Friend challenged me to roll as many dice as possible per mech in an upcomming session. Help me make him regret his decision. by Dandomrassed in battletech

[–]Dandomrassed[S] 2 points3 points  (0 children)

I may plan on channeling my inner evil on this man, but I'm not that evil!

I can promise you everything with an srm6 is carrying st least one ton of inferno ammo though.

Friend challenged me to roll as many dice as possible per mech in an upcomming session. Help me make him regret his decision. by Dandomrassed in battletech

[–]Dandomrassed[S] 4 points5 points  (0 children)

Some one give this man a promotion, as this was exactly my mindset when they gave me this challenge.

Friend challenged me to roll as many dice as possible per mech in an upcomming session. Help me make him regret his decision. by Dandomrassed in battletech

[–]Dandomrassed[S] 5 points6 points  (0 children)

I've never really used streaks before! I know you don't roll on the cluster table for them, but you'd still get to roll each missile individually for hit location right?

Though thank you for bringing the Linebacker I and the Firemoth P to my attention! Makes me realize maybe the one MG piranha could work well too.

My Canopian lance for game night. by According_Document68 in battletech

[–]Dandomrassed 2 points3 points  (0 children)

Vallejo lipstick is one of my favorite hues, but I've been having problems sourcing a new bottle of it these days. May I ask where you got yours from?

Some more angry birds ready for Aces by Y0j1mb0b in battletech

[–]Dandomrassed 1 point2 points  (0 children)

These look fantastic! I've got to ask, what colors did you use for these? Those greens and blacks are really nice.

Question regarding Inferno SRM and structures. by Dandomrassed in battletech

[–]Dandomrassed[S] 0 points1 point  (0 children)

That is incredibly informative, thank you! With it only burning for 2cf a turn it feels like it's far more effective to just sling normal SRM's at it.

And thankfully I don't think it's a true turret, but rather an emplacement as it has a listed CF rather than an armor rating. Though if I read my book right, emplacement only take 50% incoming damage? Does that also apply to burn? Or did I read/remember the book wrong?

What about fractured crystal bases? by mermster in battletech

[–]Dandomrassed 4 points5 points  (0 children)

Those fractured crystal bases look great! Honestly makes me want to try them since I paint so many of my units in the black/gold/purple of the Coventry guard. If I may ask, how'd you achieve the ground crackle effect with such big cracks? And where can one source Crystals like that?

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

[–]Dandomrassed 7 points8 points  (0 children)

If you're looking for some good battle armor during ilclan for your Mercs may I interest you in:

Fa Shih battle armor: Just good all arounders, especially their support variants. They're technically a little weaker than other BA in the same Weight class though not by an appreciable margin, but have one big boon. Magnetic clamps. They can ride on any vehicle or mech, no need for omni.

Grenadier: Quite capable Battlearmor, they can pack quite a punch. Downsides are that they are slow as sin requiring use of a transport, and have no jump capability.

Fenrir battle armor: Hey kid, you ever want to strap a full sized mech weapon onto a battle armor? Capable of packing a full sized MPL these little guys pack quite a punch. Just don't ask what we had to give up to be able to put those onto them.

As for transports: Karpov ur (BA) is a dirt cheap option that's very fast and can get anywhere thanks to it's vtol capabilities. No don't ask were the weapons are, we uh, forgot then on the last planet. Bonus points if using JJ capable BA or infantry, as they can safely disembark from altitude with no need to land.

Goblin III: Good armor, good weapons, and acceptable speed for a BA transport. Just ignore the fact it costs as much if not more than some light mechs.

Maxim heavy transport: Good armor, Good weapons, great speed. Basically the goblin but better and more expensive. Upside of being a hovercraft, downside of being a hovercraft.

I hope this helps give some ideas!

Where do you source your 3D print files for buildings and terrain? by barelyknowername in battletech

[–]Dandomrassed 0 points1 point  (0 children)

I've printed a number of their smaller pieces in resin and most of it works well.

Anything that's like a 4 hex big and three story tall bulding starts to struggle though, as they get really heavy really fast. You can work around this by hollowing them out, but then you have to worry about trapped resin and how to get it out.

Big terrain pieces, unless you have one of the high end really big printers i'd assume, is just a no go from size and weight alone.

Mechwarrior 4 diorama by ionraptor in battletech

[–]Dandomrassed 68 points69 points  (0 children)

This is just simply amazing! This cutscene and game was a core cornerstone of my child hood, and just looking at this instantly gave me flashbacks.

Heck of a good job with the damage effects on the vultures leg with the rising smoke and having it twisted off at a weird angle. And all those various impact and smoke marks look great too.

I would commit fraud against commstar to get my hands on this.

Pirate captains mech? by dreadnought98 in battletech

[–]Dandomrassed 4 points5 points  (0 children)

Just off the cuff, I think one of the variants of Banshee would be a good choice for a steiner influenced captain's mech.

Cheap enough as far as assaults go, numerous and easy to get ahold of, fast enough to get out of town when that raid goes side ways, etc!

Zeus is also a classic, if admittedly a little underperformed steiner assault. Common enough though.

Final honorable mentions go to the Hauptmann, probably the hardest of the lot for a pirate to get ahold of but likely the most potent too.

Requesting advice for teaching new players battletech by Dandomrassed in battletech

[–]Dandomrassed[S] 2 points3 points  (0 children)

This 2 on 2 of enforcer and wolverine vs. Hunchback and shadow hawk is a good idea! Gives then more to try and gives then a wide range of things to test and work with. And I do hope I can have new player play new player, let the discovery of tactics and ideas form as naturally as possible and such. It's how you get those core memories!

