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Author Topic: Second CO/GM Communication Thread  (Read 19870 times)

deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #120 on: January 16, 2020, 12:39:33 AM »

For those wondering what the command console works is on p.300/301 in TO.
          Game Rules: A unit using a Cockpit Command Console adds a second MechWarrior damage condition monitor to its record sheet, to reflect the commander occupying the command console. During any End Phase, this “secondary warrior” may swap positions with the unit’s pilot (or vehicle commander), effectively becoming the unit’s pilot (or vehicle commander) while the other warrior takes on the secondary position.
         For ’Mech and fighter units (but not vehicles), the secondary warrior suffers no damage from ammunition explosions, though heat effects and damage done to the cockpit location (or vehicle commander slot) does affect both warriors. (In a ’Mech, both warriors must make Piloting Skill rolls to avoid damage in the event of a fall.) If the primary cockpit slot in a BattleMech or aerospace unit is destroyed, the secondary pilot automatically takes over the unit (though any initiative modifiers provided by the system are lost in the process). If both cockpit slots are destroyed, the unit is considered destroyed per standard gameplay rules for cockpit destruction.
        The second MechWarrior may spot for any type of indirect fire (LRMs, artillery, and so on), without incurring the +1
modifier to any attacks from the unit, and ignores the +1 modifier to the indirect fire attack due to any such weapon
attacks.
        Finally, if the second warrior is the overall commander of a given force (see Commanders, p. 191), the force commander’s presence in a Command Console provides a +2 Initiative modifier for the unit’s side as long as the force commander is not the warrior engaged in operating the unit in any way (including moving the unit, making attacks, or making any Piloting Skill Rolls except for those to avoid damage in a fall). To receive this benefit, however, the Command Console unit must be of the heavy or assault weight classes and feature Advanced Fire Control (which is an optional system on non-military units such as IndustrialMechs and Support Vehicles, but is incorporated automatically on all BattleMechs, Combat Vehicles, and Fighters). If, for any reason, the force commander must act as the unit’s pilot or gunner for any reason other than to avoid damage from falling, the Initiative modifier does not apply for the following turn. Command Console Initiative modifiers are not cumulative, even if a force has multiple units with this item.
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Hat

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Re: Second CO/GM Communication Thread
« Reply #121 on: January 16, 2020, 06:51:47 AM »

Here is the current command structure, needing to identify a clear 3IC:

Current Unit Configuration - October 3051
Alpha Company "Eyes" (Scout)
Midnight (CO/Unit CO) COL
Dancer - (Unit XO) LTC
Freya - LTSG
Reaper - LTSG

Bravo Company "Hammer" (Fight)
Crusher - LTSG (CO) CPT
Bright - LTSG
Ice - LTSG

Charlie Company "Anvil" (Defend)
Skaraborg - LTSG (CO) CPT
Dragon - LTSG
Phoenix - LTSG

So for the Command Console it would make the most sense in the lance of a CPT or above.  If a higher ranking officer shows up as reinforcements, they take over.  All that said, the rank structure is flexible.  If current Company Commanders want to step down and others step up, I'm fine with that provided the player of one of the current officers agrees.  I do want the command structure set per contract though save in case of a PC death.  So if we're going to make any changes, now is the time to do it.
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deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #122 on: January 16, 2020, 09:53:35 AM »

Might be ideal to put those with the higher tactics in leadership positions. This would give us the most optimal initiatives off the gate when needed. Especially going against Elite Clanners.
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Hat

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Re: Second CO/GM Communication Thread
« Reply #123 on: January 16, 2020, 10:18:19 AM »

Might be ideal to put those with the higher tactics in leadership positions. This would give us the most optimal initiatives off the gate when needed. Especially going against Elite Clanners.

Mission commanders decide on rerolls, reinforcements, BSP selection and should provide a direction for the mission I expect with input from the rest of the Ranger players. There’s work to be done besides an initiative bonus. Characters with higher ranks will be the mission commander if selected for the mission. Reinforcements including a higher ranking officer will take over the initiative (as I understand it), as that’s chain of command.

I’m happy to have anyone of any skill level do that. If they’re already good at it it makes the PCs job easier. If it’s not a strength, then it gives them the opportunity to develop the skills. If we lose some missions, who cares?  People need the space and support to be able to fail and learn.  For all we know Ryan or Lucas may be the next awesome battletech player in the making.

 The unit CO job is more complex and requires extra work.  If another player has the time, interest and energy to do it, and the group is good with it I can find an IC reason for my PC to either step back from unit CO or leave and bring in a new one.  Below the unit CO I’m happy to let the group decide what they want to do. I will say that I care about the story and what makes sense from an in universe perspective. That isn’t to say that a brand new PC couldn’t be brought in and made unit CO out of the gate. The question is why would an established unit bring in a complete unknown to lead them?  The answer is they’re either desperate or they don’t. Of course a new PC doesn’t have to be a complete unknown, that’s just a matter of working backstory.

