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

So a Marauder should try for close combat then. Alright I'll do that.

Still it seems kind of strange that a marauder is considered a close range mech. The 2 PPC's mean I could do a lot of damage at long range and don't have to worry about ammo. The 20 heat sinks mean I could fire both PPC's and walk each round without much penalty. And my high gunnery means I have an almost decent chance to hit a slow mech at long range or a fast one at medium.

But then that's from the viewpoint of someone who has never fought a real battle before. I'm sure I'll learn better once I've fought a couple of times.
 

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Drakknyte32-

Just remember that the battlefield is a complicated place. : ] Your Marauder has an array of different weapons because it's a flexible 'mech capable of handling many different situations. Your mech's heavy armor is good for letting you often engage at closer distance, but the best idea is to always work in the context of the battlefield as it is. : ]

-S

PS - Minimum range works like this: +1 to the to-hit target at minimum range and +1 for each hex closer in. So a PPC (min range 3, short range 1-6) would get +1 at 3 hexes, and +0 at four or more hexes. As you can see, the ideal engagement distance for it is 4 to 6 hexes, but 2 is doable and 3 is pretty good, too. So, go ahead and charge unless there's a good reason not to. : ]
 

It's not so much that the 3D Marauder is close range as it not being totally a long range machine. At shorter distances, your to-hit numbers improve, based on your armament. Unless your guns have a minimum range. For the PPCs, 4-6 hexes is best. 3 hexes gets you a plus 1 (Plus is bad. Both Battletech and Mechwarrior are roll under systems.). 2 hexes or 7-12 both get you a plus 2. Being adjacent nets a plus 3, and from 13-18 a plus 4. So, even at point blank range, PPCs are still better than at long. This is usually the case with most weapons save LRMs. (At point blank range, they get a plus 6. When anything over 12 can't hit at all, and it's usually added to a 4 to start off with without taking into account either machines' movement....)

Plus you have the other weapons. A large laser and a pair of mediums are quite respectable. A large laser is actually a longish ranged weapons, but firing it in concert with your particle guns will rapidly shoot your heat through the stratosphere and quickly degrade performance.

So, the 3D's arnament are good at most ranges. So closing is okay. Hanging back, though is also okay. In many cases, it is even preferable. Many mechs use short ranged weapons as their main guns.(The standard Hunchback for instance has no weapon with a range greater than 9.) It's good to have better to hit numbers, but it's even better to be where they can't hit you at all, especially in the case where they're trying to hit you with a 20 class Autocannon (The absolute most vicious gun in the game.), as in the Hunchback; or a quartet of medium lasers, an SRM 6, and a pair of machine guns, as in the BattleMaster. Though a Battlemaster packs a single PPC for long range, the 10 damage is better than the 36 it can potentially nail you with in close distances. And having that split among 6 guns means he has a chance to hit you with at least something, as proposed to a single sniper weapon that is all or nothing.

So it's often based on your opposition.

Another determinant for what range to engage the enemy is physical attacks. Usually, heavy is better, as damage is based mainly on weight. The Marauder's kick at 15 damage, is devastating. However, it has thinly armored legs. So if a comparably sized mech kicks back, it can quickly become overwhelmed. Even worse for punch damage. Usually, a 75 tonner will get two 8 point 1 in 6 chances of hitting the head of your opponent. But the Marauder has no hands. This halves the damage, to a fairly crummy four.

So, at close range, the chances of physical confrontation increases, which is, for the Marauder, a very mixed bag. In BattleTech, almost nothing is cut and dried.

So, just some things to think about.
 

Mike D F said:
In BattleTech, almost nothing is cut and dried.

That's one of the things I like most about the game: It really is a rich tactical experience.

I don't know if you've read this admittedly lengthy thread all the way through, but you should know though that this particular campaign is probably going to be more RP than mech combat. That said, Douane should let you know one way or another soon. : ]
 

Actually I did read the whole thing through. It was good practice speed reading.

I noticed the part about more role-playing than mech combat and I understand it. I'm just trying to get a feel for the rules and the mech rules are the most complicated. I'm sure as we continue I'll have a lot a questions about the setting and skillls too.
 

Drakknyte32 said:
Actually I did read the whole thing through. It was good practice speed reading.

Heh, sorry! I should've mentioned that I was addressing Mike D F at the time; my apologies.
 


shurai said:
That's one of the things I like most about the game: It really is a rich tactical experience.

I don't know if you've read this admittedly lengthy thread all the way through, but you should know though that this particular campaign is probably going to be more RP than mech combat. That said, Douane should let you know one way or another soon. : ]

Oh, I've read it through. I just can't help expounding at length about subjects near and dear to the cockles of my heart. I like to think of myself as a helpful robin, chewing up and partially digesting prized earthworms of knowledge, helpfully regurgitating down the throats of all the young fledglings looking out from the nest of ignorance.

Ah, such a lovely visual.
 
Last edited:

Everyone,

I'm back!

Looks like the boards have finally stopped constantly logging me out and hanging up with my posts.


Just posted a bit of an update and hope to post some more in a few hours.


Folkert
 


Into the Woods

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