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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.) *
[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.
Nigel
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
/___\ /___\ jmc...@ultb.rit.edu
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 : dl...@physics.adelaide.edu.au
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!)
A. Hasara
has...@gn.ecn.purdue.edu
>> 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
Ci
Neal Howland
nhow...@matt.ksu.ksu.edu
C
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> [_=_] [_=_
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?
>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.
>> Nigel
>Stephane I. Matis
Nigel
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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.
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.