shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 11, 2020 11:41:58 GMT -4
I see in the rules that all mechs are assumed to have BA grab bars and thus can carry BA.Do vehicles also have these, or does a vehicle require a dedicated troop transport bay with enough tonnage to hold and carry BA if it's not an omnivehicle?
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Post by catfishkailen on Oct 11, 2020 12:46:43 GMT -4
I have tried a movement of 6 ba and a vehicle and was denied by lack of troop space.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 11, 2020 16:28:22 GMT -4
OK, gonna need mag clamp BA then.
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Post by catfishkailen on Oct 11, 2020 21:40:52 GMT -4
Heavy apc’s hover cheap and fast.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 11, 2020 22:03:29 GMT -4
Yes, but the Skimmer is faster and cheaper, enough to make mag clamp BA the financially superior choice for grabbing territory as far as I can discern.
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Post by catfishkailen on Oct 11, 2020 22:38:59 GMT -4
Well if we're talking best financial choice.
Two squads rifle infantry put inside an Armored Personnel Carrier (Hover) 10 grids per turn at 90k c-bills.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 11, 2020 23:29:41 GMT -4
OK, something's weird because in megamek a squad of foot infantry with rifles costs ~150k cbills, but in mechhq it costs ~30k.
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Post by catfishkailen on Oct 11, 2020 23:54:18 GMT -4
Infantry are cheap on the purchase. But expensive monthly in wages. MekHQ has accurate values to the campaign. Megamek assumes wages and equipment already accumulated or something like that. Whenever I want to check the price of a 'mech variant I just load up mekhq quick.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 12, 2020 2:58:20 GMT -4
The 30k in MekHQ is just the cost of the weapons and equipment for the squad without the expense of the soldiers or their training. You have the additional initial expense of hiring the soldiers and the ongoing wages that CatfishKailen mentioned.
Your skimmers with mag-clamp BA concept definitely has the potential to be cheap way to quickly take lots of territory, but bandits may cause some problems. Whether the rewards of quickly claiming territory is worth the risks is something you will need to decide for yourself.
If we assume a 1/20 chance of encountering bandits when entering an unclaimed location then with their 17 movement each Skimmer/BA team is going to have frequent bandit encounters. The average number of battles for a given number of grid squares captured is going to the be same as with slower forces, but because of your speed you will be having those battles in a shorter period of time. The bandits will be scaled to the battle value of your force and with your better human thinking you should be able to defeat Princess, but the Skimmer/BA teams are going have problems due to the damage they receive from occasional bandit shots that hit. The loss of a small number of suits would leave a team unable to claim territory and the skimmers are very vulnerable to motive systems hits or complete destruction.
Another long term issue would be the lack of decent salvage, since the battles will be scaled to the low bv of the Skimmer/BA team. The skimmers can take a lot of territory, but you will need to consider how you will defend it in the future. I expect most of the bandits encounters would be with something along the lines of a single infantry platoon or squad of BA infantry and a small tank or infantry fighting vehicle. Sometimes they might have two small vehicles or there might be small protomech instead of a vehicle. Salvage taken from bandits is a way to grow your forces significantly more quickly than your taxes alone would allow, but you won't gain much of value if your salvage is mostly the weaker units encountered by your Skimmer/BA teams.
I will give the experiences of a couple of my units to provide some firmer information for you to consider. My starting force had no infantry or BA, but an early purchase was a couple of infantry platoons that I deployed on my third turn. One of those platoon is currently in a fast transport being escorted by two small hover tanks and an attack helicopter. The slowest vehicle has a movement of nine and the total BV is about 1500. From the unit's two bandit encounters I have salvaged and repaired for my own use a Cicada Battlemech, an Orc Protomech, a Hunter (ERLL Variant) and a Hipparch Hover Tank. In addition to the repairable vehicles they have also captured a pair of Badgers that were only fit for scrap, the equipment from two jump infantry platoons and claimed a 500,000 c-bill bounty that was on the pilot of the Cicada. Similarly their sister platoon in a slower (move 7) and weaker (about 1000 bv) force has from two battles salvaged two Scorpion light tanks, a Rock Rover half track, the gear from two infantry squads and a flatbed truck. They also reinforced a battle that one of my other units had triggered. So while they haven't claimed as much territory as Skimmer/BA teams may have done, together they have managed to salvage almost a company of various mixed units and their escorting forces have gained valuable combat experience. There has also been significantly higher quality salvage captured by the 1500bv force when compared to the 1000bv force.
