MG or Sm. Pulse Laser?

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Karagin
01/03/02 06:28 PM
63.173.170.43

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Which do you think is best for anti-infantry work? Which would you go with on a mech or vehicle?

Include all things that even the two out for you, for example the need for CASE with the MG Ammo and the need for Heat Sinks with the SPL...etc...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Bob_Richter
01/03/02 06:34 PM
4.35.174.250

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Machine Gun.

SPL=3 damage
MG=2d6 damage.

Hm. Tough one there.

the -2 mod is pretty worthless, since infantry are hardly difficult to hit.
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
Greyslayer
01/03/02 06:44 PM
137.172.211.9

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MGs basically OWN small pulse.

1 ton 3pts damage for SPL and generates 2 heat
0.5 tons and can be fed from the same ammo bin as several other MGs for no heat and massive amounts of damage to infantry. Its even more effective against armoured targets than those pesky SPL.

Only if totally limited to crits would I even bother with the SPLs over MGs but then there are better things to get than SPLs for 1 ton unless for flavour.

Greyslayer
Nightmare
01/04/02 12:47 AM
194.251.240.107

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Machine gun every time.
Only bad thing with it is the ammo, which makes for
a BIG explosion if you get a critical hit. CASE takes
care of that.
Advice for Evil Overlords:
My legions of terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
TRYCORP
01/04/02 08:03 PM
12.16.168.254

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uuuuh..

NEWBIE QUESTION AT 12:00!!! IN COMEING!

What are the exact rules for machine guns? Or are they same as everything else except against infantry?

And what do u think about a 10-15 ton anti-infantry mech?
"Machine Guns! Thats a Summoner out there! Do you plan to punch little holes in it, and have it fall down from too much ventilation!?!"

TRYCORP
Clan Nova Cat
Greyslayer
01/04/02 08:31 PM
137.172.211.9

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They (as in MGs) do 2 damage to everything else except unprotected infantry (battlearmour being classed as protected will only take 2 points). If the infantry are unprotected MGs will do 2d6 damage if they hit a platoon.

A 10-15 ton mech becomes particularly useless unit. A 10-15 ton vehicle would be better suited to chasing down infantry over a expensive and weak mech that has as a minimum about 20% of its weight made up by a cockpit compared to just around 7% for a vehicle of the same mass.

Greyslayer
Korbel
01/05/02 08:33 AM
206.152.237.32

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MG's.... especially when you have atleast 4 of them...

use the same ammo bin's... upto 200 shots per crit/ton
No need for heat sinks no non-damage dealing wieght.

plus bonus damage against unprotected infantry/ rioters/ college students/ cattle

MGs are also great for handheld weapons... no need for heatsinks again... only need 1 ammo bin... small wieght, so you can fit them even on 10 ton mechs that can't carry much.



Acolyte
01/07/02 07:20 AM
142.179.25.76

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Well, if you include the optional level 3 rules that Sml Pulses do the same damage to infantry as MG's then there is a run for the money.

Personally, the MG would still win, due to the ability to stack them and totally annilalate a whole plattoon with no heat.

If you don't use the level 3 rules, the MG has no rival in the SPL. No contest.

Also " on 'mech or vehicle" well, heat sinks on vehicles can be much better used for other weapons. Again, MG's.

Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
Karagin
04/28/07 07:19 PM
24.26.220.4

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Round Six
Karagin

Given time and plenty of paper, a philosopher can prove anything.
OgreMagi
08/28/07 10:31 AM
69.2.76.201

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the new battle tech rules, total war have change the way mech scale weapons affect infantry. again the MG does max damage but the small pulse is no slouch, genrally i would go with the small pulse laser on a mech, vehicles are much better with mgs,
Askhati
10/27/07 02:38 PM
168.209.97.42

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MG: can give an ammo explosion, on a full bin, of 400 points of damage. If you do not have CASE, that kind of damage is fatal to every design.

So in that sense, if you are going up against infantry squads that have a way of overheating your unit (and the unit has no CASE), the small pulses might seem a better idea.
Evolve or DIE!
Karagin
10/28/07 01:08 PM
24.26.220.4

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Good point....have you had a chance to look over the new rules in the Total Warfare book and the Tech Manual?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Askhati
10/31/07 01:03 PM
146.232.65.6

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No, not at all. Have there been changes that invalidate my point above?
Evolve or DIE!
Karagin
11/01/07 06:53 AM
24.26.220.4

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Yes, SPL do roughly 20 2D6 to infantry now and they have made some other changes in this area as well. I need to double check this but one a quick and very rough take on things here is what I recall without the book in front of me:

SPLs now 20 2d6 damage to infantry, same as MGs.

MLs do 1 damage to infantry.

Flamers do 3d6 damage to infantry.
Karagin

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