I am going to be playing a game of BTECH soon and I am the Clan. I have no Idea of what mechs to get. I get 235 tons and can only have three mechs. What would be the best combo? The other side has a total of 1100 tons and at the max 17 mechs. There are two other players on my team but I have no idea what they are getting. Any suggestions would be nice since I haven't played the Clans. Thanks "I wouldn't call you king just because some totsy lady in a puddle gave you a sword."
In article <7...@orbit.cts.com> af...@pnet51.cts.com (Aaron Foss) writes:
> I am going to be playing a game of BTECH soon and I am the Clan. I >have no Idea of what mechs to get. I get 235 tons and can only have three >mechs. What would be the best combo? The other side has a total of 1100 tons >and at the max 17 mechs. There are two other players on my team but I have no >idea what they are getting. Any suggestions would be nice since I haven't >played the Clans. >Thanks
Try a Daishi(@100 tons), Man-o-War(@80 tons), Royken(@55 tons).
- -- * Syr Otto von Schwartzkatz * Robert Eugene Day * * Shire of Mugmort * The opinions expressed here are * * Barony of the Middle Marches * my own. (I have no one else to * * Kingdom of the Middle * blame but myself.) *
In article <7...@orbit.cts.com> af...@pnet51.cts.com (Aaron Foss) writes:
[3 clan mechs 235 tons wanted]
Hmmm...there's a 100 tonner with a good variant...Daishi Widowmaker variant that appeared in one of the books. Basically a ER PPC mech with sufficeint heat sinks to fire all the time. There's a 35 tonner with a gauss rifle I'm told. 4+ ER PPCs and a Gauss Rifle firing every round (plus other misc weapons) will ruin someone's day. Remember... you have the range advantage...use it and gang fire on the IS mechs. They out ton you by a good margin so that chivarly nonsense will simply get you killed. Pick the right mechs and you may have the speed advantage...use it to sit at you optimum ranges while denying them good shots. Kill the medium mechs first if you can...they tend to be similar to battlecruisers...able to dish out damage but unable to take it as well as real battlewagons.
How can help me. I have some problems with the rule book of CITY-TECH. I do not understand the airotech-rules. Could someone explain me the rules. Thanks Sortek.cs.tu-berlin.de
In article <7...@orbit.cts.com> af...@pnet51.cts.com (Aaron Foss) writes:
> I am going to be playing a game of BTECH soon and I am the Clan. I >have no Idea of what mechs to get. I get 235 tons and can only have three >mechs. What would be the best combo? The other side has a total of 1100 tons >and at the max 17 mechs. There are two other players on my team but I have no >idea what they are getting. Any suggestions would be nice since I haven't >played the Clans.
Well, hopefully your teamates will have at least equal tonnage as yourself, otherwise, you're roast. But, here is a suggestion: (and this coming from a guy who loves to hate clans!!!!)
100 ton Daishi Widowmaker LA: ER PPC Large Pulse Laser 3 D-heat sinks RA: ER PPC Large Pulse Laser 2 D-heat sinks 2 tons AC/20 ammo -case- H: ER Small Laser LT: 4 more D-heat sinks RT: Ultra AC/20 CT: 2 ER Med Lasers LL/RL: 1 D-heat sink each 60 ton Vulture B
75 ton Mad Cat B
Being limited to three mechs, you should go for the heaviest, adn then two lighter, but very deadly companions. watch out for the vulture, as it does not have the armor to stamd up to a heavy 'gang-bang' of inner sphere fire (one of my favorite tactics.. sent an undamaged Man O' War to the groud with no legs, arms or CT in one round.. with the fire of *only* 8 inner sphere mechs and vehicles)
hope this helps (of course.. run away from any zeus mechs on the field!!! =)
>Thanks >"I wouldn't call you king just because some totsy lady in a puddle gave you >a sword."
'Jist 'cause some moistened bink threw a scimitar at you...' =]
Linus VanPelt
-- \ / " Federated Commonwealth ZEU-7PPC Zeus. [\__/n\__/] The final word in thinning out the clans. [ | |O| | ] Comm'on Clanners. I'm waiting. " /[/| |_| |\]\ // | 2 3 | \\_ -- Col. Taran 'ClanSlayer' Tor /=\ >-----< |O| | | /_______\ | | 17 confirmed clan mechs killed. (*) | | | | U (ok, so he's the last one left in |_| |_| the battalion, but _We_ won.) |F| |C| |_| |_| li...@nick.rit.edu or /___\ /___\ jmc6...@ultb.rit.edu
From article <7...@orbit.cts.com>, by af...@pnet51.cts.com (Aaron Foss):
> I am going to be playing a game of BTECH soon and I am the Clan. I > have no Idea of what mechs to get. I get 235 tons and can only have three > mechs. What would be the best combo? The other side has a total of 1100 tons > and at the max 17 mechs. There are two other players on my team but I have no > idea what they are getting. Any suggestions would be nice since I haven't > played the Clans.
