Hunting big Game (Harasser Level 1 & 2)

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Minnime
07/17/04 12:05 PM
217.82.102.79

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2x the same Mech, one time Level 1, one time Level 2, both designed to take down the bigger ones (or at least to make some holes into them).

Type:
Technology Base: Inner Sphere Level 1
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Engine: 270 14.5
Walking MP: 6
Running MP: 9
Jumping MP: 2
Heat Sinks: 12 2
Gyro: 3
Cockpit: 3
Armor Factor: 112 7.0
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 14
Center Torso (Rear): 5
R/L Torso: 11 13
R/L Torso (Rear): 4
R/L Arm: 7 13
R/L Leg: 11 12

BV : 858 Cost : 3828290
Weapons and Ammo Location Critical Heat Mass
PPC RA 3 10 7.0
Medium Laser LA 1 3 1.0
Medium Laser LA 1 3 1.0
Medium Laser LA 1 3 1.0
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) RL 1 0 0.5
*** ACTUATORS RA RH LA LH
*** HS RL1 LL1






Type:
Technology Base: Inner Sphere Level 2
Tonnage: 45

Equipment Mass
Internal Structure: ES 2.5
Engine: 315 XL 11.0
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 12 [24] 2
Gyro: 4
Cockpit: 3
Armor Factor: 144 9.0
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 20
Center Torso (Rear): 5
R/L Torso: 11 17
R/L Torso (Rear): 5
R/L Arm: 7 14
R/L Leg: 11 19

BV : 1384 Cost : 9681940
Weapons and Ammo Location Critical Heat Mass
ER PPC RA 3 15 7.0
ER Medium Laser LA 1 5 1.0
ER Medium Laser LA 1 5 1.0
ER Medium Laser LA 1 5 1.0
Jump Jet(s) RL 1 0 0.5
Jump Jet(s) RL 1 0 0.5
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) CT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
*** ACTUATORS RA RH LA LH
*** ES RT1 RT1 RT1 RT1 RT1 RT1 LT1 LT1 LT1 LT1 LT1 LT1 LT1 RT1
marlin
07/17/04 01:54 PM
62.104.208.81

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The first Version is okay, except the 2 JJs. What is their role in this Mech, except to take 1 ton away? They have no game use for me.
The second has of course more possibilities, but this price is enough for a good medium or heavy.
Frederic Walden
driver of "Sir Scan-a-L.o.T." (A Savannah Master, for neven <img src="http://www.sarna.net/w3t/images/graemlins/wink.gif" alt="" /> )
with the "Lords of Thunder"
and proud of it.

watch out for www.clanwatch.com
Minnime
07/17/04 02:29 PM
217.82.102.79

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Even with 1 Jumpjet a mech is superior to a mech without jumpjets.
They do not give you "Bang for the buck", but tactical options.

Mechs with JJs can reach places quickly that mechs without JJs hardly or never reach.

greets
Minni
Greyslayer
07/17/04 06:22 PM
203.61.72.175

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A mech with one or 2 jump jets are virtually useless, it takes all their movement to go up a level 2 hill or jump two hexes in heavy woods in which a 6/9 movement would still easily complete with movement left over. Possibly to jump as many levels high of building as the mech has jump jets (a mech with two jump jets cannot jump a level 3 building if starting at level 0). The +1 modifier coupled with +3 heat and +3 modifier to hit makes those kinds of mechs pretty useless.
Nightward
07/17/04 08:27 PM
211.26.66.7

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If you drop the PPC for a Large Laser, you could mount another four Jump Jets, and have it go 6/9/6.

OTOH, this makes the 'Mech look like a Phoenix Hawk or Clint refit, which I assume isn't the point
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.
Minnime
07/18/04 03:46 AM
217.82.102.79

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You can remove the JJs, but there is nothing usefull you gain from removing them, except maybe a ton of armor, if I could remove JJs + PPC + Med. Lasers and get 2 large Lasers for it I would, but unfortunately it's going to overheat pretty soon if you do.

But I prefer JJs in this case, it's better in cities (im not talking on jumping *on* buildings, as 99% of them won't take the weight of 45ton smashing on them, but switching streets by jumping above the lower ones).

As well you can airdrop without the need for jump packs and face no serious disadvantages if you have to drop some levels of terrain (eg. mountains) and / or you can peak over things by just making a short jump into the air.

The 3 Heat does not matter, using the PPC you get +1 heat per round, using the 3 med. L. you gain +0 heat per round, who cares ?

Don't confuse it with it's use only for board game use, I do not play it, nor I care for the board game, I know that you can't do alot of things there which otherwise you could.

greets
Minni
Minnime
07/18/04 04:05 AM
217.82.102.79

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On the other hand you can change it to this, while at long range you can jump without overheating and at short range you will overheat slowly or quick if you jump, but this is a totally different design with a different role.

Type:
Technology Base: Inner Sphere Level 1
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Engine: 270 14.5
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 0
Gyro: 3
Cockpit: 3
Armor Factor: 112 7.0
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 14
Center Torso (Rear): 5
R/L Torso: 11 13
R/L Torso (Rear): 4
R/L Arm: 7 13
R/L Leg: 11 12

BV : 767 Cost : 4060290
Weapons and Ammo Location Critical Heat Mass
Medium Laser LA 1 3 1.0
Medium Laser LA 1 3 1.0
Medium Laser LA 1 3 1.0
Autocannon/2 RA 1 1 6.0
@Autocannon/2 (45) RA 1 0 1.0
Jump Jet(s) RL 1 0 0.5
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
*** ACTUATORS RA RH LA LH
*** HS RL1 LL1
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