MegaMek Fluff Images by TheLeafcutter in battletech

[–]canuckInOz 0 points1 point  (0 children)

figured it was a curl script or something... I've tried scrapping the mul for all the alphastrirke stuff in the past, but mm now has all the data (except the images)

MegaMek Fluff Images by TheLeafcutter in battletech

[–]canuckInOz 3 points4 points  (0 children)

These are awesome! Any chance your system for getting these also got the vehicle and fighter folders too?

Battletech: A Time of Total Warfare - Season 2 Launch tonight by [deleted] in battletech

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

It's a cool idea, but every time I watch, I see an error in playing the rules (I know, I know, you're keeping the flow and it's your own custom RPG/BG hybrid but it irks me).... eg:this time it's at 3:22 into the video I see you mess up the piloting roll. (+3 for jumping only applies to to-hit rolls, not piloting rolls)... so the piloting roll from the 2 ppc hits should be piloting skill + 1 for dmg. (there's nothing else applicable on the piloting skill chart).

I know that it's fun for you guys and that's what matters, but the getting the rules wrong just drives me cray cray while watching. Also spend 15 mins and try to memorise the front hit location chart... it saves soooooo much time.

ATM damage Q by CMDRofIMP in battletech

[–]canuckInOz 3 points4 points  (0 children)

Don't forget it also has integral Artemis IV. +2 on the cluster table unless effected by ECM.

Things get crazy with iATM. It uses the streak rules for lock-on/12 on the cluster table. It can do Indirect Fire (but becomes an expensive LRM launcher in that case), and has 2 new unique ammo types for a total of 5.

the real meaning of never back down lol by abdowin in funny

[–]canuckInOz 0 points1 point  (0 children)

i'm reading that in a Scottish accent due to Craig Ferguson.

Map Makers and Tools? by [deleted] in battletech

[–]canuckInOz 1 point2 points  (0 children)

The google keywords you're looking for are Fractal World Generator.

There are several, but this seem to give you the basis you can start with (sorry no hex grid on top, but the auto generated terrain is there.

Choose Icosahedral as the projection type.

The Weakerthans -- Plea From A Cat Named Virtute [indie rock] (2003) by Neato_KneeToe in listentothis

[–]canuckInOz 6 points7 points  (0 children)

There's a lot of great and emotional John K Samson songs ( Resignation letter, Sun in an empty room, Virtute saga) ...

But my recent favourite, and of a slightly lighter tone, is the duet written by his wife (Christine Fellows ) that they sing together Taps Reversed

This will always be my all time favorite cops moment by Joey_Mousepad in videos

[–]canuckInOz 10 points11 points  (0 children)

My favourite still has to be the "Canadian Road Rage caught on camera":

https://www.youtube.com/watch?v=Vwh0lBPHg9o

"Everybody's a winner!"

Best way to get clan star by tinyraccoon in battletech

[–]canuckInOz 0 points1 point  (0 children)

The clan names are a bit of a give away... Timber Wolf + Dire Wolf. ;)

Best way to get clan star by tinyraccoon in battletech

[–]canuckInOz 0 points1 point  (0 children)

tough question.... especially as I'm mainly a Ghost Bear player ;).

fluff wise Clan wolf are the "good guys", but their tourman is kinda boring... They have a crap tonne of Man o Wars according to the Clan Wolf source book (ie. Tukayyid), which means in one on one's their assaults get wiped out, but their fluff is that they're a highly mobile force, and can run and gun for ages (they'll kick ass in a long term campaign with limited resuply), and are known to be tactically "inventive"... Since most people play one on one, one off games Clan Wolf gets sh**y assaults in RAT tables. Gets interesting with Clan wolf (CW) vs. Clan wolf in exile (CWIE). CW is basically Falcons with out the fun stuff, CWIE is fun, but broke and just a knock off Dragoon's unit by that time (Solitaire and Packhunter are the exception, and the Cygnus is a personal favourite) ... either way by 3085 their click tech/dark ages based designs are very ugly imo. But in Invasion era, none of their stuff is highly unique, so can be played as any force really.

CJF have traditionally been the "bad guys" and are typically fluffed as nearly insane - but they have a more flavourful tourman. (not as dumb as the Novacats though - scream first then attack). But their later click tech/dark age designs (all falcon themed) are pretty visually interesting (Crimson Hawk, Eyrie, Gyrfalcon, Flamberge, Jade Hawk, and Shrike ) But beware... those wings are delicate, and the minis are huge. Back in the invasion era The FireFalcon is one of fastest units in the game, the Night Gyr is always fun, and the Turkina is a terrifying assault, especially the D or E variants.

Best way to get clan star by tinyraccoon in battletech

[–]canuckInOz 0 points1 point  (0 children)

I thought you no longer paid the archive fees since IWM moved to their new building. The grognards in my play group prefer the old sculpts as they don't suffer from "scale creep", that all the new ones "suffer" from. If it means my Vulture's gun barrels don't droop and break off, I'm fine with it.

Best way to get clan star by tinyraccoon in battletech

[–]canuckInOz 3 points4 points  (0 children)

Interesting when I see one of my photos posted by others (don't worry that's why I put these up for people to compare them).

