 ... 193
1
Large Scale Game / Re: Fall large scale game coordination thread
« on: March 09, 2023, 05:12:23 PM »
Update for historical purposes.

I have privated the video from the large scale game, since there were minors present.

The unlisted link is: https://youtu.be/aPVm1uXiLHg

2
I didn't expect it to be a big issue, more of a bit of potential ambiguity that might be worth clarifying in the next round of revisions.

Live long and prosper.

3
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?

As I understand it and the way I've updated the warehouse template is that weapons that are podded to go onto an omni-mech are stored in the warehouse when not actively deployed (i.e. part of the omni's current configuration).  They're tracked separately because they've been converted to pod ready and would need to be converted back to be put in a non-omni mech.  Not counting podded weapons as part of the warehouse when not in use would be a huge loophole to the 225T max warehouse limit each lance operates under.
There are two tracks to consider.
1. Pod mounted hands, lower arm actuators, etc. that should be a no-brainer for inclusion as spare parts, but are not mounted in canon configs. As an example, hand actuators for a Timber Wolf could be argued as spare parts, or argued against since no canon config mounts hands.
2. The pod mounted issue isn't about warehouse space/tonnage. It is about access.
Quote
-up to 20 tons of spare parts, all of which MUST be spare parts that are found on your transferred Mech**
Do all pod mountable equipment qualify for an OmniMech? For example, a Timber Wolf D only mounts cER PPCs, cSSRM-6s and a cER SLAS. Do only those weapons count for "spare parts" or can a pod mounted plasma cannon be considered a "spare part"?

4
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?

5
Defense: Units deploying/operating direct from the DropShip with regular shifts running perimeter patrols. Units are likely to be close to secure for takeoff when not in use. Basically, correctly parked for the bay crew to secure within a few minutes of the takeoff order. Units normally carried in storage are parked outside or in local base facilities. Personnel are housed in the DropShip or nearby buildings, maybe temporary prefabs, depending on planetary/contract conditions.

Units likely to deploy: All

Fight: A rapid response force generally operating in friendly territory, but hours or a small number of days away from the main base/DropShip. This force has the benefit of basing in friendly territory and can choose favorable base locations, such as a large farm coop with AgroMech facilities, A local airport, etc. They can make use of facilities that may not be ideal to unit maintenance, but are much better than being out in the mud. The key conceptual difference between Fight and Scout is that Fight is in friendly territory and can afford to bring and deploy more equipment because the locals won't molotov it or steal it as soon as backs are turned. Movement from base to base is deliberate and requires some time, but is much quicker than packing everything into the DropShip.

Units likely to deploy: All types, but probably few/none of the slowest units. Limited numbers of conventional infantry. Conventional infantry require additional transport, supplies, etc. with limited payoff.

Scout: The Scout force moves with minimal footprint for both speed and concealment. Scout travels light, probably only deploying basing assets after a battle (or mechanical casualty). The entire logistical tail of the Scout force is probably a repair vehicle and a few transports. When given a choice between units, the choice should go to the fastest one as a default. So, choosing between the Paramour Mobile Repair Vehicle and the Wayland MFB would result in the selection of the Paramour pretty much every time, even though the MFB has more capability.

Units likely to deploy: Mechs, VTOLs, Aerospace, BA, and a small as practical support vehicle force (repair vehicle, plus supply trucks/APCs). Local base security is provided by BA, which may be mech mounted or carried by an additional APC. ASFs and VTOLs are based back at permanent facilities, but called in as needed.

Unit assignment:
Artillery
The question is whether Scout is "close" to the artillery. Artillery could easily be on the field or very close to Fight and still support Scout. Or, the range could be much longer and out of artillery range. Even Long Tom rounds only make it ~15 km. Additionally, most arty is slow, so you have the additional question of how fast the fight develops and whether artillery could position themselves to support. Mechborne artillery, like Nagas and Catapults, could easily accompany Scout and just work off map. Artillery would easily be available to other roles, including Training since there would be little reason for training to occur outside of friendly territory (though they may have some ammo replaced with training rounds, sucks to only have 1 ton of ammo...).

Heavy Combat Vehicles (Heavy/assualt weight wheeled/tracked)
Heavy vehicles are ideally suited to Defense where they should have prepared positions. Likewise, deploying heavy armor in an assault is perfectly reasonable for Fight. Heavy armor probably would not be with Fight outside of assault type missions due to the time it takes to travel and being better deployed as a perimeter guard at the main base. Conversely, Scout's mobility and concealment kind of precludes deploying heavy and slow units, especially Skaraborg Lance...

Medium and Light Vehicles (Non-VTOL, WiGE, etc.)
Deployed everywhere, particularly APCs. Non-combat vehicles, like cargo trucks, would probably prefer deploying within safe territory, but such units are also disposable and provide necessary capability.

Fast Vehicles (VTOLs, WiGE, and high speed Hover and wheeled)
Such vehicles are reasonably deployed with any role. Scout is likely to need/benefit from the presence of scout hover craft, fast APCs, and fast cargo carriers. Maxims, I'm looking at you. Likewise, VTOLs would benefit Scout, but their greater speed, ability to avoid terrain, and nominally higher maintenance needs (in reality, if not RAW) would argue for them to base in friendlier territory and assist Scout when called in. Basically, the designated reinforcements.