Hmmmm...I assume you mean that there are three players on your side with about 235 tons of Clan tech each, and N players of 3025 tech totalling 1100 tons on the other side.
This will be a bloodbath if you are all playing at once.....sigh....
Anyway, an automatic choice has to be the Masakari-(C?), with linked ER PPCs and LPLs with a TarComp. 85 tons of instant death. Shoot at will until you get a good to-hit, then blow off a leg or the CT (your choice....). Watch the heat, but be prepared to go to around 10-15 to get a kill. No ammo to worry about.....
Maybe a Daishi-(Widowmaker) [100 tons] plus a BlackHawk-Primary [50 tons] to round it off? The Masakari gets to a big hill and blows the .... out of them at long range, the Daishi closes (slowly :-)) and blows away anything that gets near it, and the BlackHawk is used to kill enemy assault Mechs (jump behind and give it all 12 ER MLs in the rear. Sure, you may shutdown for a round, so just be a little careful - and be sure you kill the target!!!!). Again, no ammo to worry about.
As to team balance, you should try to include a couple of lights to perform outflanking duties. The Dasher-D [20 tons, 5 ER MLs, TarComp, and Flamer, 10/15/- move or 20 with MASC, etc...] and Dragonfly-A [8/12/8 move plus some decent weapons and armour] come to mind. If you have to design individually, though, just go for firepower.
David.
-- ___ ~~ | David J. Low, Atmospheric Group, Dept. Physics / /-----^-/~~~ | Adelaide University, South Australia / /-------/~ "I'll be back"| <__/ ' --- Arnie | E-Mail : d...@physics.adelaide.edu.au
> Remember... you have the range advantage...use it and gang fire on the > IS mechs. They out ton you by a good margin so that chivarly nonsense will > simply get you killed. Pick the right mechs and you may have the > speed advantage...use it to sit at you optimum ranges while denying > them good shots. Kill the medium mechs first if you can...they tend > to be similar to battlecruisers...able to dish out damage but unable > to take it as well as real battlewagons.
Sorry Nigel, but what you are suggesting is not a "fair" fight. You may not agree with the rules, but Clanners should be played accordingly. And yes, a 2 to one advantage is ok for the Inner Sphere, they die so fast!
So if you guys can't even play by the limitations.... maybe you shouldn't play Clan, you seem unbale to grasp the concepts and the challange... Pity.
> Nigel
Roll! ___ +---------------------------------------------------+ Over! __ ( . ) From : Stephane I. Matis _/__\(___) Internet : kgn...@concour.cs.concordia.ca / /\\[==]//\ \ Working at : Newfoundland Offshore Contractors /_/ |THOR| \_\ Studying at : Concordia University, Montreal [00] _//==\\_ [00] / _/--\_ \ "It Just Works... " - Steve Paul Jobs, CEO NeXT |__| |__| (__] [__) "Clam Warships are landing on Toycod !" - Anonymous [_=_] [_=_] +---------------------------------------------------+
At the Purdue Wargamers, we actually bid among ourselves for the Clan Forces (okay, so we ARE crazy). We simply use the fighting style as part of the bid. (Needless to say, it is considered a BIG advantage to gang-fire. I had to drop my teams last bid 15 tons below the minimum to get the fight, and against unknown forces. That HURT!)
kgn...@concour.cs.concordia.ca (MATIS stephane) writes: >> Remember... you have the range advantage...use it and gang fire on the >> IS mechs. They out ton you by a good margin so that chivarly nonsense will >> simply get you killed. Pick the right mechs and you may have the >> speed advantage...use it to sit at you optimum ranges while denying >> them good shots. Kill the medium mechs first if you can...they tend >> to be similar to battlecruisers...able to dish out damage but unable >> to take it as well as real battlewagons. >Sorry Nigel, but what you are suggesting is not a "fair" fight. You may not >agree with the rules, but Clanners should be played accordingly. And yes, a 2 >to one advantage is ok for the Inner Sphere, they die so fast! >So if you guys can't even play by the limitations.... maybe you shouldn't play >Clan, you seem unbale to grasp the concepts and the challange... Pity.
Wait a second. Now, I can understand where the Clan members would want a fair fight, but does making the fight fair include giving up the advantages of a particular mech (aka longer range)? It makes sense to me that although the clan warriors might not gang up on an IS mech, they would definitely use any advantage their mech has over the IS mech, such as speed and range.
