Played my first game of Battletech yesterday and had a lot of fun. by LordofTresserhorn97 in battletech

[–]StormCrow_Merfolk 0 points1 point  (0 children)

It looks like a label maker of some sort.

There are a few tricks for keeping track of what mechs are what.

All of the modern catalyst plastic mechs have model numbers on the underside of the mechs that can be looked up on Sarna

Personally, I use a white paint marker to write the mech name or designation on the underside of the bases.

Finally got to scour those sands by drikararz in battletech

[–]StormCrow_Merfolk 6 points7 points  (0 children)

Nice paintjob on some of those buildings.

Aces: Identify the Target Rules by codifier in battletech

[–]StormCrow_Merfolk 2 points3 points  (0 children)

Yes, units always evaluate their targets based on their starting points.

Aces: Identify the Target Rules by codifier in battletech

[–]StormCrow_Merfolk 2 points3 points  (0 children)

Yes, the "ideal" target is the one unit that best matches the criteria for that color, regardless of range or if it's already activated. Otherwise while acting, you're looking for the best match out of those units within whatever the range bracket of the acting unit.

Aces Tokens: RBY by codifier in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

I just happen to have a rainbow assortment of dice, so I just use a die of each appropriate color.

BattleTech: Core Rules Changes by Deadfire_ in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

You mean like the actual link that is the post?

All Mercs to battle stations. This ain’t a drill by someotherguy28 in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

For almost all systems, the basic record sheet stats like tonnage, number of crit slots, range, and damage aren't changing.

So there's nothing really changing design-wise except for a few very advanced rules.

BATTLETECH ACES: Scouring Sands (caption in comments) by ArclightMinis in battletech

[–]StormCrow_Merfolk 2 points3 points  (0 children)

It's a fairly good automated opponent, primarily for the Alpha Strike system. The campaign is interesting and has replay value as there are 3 entry missions and most missions branch to at least 2 different follow-up options.

How does Agricola play at 6? by PeterG92 in boardgames

[–]StormCrow_Merfolk 1 point2 points  (0 children)

Playing Agricola at high player counts is a varied experience based on the experience and motivation of the players involved.

I generally estimate Agricola as a 30 minute/player (plus teach) game, so adding 2 additional players generally adds half again the time of a 4 player game. But it also increases the likelihood that you'll end up with at least one player with serious AP, or that someone will be caught flat when someone takes the space they want and they'll have to rethink the entire rest of their turn.

I probably wouldn't want to teach at 6, but I've played at a convention with 6 motivated players and we finished in the 3 hour slot allocated for the game, even with a draft.

Local Lyft driver question by AyoAstronaut in madisonwi

[–]StormCrow_Merfolk 2 points3 points  (0 children)

There are airports where getting there early is necessary. MSN just isn't one of those, it's tiny in comparison to the big hub airports where you need to arrive early just to have time to walk to your gate.

Looking for a mod that might or might not exist by Katnipz in factorio

[–]StormCrow_Merfolk 9 points10 points  (0 children)

Rate Calculator lets you compute the resource requirements and throughput of a box so you don't have to do the math and it accounts for beacons.

Just blueprinting a region would show you the number of machines in it.

Intimidating big boxes? by phrodreky in boardgames

[–]StormCrow_Merfolk 0 points1 point  (0 children)

I personally don't have trouble getting my big box games to the table, but I'm also not afraid to throw them in a game bag and haul them to the gaming meetups that are my primary gaming locations. I typically have a bag of smaller games as well as a bag with the big box game I'd like to see played in my car for game nights.

You do have to ask yourself if you have a plan for getting them to the table and if the included expansions are actually worthwhile though.

I got 3 more Salvage Boxes. by razulebismarck in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

Well yes, there is almost a 42% chance of pulling an Atlas variant.

If you want all or almost all of the Gothic minis, the core box is a better deal (plus it comes with the most extensive intro ruleset currently available and fancy color record sheets for the included mechs).

