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Author Topic: Warhammer ideas  (Read 1255 times)

Ice

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Warhammer ideas
« on: November 11, 2017, 09:01:56 PM »

So at this juncture I have a dilemma

the warhammer doesnt have the jj in the lance and is odd mech out at this point and hindering my unit from getting on earlier

i can drop a single ppc a dhs and add 3 ml and 5 jj  (which seems to be best option) or  i can leave it as is

any better ideas?
« Last Edit: November 11, 2017, 09:05:53 PM by Ice »
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Timberwolfd

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Re: Warhammer ideas
« Reply #1 on: November 11, 2017, 09:09:01 PM »

Have you considered dropping the excess heatsinks and putting in an LRM-10?
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Ice

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Re: Warhammer ideas
« Reply #2 on: November 11, 2017, 09:09:49 PM »

no i would like to avoid ammo in an xl mech

main wants right now is jump capable in some capacity that will help with getting on board for reinforcements

secondary is the heavy hitting primary like the ppc and a battery of back ups

im thinking of doing essentially a battlemaster set up on it just seems like a waste to do it tho with sniper


i am debating on taking terrain spec forest and master forest so i can run through those troublesome woods- im about 9 xp away from being able to take both  if i go this route maybe i wont take the jj on it after all
« Last Edit: November 11, 2017, 09:13:20 PM by Ice »
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Timberwolfd

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Re: Warhammer ideas
« Reply #3 on: November 11, 2017, 09:13:10 PM »

no i would like to avoid ammo in an xl mech
Fair enough
How about ER Large Lasers instead of PPCs (I don't like the IS ER LLas, but it would maintain your range profile and eliminate minimum ranges)?
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Ice

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Re: Warhammer ideas
« Reply #4 on: November 11, 2017, 09:14:41 PM »

no i would like to avoid ammo in an xl mech
Fair enough
How about ER Large Lasers instead of PPCs (I don't like the IS ER LLas, but it would maintain your range profile and eliminate minimum ranges)?

debated on that as well main reason for the standard ppc is the 10 point hit for head hits

i can also swap out the ppc for er ppc
« Last Edit: November 11, 2017, 09:20:25 PM by Ice »
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Timberwolfd

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Re: Warhammer ideas
« Reply #5 on: November 11, 2017, 09:20:59 PM »

I agree, and I am no fan of the heat (in)efficiency either. However, when you want to free up 5 tons on a max armored mech...
I am not finding the 1x ER PPC and 5x MLas loadout to be particularly effective myself. Too many MLas and you always end up out of you best range profile or you can't hit because of the jump mod. If you have more standoff, you don't always need to jump.
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Ice

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Re: Warhammer ideas
« Reply #6 on: November 11, 2017, 09:30:19 PM »

I agree, and I am no fan of the heat (in)efficiency either. However, when you want to free up 5 tons on a max armored mech...
I am not finding the 1x ER PPC and 5x MLas loadout to be particularly effective myself. Too many MLas and you always end up out of you best range profile or you can't hit because of the jump mod. If you have more standoff, you don't always need to jump.

thats why i was thinking terrain master and spec to get the surprise where someone thinks they can get away jumping but u run right up on them lol

also possible to get weapon spec ppc to help with that part

looking at roughly 34 xp to get all 3 with what i have now
« Last Edit: November 11, 2017, 09:38:02 PM by Ice »
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Ad Hoc

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Re: Warhammer ideas
« Reply #7 on: November 12, 2017, 08:22:22 AM »

I would leave Warhammer as is and do the SPA option, but consider takineg Enviromental specialist for woods and mountain instead. They both reduce your MP by 1 in those hexes. Terrain master woods would be nice for the +1 to be hit, but I believe that is the additional gain you get. Also consider using the leftover xp for Enviromental spec. rough/rubble or water because they also reduce your MP in those hexes. these won't help get you on board faster (unless you can talk Rob that having 2 or more env. spec can make up for lack of JJ ;D) but you will have are very maneuverable and hard hitting warhammer.
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Ice

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Re: Warhammer ideas
« Reply #8 on: November 12, 2017, 04:10:38 PM »

I would leave Warhammer as is and do the SPA option, but consider takineg Enviromental specialist for woods and mountain instead. They both reduce your MP by 1 in those hexes. Terrain master woods would be nice for the +1 to be hit, but I believe that is the additional gain you get. Also consider using the leftover xp for Enviromental spec. rough/rubble or water because they also reduce your MP in those hexes. these won't help get you on board faster (unless you can talk Rob that having 2 or more env. spec can make up for lack of JJ ;D) but you will have are very maneuverable and hard hitting warhammer.

I threw this to rob to bounce it off him as far as the enviro spec thing if I have both master and spec heavy woods become free movement if I'm reading that right and light woods if just take spec
« Last Edit: November 13, 2017, 05:30:05 AM by Ice »
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Darrian Wolffe

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Re: Warhammer ideas
« Reply #9 on: November 13, 2017, 12:58:20 AM »

I would leave Warhammer as is and do the SPA option, but consider takineg Enviromental specialist for woods and mountain instead. They both reduce your MP by 1 in those hexes. Terrain master woods would be nice for the +1 to be hit, but I believe that is the additional gain you get. Also consider using the leftover xp for Enviromental spec. rough/rubble or water because they also reduce your MP in those hexes. these won't help get you on board faster (unless you can talk Rob that having 2 or more env. spec can make up for lack of JJ ;D) but you will have are very maneuverable and hard hitting warhammer.

I threw this to rob to bounce it off him as far a star the enviro spec thing if I have both master and spec heavy woods become free movement if I'm reading that right and light woods if just take spec

No.

Also, add Improved Cooling Jacket (LA Large Laser) to your Enforcer to reflect the Boxcars on the Customization rol.
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Ice

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Re: Warhammer ideas
« Reply #10 on: November 13, 2017, 09:05:56 AM »

Simplest way to do this now is remove a spl for a jj

If rob says that is ok to meet requirements then that's what I will do if rob wants more than a single jj then if it can be specified as to a ratio I can work from there
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Timberwolfd

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Re: Warhammer ideas
« Reply #11 on: November 13, 2017, 09:07:50 AM »

Metagaming, all I see is metagaming everywhere.
 ;D
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Darrian Wolffe

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Re: Warhammer ideas
« Reply #12 on: November 13, 2017, 09:15:59 AM »

...to meet requirements...a single jj









(assume 3 Jump MP is the minimum, unless your Mechs is naturally a 2/3 move profile)
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Ice

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Re: Warhammer ideas
« Reply #13 on: November 13, 2017, 10:52:28 AM »

...to meet requirements...a single jj









(assume 3 Jump MP is the minimum, unless your Mechs is naturally a 2/3 move profile)


lol I figured as much my plan was to take 2 spl and a sl with about half ton of armor or Ferro and mess around with it a bit

In my defense I was implying it would be gaming the system previously and wanted it stated so it couldn't be and was clear on the outline
« Last Edit: November 13, 2017, 02:08:10 PM by Ice »
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Ice

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Re: Warhammer ideas
« Reply #14 on: November 15, 2017, 09:33:24 AM »

as of right now the warhammer change isnt worth it

not enough ferro in stock to sustain much damage and bv cap is better used elsewhere
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