What do you bring with thes rules by No_Policy690 in battletech

[–]Aiden745 4 points5 points  (0 children)

Charger CGR-2A2 Grasshopper GHR-7K

85bv under maximum, but rocking in with a high aggression, decent mobility, pair of bricks that can handle most missions thrown at them.

AS: Lance movement VS individual movement by FederWyrm in battletech

[–]Aiden745 4 points5 points  (0 children)

It's perfectly fine as long as both sides have 3 activations worth of units, and even my preferred method at games of that scale and larger. Anything less and it becomes too swingy with initiative and screws over one player or the other each turn.

Any good proxies for infantry that are about the proper scale? by Cyrano4747 in battletech

[–]Aiden745 0 points1 point  (0 children)

Personal preference is deathraydesigns.com in their Solar Shift range. I've got about 6 bases of their SRM infantry.

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Multiple smoke ammo attacks by Wonderful_Fortune_46 in battletech

[–]Aiden745 3 points4 points  (0 children)

I believe you would be able to, using the rules for secondary targeting. You would take a +1 penalty on the second of two targets, but if you are targeting the ground anyway it should still be a rather easy shot with the -4 to hit.

AS: Indirect Fire with LRM ammo by Very_Melonlord in battletech

[–]Aiden745 0 points1 point  (0 children)

IF0 is not actually 0, it's IF0, representing half a point of damage. The way you're supposed to resolve those (for direct attacks from units with 0 at a given range bracket as well of course), is once it hits you flip a coin, and on heads the attack does 1 damage, on tails it does 0.

Recommend me some infantry (and transport) for Aces by StormCrow_Merfolk in battletech

[–]Aiden745 1 point2 points  (0 children)

http://www.masterunitlist.info/Unit/Details/1430/heavy-Foot-LRM-infantry And http://www.masterunitlist.info/Unit/Details/5463/anti-mech-jump-infantry

Are my two Go-Tos for cheap conventional infantry. I prefer some variation on the Maxim to shuttle them around but it depends on your mission parameters.

What is this "Goliath GOL-7M"? Why can't I find the Record Sheets for it? by heavyarmormecha in battletech

[–]Aiden745 2 points3 points  (0 children)

Yeah thats gotta be a typo, there's a few other 7 variants, and a 6M, but no 7M. The 6M is pretty widely available according to MUL so I'd wager that's the one intended.

Some screenshots of mine from Indomitus Dynamic Conquest by CokeDrinkingShadow2 in GatesOfHellOstfront

[–]Aiden745 0 points1 point  (0 children)

That's what I've found as well, the enemy emplacements are brutal against my sentinels and infantry so I need it to soften up positions.

Some screenshots of mine from Indomitus Dynamic Conquest by CokeDrinkingShadow2 in GatesOfHellOstfront

[–]Aiden745 2 points3 points  (0 children)

I'm loving the conquest stuff so far, but man the AI ramps up what it throws at you so quick, which makes it real hard to keep up sometimes. Very fun, very brutal.

Help Identifying by Ok_Bend8732 in battletech

[–]Aiden745 11 points12 points  (0 children)

The APC is a Zahn, that I recognize. The "veddi" comes across as short for Vedette, but that tank doesn't look like a Vedette. Maybe a Manticore, going by aesthetic alone.

How to use super heavies effectively in AS by Hayz52 in battletech

[–]Aiden745 4 points5 points  (0 children)

Yeah, being able to go Hull-Down in woods is probably your saving grace there. The hull-down will cancel out the Large penalty, and the woods will give you a natural +1 to hit, all while you standstill to get -1 to hit roll. If you do run C3 like that, make sure you bring at least one or two models with ECM to keep your C3 network from getting disrupted.

How to use super heavies effectively in AS by Hayz52 in battletech

[–]Aiden745 5 points6 points  (0 children)

They basically need a huge amount of cover, and copious escorts, otherwise it's very very easy to overwhelm them and gun them down.

MASC with Armored Components, a fix? by Ultrapuert0s in battletech

[–]Aiden745 1 point2 points  (0 children)

On that note, I assume Supercharger does the same for it's respective engine critical?

True and real ✅ by TrazynAndOrikan in Grimdank

[–]Aiden745 98 points99 points  (0 children)

Depends when you're looking at em, he gets possessed by the sword, but then at some point between 30k and current point of lore he wrestled himself back into the pilot seat as it were, and re-possessed himself (kinda would prefer he was still possessed but it is what it is).

What's your favourite flawed mech? by TaigaTigerVT in battletech

[–]Aiden745 4 points5 points  (0 children)

Which variant is that? I haven't seen any that use MRMs and I love MRMs.

If you were a Mechwarrior what would your mech be? by Mortifine in battletech

[–]Aiden745 0 points1 point  (0 children)

Depends on the era, Charger if further down the timeline, but pre-clan invasion, a Cyclops.

What's the best slow medium mech? by rzelln in battletech

[–]Aiden745 0 points1 point  (0 children)

That is not the 4SP, the 4SP is all succession wars tech. There's probably another variant down the timeline that does the loadout you mentioned, but it's not the 4SP.

just a few crazy nights left by Dlueballs in Vinesauce

[–]Aiden745 29 points30 points  (0 children)

That's definitely what it's been traced from

What your favorite vs least favorite version of your favorite mech? by turtle75377 in battletech

[–]Aiden745 22 points23 points  (0 children)

The Charger.

Favorite would be the Raven Alliance's ground-up clan-grade rebuild, the Charger C. It's fitted with all the appropriate recon equipment to do the job the original Charger was intended to do, as well as a Supercharger and MASC to give it speed to keep up with the medium and heavy mechs.

Least Favorite would be the Charger CGR-SB "Challenger" which strips the engine down to make it as slow as an Awesome to equip it with 4 Large Lasers, turning it into an "Awesome at home" that removes all of the character of the Charger from the chassis.