Hordini wrote:What are the most commonly-sized games? I know you can play one on one all the way up to, well, much larger games, but is there a sort of standard size? Like one lance or star vs. another lance or star? Or more than that?
If you want to get it done in a reasonable time, a Lance on Lance affair would probably be the best, especially if you're playing at a venue you don't own (like your
FLGS) and/or can't 'save' the game (one thing about BTech is all the hexes are numbered, so you can effectively write down where you were up to, pack it away, and then pick it up later on at any venue - that doesn't work if you're using miniature rules of course...)
Hordini wrote:I cut my teeth on Mechwarrior 2, so most of my favorite mechs are Clan mechs. What is the best way of balancing out Clan vs. Inner Sphere engagements?
If you have more time, and are playing IS vs Clan, it does depend on tech level you're playing. If you're playing 3025 era 'Mechs with standard Inner Sphere pilots (G4/P5) against Invasion era Clanners with standard Clan pilots (G3/P4) then you're going to need about a 2:1 ratio of IS:Clan 'Mechs to balance it (of equal class that is - you don't take two Atlases for every Dasher they take). Clan 'Mechs aren't twice as effective as IS ones, probably about 1.5 times, so if there are 5 Clan 'Mechs, about 8 IS 'Mechs will do.
And I started with MW2 as well. I didn't even know what the Inner Sphere was until I played MechCommander - I just thought it was all the Clans and those weird 'Draconis' people I fought in Ghost Bear's Legacy!!!
@ me.
Hordini wrote:I've read in other threads that lances and stars should be put together to complement each other, i.e. recon lances, heavy lances, assault lances, etc. If you are playing with only one lance size formation (say like four mechs vs. four mechs) is it more permissible to mix the formation? For example would it be normal in a 4 on 4 game to have a couple heavy or medium mechs, supported by an assault mech or a couple light mechs? What is the common way of handling this size of game (and what is effective?)
The advice you see for balancing Lances scales indefinitely in both directions. So when you take a Recon Lance, support it with a Strike Lance or two, a Heavy/Assault Lance and then back them up with a Fire Support Lance, you do the same thing at a 'Mech level, with a Recon 'Mech, a couple of Strike 'Mechs, some Heavy/Assault 'Mechs and then a Fire Support 'Mechs.
Hordini wrote:Also, I do have some Inner Sphere mechs that I like. When and how is it permissible to mix IS with Clan mechs in a unit? Would the best thing be for me to build a mercenary unit that would have access to some Clan tech?
It's fine to mix things, and that actually solves a lot of the balance and number issues. If you take, say, 6 'Mechs a size and have 4 IS/2 Clan per side, ensuring that it's of equal class (ie. one side doesn't have 2 20-ton Clanners and the other side 2 100-ton Clanners) you won't have to worry about uneven sides or about buffing the numbers on one side to balance it (and therefore you cut down on the amount of time that the game takes).
You can build whatever unit you like really. You can justify just about anything in BTech except for a heavy Clan presence in Periphery units (not because they don't have or can't get them, but more because they wouldn't be able to maintain them). A Merc theme gives you the most open-ended ability, as it's one of the few areas of BTech that isn't defined in excruciating detail (unlike the House or Clan units, which actually have very little in the way of 'narrative scope'). You could have a Merc unit that was heavily involved in either the initial Clan invasion, the whole Operation: Bulldog thing, or just a Merc unit that's been doing period raids into the Occupation Zone over the past 20 years, gaining a working knowledge of ClanTech and some working examples which they maintain despite the expense of doing so (ClanTech is expensive to look after, but I'd assume a Merc outfit with good access to reliable ClanTech would get better contracts, thereby helping them pay to keep their ClanTech working!).
But a mixed Clan/IS force is a good idea.
Hordini wrote:Hellbringer (Loki)
Summoner (Thor)
Timber Wolf (Mad Cat)
Firemoth (Dasher)
The Loki is a piece of junk. I'm very much against the whole 'competitive' side of BTech, sticking more to the storytelling and aesthetic aspects of the universe, so I usually take bad units because I think they're cool. But even someone like me has to admit that there are some units that are just fething terrible, and the Loki is one such unit. There are Medium 'Mechs with more armour than the Loki, and there are smaller Clan 'Mechs with better firepower. The Loki is just a hopeless design.
