List of Vehicle Top Speeds

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Goose
04/15/23 04:23 AM
73.172.120.184

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I think I saw a 228kph for a copter, and it got me to thinkin' it was a valid way to sort units?
Karagin
04/15/23 09:37 PM
38.48.39.237

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It could be, I mean, it would give you a starting point for which ones would be best at recon for fast in and out missions.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
aurora43
04/16/23 11:39 AM
172.14.48.63

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Tech Readout 3025 (c/w 1986) lists eleven vehicle descriptions along with cruise and flank speeds.

Example>
Mobile HQ (wheel) 64.8kph cruise; 97.2kph flank
Patton (track) 43.3kph cruise; 64.8kph flank

Also listed are a second set of numbers, e.g., 6/9 and 4/6 respectively. Which I assume has something to do with hex speed?

Regarding the Mobile HQ card itself> As a Command<>Resource card so it does not have a speed rating. However, text does say that it cannot be attacked by a slow 'Mech. That would seem to indicate a speed rating Medium (M) or better?

Hope this helps. Good luck, Goose.
ghostrider
04/16/23 12:12 PM
45.51.181.83

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The 4/6 is indeed the hex speed of the unit. Once you get into some of the faster speeds, the KPH speed is higher then the hex speed, such as the 4 hex being the 43 kph. which the 6 is the 64 kph.
As I don't deal with the card game version, I can't really say much about the M speed rating. In the board game, as long as you are in weapons range, you can be attacked. So an Annihilator with ac 10s can strike out to the 15 hex range as long as it has working weapons and ammo for it.
Using speed to look up vehicles might be interesting, but the speed of a unit does not determine it's worth. It will help when figuring out if it can be used for certain things, like if you can get to a disaster quickly, but there are factors that really have to be considered. Without some sort of road, most ground based vehicles can not enter heavy woods. Aircraft can fly over, but can not fly at the same altitude as the trees. I believe tracked is the only ones that can enter light woods, but it has been a while.
Amphibious, hover and naval vessels can run in water hexes deeper then 0 hex.
Terrain and ground cover is a big factor with vehicles and speed.

An example of speed no showing value well is an Urbanmech being deployed against say even a Locust in open terrain. One round is about all you have for the Urbanmech to use it's cannon and not get return fire. And that is IF the Locust isn't the 1M version that has the dual lrm 5 launchers.

Still, speed could well be used to figure out interceptors and harassers quicker then going thru all tonnages.
Karagin
04/16/23 10:01 PM
38.48.39.237

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Odd that folks don't know the hex movement rate for this game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Ovidii
12/21/23 03:42 AM
68.183.108.143

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Speed can be a helpful factor, but it's not the be-all and-end-all of vehicle usefulness. Terrain, cover, and specific unit capabilities play a huge role too. A speedy Urbanmech might get crushed by a Locust in open ground, especially if it's the dual LRM-5 variant. That said, using speed to identify potential interceptors or harassers could definitely be a useful strategy.
RichardVega
01/04/24 07:30 AM
185.141.119.81

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Yes, helicopters can achieve impressive speeds, and speed is indeed a valid criterion for sorting and categorizing units, including military vehicles. It can be a crucial factor in determining a unit's role, effectiveness in various scenarios, and strategic mobility.
ghostrider
01/12/24 03:19 PM
45.51.181.83

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Strategy and tactics do have major values with speed. Being able to reach areas is a big thing with the speed. Vtols and fixed wing aircraft work well for getting troops and equipment to areas, like mountain fortresses. The fixed wing needs a landing zone, so not as effective as the Vtols, but still usable. There is a small problem with some aircraft. Some are just as slow as most other units.

Ground vehicles have the issue of having to stick on roads in certain areas. So this can be an issue, when you have one road that you can use. Mining, or just blocking the road removes the speed factor in heavy forests and such.

Without limiting terrain, speed is great for harrasser units to get to and slow down an enemy, while getting units into place, whether to the battle field or into defensive positions. Some units, will draw fire from anything that can hit it, such as the Saladin Hovercraft. The AC 20, on a unit that can get behind you quickly, is not something you ignore for long, if at all.

The hit and run ambushers are nice, when on your side. The thru armor crits come into play with this. An inferior force could very well take down superior forces with just getting lucky with them.

Still. Speed has it's uses in the game.
One more thing that is necessary when looking at speed. Jump jets on units verses the terrain. A Locust in heavy woods is going to be slower then something that can jump 5 or more hexes.
Karagin
01/12/24 10:11 PM
38.48.37.18

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Knowing how to use the terrain on the board is also important, but then again, the average player seems to enjoy turning the game into a WWE-style fight vs. a tactical combat game.

Really think most would be better off playing the Solaris 7 game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
01/13/24 02:05 AM
45.51.181.83

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Outfitting a unit with melee weapons and things that don't have more then 3 hex range as well as 3 speed? Yeah. Deathmatch time.

Though it might be interesting to see some home made 'rules' that have things like body slams and suplexes. Even a simple throw might be interesting. Drop kicks that automatically do damage to the kicker, and can shove the kicked unit back with no pilot roll to avoid being pushed down.


I believe the ability to use whatever unit you want whenever, leads to a lack of tactics. Campaigns, where you use one mech, forces more tactical thinking. It isn't as much fun, having an archer or the likes in the middle of a heavy forest, but that does force the pilot to come up with something new.
Omni technology made the ability to change weapons loadouts feasible. Made mechs unpredictable, requiring thought in how to deal with the enemy unit.
miguel
01/15/24 10:11 AM
178.62.80.87

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hand-to-hand combat in the game is quite simple and straightforward. It does not require players to have a deep understanding of the game mechanics like here . That's why most people prefer it


Edited by miguel (01/22/24 03:43 AM)
Karagin
01/15/24 09:15 PM
38.48.37.18

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And again it changes the nature of the game, making it a non-tactical combat game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
01/16/24 10:44 PM
45.51.181.83

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Hand to hand is simple, for the most part, but when you play with things like funds and repair rules, the idea of going in to physical combat would cost you more then it is worth. The damage to just armor to go for a strike, should be enough to cause you to avoid it. A punch has a 1 in 6 chance of hitting the head, when both players are on the same level. It is tempting, but then you have to remember, that is the same to have your head smashed. It also removes using arm weapons, and back before they updated rules, a punch required hands.
A kick is harsh when you miss. The possibility of falling from the missed kick puts you in a bad spot. Without an extremely bad roll, you normally have other factors that caused the fall, which makes it harder to get back up.

I admit it was something that looks great at first. Without needing to figure repairs and even costs, it is great. Losing a skilled pilot tends to remind you, it is not always on your side.

As for the original topic, there is a small note that needs to be added. Since the super charger and MASC were introduced, this will change some of the tables for speed. Oddly enough, map sizes can modify what you might be able to use. Skidding off the given maps, can be ruled that the unit fled the field, or is just removed.
Karagin
01/17/24 10:22 AM
38.48.37.18

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Hand-to-hand is great for mechs; the same concept kills vehicles, thus rendering it pointless for them. So you can't ram other vehicles using similar tactics.
Karagin

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