ANV-4L Anvil

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KamikazeJohnson
09/04/14 01:16 PM
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Design concept inspired by Retry

I threw this together for a tournament event. Unfortunately, I won't be able to take part, but one of the others might use this design. I'll let you know how it does!

Anvil ANV-4L

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3067
Cost: 14,925,433 C-Bills
Battle Value: 2,220

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Hardened
Armament:
2 Snub-Nose PPC + PPC Capacitors
8 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Set-up and Destroy is the name of the game for this beast. Snub-Nose PPCs have
the longest Short-Range bracket of any of the heavy weapons. Attached
Capacitors give the Anvil a powerful opening salvo, which is even more
impressive if it is able to duck in-and-out of cover, charging the capacitor in
between. Jump jets provide needed mobility, especially considering the
hampered running speed due to the hardened armour, and the Targeting Computer
allow it to maintain good accuracy even while jumping. A whopping 26 tons of
armour allow it to survive a hellish amount of pounding while setting up for
the kill.

The kicker...once the PPCs have breached the armour in a critical location or
two...the Rocket Launchers unleash hell and finish the job.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 107 points 3.50
Internal Locations: 2 HD, 3 LT, 3 RT, 3 LA, 3 RA
Engine: XL Fusion Engine 280 8.00
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LT, 1 LA, 1 RA
Gyro: XL 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Hardened AV - 208 26.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 22 34
Center Torso (rear) 8
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 11 22
L/R Leg 15 27

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Snub-Nose PPC + PPC Capacitor RA 15 2 6.00
Snub-Nose PPC + PPC Capacitor RA 5* 1 1.00
Rocket Launcher 10 RA 3 1 0.50
Snub-Nose PPC + PPC Capacitor LA 15 2 6.00
Snub-Nose PPC + PPC Capacitor LA 5* 1 1.00
Rocket Launcher 10 LA 3 1 0.50
3 Rocket Launcher 10s RT 9 3 1.50
Targeting Computer RT - 3 3.00
3 Rocket Launcher 10s LT 9 3 1.50
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 14 Points: 22
4j 3 2 1 0 3 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/04/14 03:08 PM
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Don't have the info on rocket launchers so I must ask.
Are they one shot units?
If not, is there an ammo bin on this mech?

Other then that, this seems to be a really nasty mech.
KamikazeJohnson
09/04/14 03:39 PM
24.114.25.147

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Quote:
ghostrider writes:

Don't have the info on rocket launchers so I must ask.
Are they one shot units?
If not, is there an ammo bin on this mech?

Other then that, this seems to be a really nasty mech.



Rocket Launchers can be treated like One Shot LRMs, with range brackets 4/8/12. The RL10 generates 3 heat.

So the Anvil is primarily a duelling 'Mech, since its "Killer" weapon set has no staying power. Kill the other guy, and take a bow lol
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
09/04/14 06:26 PM
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Not sure about it doing any killing...those one shot waste of tonnage on a mech weapons are not worth using, since once fired you have lost that system. This mech can be beaten by a tactical use of terrain and range.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
09/04/14 06:45 PM
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Quote:
Karagin writes:

Not sure about it doing any killing...those one shot waste of tonnage on a mech weapons are not worth using, since once fired you have lost that system. This mech can be beaten by a tactical use of terrain and range.



As I said, it was designed for a specific arena scenario, which was designed to encourage close-quarters. My idea here was to use the Anvil's jump capacity and the PPC Capacitors to soften up the target, open up a few hokes in the armour, and then use the RLs to exploit the weaknesses.

An example of what I'll be facing: one of the other guys is entering a modified Charger with TSM, a Mace, and a Shield.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/05/14 03:51 AM
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I have to agree that single shot weapons are iffy. I am assuming they roll on the missile table as a 10 shot.
I would think srms or lrms would be a better way to go, but I can see where this is a more of a clan type duel unit then a campaign unit. Hope you hit with limited shots.

Had just realized, you have no hand actuators going into a possible fist fight. Depending on the speed of the charger, he may win intiative and be able to flank you. Kicks are no good when the enemy is out of the front arc.