If you’re only going by PC stats, I think that would mean Ryan and Deadly as XO and I3C if memory serves, though not sure on the order.

So rambling aside, I would say if any player wants their PC as a company commander or higher, say the word and we can keep that in mind either for now if someone in power wants to step down or later when there’s an opening. 
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ItsTehPope

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Re: Second CO/GM Communication Thread
« Reply #124 on: January 16, 2020, 10:35:48 AM »

I wouldn't mind staying as Charlie CO, because well, I'm the only lance that will be permanently assigned there really.  Dragon's got a reasonable amount of maneuver elements to it, and I can put in a good showing against most apartment complexes in a foot race.
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Hat

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Re: Second CO/GM Communication Thread
« Reply #125 on: January 16, 2020, 11:05:08 AM »

I wouldn't mind staying as Charlie CO, because well, I'm the only lance that will be permanently assigned there really.  Dragon's got a reasonable amount of maneuver elements to it, and I can put in a good showing against most apartment complexes in a foot race.

Works for me.
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deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #126 on: January 16, 2020, 11:08:26 AM »

I wanted my more faster elements (cicada, panther) to be more for the spotter roles. Its why I asked about TAG earlier, since it can count as the spotter when active, making IDF for the LRM units easier, while making attacks for the spotting unit less strained. I will work well in the defense role for that reason. I am okay with things as is, but with our next enemy being a highly formidable one, just wanted to make sure we have as many advantages as possible.
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deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #127 on: January 16, 2020, 04:22:59 PM »

Dragon Lance update.
Customizations to Hatamoto, Archer, Wolverine, and Shadow Hawk will all complete sometime in Nov. All mechs will be available by landing.
Google docs for both XP accrual and Mechs have been updated, along with custom mech thread.
Everything currently up to date for Dragon Lance.
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Hat

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Re: Second CO/GM Communication Thread
« Reply #128 on: January 16, 2020, 05:40:05 PM »

I wanted my more faster elements (cicada, panther) to be more for the spotter roles. Its why I asked about TAG earlier, since it can count as the spotter when active, making IDF for the LRM units easier, while making attacks for the spotting unit less strained. I will work well in the defense role for that reason. I am okay with things as is, but with our next enemy being a highly formidable one, just wanted to make sure we have as many advantages as possible.

A light spotter for heavier units is a good choice.  Brainstorming ideas to make the unit better is a good idea. 

Looking at the raw numbers in terms of skills only 3 PCs can maintain the unit at current size - Midnight, Dancer and Dragon.  To get full CO benefits for the unit, ideally Dancer will increase Negotiation from 1 to 3 and Leadership from 2 to 3.  Midnight and Dragon provide it as is.  I don't expect this is needed anytime soon, as I'm certainly hoping my PC doesn't die but who knows.

Tactics for both Crusher and Skaraborg are a 2, most of the unit is a 3, with Midnight, Dragon and Phoenix having a higher skill (5/5/4).  It'd be nice to see them invest XP in Tactics, however a PC in a Command Mech plus the Admin, means they're base +4.  Given Skaraborg's Assault bent, if he picked up the Command Atlas and was willing to commit Kromwell to lead rather than typically shoot he'd effectively be +4 and then with the extra bonuses +6.  That said, we do this to have fun and a single +1 on 2D6 isn't going to change things a lot.

A lot of initiative comes down to the card flips.  OpFor won initiative roughly half the time and rarely had the advantage on cards despite being able to cycle them.

As long as folks are having fun, that's what matters most.
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Black Omega

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Re: Second CO/GM Communication Thread
« Reply #129 on: January 16, 2020, 05:50:35 PM »

I didn't think that Dancer had the skills for command.  I was surprised that you asked in the first place, Hat.
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ItsTehPope

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Re: Second CO/GM Communication Thread
« Reply #130 on: January 16, 2020, 07:05:13 PM »

I wanted my more faster elements (cicada, panther) to be more for the spotter roles. Its why I asked about TAG earlier, since it can count as the spotter when active, making IDF for the LRM units easier, while making attacks for the spotting unit less strained. I will work well in the defense role for that reason. I am okay with things as is, but with our next enemy being a highly formidable one, just wanted to make sure we have as many advantages as possible.

A light spotter for heavier units is a good choice.  Brainstorming ideas to make the unit better is a good idea.  

Looking at the raw numbers in terms of skills only 3 PCs can maintain the unit at current size - Midnight, Dancer and Dragon.  To get full CO benefits for the unit, ideally Dancer will increase Negotiation from 1 to 3 and Leadership from 2 to 3.  Midnight and Dragon provide it as is.  I don't expect this is needed anytime soon, as I'm certainly hoping my PC doesn't die but who knows.