The Summoner is underarmed and a little under armoured, but is a solid 'Mech in all other respects. There are a lot of variants, most of them with odd choices (usually to do with ammo tonnage ie. taking too much of one and not enough of another), and some people have problems with Omni-Mechs that mount fixed Jump Jets (rather than pod-mounting them), but the Thor is still a tough customer. There are good variants out there (the C stands out), so you should find a use for it. The 5/8/5 movement curve is great for a 'Mech of its size.
I once heard a comment on the Mad Cat that basically said
TRO:3050 contained 4 Clan Heavy 'Mechs - the Mad Cat, and three others who's only real distinctiveness came from the fact that they weren't Mad Cats. Looking over what the Mad Cat can do, especially compared to Inner Sphere Heavy 'Mechs of the time, it's easy to see why this 'Mech was such a shock to the system. Two LRM20's, two Large Lasers and it can still move 5/8 and has great armour? This 'Mech is a really good design. Not all the variants are excellent, and if I had to pick one, it would be the Mad Cat A all the way, but it is difficult to go wrong with a Mad Cat.
The Dasher is great fun. Take the H and kill Assault 'Mechs in a single rear salvo. Hehehe. One thing I will say is never stop moving, ever, and never put yourself into a position where the enemy can kick you (as they'll take off your leg). If you win initiative, charge in and attack. If you lose initiative, run away as fast as you can go and wait 'til next turn to try again.
Hordini wrote:Dire Wolf (Daishi)
Atlas
Bushwacker
Cougar
The Dire Wolf is an absolute monster. It may not be fast, but there are so few 'Mechs capable of standing up to its power. Almost every variant is good, my personal favs being the A, the H and the Widowmaker. Just a super-scary 'Mech.
That Atlas has been eclipsed by higher-tech items as the years have gone by, but retains a lot of its charm. It's initial 3050 variants were all sorts of fail as they tried to cram too many guns into not enough heat sinks. The original is still a mighty machine, capable of felling lesser 'Mechs at short range with a single volley. There will always be better 'Mechs than the Atlas, but there will always only ever be one Atlas (if you ignore the Atlas II... *ahem*).
The Bushwhacker holds a strange place as being a 'Mech everyone who's played the games knows quite well (the 'Mech you started in in MW4, you get one pretty quickly in MW4 'Mechs, it was in the MechCommander expansion, you start with two of them in MechCommander 2) but is actually really quite terrible in actual BTech. The variant I like is the one that packs an LB-20X and a single ER Large Laser, but that's only because it's not as bad as the other two, the
AC/10-ERLL-2LRM5-2Machine Gun version and whatever the other one is. It's not a very good 'Mech, and punches well below its weight, however if you do take the LB-20X/ER Large Laser version, it can punch below its weight
very hard. A lot of IS Meds and Lights won't be able to take that.
There's a lot of division on the Cougar. Some people say it is too slow for a Clan Light and therefore fails as a 'Mech. Some people look at it as a great pure combat Clan Light 'Mech, and a good successor to the Puma. What everyone agrees on though is that is has amazing firepower for its size. Very few Light 'Mechs pack a pair of Large Pulse Lasers, and then back those up with LRM10's. This thing may be very heat intensive, but it is an astonishingly dangerous thing to fight against. My personal fav is the Cougar A, as it can do what the Puma can do without the overheat - and it's hard to argue with the 35-ton 'Mech that mounts two ER PPCs.
Hordini wrote:Nova (Blackhawk)
Kit Fox (Uller)
Hunchback
Hunchback IIc
The Black Hawk suffers because of a few reasons. One, no Endo or Ferro - the lack of Endo is especially telling as it limits what it can be equipped with. Fixed heat sinks that take up critical space. Slow speed for a 50-ton Clanner (it matches the Loki/Thor/Vulture/Mad Cat). Fixed Jump Jets are another issue some people have. Most of its configs are junk as well, the D being particularly offensive in its
lack of offensive capability. Still, there's nothing quite like a Nova Prime at point blank range. You can only fire 7 of your 12 ER Mediums before you overheat, but damn that's a lot of firepower. Being, essentially, 'Pocket Large Lasers', the Clan ER Medium is easily one of the best weapons in the game. The damn thing mounts
12 of them. This thing punches well above its weight, it's just sad that it is so mono-dimensional in its role and use (ironic, given it's an
Omni-Mech). The other problem with the Black Hawk is that the Ryoken/Storm Crow, the best 'Mech in the whole damned game, is only 5 tons more.