All this talk of the clans always wanting to fight fair should be taken with a grain of salt. The clans were created on military principles and anybody in the military will tell you that if you want to win a war to do not give up any advantages you have over the enemy. In fact, you should do the opposite. Exploit any advantages. If you have faster mechs, engage the enemy in open terrain and use hit and run tactics. If you have more powerfull, slower mechs engage the enemy in rugged terrain that is hard to move in. If you outnumber your enemy, attack him with all your forces.
The clan invasion of the Inner Sphere will not succeed if they are always tryingto "even the odds" when they have the clear advantage. Although, now that I think about it, that may be why FASA is trying to push that kind of clan thinking. They could be trying to make the invasion a little more fair.
Basically, if all the clan does is land their mechs in a big group and charge after the IS mechs, they can be easily defeated by superior strategy on the part of the IS commanders.
Also, I have haven't been playing BattleTech for long so correct me if I am wrong, but from what I can tell, the Inner Sphere appears to have more troops, mechs, etc. Although the clans have better trained warriors, that just means that more are eliminated during the training process. This cuts the number substantially, thus giving the IS the advantage of numbers. Plus the Inner Sphere has supply lines which are much easier to maintain.
Anyway, I would like to end this with a bit of knowledge from that ancient strategist Sun Tzu. The greatest Generals are not the ones that fight the hardest battles. The truly great General fights battles which are easily won.
>> Nigel >Roll! ___ +---------------------------------------------------+ >Over! __ ( . ) From : Stephane I. Matis > _/__\(___) Internet : kgn...@concour.cs.concordia.ca > / /\\[==]//\ \ Working at : Newfoundland Offshore Contractors > /_/ |THOR| \_\ Studying at : Concordia University, Montreal > [00] _//==\\_ [00] > / _/--\_ \ "It Just Works... " - Steve Paul Jobs, CEO NeXT > |__| |__| > (__] [__) "Clam Warships are landing on Toycod !" - Anonymous
In article <kp92vbINN...@matt.ksu.ksu.edu> nhowl...@matt.ksu.ksu.edu (Neal Patr
ick Howland) writes: >kgn...@concour.cs.concordia.ca (MATIS stephane) writes: >>Sorry Nigel, but what you are suggesting is not a "fair" fight. You may not >>agree with the rules, but Clanners should be played accordingly. And yes, a 2 >>to one advantage is ok for the Inner Sphere, they die so fast! >>So if you guys can't even play by the limitations... maybe you shouldn't play >>Clan, you seem unbale to grasp the concepts and the challange... Pity.
What exactly are the limitations the Clan warriors should be under. I understand that they would not "gang-up" on enemy 'Mechs because they thought that if one of their pilots could not defeat their foe, they desirved to be killed. But what other limitations should the Clan be under? -- * Syr Otto von Schwartzkatz * Robert Eugene Day * * Shire of Mugmort * The opinions expressed here are * * Barony of the Middle Marches * my own. (I have no one else to * * Kingdom of the Middle * blame but myself.) *
In article <2...@daily-planet.concordia.ca> kgn...@concour.cs.concordia.ca (MATIS stephane) writes: >Sorry Nigel, but what you are suggesting is not a "fair" fight. You may not >agree with the rules, but Clanners should be played accordingly. And yes, a 2 >to one advantage is ok for the Inner Sphere, they die so fast!
At no point in the "rules" do they state that the clan must never gang fire on opponents. Given the restriction to 3 mechs and I recall a slightly greater then 2-1 tonnage difference he has a serious fight on his hands. You lose some honor if you fight like you have two brain cells to bang together but you lose a lot more if you lose the battle.
IS mechs do not die any faster than clan mechs. They simply dish out less damage. The more efficient IS mechs tend to be withing a few points of maxing out armor. You give me 2-1 superiority, C3 computers and gang firing IS mechs and a "fair" clan general and I'll kill him almost every time. It's much more of a challange if both sides go all out. Mostly clan equipment is about half the weight which makes the 2-1 ratio about right. I'd say it would be more like 2.5-1 since clan weapons tend to have greater range.
>So if you guys can't even play by the limitations.... maybe you shouldn't play >Clan, you seem unbale to grasp the concepts and the challange... Pity.
Clan equipment is too weenie to begin with if you have to use these half-assed "fairness" rules. War ain't pretty and it ain't fair. The sooner people learn that the sooner they end. Fact is clan equipment is too weenie...LRM20s with no min range and 1/2 weight? Right.
I'm one of the other people on his team, and I feel I should clear something up here: My team has about 700 tons, and the opposing team has 1100. That's not really even very close to 2:1. The three-mech restriction is per player--there are three players, nine mechs, 700 tons, to our opponent's one player, max 17 mechs, 1100 tons.