But this is all possible. We can discuss them after the battles are done.
KamikazeJohnson
09/05/14 09:37 PM
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Quote:
ghostrider writes:

I have to agree that single shot weapons are iffy. I am assuming they roll on the missile table as a 10 shot.
I would think srms or lrms would be a better way to go, but I can see where this is a more of a clan type duel unit then a campaign unit. Hope you hit with limited shots.

Had just realized, you have no hand actuators going into a possible fist fight. Depending on the speed of the charger, he may win intiative and be able to flank you. Kicks are no good when the enemy is out of the front arc.

But this is all possible. We can discuss them after the battles are done.



I agree that in an all-purpose machine you can usually make better use of the tonnage than one-shot weapons. For an "extended campaign 'Mech", for example, I might use 4 ER Medium Lasers, for example, which give about half as much damage at the same range with no shot limits. Truth be told, I'd do a lot of things differently with a Campaign 'Mech.

However, given that this one is designed for a single fight...
--All 8 RL-10s collectively use only 4 tons...
--ERMLs are a poor choice as they overlap ranges with the Snub-Nose PPCs, making them nearly redundant. Plus, I'd only be able to use 3 ERMLs, as I'd need an extra ton for the TC as soon as I add a direct-fire weapon.
--SRM 6 with a single ton of ammo gives a bit more damage/shot than a single RL-10, so it's comparable to firing one RL-10 per round. SRM gets a bit more damage, more scattered hits, less range, 15 shots instead of 8, but without the option of firing multiple shots in a single round.

The primary reason for using was them was the Alpha Strike potential. Anyway, we'll find out Monday if it works
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
09/09/14 03:11 AM
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Well, the battle was fought, and the design was tested.

It turns out, the arena was MUCH smaller than I expected...a Hexagonal space 11 hexes cross-corner, 4 'Mech free-for-all instead of duels.

I didn't play, but I got a recap from the player who controlled the Anvil.

Also in the mix were 2 modified Chargers: one with Hardened Armour and TSM, fully optimized for physical combat; the other with a variety of close range weapons including twin Streak SRM 6s and a bunch of MPLs. The fourth 'Mech I didn't get a full description but it was a modified Stalker, also mounting Hardened Armour.

Match Rules gave a 70-75 ton 'Mech a 2/2 pilot, 80-85 tons got a 2/3, and 90-100 got 3/3, and that advantage was probably the major turning point.

First match saw the Anvil face off with the melee specialist...after circling each other for 5 rounds, trading shots, the other 'Mech won initiative 4 rounds in a row, landing TSM-augmented Hatchet blows twice. He backed off of a third such attack after the Anvil's player threatened to feed him a full volley of Rockets, choosing instead to deliver a crippling 6-hex charge one of the other. Fight came down to the Anvil vs the Stalker...the Rocket attack was crippling and decisive, leaving the other 'Mech severely hampered by movement crit and engine damage. Anvil wins.

Round two was between only 3 players...the other two chose to duke it out, leaving the Anvil with an easy mop-up win.

Not sure if it was because of the design, or simply a superior player, or both, but the Anvil cleaned house, winning both matches.

I still wouldn't even consider sending it to the front lines
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/09/14 03:58 AM
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Did they say it was going to be a duel?
Curious on why they did the 4 mechs.

Still it is nice that it did very well in the fights. The fact that the running player did not fire off the rockets the first chance they got does make me wonder.
The times he was hit with the hatchet normally would be a good time to fire something like that off, unless they included splash damage.
I am guessing they stuck with the idea of using the rockets after a few holes were opened in the armor.
KamikazeJohnson
09/09/14 11:56 AM
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Quote:
ghostrider writes:

Did they say it was going to be a duel?
Curious on why they did the 4 mechs.



This match was a "test run" for an upcoming gaming convention in November (JimCon)...they'll be running an Alpha Strike demo as well as a Solaris-style arena. I guess they wanted to see how the arena worked with multiple 'Mechs, as will be the case at the convention,

Quote:
Still it is nice that it did very well in the fights. The fact that the running player did not fire off the rockets the first chance they got does make me wonder.
The times he was hit with the hatchet normally would be a good time to fire something like that off, unless they included splash damage.
I am guessing they stuck with the idea of using the rockets after a few holes were opened in the armor.