The Uller is actually a terrible 'Mech, and a much-maligned Clan Light. I like them personally, and you'd be hard pressed to find a 'Mech better designed for tigh-terrain Light 'Mech duelling than the Uller S (great 'Mech for Solaris campaigns), but they're under armoured and over gunned. The A is hilarious, mounting a Gauss Rifle and 2 ER Meds (same as the Shadow Cat Prime, which is 15 tons heavier), but pays for that firepower with a lack of armour and only 'ok' speed (6/9 is pretty slow for Clan Lights). The Hellion far, far outclasses it.
Hunchbacks are awesome. Beyond awesome. There are so many good versions of the Hunchback, from the original
AC/20 version, to the longer-ranged
AC/10 version, to the super-scary 'Swayback' with its 8 million Medium Lasers and right up to the newer versions, like the one that packs an LB-20X and Jump Jets (such a good Solaris 'Mech). They have bad rear armour - that's about the only negative I can think of. Other than that they're amazing machines. You really cannot go wrong with a Hunchback. They have an aura about them.
The Clan Hunchback does not share the IS Hunchback's aura of superiority. Instead, the Hunchback IIC is like the Loki - under armoured by a factor of LOTS, undersinked, and HEAVY under-ammoed (10 shots divided between two guns). The Hunchback IIC is designed to run up, kill something, and then die gloriously. It is BattleTech's version of the Suicide Melta Squad. It's armour is so pathetic, and its ammo load so small, that it probably won't be around more than 5-6 turns, but hopefully can cause enough damage to be worth bringing alone.
Hordini wrote:Marauder
Marauder IIc
Mad Dog (Vulture)
Black Knight
Marauders have a history, a pedigree, even. Most of this pedigree is misty-eyed old-timers looking back at the good ol' days of the Unseen rather than any actual combat worth, but that's not to say the Marauder isn't a good 'Mech. Quite the contrary, once you get past the history behind the Marauder, there are some very good versions of it out there. The original, mounting its crappy
AC/5, is not one of them. There are versions with RAC5's, Gauss Rifles and all sorts of things. Look
through them, there are good ones in there.
Marauder IIC is a Clan Marauder. It packs 3 Clan ERPPCs and that alone makes it worth the price of admission. A super-scary Clan Awesome essentially. Dangerous.
The Vulture suffers from heat sink issues, and what you have to remember is that its twin LRM20 banks are short-ranged weapons in the context of the Vulture, not long-ranged guns. It doesn't carry enough ammo to be a Clan Catapult, it is a short-ranged fighter, moving in with Pulse Lasers and them alpha-striking at point blank (and hopefully not shutting down). There are lots of great variants, just keep an eye on your heat, and don't punch above your weight, the armour isn't terrific.
There are lots of different versions of the Black Knight, most of them hugely head intensive (like ER PPC + 2 Large Lasers + 4 Med Lasers heat intensive). It's a good 'Mech when you ride the heat-curve. Good firepower, decent speed, good armour - there's even a variant with an axe!
Hordini wrote:Warhawk (Masakari)
Gargoyle (Man O' War)
Zeus
Mauler
Masakari's are Awesome's in speed-laced coke mixed with coke-laced speed. So much firepower. The Masakari C is one of the more feared 'Mechs in the game on account of the twin ER PPCs and twin Large Pulse Lasers, added to a significant heat capacity and a Targeting Computer. A monster of a 'Mech, and it can keep up most IS Heavies on account of its excellent speed.
Man'O'Wars are... hmm... how to put it. There are two jokes that get made about the Man'O'War:
Q: Why were the Loki and Man'O'War invented?
A: So the Inner Sphere would have something they could defeat!
Q: What Inner Sphere 'Mech is the Man'O'War most like?
A: The CGR-1A1 Charger of course!
And these are true, from a certain point of view. It
is under gunned, it
is a poor Assault 'Mech, it
is vastly outclassed by the Mad Cat (which is only 5 tons lighter) in just about every way, but as I said, only from a certain point of view. A big facet of Clan warfare is the use of infantry, their Elementals. Omni-Mechs are designed as APCs for Elementals, and when a 'Mech is carrying Elementals it wants two things:
1. To get there quickly.
2. To concentrate its weapons on the arms as the Elementals ride on the torso, preventing torso weapons them from shooting.