UUCP: {crash, kksys}!orbit!pnet51!jduffin | Life is complex. It's made ARPA: crash!orbit!pnet51!jduf...@nosc.mil | up of real and imaginary INET: jduf...@pnet51.cts.com | parts. AltINET: 2...@offhook.marilyn.mn.org--can't handle more than 2k per message yet.
In article <7...@orbit.cts.com> jduf...@pnet51.cts.com (Joshua Duffin) writes:
I'm one of the other people on his team, and I feel I should clear something up here: My team has about 700 tons, and the opposing team has 1100. That's not really even very close to 2:1. The three-mech restriction is per player--there are three players, nine mechs, 700 tons, to our opponent's one player, max 17 mechs, 1100 tons.
Ah. 700 to 1100...you guys should crush unless the other player is exceptional or lucky. 300 to 1100 is much more challenging ;-). I still give the IS a good chance though if certain tactics are employed and you guys dont have enough ECM support. C3 with gauss rifles and decent pilots will drop one of your heavies per round if you aren't careful.
> At no point in the "rules" do they state that the clan must never gang > fire on opponents. Given the restriction to 3 mechs and I recall a > slightly greater then 2-1 tonnage difference he has a serious fight on > his hands. You lose some honor if you fight like you have two brain > cells to bang together but you lose a lot more if you lose the battle.
Quote : " Clan Tactics: As warriors steeped in the traditions of honor, the Clans disdain the standard Inner Sphere tactic of concentrating all available firepower on a single enemy, preferring one-on-one 'Mech combat. Thus, Clan forces can be prohibited from attacking F-C targets with anything more than one unit each turn. "
- The Battle for Twycross, FASA 1653 , page 5
Quote : " Elementals: Clan warriors are driven by a code of honor that defines their fighting tactics. In contrast to the Inner Sphere tactic of all troops engaging and wiping out a single target or enemy, a Clan Elemental will target a single opponenet, fighting it out unit either he or his enemy is destroyed. To simulate this in scenarios using Clan Elementals, the following rules apply. Once an Elemental fires on an infantry tropper, no other Elemental can fire on that trooper unless the first Elemental attacker is destroyed. When Elementals of the same Point (5 Elementals) engage a BattleMech or vehicle in combat, ONLY Elementals of that pint may fire on the 'Mech/vehicle until all members of the original Point are destroyed/killed.
- CLANTROOPS, FASA 1664, page 16 COMBAT
> IS mechs do not die any faster than clan mechs. They simply dish out > less damage. The more efficient IS mechs tend to be withing a few > points of maxing out armor. You give me 2-1 superiority, C3 computers and > gang firing IS mechs and a "fair" clan general and I'll kill him > almost every time. It's much more of a challange if both sides go all > out. Mostly clan equipment is about half the weight which makes the > 2-1 ratio about right. I'd say it would be more like 2.5-1 since clan > weapons tend to have greater range.
C3 is rare, and really, not required. It might even be over-kill. If your IS, then you snag the Clanner in close and pummel him. If you Clanner, you stay out far, and lure the IS guy into fighting matches his unable to win. And if you tell me a Large Pulse Clan Laser is not unfair .... sheesh !
> Clan equipment is too weenie to begin with if you have to use these > half-assed "fairness" rules. War ain't pretty and it ain't fair. The > sooner people learn that the sooner they end. Fact is clan equipment > is too weenie...LRM20s with no min range and 1/2 weight? Right.
Weenie in what sense ?... Defenitely not in efficiency or "deadliness". War is not what the Clans fight ! Their on a CRUSADE! And they do as they them well please! ONLY 4 Clans attacked at first, because it was Sporting of THEM. Can't you see, if they fought like the IS, there wouldn't a single rock left untouched by them all the way to the Taurian Concordat!
They don't "WAR", they "Hunt" animals of "lower" esteem. And that's how they SHOULD be played. My argument is this, if you play'em... then PLAY'EM! Myself, I hate the limitations as much as you, but they are "fun" and challanging to play. To each his own in this. I guess JUST PLAY IT! stands true!
> Nigel
P.S. I usually play COMSTAR or my custom units.
Roll! ___ +---------------------------------------------------+ Over! __ ( . ) From : Stephane I. Matis _/__\(___) Internet : kgn...@concour.cs.concordia.ca / /\\[==]//\ \ Working at : Newfoundland Offshore Contractors /_/ |THOR| \_\ Studying at : Concordia University, Montreal [00] _//==\\_ [00] / _/--\_ \ "It Just Works... " - Steve Paul Jobs, CEO NeXT |__| |__| (__] [__) "Clam Warships are landing on Toycod !" - Anonymous [_=_] [_=_] +---------------------------------------------------+