We discussed tactics in advance, and we both agreed that the Rockets were best left until either a desperation shot, or once there were armour gaps to exploit...the abundance of Hardened Armour in this match made it that much more important to choose the right moment (note that 8 RL-10s all hitting would result in, on average, 14 hit locations). As it turned out, the free-for-all format really favoured that tactic, as everyone was reluctant to be the one to Eat Flaming Rocket Death, figuring at the least it would disadvantage them against the other survivors. A poor decision on their part, IMHO, considering the Anvil's gunnery advantage, the TC, and the fact that the SNPPCs' Short Range bracket covered almost the entire arena.

Admitted by the player...if the Charger hadn't backed off, one more lost initiative roll and he would have used the Rockets...which probably would have meant one of the other 2 players would have won.

In the second match, it seemed the other two players felt whichever one of them suffered the Rockets would lose to the other, so they just faced each other first.

Moral of this story: "A threat is stronger than it's execution." -- Chess Grandmaster Aron Nimzowitsch
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/10/14 12:46 AM
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just thought of it, but I am surprised no one has come up with an explosive filled axe or whip or something like it. Disposable weapon that does extra damage on the first physical contact hit... Or maybe claws that shove an explosive into an enemy when it hits..

I understand that any hit might be the one that ends your ability to fight. Seen that happen more then once. One more shot would have changed the ending.

Did you watch the duel or was just told about it?
Honestly, I would think that doing the damage now, you could avoid taking more later. Not having 3 units to fight against but 2 would mean a better chance of winning, but then that depends on who they are going after.

Then again, I can see where they might be concerned that one shot might end their day, so wanted to avoid it entirely.

Though the initiative does play a very important roll. Didn't mean to jinx the mech when I mentioned that when discussing the lack of hands.
KamikazeJohnson
09/10/14 03:25 AM
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Quote:
ghostrider writes:

I understand that any hit might be the one that ends your ability to fight. Seen that happen more then once. One more shot would have changed the ending.

Did you watch the duel or was just told about it?
Honestly, I would think that doing the damage now, you could avoid taking more later. Not having 3 units to fight against but 2 would mean a better chance of winning, but then that depends on who they are going after.



I got a "recap" from the guy who ran the Anvil...if I could have been there to watch, I would have played it myself.

If the RLs hit for a solid 10 points to a single location, it wouldn't matter as much when they get used. However, a RL-10 will usually have 2 hit locations, which means 2 chances for a crit. OTOH, the SNPPC w/Capacitor delivers 10-15 points to one location. Once the armour is gone, I'd rather be firing RLs than PPCs, because of the greater chance of critical damage. And particularly with the Free-for-All format, every round you survive, your enemies have a little bit less armour. The longer you wait to use the RLs, the more devastating they are.

If the Anvil stood alone against, say, 3 or 4 Light 'Mechs, then it may be beneficial to use the RLs early...eliminate a target or two a quickly as possible to reduce incoming damage. But in the case at hand, when the arena is essentially split into 2 duels, there's less incentive to cut loose early hoping for a cored location or an Armour Piercing hit. Save the shot until it can do the most damage, which is when that torso location is exposed to internal damage...Hello, Engine Hits!!

Quote:
Then again, I can see where they might be concerned that one shot might end their day, so wanted to avoid it entirely.



That psychological element is probably the greatest advantage to holding back on the shot. The Charger was actually on the right track hacking away at the Anvil (really, given the configuration, the only reasonable option he had against any opponent), although he bailed just at the point that he should have persisted.

Here's the thing...not counting the RLs, the Anvil was out-massed, out-armoured, and out-gunned by all of the other 'Mechs (all 80-85 tonners). Having an Accuracy advantage (better Gunnery + TC) as well as the longest Short-Range bracket on the board is an invitation for the others to move in to "Up Your Nose" range in order to nullify that advantage. But the Rockets made them reluctant to close, which resulted in a huge accuracy difference (about 90% hit rate for the Anvil, closer to 50% hit rate for its enemies). As soon as the Rockets are spent, there's no reason not to move in...the larger 'Mechs now have the advantage. Basically, the other players were playing "chicken" with each other, where the first one to decide the Anvil HAD to be dealt with got to face the Rockets. Instead, no one flinched, and they all lost.

Quote:
Though the initiative does play a very important roll. Didn't mean to jinx the mech when I mentioned that when discussing the lack of hands.