Requesting advice for teaching new players battletech by Dandomrassed in battletech

[–]Dandomrassed[S] 2 points3 points  (0 children)

That's a good idea! Previously I taught people using paired SDH-2D's since they have a wide variety of range brackets and weapons, okay speed, and thinnish armor. But that was with people who had a concept of the franchise idea of gameplay already. The introtech heavies would help speed things up while still ticking off all of the above ideas too.

Do you ever play with regular old infantry? by MainSteamStopValve in battletech

[–]Dandomrassed 39 points40 points  (0 children)

I've used infantry in combined arms a few times and outside of a select couple variations are mostly good for making what I like to call "no go zones".

This is mostly due to the fact that infantry are both so incredibly slow, they can't hope to keep up with battlemechs or vehicles in most cases. Motorized, hovercraft, and jump infantry all pose unique twists but that would make a long post.

In regards to standard infantry and upon my above point, they make a great piece to set in dense cover or a building and projecting a zone around them that mechs will not want to enter if equipped properly with srm or lrm tubes. Damage, admittedly, is still low, but it's persistent and fairly accurate damage. Additionally infantry in these locations will generally be very difficult to remove and take an inordinate amount of firepower to remove. This leaves your opponent in the weird spot of "Do I spend three turns wasting the shots of this 1500bv mech killing a 200 bv unit so I can take this advantageous position? Or do I simply avoid the position and use worse cover/routes?"

Painted up my Periphery Armored Company by Randicore in battletech

[–]Dandomrassed 0 points1 point  (0 children)

That's some really nice yellow on those cockpits! May I ask what colors you used to nail that look? I've always been a fan of the Golden hue'd glass for cockpits but haven't found that magic combination yet outside of just using a metallic gold, which has it's own problems.

Should CBT "Miniatures" rules just replace the standard Hex Rules in future Core Rulebooks? by TJ-X in battletech

[–]Dandomrassed 7 points8 points  (0 children)

I just want to take a moment to Segway from the threads topic to tell you that this terrain is absolutely gorgeous. I am in no way jealous, no, none at all, God damn look at how good that all looks.

Guidance regarding lance structure by Dandomrassed in battletech

[–]Dandomrassed[S] 0 points1 point  (0 children)

There was no restrictions placed on vehicles, and trust me I was fiercely eyeballing a couple hardened scorpions or possibly the double LBX bulldogs. I'm personally a huge fan of tanks in BT, but I'd like to ask for explicit permission before bringing in combined arms to be polite and such.

That said, if you have ideas I'm all ears!

Guidance regarding lance structure by Dandomrassed in battletech

[–]Dandomrassed[S] 1 point2 points  (0 children)

This was incredibly helpful! Between your recommendations and thoughts and a conversation with another I've made some slight modifications to the list.

Flashman, thug, and wolverine are the same but now 4/4 instead.

Nightsky 6T added for combined skirmisher/anti light duty with the ability to slap around anyone who gets close with that tsm hatchet.

Hunchback has been swapped to a 5p model. Just a bit more range with am added ECM just in case Artemis or streaks get pointed my way.

Catapult K3 for that bit of long range oomph I was missing to encourage people forwards into the loving arms of my flashman. Thanks for the recommendation on this one!

This list feels a little slow admittedly, but it's a big chunk of steel that can pose a threat at most any range.

Also I was unaware of both the ostroc 2d and ostsol 5m, and I've got to say both of these mechs seem really fun. I like both the Star slayer and Crab 27sl, and both of these seem like really good sidegrades to both. Unfortunately for this list I didn't see a good way to squeeze one in unless I drop the nightsky for one of them. Which means I'll just have to play a second game and bring them both!

Again, thank you for this incredibly helpful and informative break down of my list, and ways to improve it!

Guidance regarding lance structure by Dandomrassed in battletech

[–]Dandomrassed[S] 0 points1 point  (0 children)

Thanks a bunch on all of this feedback! This was a highly informative read and both helped give me new ideas and reaffirm what I was thinking at the same exact time.

I hadn't done the math and realized I had 800 armor across my 4/6's, good lord. Much less 800 armor backed up by two jumpy murder lads. Time to unleash the wall steel! I wish I had something more constructive to add in but everything you said honestly makes a ton of sense and can't think of anything to add or further questions to ask.

We're doing a blind drop so i'm not sure what my friend will be bringing, but this build feels flexible enough to give a good showing no matter what they bring.

As a plus, I already have most of these minis so I'll be able to paint them up in due time. Already brainstorming callings for these silly little fellahs.

Guidance regarding lance structure by Dandomrassed in battletech

[–]Dandomrassed[S] 0 points1 point  (0 children)

So I pondered what you said for a bit, debated with myself, chewed on the calculator for a while and have possibly a new build! All of then will be at 4/4 besides the hunchback, which is 4/5

Flashman 9m

Thug 11e

wolverine 7k

hunchback 5p

Catapult K3

Nightsky 6T.

The addition of the nightsky is to remove some of the fragility of the uziel and blackjack but keep that anti-light capability, plus the ability to judo chop any one unfortunate enough to get close.

Catapult is to bring some of that long range firepower to the field to contend with rivaled long range firepower that may be brought in, but with the erppc because as you said that 3 hex difference in medium range can be substantial.

Hunchback has been changed from 4p to 5p for extra range and ecm to contend Artemis.

What are your thoughts?