Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]

I've just been reading through the Locust varients on chaos march site. I'm hoping I can pick the brains of those who know what they are talking about.

Notes:
- The 3M (MedLas, 2xLRM-5) has only Armour Factor 16! Pass.
- The 1S (MedLas, 2xSRM-2) has Armour Factor 48.
- I can't see the difference between the 1-V and 1-E (MedLas, 2xMG). Both have the same weapons, armour and equipment according to this TRO. But the listed battle values differ significantly. 1V (356). 1E (484).
- The 3V (2xMedLas, 2xMG) drops its armour to 58 in return for an additional Med Laser. With Dam5, the pair of Med Lasers gives this model a bit more clout.

OK. Here's the (somewhat disjointed) thinking. None of the varients carry anything with a decent punch at a distance. So, load up on short range stuff and get in fast and hit legs, behinds, etc as hard as possible from up close. The 1S is my prefered weapon combination (think Gundam missile salvos!), but Armour Factor 48 sounds fairly thin, even for a Locust. The 3V actually has a relatively good hitting power with the twin Med Lasers. To what extent would replacing the MG's with Anti Missile Systems be useful/possible? Or just stick with max armour (64), Med Laser and twin MGs (1V or 1E)?

Thanks.

the head of the dog
 

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Actually, the Locust 1E is not a medium and 2 machine Guns, the Locust 1E is a pair of Medium Lasers, and a pair of Small Lasers, it has 94% of max possible armor for its size, and enough heat sinks to run at max speed and fire all weapons and still not build up heat at all.
 

Thought as much. They just duplicated the 1V TRO for the 1E.

2xMedLas, 2xSmallLas, Armour Factor 60 sounds like a fairly good mix. Max Dam 16 at range 3, max Dam 10 at range 9. The MedLas, 2xSRM-2, Armour Factor 48 gives me max Dam 13 at range 9.

In the PC game I used to jam the Locust up behind the Heavy Mechs and take out their legs with linked MGs. But then, the Computer pilots were kinda dumb. How likely am I going to be to get within 3 of the opponents do you think?

I'm starting to think the 1E is the go.
 

Personally, since you said its an antiquated mech thats been in the family for awhile, and most likely been repaired a good bit, had to have parts replaced, etc, I would see if Douane wouldn't let you replace the 2 small lasers with a medium they are the same weight, but if not, its not bad, the small lasers are useful since the locust is very good about doing end runs and sneaking in behind with its highspeed, so yea, you can definitely do it in a locust, but, its not worth it shooting them in the legs, it wont kill them, hamstring them yes, but not kill, most likely you'll hit them in the rear armor which is a lot lighter then the frontal armor.
 

The three MedLas seems like a fairly obvious variant. Initially I thought it was a problem with mounting a 1 ton weapon on the arms - but the missile variants have 1-2 ton weapons mounted in those locations. Perhaps its a heat thing. Which is not good - I always overheated my mechs :(

Cheers.
 

One thing to remember about regular machine guns is that they are absolute hell on infantry. Each one has the capability to kill 24 infantry out in the open, or 12 if they have some cover. As a scout mech you will probably run into infantry in your scouting duties. Granted the LCT-1V has WAY too much machine gun ammo, but most 3025 mechs mount a full ton instead of the more realistic 1/2 ton. The all laser LCT-1E variant is nice but don't forget about the usefulness of a good old minigun vs nonmech foes.
 

doghead said:
[...]
- I can't see the difference between the 1-V and 1-E (MedLas, 2xMG). Both have the same weapons, armour and equipment according to this TRO. But the listed battle values differ significantly. 1V (356). 1E (484).

Ahem! ;)

See 180 posts ago!


:D


Folkert
 
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doghead said:
How likely am I going to be to get within 3 of the opponents do you think?

Remember that in this game (unlike the PC game) there's physical attacks like punches, kicks, charges, and the infamous Death From Above, and the damage they do is related to your weight. Lingering for even a turn within range of a heavier mech's running distance can be disastrous for a Locust. Also, thanks to torso-twisting and initiative vagaries, the chances of you getting many good shots on a target's rear at close range without exposing yourself to serious danger are slim.

But that's okay, because Locusts are quite good getting away quickly, and blasting heavies isn't their job. : ] What you're really good for is being a forward observer for Kevin, our resident ballistics pilot, whose LRM and AC/10 can arc over the hills and trees to pummel your targets for you.

Unfortunately, my Warhammer can't do any of that stuff, since I don't have any indirect-fire weapons. I sense lots of time spent chasing after our faster team members in my future. : ]

-S

PS - Douane, Jake is posted in the Rogue's Gallery.
 


well if someone plans to go behind enemy mechs we shouldn't forget that we pack a lot of speed so some uf us should be able to do it. And lets be honest, we don't stand a chance against an equal number of heavier mechs, so either we take them out one by one or we're toast.
Ok there's that Warhammer hidden up shurai's sleeve...
Still since we are not in the time of the clans or any of those Mechwarrior cames there Mechs come cheaper by the dozen we probably have to worry a lot more about other kinds of troops than we'd like.
 

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