Nah, that kind of streak happens at least once per game. And the Anvil had the mobility to prevent it from being too damaging. If I hadn't gone with Hardened Armour, it could have been a different story...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
09/12/14 11:09 PM
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My refined version of the Anvil concept 'Mech.

Anvil II ANV-5L

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3067
Cost: 16,500,750 C-Bills
Battle Value: 2,254

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Hardened
Armament:
2 Snub-Nose PPC + PPC Capacitors
12 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Set-up and Destroy is the name of the game for this beast. Snub-Nose PPCs have
the longest Short-Range bracket of any of the heavy weapons. Attached
Capacitors give the Anvil a powerful opening salvo, which is even more
impressive if it is able to duck in-and-out of cover, charging the capacitor in
between. Jump jets provide needed mobility, especially considering the
hampered running speed due to the hardened armour, and the Targeting Computer
allow it to maintain good accuracy even while jumping. A whopping 26 ton of
armour allow it to survive a hellish amount of pounding while setting up for
the kill.

The kicker...once the PPCs have breached the armour in a critical location or
two...the Rocket Launchers unleash hell and finish the job.


Variants:
The Anvil II variant increases tonnage to 75 tons and downgrades to a Standard
Gyro, saving 1.5 tons and a bit of space. Reducing armour slightly allows the
addition of 4 more RL-10s, giving the Anvil II an even more devastating
Single-Shot arsenal, or allowing it to hold some back for a second shot.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 2 HD, 5 LT, 3 RT, 2 LA, 2 RA
Engine: XL Fusion Engine 300 9.50
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Hardened AV - 204 25.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 23 32
Center Torso (rear) 8
L/R Torso 16 22
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 26

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Snub-Nose PPC + PPC Capacitor RA 15 2 6.00
Snub-Nose PPC + PPC Capacitor RA 5* 1 1.00
2 Rocket Launcher 10s RA 6 2 1.00
Snub-Nose PPC + PPC Capacitor LA 15 2 6.00
Snub-Nose PPC + PPC Capacitor LA 5* 1 1.00
2 Rocket Launcher 10s LA 6 2 1.00
3 Rocket Launcher 10s RT 9 3 1.50
Targeting Computer RT - 3 3.00
3 Rocket Launcher 10s LT 9 3 1.50
2 Rocket Launcher 10s CT 6 2 1.00
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 14 Points: 23
4j 3 2 1 0 3 1 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

MY BLURB:
Yup, increased tonnage to 75 (still earns a 2/2 pilot in the Trials), which allows me to hide one more DHS in the engine. 3 tons/3 crits to play with. Back to the Standard Gyro, 4 more RLs, bringing it up to a nice tidy dozen, at the cost of half-ton of armour. I'm still discussing performance with the other player to determine if the Capacitor's were worth having. Without them I can push it to 15 RLs, essentially giving me a full second volley compared to the ANV-4L.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
09/13/14 11:24 AM
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Looks good for Arena games and such but it would not last long in combat with any thing that has ranged weapons and the RLs are still a waste of space and tonnage on a mech you would be better off with OS Streak 2s.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
09/13/14 07:25 PM
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Quote:
Karagin writes:

Looks good for Arena games and such but it would not last long in combat with any thing that has ranged weapons



Not a problem, seeing the arena for the event this was designed for allows a maximum engagement range of 10 hexes...the Snub-Nose PPC is about as good as it gets (Clan LPLs not being allowed). I agree that it would be a poor unit for general deployment, for a variety of reasons.

Quote:
and the RLs are still a waste of space and tonnage on a mech you would be better off with OS Streak 2s.



How do you figure that?

Mass
RL-10: 0.5 tons
SSRM-2 (OS): 2 tons

Range
RL-10: 4/8/12
SSRM-2 (OS): 3/6/9

Average Dmg
RL-10: 6.47
SSRM-2 (OS): 4

Crit Space
RL-10: 1
SSRM-2 (OS): 1

Hit Locations
SSRM-2 (OS): 2
RL-10: 2=(83.3%); 1=(16.7%)

Heat
SSRM-2 (OS): 2
RL-10: 3

A single RL-10 beats a SSRM-2 (OS) cold in every category except heat, and a small advantage in number of hit locations.