As another example, one of my initial units was a platoon of Ibex RV(Gauss) support vehicles that are used as a very light ground recon force. This unit keeps finding trouble and their battles are probably decent examples of the lowest tier of bandit forces. Their first battle was against a Flatbed Truck(SRM) and an old primitive wheeled APC. The next battle was with a Darter Scout Car (ECM) and Gabriel hovercraft. Most recently they encountered a single Achileus BA squad.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 12, 2020 9:57:11 GMT -4
Oh. See I had planned to have my capture teams run from any bandit battles and have my actual fighting forces be fast responders who would move to the square the bandits were in and do the battle themselves. I guess I just sorta assumed that would be something I could do but if the bandits are BV balanced then probably that won't be allowed. I may need to rethink what I want for my starting forces and if I want to escort my land grabbers. Thanks for your insight, Garyp.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 12, 2020 11:48:06 GMT -4
It would be possible to use a variation of your original idea that has the BA riding on fast combat vehicles, maybe with some VTOLs as escorts as well. You could go to the purchase unit window in MekHq, enter your desired minimum speed into advance search and then sort by price to narrow down a list of options. Also, a way to have a larger fighting force respond to any bandits that are encountered by your fast capture teams does occur to me. Units that have passed through adjacent grid squares that turn are able to reinforce and the bandit encounters are scaled with the assumption that the reinforcements will be involved. So if your fast capture units weave a path that follows a more powerful formation, something like this:
... then the more powerful formation can reinforce the fast capture team in any grid square that has an encounter. I haven't done anything that extreme myself, but I have used a variation on the idea with a move six aerospace unit trying to provide aircover to a move nine ground unit. The trade off is your fast capture teams are only moving away from your deployment area at the movement rate of the slower formation, so it may be best to use a mixture of different approaches.
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Post by catfishkailen on Oct 12, 2020 12:18:04 GMT -4
Okay quick addition, recon missions are not BV based and routinely run the gamut of being several nice battlemech designs. Have a fast recon unit equipped with tag and send homing missiles at your target for easy salvage.
Understand that any bandits encountered do not stay in that grid. Bandits are randomly rolled everytime and do not remain.
Garyp I've been doing a similar tactic with my air units since they can provide quite the boost in combat. But I definitely intend to steal that capture method for several of my units now as well.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 12, 2020 13:07:36 GMT -4
Oh wow, now that is a well thought out search pattern right there. Only possible issue that could crop up is the battle force encountering hostiles early on a bad roll and thus having their movement stopped while the speedy capture force continues after the fight (since iirc from the rules, reinforcing units continue their move after while the unit(s) that triggered the battle do not) but that's less likely and nothing's going to be perfect. I'm super glad I signed up for the forums and wasn't shy about asking questions, I'm getting some really good advice and ideas!
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Post by catfishkailen on Oct 12, 2020 17:04:35 GMT -4
Downside to that rule appeared last turn for me when the apc that allowed my infantry to continue their move was destroyed. In effect if I was capturing terrain I would have had to contact admin to redo my map sheet.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 12, 2020 23:51:01 GMT -4
Part of me wishes I had thought of it earlier, but if had used that technique then I probably wouldn't be doing the other things that have been working well for me. I nice thing about the campaign is it doesn't seem like there is a single best way to claim territory, I have the impression there are a lot of approaches that work well and players can do something that suits the concept for their nation without worrying they will be non-competitive.
I'm not sure if this way of getting salvage would work, since the recon missions I have seen had the "No salvage available this mission, but success grants a small cache of parts/supplies found in the area" rule. That said, if an artillery unit doesn't have a more important mission to support then assigning them to support a recon mission would be a useful way to gain additional experience for the gun crews. It also gives you the option of using smoke rounds to interfere with the opposition's ability to target your recon unit or illumination rounds to allow the targets to observed from a safer distance during a night recon mission. That idea seems useful enough that I may need to invest in some additional artillery to support my recon teams, since an impossible recon mission I had a few weeks ago would have been viable with some smoke support and some of the riskier missions would have had significantly lower risk.
I'm glad we can help. There was a lot I wasn't sure about when I joined, so I'm happy to share my thoughts with a new player. I hope you enjoy the campaign.
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Post by catfishkailen on Oct 13, 2020 2:55:28 GMT -4
I asked in regards to this early on in an email and was approved about salvage on arty recon missions. If this has since changed I should be informed lmfao.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 13, 2020 6:10:05 GMT -4
It seems like each of us has been following the information we had and I can't be certain which is currently correct. I'm sure when Kris has a spare moment he will see the conversation and give a clarification.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 13, 2020 12:10:23 GMT -4
I have been considering the implications for scout forces if turns out we can potentially claim salvage from a recon mission, by means of doing something like managing to destroy, disable or force the flee the entire force. Essentially a very violent recon-by-fire instead of a recon-by-stealth.
I could see myself steadily replacing my current scout VTOLs with well armed and armoured troop transport VTOLs, something like the infantry transport variants of the Cavalry or Vector, that are carrying full loads of special forces in PA(L) suits. A crazy idea of using zip-lines to deliver soldiers wearing Nighthawk or Hurricane suits into the middle of the opposing force and having them disable the enemy units with leg or swarm attacks so they can be captured reasonably intact for a "technical analysis".
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Post by catfishkailen on Oct 13, 2020 13:06:10 GMT -4
PA(L)'s are so fun. Kinda makes me want to start a BA thread in general. Ignoring the obvious elemental superiority.
Hella got off track here.