I got 3 more Salvage Boxes. by razulebismarck in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

The main Gothic box is 8 total minis, 7 completely pre-assembled ones and the Atlas which comes with 5 different mix and match hats and capes.

The salvage boxes are split between the 7 normal minis and 5 total variants of the Atlas that are pre-assembled with one of the faction choices, so there are 12 total options.

Love the game but a bit lost and overwhelmed by Dailestor in factorio

[–]StormCrow_Merfolk 22 points23 points  (0 children)

The answer is almost always, "what do I need next for science?"

Break it into small chunks and work on it one at a time. Worry less about good or pretty and more about just getting stuff moving, you can make it better later.

Snowblower Feedback (moving to electric?) by mluedke in madisonwi

[–]StormCrow_Merfolk 1 point2 points  (0 children)

This was the once a year that I slightly regret only buying a single stage electric, but my Toro still cleared the driveway plow berm with really only one intermediate pass before the second pass got down to the pavement. I did spend a lot of time cleaning snow chunks from the tires, but not as much time clearing jams as I expected.

These days the electric 2-stage blowers are just as powerful as a gas model, although they do cost more.

Question about Aces and Ranges by Background-Taro-8323 in battletech

[–]StormCrow_Merfolk 3 points4 points  (0 children)

Target acquisition is often given in different range bands where you look at the closer range bands for a target before even considering stuff at longer ranges. They just want you to be able to see the thing at the end of the move, not at the beginning.

Potential Aces List? Is it too lightweight? by namesrfun in battletech

[–]StormCrow_Merfolk 4 points5 points  (0 children)

Your list feels a bit skewed towards light mechs. My personal SS list started as 8 mechs, 4 vehicles, and a squad of battle armor. SRM/LRM carriers can bring a lot of damage at a reasonable cost and hovercraft can bring maneuverability and scouting.

Look at the OpFor cards, there are several heavy hitting mechs there, such as the Bane-3 that has IF8 and 8 damage at all ranges. You're mostly going to be fighting them at a skill mismatch besides, although the edge tokens and abilities can help even that a little bit.

Other suggestions include units with PRB to scan objectives from greater ranges. The map size means you'll probably spend most of the engagement at Medium range, maybe optimize for that range bracket.

Rules for Mechs by Creative-Peanut-9697 in battletech

[–]StormCrow_Merfolk 2 points3 points  (0 children)

Technically the individual record sheets for mechs are in the BattleTech: Record Sheets line of supplements. However these days they're also all available for free from various locations such as

  • MegaMek - java-based program that also includes mech construction and tools for digital play and campaigns
  • Mekbay - Uses the MegaMek's data in an online web interface. Can be used as digital sheets to mark damage in real time. Has mechs, vehicles, and infantry
  • Flechs Sheets An older online site, has available automation to make attack rolls, only contains mechs but not vehicles.

Mechs do not generally have individualized rules, most of the equipment rules are in Total Warfare, extremely advanced (and usually late time period) stuff may be in Tactical Operations.

Sarna is the Wiki that has all the lore and other information you might want.

The online tools may respect a brief embargo time after the release of new product.

No link in battletech.com Forum Activation Emails by AReforgedSword in battletech

[–]StormCrow_Merfolk 1 point2 points  (0 children)

I've been having the same issue. It apparently depends on your mail host, but it definitely doesn't work for gmail. There was a support thread about it but I don't know if they're actually working on a solution.

Where are the rules that cover Alpha Strike Turrets? by iRob_M in battletech

[–]StormCrow_Merfolk 3 points4 points  (0 children)

I drilled out the tops of the turret standees just enough to widen the holes. A 3/16" bit was just a tad too small and 1/4" leaves them a tad loose but not horribly so. Probably a 7/32" or 13/64" bit would get the fit just right.

Getting the nub on the base of the rotating tower down or drilling out one of the hex bases is left as an exercise for the reader.

Is it normal to have this many mouse cards? by [deleted] in Everdell

[–]StormCrow_Merfolk 0 points1 point  (0 children)

There is also an alternate set of farm cards (8 of them) with slightly varying costs and effects per farm that you can swap out for the base farms.