RhoOmicronMu wrote:If you don't like what FASA wrote trying to blame it on FanPro and Catalyst Games Labs (mostly the same people) makes you look like a whiny bitch. FanPro and Catalyst are in allmost all cases continuing things lade down by FASA. This is a good example. Your bitching about something that started in (being conservative hear) the FASA published Aerotech 2 (most likely the origonal 80s Aerotech 1).
If the effective range of Battletech weapons is so short explain why a fighter a few meters off the deck has much larger effective ranges than a mech does.
The effective ranges of mechs in the standard ground game are assuming the mech is dodging about inside of the hex (there are various bonuses for shooting at a mech that's actually standing still: fallen mechs and standing still). If a mech stands still and deliberately takes aim with a single arm, effective range is much higher.
lololololol.
Ok, its clear I was referring ENTIRELY to the "ranges are compressed for gameplay" statement, which has led many players to simply say that Mech combat take place at much longer ranges in the BTECH universe than that seen in the game...... even though precious little sources deal with this.
As for the challenges you made, pssstt.... I have done so. Guess what? It even incorporates your mech dodging bit.
The Noisiel Summer Games from Mercenaries Supplemental II. Don't get me wrong, I'm not trying to say mechs are as agile as Mobile Suits.
I'm not, I'm asking for a source so I can dig it up and post it. Unfortunately, Merc Supp II is not a source I have. Do you have direct quotes?
I'm talking about what KE a NAC-35 round would have if it took 60s to reach 432km (24*18km). As expected it's well below a kiloton, because the actual velocity has to be many times the minimum to hit anything at that range. This lines up with the size of the craters produced from orbital bombardment and the nuke rules.
Ah. We're using different high end then. I'm referring to the 1s-10s fudge they used to get the hit small fighters ,which give us hundred kt range.
The Marshals defended newly settled worlds between the TC and MoC. Of course they're not going to have any mechs unless someone gives them some, they've just been colonized. Off the top of my head it was in Star Lord (how many books cover events in the Periphery) a single city in the Periphery had a beet up centuries old mech. Your reference to the outback, IIRC doesn't cover noble forces, corporate security, or privately owned mechs.
I'm actually referring to the force the Marshals were built on, referenced in the Accessory, the Periphery Sourcebook. The Outback include noble forces and has referenced pure conventional forces in the region. Ditto to Periphery worlds in the face of the Clan invasion, which were defended by roving sheriffs of privately owned mechs. Or had worlds which had no mech resistance whatsoever.
The Clan invasion sources where bad about listing militia units. Modern sources give more detail and more data points to form an average. I pointed out Tikinov was a high end, but it was also 22 years before the current setting. There have even been IIRC era specific rules for generating a garrison force written since then.
Yeah. A company of mechs and several regiments of conventional forces.
A quick once over gives many times that number. I'll see if I can get you a complete TO&E. IIRC, 3 Regiments is about the size of a Star League RCT.
Errr, My bad. For some fucking reason, I was referring to a SLDF brigade.
I would point out however, that the Star League sourcebook does detail the TO&E, and refers to the Mech regiment as having 2 mech with one supporting infantry.
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner