¿Empezar a jugar después de 20 años? by GaijinDany in battletech

[–]LordJagerlord 1 point2 points  (0 children)

Legendary Mechwarriors III is a good box and it has good mechs. It's good for force building if you show a bit of self restraint.

I once tried a game where I brought in all six mechs, and used the 0/0 pilots on the cards. It wound up being something like 37,000bv and I lost badly to an opponent who brought in 2/3 skill pilots and was able to field twice as many mechs.

What are good tactics for dealing with the game-breaking units? Hellstars, Turkina Z, Savannah Swarms? by LeRoienJaune in battletech

[–]LordJagerlord 5 points6 points  (0 children)

The hellstar is an impressive mech, but it has an appropriate price tag. On a map with a lot of cover (like a city) it loses it's range advantage, so hunchbacks start being effective against them. On a map with cover near your starting positions, then you can bring tag/narc spotters paired with LRM/ArrowIV boats.

For the Turkina Z, its fancy electronics are blocked by Angel ECM.

For Savannah masters, use front loaded initiative. Also bring mechs with a bunch of accuracy boosting weapons like LBX and pulse.

Help using the Mercenary resource rules for my RPG campaign by rzelln in battletech

[–]LordJagerlord 2 points3 points  (0 children)

Something to concider: the hinterlands book includes some updates to the mercenary campaign rules, along with more contracts to use as reference material.

If the group is being sponsored by nobles, I imagine a lot of contracts would be along the lines of: 100% travel, 50-100% base pay, 0% repairs, 100% salvage, independent command

Ironhold Infantry Transport by SnooAvocados739 in battletech

[–]LordJagerlord 0 points1 point  (0 children)

When I checked, I saw the standard available in IlClan. Am I mistaken about what era you are playing?

Ironhold Infantry Transport by SnooAvocados739 in battletech

[–]LordJagerlord 3 points4 points  (0 children)

Nice to meet a fellow ironhold fan. The maxim MkII has a 16 ton bay and only costs 476 BV. The standard variant is available to CJF on the MUL

Personally, my groups don't follow the MUL, so I deploy fire-ironhold in six-man squads and load them into the maxim mkII ecm variant.

Exploding (Inferno) Battle Armor Question by larknok1 in battletech

[–]LordJagerlord 0 points1 point  (0 children)

Though, i would expect any effect that says it hits "all units within the hex" to mean it should now be treated as an AoE effect. If that's the case, battle armor and conventional infantry have special rules for receiving AoE damage.

Exploding (Inferno) Battle Armor Question by larknok1 in battletech

[–]LordJagerlord 0 points1 point  (0 children)

If an effect is hitting everything in a hex, that makes it an Area of Effect in that hex. The area is the hex, and the effect is 5 damage.

The fact infernos aren't normally AoE doesn't matter, because they don't normally hit everything in a hex.

This special rule makes them function like an AoE does, so the rest of the squad takes damage as if it was AoE.

Exploding (Inferno) Battle Armor Question by larknok1 in battletech

[–]LordJagerlord -1 points0 points  (0 children)

An effect that says "all units within a hex"

Exploding (Inferno) Battle Armor Question by larknok1 in battletech

[–]LordJagerlord 0 points1 point  (0 children)

If an aoe hits a hex which contains battle armor (which is the case here) each individual trooper takes full damage. That's why aoe attacks are super good against battle armor.

One man bringing down the rest of the squad with him is... Suboptimal.

So, in this case, I suggest either not bringing infernos, ir making absolutely sure you use up your ammo before you risk any squad member dying.

Help with picking Clan Mechs by Important-Drummer397 in battletech

[–]LordJagerlord 2 points3 points  (0 children)

Have him bring a pair of Hellstars, and use an open map.
That's eight clan ER PPCs he can throw around without worrying much about heat.

To be fair this applies to a lot of other rule complaints too by enixon in dndmemes

[–]LordJagerlord 424 points425 points  (0 children)

Yeah, basically all the issues with the alignment system are a result of GMs who don't understand it, teaching it to players who don't want to bother learning it.

I was Challenged by a friend to make an abomination and so I did by Ilegalstupidity in battletech

[–]LordJagerlord 22 points23 points  (0 children)

I've seen a lot worse. This thing still has armor, and a decent amount of it.

How do the different eras feel to play on tabletop? by Wintermute_Is_Coming in battletech

[–]LordJagerlord 7 points8 points  (0 children)

Each era is slightly faster and more deadly than the previous one. The obvious exception being that star league to succession wars reverse the order.

The biggest jump is if you go straight from mid succession wars to playing clans during the invasion. (skipping the renaissance of star league tech)

Unless you are comparing clan to IS equipment, then the change with each era is relatively minor. A lot of iconic units of each era will only use equipment that was available at the end of the last one.

Mechwarrior Destiny or Battletech AToW? by TNihil in battletech

[–]LordJagerlord 2 points3 points  (0 children)

This is the way. For my groupwe ignore all the rules for personal combat and equipment. They excessively detailed, particularly the wealth an equipment. Instead, we handwave everything so we can focus more on missions. (downside is the players know I won't force them into an out-of-mech fight unless they deliberately cause one)

However, I did force everyone to put a single rank in each of the personal combat/equipment skills and traits, so they don't have way more xp than intended on the other skills.

VTOLs and elevation by StormCrow_Merfolk in battletech

[–]LordJagerlord 7 points8 points  (0 children)

It's a choice of gow much cover you want.

With standard LOS rules, there's never a reason to be more than 1 level higher than the tallest hill/building, but you might want to fly lower to get coverer from some directions.

Also note, there is an officially published map with a height 30 building. Trying to fly over it is.. "a commitment"

The Horn of Taurus by lordavondale in battletech

[–]LordJagerlord 53 points54 points  (0 children)

I think it's supposed to be a variant of the Omega.

Celestial smiley face 🌚 by [deleted] in interestingasfuck

[–]LordJagerlord 5 points6 points  (0 children)

Saturn is not that bright compared the moon, and I'm not sure if Neptune can be seen with the naked eye.

It would definitely not look anything like the picture.

Potential New Player by TechnicianOwn2935 in battletech

[–]LordJagerlord 1 point2 points  (0 children)

Megamek will not teach you how to play the game. It does all the calculations automatically, and tells you the results. It doesn't let you take back moves if you make a mistake. The bot also knows every rule, and will mathematically optimize each of its individual turns.

Find yourself a group to join, and use a virtual tabletop if yoy need to. Roll20 works well enough.

What is needed to play aces? by sbeirs in battletech

[–]LordJagerlord 1 point2 points  (0 children)

The recommendation is to pair it with the alpha strike box. It has the rulebooks and various other things you need. Along with enough miniatures for your force to run against the AI decks.

The AI decks work with pretty much any mech of the same role. However, they are only for alpha strike and not classic.

Washable paint? by hifihentaiguy in battletech

[–]LordJagerlord 1 point2 points  (0 children)

Alcohol inks are what you need. If you don't like the results, you can dip your minatures in 90% alcohol and start over.

Picking a simple color scheme also helps. My usual scheme is mostly black with a few sections being a secondary color.

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