An argument can be made in favour of regular SSRMs + ammo -- you'd gain sustainable firepower, at the cost of single-volley damage and the vulnerability of an ammo location.

For a general-deployment 'Mech, I'd definitely consider trading the RLs fr a SSRM-6 + ammo + CASE. I'd also trade the Hardened Armour for Standard, the SNPPCs for EPRRCs, and make a bunch of other modifications. Basically turn it into a Warhammer...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/14/14 01:50 AM
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and if by chance the enemy has ecm, the streaks are useless. In a normal war machine, the one shots are not a good thing to have. This is arena only mech.
The snppc's would be nice to have on front line machines, especially those that are city or heavy short range encounters like heavy forests or canyons.

I could see adding to the total damage for more then one shot would be more energy weapons, but it would appear heat shut down would kill the mech. Not something that would be a good thing. Not sure if they would allow clan medium pulse lasers, but even that would be too much weight wasted. Would be better to have 2 regular or ermls then a single pulse.
With the range of the snppc the only real way lasers would be worth it is in physical combat, and in that case small lasers might be the way to go. Not sure if the 'floating' critical is possible with hardened armor, otherwise, a crap load of mgs might work for the contact range combats. But even that isn't a great option.
Karagin
09/14/14 12:13 PM
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Most folks forget that ECM counters Streak since the rules are vague on ECM and added to this the writers never really get into ECM and ECCM in the novels or short stories.

The idea that the mech is purpose built for one type of combat and that is arena style keeps it on the short list of not seeing wide spread use out side of one or two worlds and thus sales will be low, that is not something many companies want. So a combat version would be something they would quickly jump on.

As for the trade off you are gaining more with the streaks vs. the RLs in that you keep getting to use the Streaks where as once you fire the RL you no longer have it around. And adding more energy weapons is a radical change to the design. I wasn't suggesting a total over haul just a dropping of the RLs for a better missile system, which was the use of the Streak systems.

The OS Streak 2 beats the RL in the at if I miss, I don't lose the ammo. That means later when I need a the hit I have the chance to use it not damning the fact that back on round 4 I wasted the RL that missed. That to me is a huge advantage over the RLs that EVERY Streak OS version offers as well as the normal Streaks.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
09/14/14 02:43 PM
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Quote:
Karagin writes:

The idea that the mech is purpose built for one type of combat and that is arena style keeps it on the short list of not seeing wide spread use out side of one or two worlds and thus sales will be low, that is not something many companies want. So a combat version would be something they would quickly jump on.



Rumour has it that the Anvil and Anvil II are both one-off machines built with the intent of earning profit for the company in high-stakes Arena matches rather than as production models. Even more speculative are the claims that once the Anvil II retires from Arena competition, it will go into service as a Security 'Mech at the JMInc. compound...under the control of Vernon McQueeg...

Quote:
As for the trade off you are gaining more with the streaks vs. the RLs in that you keep getting to use the Streaks where as once you fire the RL you no longer have it around. And adding more energy weapons is a radical change to the design. I wasn't suggesting a total over haul just a dropping of the RLs for a better missile system, which was the use of the Streak systems.



Streak SRMs are among my favourite BT weapons, which I'd definitely include on a "production" model. However, the biggest thing the SSRM loses in this comparison is the ability to fire all it's ammo in a single devastating volley (which was my inspiration for using the RLs in the first place). Hmmm...Ultra-Streak-SRMs anyone? In the battle described earlier, that threat of that single devastating volley had profound effect on the tactics of the other players.

Quote:
The OS Streak 2 beats the RL in the at if I miss, I don't lose the ammo. That means later when I need a the hit I have the chance to use it not damning the fact that back on round 4 I wasted the RL that missed. That to me is a huge advantage over the RLs that EVERY Streak OS version offers as well as the normal Streaks.



Very good point here. Once again, under "normal" combat conditions, accuracy can severely limit the effectiveness of (non-Streak) OS weapons. However, a couple key elements relating back to the specific arena conditions: Gunnery of 2, Heavy/Assault 'Mechs as targets, no terrain to speak of, and 4 RL-10s for every SSRM-2 (OS) I could mount. Barring critical damage affecting accuracy, the HIGHEST POSSIBLE target number at Short Range is 8, and it would not be difficult in most cases to keep it as low as 5. The masses of RLs do, however, create an embarrassing shortage of critical space, which limits my options when tinkering with the configuration.

