Ok the polls are messed up the sumit button is atualy on top of the poll below not sure how that happened. Personaly my most loved is the Awesome 8Q as I started with level 1 tech and well 3 PPC's with near to enough heat sinks just about says it all. Most feared is the Madcat which just happens to be my second favorite too its the only clan mech I've ever fought that I just can't pin down Blood Asps I can handle Daishis I can hit and run into oblivion but the madcat realy gives my usual lance of IS mediums a real run for their money. I don't realy have a most hated mech. Challenger PS just to underline my point about the Madcat the Madcat's bv is often not more than 1or2k short of that of my lance
I dunno about you guys, but when I first started playing mechwarrior 2, the Gargoyle scared the CRAP outa me...till I learned to shoot off its arms. Second to the Gargoyle for me would be the Summoner. Remember(yea back to MW2) that MW2 mission, where ya had to destroy the reactor, and then they sent a whole frekin star of summoners after ya??? yea that was scary, and kept me on the edge of my seat
Most Loved: Timber Wolf. Versatility personified. Fast, with heavy armour and a good loadout.
Most Feared: Fafnir... I know it's not that great, but I made the mistake of closing in on it and copped 50 points to the Centre Torso. Ugh.
Most Hated: Fire Moth H. One of my friends insists on fielding 2,500 points worth of them in each and every game. I solved this problem by using the Ice Ferret D. Those Pulse Lasers sort them out real fast, and I move almost as quickly as they do
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
Dasher H are easy to beat if you think your opponent will be fielding them.
Firstly buy something like the Heavy LRM Carrier (4 LRM20s in a turret at 768 BV .... hmmmmmmmm) maybe two in 2500 bv and improve their gunnery so that they are at least 3 gunnery 5 piloting. Support units can be either anything with Medium Pulse lasers that is cheap or lots of battlearmour (they have secondary advantages as well). Something like the Achilleus is ideal incase they are dasher Ds (unless of course they actually hit you).
Now change your ammo loadout to 2 tons 'cheese spread' thunder, 2 tons Swarm I, 1 ton smokeand 3 tons normal. These ammo types can help you in almost any situation (the Smoke can create cover where there is none). Whenever you have a clean LOS to the Dashers and within range of your Heavy LRM Carriers fire off a shot of 'Cheese Spread' Thunder at the Hex the mech is in. Because the unit uses LRM 20s it creates a 10 point minefield in the hex of the mech and the surrounding 6 hexes forcing this non-jumping unit to make a roll just to get away without damage... if you want to fire more than one volley at the target that is fine as well (making up to 20 point hexes I think).
Achilleus and Swarm I,
Achilleus are the best spotting units I have ever used. They receive bonuses from the range you are firing at and move the standard movement of other battlearmours. Plus the fact that they do not need to include their movement for firing they don't incur anything beyond the +1 for spotting except for target's movement and terrain modifiers. A neat little trick is to use infantry to spot on infantry, the rules are rather weird around this point but effectively it doesn't say a vehicle firing on infantry indirect using infantry to spot should receive the +1 for dispersed (since no infantry can receive this bonus against other infantry and its a LOS only modifier from what I can tell ie firing directly on). You can also use the Achilleus to 'connect the dots' between enemy forces when using Swarm I making it practically impossible to hit your own troops but still allowing the ammo to attack subsequent targets along the line.
Just a few ideas to use against the dasher enthusiast.
Where did you find those rules for the Thunder munitions? According to my BMR (unrevised) the only difference for a LRM20 is that it lays a 20-point mine field in the target hex. Nothing about multiple hexes. And since a unit standing in the target hex saw the mines land, he doesn`t even have to roll to get out of there. Now, if you fired at all hexes surrounding the mech...
In AeroTech2 there`s a bomb version of the Thunder/FASCAM that does spread over several hexes IIRC.
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.
That Aerotech 2 was released after FM: CC (I think that is the FM it is in). It is the same ammo just a different usage (like arrow IV ammo types can be fighter carried in the form of bombs). The differences of this ammo over normal thunder are:
1) It disperses over seven hexes instead of 1.
2) It disperses at 1/2 the strength of the launcher size.
3) The ammo is bulky taking up double the space of normal munitions (thus 1 ton of lrm 20 ammo in this case would have only 3 shots).
Hope that helps.
Greyslayer - please note that I feel this ammo type is completely unbalanced
Its not the movement as such but their survivability and ability to do damage back on an opposing force. There is no physical modifier from being able to jump 3 or jump 4 (except for the chance of being more likely to make cover than jumping 3). I am not sure but not including movement modifiers, terrain modifiers and being dispersed do the Kage get modifiers of +1/+4/+7 to be hit instead of 0 for short +2 for medium and +4 for long for normal battlearmour....
Loved: 3025 Thunderbolt...the absolute model of design efficiency. Every time I do a test (such as my Design Challenges) using a T-bolt, I am impressed anew by the design...It holds its own extremely well against much newer and more advanced designs...and its distressingly hard to kill in any situation. Consider...the only 3025 'Mechs that give the 65-ton T-bolt pause are the 70-ton Grasshopper, the 80-ton Awesome, the 85-ton Battlemaster, and the 100-ton Atlas.
Hated...tough call...my first impulse is to say the 3025 JagerMech, but even that thing had its uses. I'd say a random pick from a pool made up of about 2/3 of the 3025 medium 'Mechs. :-\
Feared: Awesome...there's simply no "good" range to hit the thing. You have to either maul it with superior numbers/tonnage/firepower or outmanoever it. Nasty.
Peace is that glorious moment in history when everyone stands around reloading.
Most Loved: MAD-3D Marauder. Sure it runs hot, but since heat management is a skill I've learned over the years, I'm not too worried about it. Because it doesn't have one of those pesky XL engines and it has great armor, it only takes all day to kill. And it looks great!
Most Hated: Any Warhammer. They always have good armor and an excellent weapons package with the ability to start hurting you at range and continue the pounding until you get up close...and then it just gets worse. With a player who is smart and not afraid of "Riding the Red" it just is not a fun 'Mech to face. And again, it just looks so damn cool.
Most Feared: Either the Raven or Hitman (Or upgraded OstScout). Not because of what they are by themselves, but because they are only there to make something bigger and nastier than they are a better chance at killing you. I can't tell you how many times I've had one of those things hit me with a NARC beacon, use ECM to break up my C3 network or gotten TAGged and hit with an Arrow IV strike by those little monsters.
All I need are some tasty waves, a cool buzz, and I'm fine.