OBT Forum
General BattleTech => General Discussion => MechFactory => Topic started by: Ice Hellion on December 05, 2012, 02:59:16 PM
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I was thinking of building a new Periphery 'Mech around the Amaris' Coup with a few variants to give it the needed flexibility.
I still don't know if it should be Taurian or Canopian and it has no name for now.
So feel free to comment on my ideas (don't bother with the name, I will find one when I write the fluff).
Basic design:
40 tons
6/9/5
10 Heat Sinks
7 tons of armour
3 variants:
- the flexible:
* 2 Medium Lasers,
* 2 LRM-5 with 1 ton of ammo,
* 1 Flamer,
* 1 Heat Sink.
- the close combat specialist:
* 2 Flamers,
* 2 Medium Lasers,
* 1 SRM-6 with 1 ton of ammo,
* 1 Heat Sink.
- the hunter:
* 1 Large Laser,
* 1 SRM-6 with 1 ton of ammo.
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My preference would be to drop 0.5 ton of armor for an extra jump jet, making the movement profile 6/9/6.
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Same here drop half a ton for full movement
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I wished to retain the protection but needed to free some weight, hence my choice.
But if you all think that lowering the armour and increasing the mobility is better...
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Pre-modern era weapons (ie Pulse) I still consider speed to be far more useful than armour unless you have an urban fighter then its armour
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I wished to retain the protection but needed to free some weight, hence my choice.
But if you all think that lowering the armour and increasing the mobility is better...
Like I said, it's a personal preference. It's been many years since I've last played, but if I remember correctly, at 6 hexes jump there is an extra -1 to target the moving unit. Or something like that. Moving 6 hexes versus 5 makes you harder to be hit.
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my thought make it a 4/6/4 to cram more guns and heat sinks in, make it a bruiser rather then a sneak and run.
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Like I said, it's a personal preference. It's been many years since I've last played, but if I remember correctly, at 6 hexes jump there is an extra -1 to target the moving unit. Or something like that. Moving 6 hexes versus 5 makes you harder to be hit.
I checked and 5 or 6 makes no differences in the to hit number (or did I misread the rules?).
my thought make it a 4/6/4 to cram more guns and heat sinks in, make it a bruiser rather then a sneak and run.
;D
I still consider speed
Mobility and not speed :P
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Like I said, it's a personal preference. It's been many years since I've last played, but if I remember correctly, at 6 hexes jump there is an extra -1 to target the moving unit. Or something like that. Moving 6 hexes versus 5 makes you harder to be hit.
I checked and 5 or 6 makes no differences in the to hit number (or did I misread the rules?).
I'd go with your answer since you read the rules. I was trying to recall from memory which hasn't been all the great lately. :-\
Considering that finding, increasing the jump movement from 5 to 6 is simply personal preference. On lighter 'Mechs (45 tons and under) I tend to prefer mobility over armor.
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Movement Modifiers
0-2 +0
3-4 +1
5-6 +2
7-9 +3
10+ +4
Jump adds a +1 to the modifier of hexes moved. So, yes, jumping 5 or 6 would get the same modifier.
I like the flexible and the hunter. For the close combat model, I would prefer no ammo on something that light. Maybe dump the SRM-6 and ammo and maybe go with another medium laser and 6 small lasers. It would get a little warm but would cut into a lot of things. Light them up and then jump away to cool off. If you use it in pairs, you could have one jump close and attack while the other is cooling off every turn.
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I like the flexible and the hunter. For the close combat model, I would prefer no ammo on something that light. Maybe dump the SRM-6 and ammo and maybe go with another medium laser and 6 small lasers. It would get a little warm but would cut into a lot of things. Light them up and then jump away to cool off. If you use it in pairs, you could have one jump close and attack while the other is cooling off every turn.
I like it.
I will see how the Heat goes.