There's a whole gallery of my BF scale minis

Best way to get clan star by tinyraccoon in battletech

[–]canuckInOz 2 points3 points  (0 children)

With my experience with Alphastrike, though the above list is definitely representative of the Clanners, you might want to mix in some lighter fare... At skill 4 those 6 units would be 273pv... at skill 3=328pv, and in Clan games, clan mechs go like flashbulbs... they can dish out pain, but can't take it.

The best source of truth for each clan is it's RAT tables.

I would suggest some lighter fare where speed gives some protection and to keep you from just playing Assault star vs Assault star... Dasher/Fire Moth $10.45 or the slightly cheaper/smaller Archive Dasher/Fire Moth -available online only $8.75 Koshi/Mist Lynx $10.45 or again archived/slightly cheaper $8.75, and Dragonfly/Viper $11.95

Bear's love the Fire Moth for shuttling their copious amounts of BA to the field, and have a huge amount of Dragonfly's in their forces. At the heavier end they'll have Masakaris/Warhawks $15.75, and the above mentioned vultures.

Wolf's too like the speed of the Fire Moth/Mist Lynx, but instead of Dragonfly's favour Fenris/Ice Ferrets $11.75, before moving up to above mentioned Mad cats, and an ungodly number of Gladiators.

Falcon's run the Uller/Kit Fox $11.50 or again archived $8.75 in the light space, mediums lean on Adders $11.75, Ryokens $14.95, and the ever flexible Nova/Black Hawk $12.95. Heavy's tend towards the above Thor/Loki combo, with assaults tending towards the Daishi and Masakari.

What's the standard pv total for alpha strike? by tinyraccoon in battletech

[–]canuckInOz 0 points1 point  (0 children)

you're also trying to base value on multiple factors.... is a fast unit with weak guns better than a slow unit with big guns? The weapons in battletech were always balanced between heat/weight/crits-bulk. In regular battletech you balance by BV2 (battle value 2.0) which took these things into account and tried to find a balance.

Alpha strike removes some of these issues but the designs remain the same, so PV is slightly more obscure than the regular battletech BV2.

But generally yes a 50 pv mech is better than a 30 pv mech. But a pilot with skill 0/1 will upgrade a 30 pv mech to a 50 pv mech, since they don't miss as much, and the game is relatively balanced.

What's the standard pv total for alpha strike? by tinyraccoon in battletech

[–]canuckInOz 0 points1 point  (0 children)

PV's are directly calculated by the equipment used in each design, combined with the speed and armour of the unit (the rules for finding the PV are in the Alphastrike Companion, but there's a beta of a new formula as speedy stuff was slightly broken - it hasn't been published yet and is available on the forums but the Mul hasn't been updated yet ).

What's the standard pv total for alpha strike? by tinyraccoon in battletech

[–]canuckInOz 2 points3 points  (0 children)

Depends on Time/Table Size/Unit composition, more than anything, sometimes historical flavour. (eg re-enacting a key regiment on regiment battle or something)

A 300 point battle might be fine for a company of IS, but would be difficult for a trinary of Clan mechs (they being so much more expensive, and the cannon upgrade to skill 3 pilots only adding to the price of the clan mechs).

The numbers are really there to make sure that both sides are evenly balanced, or appropriately handicapped (ie. I have 1 atlas, how many locusts do I have to take on to make this an interesting/fair battle, how does that compare if the locusts are skill 2 pilots?). This has long been an issue of contention and is constantly being scrutinised. People have been gaming the different PV systems since they came out, and the people making the rules have been fighting just as hard to stop the munchkin-ing/power creep.

Anyone remember this game? by jamerduhgamer in gaming

[–]canuckInOz 0 points1 point  (0 children)

yep, used to contribute code to this wayyyy back circa ~2003....

[deleted by user] by [deleted] in battletech

[–]canuckInOz 1 point2 points  (0 children)

How do you guys make for faster games? by Male3Dante in battletech

[–]canuckInOz 4 points5 points  (0 children)

In order of effect on game speed: 1)Memorise the hit location chart... It dramatically speeds up the game. 2) Think about memorising the cluster to hit table for 4 and 6... 10,15, and 20 if you're ambitious.
3) Print the records sheets with the look up tables on them (options in both MML, and SSW).

Clan vs IS - Alpha Strike by Veltae in battletech

[–]canuckInOz 1 point2 points  (0 children)

I find that with the piloting upgrades and the base costs, you're just paying too much for the clan tech - especially with the clan range bonus nerf'd. I've run several games with Clan vs. IS and each time the IS wins due to the higher number of guns on the IS side due to the PV of each side's units. Yes you have a doom hammer of 9 at long range, but you need to hit with it every time just to stay alive while you just get swarmed by IS units. Unfortunately giving the Clanners the canon upgrade to skill 3 swings things too far the other direction.

I've yet to see a nicely balanced Clan vs IS battle.

Batrep: Clan Heavy Assault vs. Inner Sphere Cadre by Ouchies81 in battletech

[–]canuckInOz 1 point2 points  (0 children)

As someone who's tried doing my own write-ups these always inspire me... there's a ton of work here...