Note: I would VERY rarely put any OS system on a general-purpose design. I see very little reason for their existence. Usually...

Another Note: Nice to have some real "discussin" going on here!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/14/14 06:18 PM
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big point you are missing Karagin.
This is NOT a production model. It is a single modified mech for an arena.
It is not intended to be a new front line or even second line unit. It is made for an arena fight. The whole solaris 7 pack is based on that.
Expensive? Yes.
A waste of money? Very much so.
It would be semi useful guarding the inside of a factory or something short ranged, and at that point the streaks would come in very handy, unless the factory is running ecm, though not sure if they can tune into an unjammed frequency.

If he can get a good battle worthy unit from it, so much the better.

They did get a little into an ecm unit with the novels, as the Black Thorns had an upgraded raven in it for the time period right after the clan invasion was stopped. Not anything great, and more then a few packs dealing with buildings use sensor baffles, which aren't really explained much except the buildings are not found until after they fire.

From what I have seen the os versions were made so they had a 'new' system when 2750 came out. The titan (grand titan) and one vehicle used them as space waster with an little extra oomph.

One sneaky thing if you can use the ammo. Load one or 2 of the launchers with inferno ammo. Really scare the hell out of them
Karagin
09/14/14 10:38 PM
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RLs can't use special warheads, unless rules have changed and so that rules that out. The OS shot weapons makes a lot of sense for vehicles, things like VTOLs or confighters or fast high speed hovercraft, but they don't make any sense on mechs.

I know this an arena mech, I said that if was a production mech it would be better off with Streak systems with OS Streak 2 coming to mind to keep the flavor.

ONE time of a throw away merc unit, that based one fan reaction to was found to be very lacking and the anthem of what many claim first ruined the game, the idea that a merc unit can keep Clan tech up and running, doesn't set the stage for anything to be set in stone. Most will not have more then one ECM in play and even then most players forget they have it. Very few canon mechs even have the damn things and if they do they have Stealth armor and thus become bigger targets for the other side to remove, we have covered this before. The rules as written fail on a lot of things, or gloss over things in favor of the beat the crap out of the other guy vs using smart tech and doing the same.

This mech is a one night stand kind of mech, it looks great on paper but I don't see it doing very well once it is seen in a fight and smarter players face it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
09/14/14 11:06 PM
50.72.218.68

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Quote:
Karagin writes:

This mech is a one night stand kind of mech, it looks great on paper but I don't see it doing very well once it is seen in a fight and smarter players face it.



Further arena trials are coming up, so we'll see how it fares. I'm already tweaking the Anvil II from what's posted here. Unfortunately (or maybe fortunately), I don't think there are many local active players with the skill to deal with a 'Mech like this...I'm reasonably sure I can adapt the design faster than they can adapt to it. That said, an early gang-up could be deadly, JJ and RLs be damned...

I'd really like to see it in a somewhat larger arena with trees and elevations to deal with.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
09/14/14 11:38 PM
66.74.189.38

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Most of the story lines that do deal with clan tech in merc units tend to either come from the clans, (wolf's dragoons) or have a clan come stay with them, (kell hounds). The rose's are basically started from comstar's comguards.

I thought it was kinda stupid for alot of the innersphere units to use clan tech without having the supplies needed to fix them. As was said in another thread, the materials used on lrm launchers is different between them. Same with cannons and everything else. So once a weapon is damaged in battle, anything clan used by innersphere should have to be replaced. Big hole in the continuity of the universe there.

As for smarter players, a small arena is hard to come up with any real plans for protecting oneself. Once you know what to expect, you can come up with alternative things, like ams. But that can be said with any unit in existance.

Gang ups might be fun if you can get them all to charge at the same time.
Best defense, not be there.
Karagin
09/15/14 06:11 AM
70.118.139.48

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Wolf's Dragoons are a special case, they had the tech and the skills, the Hounds were again a special case. BOTH groups should have never left the realm of NPC status.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
09/15/14 06:13 AM
70.118.139.48

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I agree a bigger arena and different players are something that needs to be brought to the table.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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