Conventional Infantry
Conventional infantry is best used for non-combat security at fixed installations and to combat other infantry. In other roles, their realistic support needs probably outweigh their combat contributions. For example, how much food would a foot platoon need compared to the entire lance and support staff of a mech lance? Add in medical support, transport needs and other concerns, and conventional infantry assets are probably best used in defensive action.

Battle Armor
Battle armor has higher mobility (most of the time) than conventional infantry and much higher combat effectiveness making their tradeoffs more situational. Higher maintenance needs for the battlesuits are offset by smaller unit size and inclusion of maintenance personnel and resources in the APCs.

/dissertation


6
"Have `Mech, Will Travel." / Re: Second CO/GM Communication Thread
« on: November 12, 2021, 04:26:05 PM »
Aaron Saultier's ghost smiles on the Rangers.

 ;D

Oh god what did you do.

What does this button on the DropShip console do?

7
"Have `Mech, Will Travel." / Re: Second CO/GM Communication Thread
« on: November 12, 2021, 04:03:08 AM »
Aaron Saultier's ghost smiles on the Rangers.

 ;D

8
"Have `Mech, Will Travel." / Re: Tukayyid Randomization Rolls
« on: January 14, 2020, 01:56:19 PM »
I'm doing a little bit of more in-depth research on Tukayyid, and have come to a couple of irritating conclusions.  Primarily, no day-by-day timeline exists for the Battle of Tukayyid.  Additionally, specific events seem to be mutually-contradictory, for example, it's pointed out in Lost Destiny in a conversation between Ulric and Focht that it took ComStar ~2 weeks to drive off the Bears to get reinforcements into the Falcon combat zone.  However, reading the Falcon Guard novel, it's possible to count the rough number of days between the time the Falcons landed (100% certainty on May 1st), and when they fled the planet...that number is somewhere between 4 and 8, but certainly no more than 8 days.  The Bears and Falcons landed both on May 1st (every Clan but Wolf did), and so the time simply doesn't and cannot synch up. 
An easy interpretation of the contradictory statements would be that it took 2 weeks to get COMGUARD reinforcements to the Jade Falcon front. They could have easily detached the associated merc commands at an earlier time. The Ghost Bears could have been completely encircled in a few days with even the green troops of the 4th able to maintain the encirclement. Then Focht would be correct in that it took ComStar 2 weeks to finish them off while still having the Rangers fight the Jade Falcons before the majority of their forces withdrew.

Interesting side note question: Do any of the sourcebooks mention if there were diehard clanners who just wouldn't accept defeat short of death? I could easily see the Khans of some of the clans calling their troops back and having them say "Lolwut?! Neg, khan."

9
"Have `Mech, Will Travel." / Re: Marketplace August 3051
« on: October 17, 2019, 01:23:03 AM »
Ok, I forgot to add the +4, so total 8.  I so love the dice roller here.  Price increase by 2%, final price: 174,731,916.

Current Dragoon Rating (to be adjusted slightly based on % of units upgraded) is 142, A+.
If we had any need of enemies,
the forum die roller would definitely count.

Quiet ghost, or I'm hiring an exorcist for the damn Turkina.
You will be visited by 3 ghosts. The first ghost, the ghost of battles past will visit you this next contract. (Boooooooooooo)

The next ghost is the ghost of battles present, will offer you ammo beyond any your wildest dreams.  The problem is you will have to go to a dance engagement with your mech, and lets see what happens.

I got this.

https://youtu.be/jc10aIXBQnk
You are so getting scrooged by the third ghost...
https://ytcropper.com/cropped/Pf5da7fa8fe3a20

10
"Have `Mech, Will Travel." / Re: Marketplace August 3051
« on: October 16, 2019, 10:51:02 PM »
Ok, I forgot to add the +4, so total 8.  I so love the dice roller here.  Price increase by 2%, final price: 174,731,916.

Current Dragoon Rating (to be adjusted slightly based on % of units upgraded) is 142, A+.
If we had any need of enemies,
the forum die roller would definitely count.

Quiet ghost, or I'm hiring an exorcist for the damn Turkina.
You will be visited by 3 ghosts. The first ghost, the ghost of battles past will visit you this next contract. (Boooooooooooo)

11
"Have `Mech, Will Travel." / Re: Contract Market 1 August 3051
« on: October 16, 2019, 01:42:30 PM »
Sudeten


The ghost of missions past says "Dooo Eeeet!"

12
"Have `Mech, Will Travel." / Re: Marketplace August 3051
« on: October 16, 2019, 01:39:51 PM »
Ok, I forgot to add the +4, so total 8.  I so love the dice roller here.  Price increase by 2%, final price: 174,731,916.

Current Dragoon Rating (to be adjusted slightly based on % of units upgraded) is 142, A+.
If we had any need of enemies,
the forum die roller would definitely count.

13
General Discussion / Re: The TimberwolfD has landed
« on: August 29, 2019, 11:04:56 PM »
Glad to hear you made it there safe.
Thanks.

14
General Discussion / Re: The TimberwolfD has landed
« on: August 29, 2019, 10:39:04 PM »
Of course it does. Maybe next year.
Tickets usually go on sale late May. This year the 4 day passes sold out in hours (like normal).

15
General Discussion / Re: The TimberwolfD has landed
« on: August 29, 2019, 08:58:45 PM »
When is PAX?
Starts tomorrow morning and runs through Monday.

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