Tactics for both Crusher and Skaraborg are a 2, most of the unit is a 3, with Midnight, Dragon and Phoenix having a higher skill (5/5/4).  It'd be nice to see them invest XP in Tactics, however a PC in a Command Mech plus the Admin, means they're base +4.  Given Skaraborg's Assault bent, if he picked up the Command Atlas and was willing to commit Kromwell to lead rather than typically shoot he'd effectively be +4 and then with the extra bonuses +6.  That said, we do this to have fun and a single +1 on 2D6 isn't going to change things a lot.

A lot of initiative comes down to the card flips.  OpFor won initiative roughly half the time and rarely had the advantage on cards despite being able to cycle them.

As long as folks are having fun, that's what matters most.

Skaraborg has Berthe, with an ungodly set of skills for leadership - it would actually be *much much* better for the unit for Berthe to be the RIO and Kronwall to drive.
« Last Edit: January 16, 2020, 07:26:44 PM by ItsTehPope »
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deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #131 on: January 16, 2020, 07:30:12 PM »

Unfortunately, to get that init bonus, we need to have the commander in charge.
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Hat

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Re: Second CO/GM Communication Thread
« Reply #132 on: January 16, 2020, 07:59:26 PM »

I didn't think that Dancer had the skills for command.  I was surprised that you asked in the first place, Hat.

The single most important skill IMO is Admin/Bureaucracy to ensure that we can support the number of lances in the unit.  (Take the higher of the two * 3) + 3 = Max lances commanded.  From 10 - 12 lances, a +3 in one of those skills is essential.  Dancer hits that.

Of the two, Admin is more useful as the maximum number of Administrators the unit may have is (Admin * 5) + 5.  We have 20, so Dancer in command would mean we'd lose half, but we could get by with 10.  People simply wouldn't get as many bonuses as they do today.  Not a deal breaker.

Negotiation of 3+ is needed to get rerolls on contract provisions.  Much easier with them, but doable without them.

Actually one thing I just noticed which may be a higher priority is for Dancer to get up is Strategy.  Total number of PC lances that can be deployed on a mission is capped by the Unit CO's Strategy score.  I'd missed that before.  Really should target a minimum of 3, 4 is better.  More of a pain without it, just means the battles are likely to be smaller scale or more allied units.

If Benton wants to continue developing that direction, you've got places to put XP.  If he decides it's not for him, then there's an opening in leadership.  I'm good with either, just depends on what you want his story to be.
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deadlyfire2345

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Re: Second CO/GM Communication Thread
« Reply #133 on: January 16, 2020, 08:22:53 PM »

I didn't think that Dancer had the skills for command.  I was surprised that you asked in the first place, Hat.

The single most important skill IMO is Admin/Bureaucracy to ensure that we can support the number of lances in the unit.  (Take the higher of the two * 3) + 3 = Max lances commanded.  From 10 - 12 lances, a +3 in one of those skills is essential.  Dancer hits that.

Of the two, Admin is more useful as the maximum number of Administrators the unit may have is (Admin * 5) + 5.  We have 20, so Dancer in command would mean we'd lose half, but we could get by with 10.  People simply wouldn't get as many bonuses as they do today.  Not a deal breaker.

Negotiation of 3+ is needed to get rerolls on contract provisions.  Much easier with them, but doable without them.

Actually one thing I just noticed which may be a higher priority is for Dancer to get up is Strategy.  Total number of PC lances that can be deployed on a mission is capped by the Unit CO's Strategy score.  I'd missed that before.  Really should target a minimum of 3, 4 is better.  More of a pain without it, just means the battles are likely to be smaller scale or more allied units.

If Benton wants to continue developing that direction, you've got places to put XP.  If he decides it's not for him, then there's an opening in leadership.  I'm good with either, just depends on what you want his story to be.
Currently only 3 pilots have an admin of 3+: Atayde (3), Noussen (4), and Hitzig (5).
In terms of bureaucracy, Mudd (4) and Hitzig (3) are the only two that can keep proper functions as well.
« Last Edit: January 16, 2020, 09:10:24 PM by deadlyfire2345 »
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Hat

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Re: Second CO/GM Communication Thread
« Reply #134 on: January 16, 2020, 09:33:03 PM »

<snip>
Currently only 3 pilots have an admin of 3+: Atayde (3), Noussen (4), and Hitzig (5).
In terms of bureaucracy, Mudd (4) and Hitzig (3) are the only two that can keep proper functions as well.

Noussen is irrelevant as she's not a PC and we're not taking a MSGT and promoting them directly to MAJ or above.  My previous analysis is still correct.
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