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Author Topic: Unit TO&E 9/8/3045  (Read 1230 times)

Timberwolfd

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Unit TO&E 9/8/3045
« on: November 26, 2017, 09:10:41 PM »

Master Personnel Skills Chart: https://docs.google.com/spreadsheets/d/1LxHSicRuJkKJ6FgoP-qSbvmQybpoqjFBDC5F8c8ZAT8/edit?usp=sharing
This form is freely updateable.  As you add XP and change your skills/SPAs, PLEASE change the form to match.
« Last Edit: November 26, 2017, 10:04:14 PM by Timberwolfd »
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Timberwolfd

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Re: Unit TO&E 9/8/3045
« Reply #1 on: November 26, 2017, 10:03:35 PM »

HR Admin Assignments
Dragon
Kong
Skaraborg
Freya
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Darrian Wolffe

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Re: Unit TO&E 9/8/3045
« Reply #2 on: December 04, 2017, 11:58:25 AM »

Current Reinforcement Times (9-22-3045)

Bright Lance: 12-2-5 = TURN 5.  Turn 4 if deploying all Jumping Mechs.

Crusher Lance: 12-1-5 = TURN 6.  Turn 5 if deploying all Jumping Mechs.

Dancer Lance: 12-3-5 = TURN 4.  Turn 3 if deploying all Jumping Mechs.

Dragon Lance: 12-2-5 = TURN 5.  Turn 4 if deploying all Jumping Mechs.

Dunedain Lance: 12-4-5 = TURN 3.  Turn 2 if  deploying all Jumping Mechs.

Freya Lance: 12-3-5 = 4. TURN 4.  Turn 3 if deploying all Jumping Mechs.

Ice Lance: 12-3-5 = 4.  TURN 4.  Turn 3 if deploying all Jumping Mechs.

Kong Lance: 12-1-7.  TURN 4.  Turn 3 if  deploying all Jumping Mechs.

Reaper Lance: 12-2-5 = TURN 5.  Turn 4 if  deploying all Jumping Mechs.

Skaraborg Lance: 12-3-6 = TURN 3.  Turn 2 if deploying all Jumping Mechs.


The Strategy Skill Ratings here *include* the "free" +1 Strategy (to a Cap of 4) which was handed out during the switch to v2-2 of the campaign rules.  As it stands now, for Lances with 5+ Mechs, I tried the fastest and slowest combinations of Mechs which could be fielded; in all cases, due to rounding, your MP-based speed variable in the equation didn't change.  So these values are good for the TO&E as it currently stands.  Do remember, as we add mechs, that your MP-based variable can change depending on what you field, and so if you commit to an earlier reinforcement time, you may have to field lighter, speedier, machines.
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Timberwolfd

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Re: Unit TO&E 9/8/3045
« Reply #3 on: January 28, 2018, 11:45:46 PM »

I plan to put up a revised TO&E on this coming Sunday. Please have the next round of changes, like skill purchases, done by Saturday so I can include them.
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Black Omega

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Re: Unit TO&E 9/8/3045
« Reply #4 on: January 30, 2018, 08:52:30 PM »

Current Reinforcement Times (9-22-3045)

Bright Lance: 12-2-5 = TURN 5.  Turn 4 if deploying all Jumping Mechs.

Crusher Lance: 12-1-5 = TURN 6.  Turn 5 if deploying all Jumping Mechs.

Dancer Lance: 12-3-5 = TURN 4.  Turn 3 if deploying all Jumping Mechs.

Dragon Lance: 12-2-5 = TURN 5.  Turn 4 if deploying all Jumping Mechs.

Dunedain Lance: 12-4-5 = TURN 3.  Turn 2 if  deploying all Jumping Mechs.

Freya Lance: 12-3-5 = 4. TURN 4.  Turn 3 if deploying all Jumping Mechs.

Ice Lance: 12-3-5 = 4.  TURN 4.  Turn 3 if deploying all Jumping Mechs.

Kong Lance: 12-1-7.  TURN 4.  Turn 3 if  deploying all Jumping Mechs.

Reaper Lance: 12-2-5 = TURN 5.  Turn 4 if  deploying all Jumping Mechs.

Skaraborg Lance: 12-3-6 = TURN 3.  Turn 2 if deploying all Jumping Mechs.


The Strategy Skill Ratings here *include* the "free" +1 Strategy (to a Cap of 4) which was handed out during the switch to v2-2 of the campaign rules.  As it stands now, for Lances with 5+ Mechs, I tried the fastest and slowest combinations of Mechs which could be fielded; in all cases, due to rounding, your MP-based speed variable in the equation didn't change.  So these values are good for the TO&E as it currently stands.  Do remember, as we add mechs, that your MP-based variable can change depending on what you field, and so if you commit to an earlier reinforcement time, you may have to field lighter, speedier, machines.

Dancer currently arrives as reinforcement on turn 4.  12-avg walk 5.25-2 strategy-1 all jump
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