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 13, 2020 16:53:49 GMT -4
Well the issue I see with using BA like that is that if you miss the leg attack or swarm, the unit's just going to run away and PA(L)s have such light armor (some have none) that even a single squad of rifle infantry are a big threat to them. Though I suppose it may well be worth it financially since even if you lose a squad of them sometimes, if you manage to successfully rip the leg off even a light mech say, half the time, that's worth it even after accounting for the time and costs of repairing it. So now I'm not sure. Hmm. I guess it depends how comfortable you are moving your transport VTOLs back to the barracks to pick up replacement BA whenever you lose a squad.
I'd definitely say it's more viable now that I realized that you can drop off BA in the movement phase and do a leg attack in the physical phase of the same turn. That's pretty major.
But on a different subject, instead of capturing things what if you just want to wreck them? I mean, a 160-rated ICE engine VTOL going 9/14 with a booby trap is a guaranteed 160 damage to whatever's in its hex when you decide to pop it. And woe betide an enemy that grouped their forces close together! Now I know what you're thinking. "Shoeless, that's terribly immoral! Suicide tactics?" Well if you add a remote operating system it's no more immoral than an LRM round, just a lot more expensive and dangerous.
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Post by mausgmr on Oct 13, 2020 20:42:52 GMT -4
Just to pick up on Bobby traps..It's a ridiculous weapon that shouldn't be in the game, and at 100k a pop with those stats, an immediate fun and balance ruiner.
That's a hard no from me. I'll be blunt and state if this fun weekly battletech mail in game we're playing is going to devolve to throwing cheap suicide bombs at each other because its clearly the most effective, cheap and accurate artillery piece available, I'll be voting with my feet.
Have fun with the BA though, because they certainly are fun 😁
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 13, 2020 20:48:49 GMT -4
Oh yeah, I would have been shocked if they actually were allowed. Thankfully last I checked booby traps aren't even working in Megamek. But even if they were they're far too unfun imbalanced.
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Post by catfishkailen on Oct 13, 2020 21:00:07 GMT -4
Yeah in regards to big explosions the Booby Trap is hella Sus. Now the Davy Crockett-M at 1 million c-bills is definitely on the table. HAHA
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 13, 2020 21:30:52 GMT -4
:V plz no
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Post by mausgmr on Oct 14, 2020 2:19:42 GMT -4
I totally get it for a thematic addition that the admin may torment us with however!
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 14, 2020 6:58:25 GMT -4
I fear the day the Admin looks to the Taurians and Regulans and muses to themselves "Now those fellows have the right idea..."
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Post by Admin on Oct 14, 2020 22:40:34 GMT -4
catfishkailen Should a reinforcing unit with a transport and infantry lose the transport while reinforcing a fight the infantry still appear in their final destination (as if the transport existed), and without the transport for the next turn. Yes, I see how that could be a problem, but it will be how it is done so we don't have to keep emailing back and forth for changes. catfishkailen and garyp - Artillery units can reinforce any combat that is in range, I can't keep track of where your artillery is, but each artillery "unit" can reinforce ONE (1) combat scenario per turn only, with a max of FOUR (4) artillery per combat scenario. When artillery reinforce salvage is possible as it is now a pseudo recon&combat mission. Basically no one wants to salvage a field where artillery is raining down, so if you are victorious you hold the field with arty as your ace in the whole till 'someone' (pretend) can get there to protect the invisible salvage teams.
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Post by Admin on Oct 14, 2020 23:04:54 GMT -4
shoeless - Since this thread is already partially hijacked, bonus points for the bunny avatar. The admin does like his pet critters (volunteers at animal shelter). @everyone - Nukes don't happen, I like the Ares Convention too much. However, that said I am Canadian and have heard that the Taurians were possibly modeled off the Great White North? So I do like some ambush tactics and unconventional ideas. There are also no ammo explosions that 'stackpole' and damage other units. So do feel free to try your little BA stunts, I welcome it. Also if I want to terrorize people I will send a military unit. Sure I have artillery (lots of it), but if you thought I didn't have a life before given all that I do in a real life week, well I just need to pick one of my "regiments" that I made up .mul files for from well before this game. I think last time I checked I have about (honestly) 172 combat commands fully flushed out (on just this computer), and that isn't including support commands (which is probably 2 to 3 times that number) military police, field ambulance detachments, signals battalions, penal units, etc. I even made 20 new regiments specifically for protecting the Admin Territory in this game and spent half a year making custom maps in case anyone tries to come knocking. I live not that far from Halifax, NS and lets just say I took 'Citadel Hill' and put it on steroids.
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Post by catfishkailen on Oct 15, 2020 3:05:01 GMT -4
This was a mistake admin lmao. There’s an old saying in D&D that if you stat it the players will kill it. Boss Battle!!!!
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shoeless
Groombridge Directorate
Posts: 78
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Post by shoeless on Oct 15, 2020 9:21:37 GMT -4
Eventually all the players will look to the horizon and see the artificial limits to the world. The borders defined by the being known only as Ad Min. And together a pact shall be struck, and all forces large and small will unite in single purpose: Freedom of constraint, and destruction of the forces of Ad Min!
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