Battletech - Blood of Kerensky


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I know. I'm on my way. As I said, The Project from Hell has finally wound down. I'll be catching up today as much as I can. The rest will have to wait for Monday.
</hijack>
 



Jemal said:
ALSO, Remember that if they won initiative they can just turn around after you land behind them (Movement phase THEN attack phase), and you gain no benefit...

Three words:

DEATH FROM ABOVE!
 


Darimaus - I attached a .jpg of my build and sent you an e-mail copy. Hopefully that works.

Regarding trials, I partner up with Jemal for the first run! We'll pave the way!


-Blood
 

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Jemal said:
As for the Light vs Heavy mech.. I've seen light mechs tear heavy mechs apart. It's just a different playing style. Specially if we're using the double-blind rules, they can be very effective. Light mech winning initiative means they're gonna be shooting yer rear arc.
Don't be given away my secrets!
I find that, when given the option, Assualt and Heavy Mechs are the common choices and I am a person who enjoys the abnormal. To each their own!

I hope those rolls do not reflect your skill levels. If so, than I am off to a medium 4 & 4 start.

-Blood
 

Jemal said:
OK, why does everybody keep talking about ATM?
I've heard of AMS (Anti-Missile System), but never ATM..
The Drawing Board program has entires for ATM-3, 6, 9, and 12 launchers. They are missiles. Brother Allard provided a link to a BT site that described the ATM missiles, apparently they are Clanner "Advanced Tactical Missiles" or somesuch. Some wierd multi-purpose missiles.

As for the Light vs Heavy mech.. I've seen light mechs tear heavy mechs apart. It's just a different playing style. Specially if we're using the double-blind rules, they can be very effective. Light mech winning initiative means they're gonna be shooting yer rear arc.

And yeah, Invisiblecastle's been out for about 10 hours now that I know of. ENWorld's loading normally for me.
Light 'Mechs are typically faster and thus harder to hit, they can close in or escape more rapidly, and there's more honor to be gained in them. A Clansman would not normally stoop to attacking a lighter 'Mech unless there were no other targets nearby, usually.

Invisible Castle has been working fine for me today. EN World would not load at all for most of yesterday, though.

As for my chart....that is unusual since I copied the ranks out of the MechWarrior 2 computer game manual. :confused: I cannot remember myself if Star Captain is a lower rank than Star Commander....

Rhun, see ya later! Hope things slow down some for ya.
 

Dire Lemming said:
Well I'm just totally screwed then aren't I? Guess I could try trading them for ECM, but I don't have any more torso slots.

I have six jump jets.

Anyway, if you need a sacrificial noob. I guess I'll do it. Being trodden on doesn't hurt as much when you've grown acustomed to it. :heh: :confused:

I'd suggest you wait to be second or third in line for the Trials of Position....

You could swap the Micro lasers for a Small laser or two, whatever fits within the bit of tonnage you have left. Perhaps swap something else out as well and equip a few Flamers to try and overheat enemy 'Mechs?

Bloodweaver1 said:
I find that, when given the option, Assualt and Heavy Mechs are the common choices and I am a person who enjoys the abnormal. To each their own!

I hope those rolls do not reflect your skill levels. If so, than I am off to a medium 4 & 4 start.
Likewise! I am just not sure I would handle a light 'Mech or a Shadow Cat (one of my favorites) as well with me being rusty by several years, and I just really really like Stone Rhinos, despite my usual preference for lighter, faster 'Mechs.

And I worry about my own two rolls..... As a 4 and a 1, I'd either be an average gunner and terrible pilot, or a terrible gunner and average pilot. Which would really suck.
 

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