If you look at the Man'O'War in that context, suddenly it makes sense. It's an 80-ton 'Mech that moves 5/8, virtually all of its guns are located in the arms, and it carries Elementals. In fact, a lot of original Invasion-Era Clan 'Mechs are like that:
Dasher Prime - guns in the arms.
Black Hawk Prime - Guns in the arms.
Ryoken Prime - Guns in the arms.
Vulture Prime - Main guns in the arms (LRM20's used at short range once the Elementals have dismounted)
Koshi - Guns in arms.
Puma - Guns in arms.
Daishi - (Lot of) Guns in the arms.
Masakari - Guns in the arms.
Gladiator - Guns in the arms.
They have the odd token torso weapon (the flamer on the Puma, the ER Med on the Ryoken Prime), but for the most part their guns are all arm mounted. From this point of view, the Man'O'War makes perfect sense, and is a great battletaxi for that reason. Not a great 'Mech, but a great transport.
Zeus is the Inner Sphere 'Sniper' Mech. Once it ditched the
AC/5 and got itself some ER weapons it became a lovely thing. Not the best 'Mech of all time, but a reliable, consistent 'Mech with a well earned reputation for being good to have in almost any fight.
The Mauler is a joke. It was a Draconis Combine attempt to make a really cool assault 'Mech that Epic Failed like no 'Mech had ever Epic Failed before. Originally called the Dobuku (or something similar), if you punched it hard enough in a 'special' area (yes, the 'Mechs groin) the ammo-explosion sensors would be triggered and engage the auto-eject. So if you punched one in the nuts its head would fly off. The Mauler was an 'improvement' on this design, but that is relative. It's better than a Dobuku, but better in the sense of cutting off a single finger is better than losing your whole hand. There is one - only one! - good Mauler variant, the MAL-3R. Twin LB-10X's (with 20 shots a piece, giving each gun 10 slug and 10 cluster rounds), two LRM15's (16 shots each) and a Small Laser (just 'cause). C3 Slave, if you're using those rules, makes it even better. Excellent armour (especially compared to the other thin-skinned Maulers), and it even has Jump Jets! It's a tinderbox, not mounting CASE, but then again it has an IS XL engine so an ammo explosion’ll still cripple it, only really matters in campaigns. The Mauler is bad, overall, the MAL-3R works. And from a personal preference, given my first experience with Maulers was MechCommander Gold, they're pretty fun and look cool!
Hordini wrote:Awesome
Mist Lynx (Koshi)
Stormcrow (Ryoken)
One of the best Inner Sphere 'Mechs around, the Awesome has as many good variants as the Hunchback. The original is great, spitting out 3 PPCs a turn. The upgraded one with 4 PPCs is a nightmare, there's even a Heavy PPC version. There's even a PPC LRM15 Large Laser version!! Amazing armour (if a little overzealous on rear armour) and amazing firepower. Hard to go wrong.
The Koshi does not belong in BTech games. It's a recon 'Mech, is armed like a recon 'Mech and works like a recon 'Mech. A fighting 'Mech they are not. I think they look cool, and the miniature is so cute and tiny, but it's not something you'd really want to be in.
And finally the Ryoken. If God had a 'Mech, he'd pilot a Ryoken. In fact, I think it was the Ryoken that was made in his image rather than us. There is no other way to describe this 'Mech other than 'Perfect'. It stands above all other Light and Medium 'Mechs (and quite a few Heavies and even some Assaults) as the absolute pinnacle of 'Mech design. Fast (6/9) for a 55-tonner, loads of armour, great weapon space, perfect heat dissipation. The Ryoken Prime and C are just death on legs. It will always remain my first and last choice in any 'bring whatever' battle. I own three, and there are few 'Mechs I have more of (I have more Zeuses than Ryokens and... that's it). Take the Ryoken. Take two. Take five. They are just the best things in the game.
Hordini wrote:Would it be a big deal to build a mercenary unit that combined some of these mechs? What books or time periods would be best for this (I'm guessing Clan Invasion or soon after).
If you're including Clan 'Mechs than yeah, it sorta has to be post-Invasion Era. If we're talking a Merc Command that's been around long enough (and been successful enough) to both possess and be able to maintain Clan 'Mechs, we're looking post Operation Bulldog/3058-59-ish. Around the start of the Federated Commonwealth Civil War in the 3060's. And the later you in the timeline go the more likely it gets.
Hordini wrote:Thanks a lot!
Your welcome. Hope some of my rantings helped!!!