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Horhiro Draconis Combine Samurai
Joined: 04-Feb-2002 00:00 Posts: 1625 Location: United States
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Posted: 27-Mar-2002 21:51 Post subject: Heads |
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or even the target ranges for IS PPCs and AC10s!
_________________ "I have lived my life trying to be a virtuous man. The Dragon admires tenacity, and the code of the samurai upholds it as well." -Minobu Tetsuhara
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 27-Mar-2002 21:51 Post subject: Heads |
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On 2002-03-27 21:46, chihawk wrote:
Yeah, 7 is bad no matter how you look at it.
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Buzzz..... 4, now that is a death trap. At least with 7, your head is taken clean off.
AWAD- 4, hell make it an open cockpit and armor my Torso
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bombtech Capellan Confederation Si-ben-bing
Joined: 24-Feb-2002 00:00 Posts: 99 Location: United States
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Posted: 28-Mar-2002 05:39 Post subject: Heads |
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i say that with the random chance of me gettin pinked in the head, I will just take what I can, and dishout the same. _________________ You ask me if I have a God complex?...let me tell you something....I AM GOD!
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Gunslinger Patch Royal Black Watch Regiment Major
Joined: 04-Mar-2002 00:00 Posts: 1611
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Posted: 29-Mar-2002 04:05 Post subject: Heads |
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Perhaps the problem isn't so much the big damage weapons, but their ranges. The size of map you are playing on can mean more than the weapon damage. If fighting in a small area, then you are in range as soon as you enter the board or plum nearly. It leaves little room for tactics or manouver, just step onto the map and blast away.
Myself, when I play lance or company fights, I use two tables shoved together to give an area of at least 4 Btech mapsheets to fight on, usually with some kind of hills of forest to break up those long ranging shots. If I had a big enough room I would rather make it 9 mapsheets worth of terrain. _________________ "Those who beat their guns into plows will plow for those with guns..." -Thomas Jefferson
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8050 Location: United States
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Posted: 29-Mar-2002 07:09 Post subject: Heads |
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4 maps for a lance on lance game? WooHoo--let's spend 2 hours moving before we get a chance to fire! Thanks, but no thanks.
_________________ www.210sportsblog.com
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Talen Capellan Confederation Sang-shao
Joined: 05-Feb-2002 00:00 Posts: 1269 Location: United States
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Posted: 29-Mar-2002 12:21 Post subject: Heads |
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I agree with Chihawk there. Most of my lance on lance games have been 2 maps, and my last 2 on 4 game with Gangrene was on 2 maps. There was still enough room to manuever, but we were firing within 2 turns, so it was all good.
_________________ "Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 29-Mar-2002 12:29 Post subject: Heads |
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If it's taking you 2 hours to move 8 units so someone can fire at someone, you're doing something wrong.
_________________ I'm not family friendly. That's why I don't post here.
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8050 Location: United States
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Posted: 29-Mar-2002 15:04 Post subject: Heads |
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On 4 "normal" B'tech maps it will...you won't even have LOS for a while.
2 Maps tops for lance on lance.
_________________ www.210sportsblog.com
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Peter_Smith Capellan Confederation Yi-si-ben-bing
Joined: 25-Mar-2002 00:00 Posts: 122
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Posted: 29-Mar-2002 18:41 Post subject: Heads |
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Quote:
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On 2002-03-29 15:04, chihawk wrote:
2 Maps tops for lance on lance.
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Agreed. About a mapsheet for every lance fielded, total, usually works fine.
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Gunslinger Patch Royal Black Watch Regiment Major
Joined: 04-Mar-2002 00:00 Posts: 1611
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Posted: 01-Apr-2002 01:33 Post subject: Heads |
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I've often used just two maps too, but I greatly prefer 4 whenever I can. With 2 maps there's nothing really to do but just charge into range and start blasting. The only real tactics are just to use terrain and cover to make the hit roll harder, forget about flanking anybody in such a small area. On one side is your lance, all in close proximity to each other and aiming at a single target. On the other side is the other lance, all in close proximity to each other and aiming at a single target. There is no room to play with mines or to place some hidden units that can be a nasty surprise or be left sitting there with no targets because the other side went the other way. With two maps there is only one way to approach the enemy, straight ahead.
Even with a lance I would use 4 maps and preferably hidden movement or at the least use uknown unit types until LOS happens. With that much space you can spread out more. And if you can't see anybody or know what they are until you really can see them, you run the risk of running into bigger or more numerous opponents without enough friendly support within range to help you. These are the fun fights.
With a big map your light mech can walk into range of a heavy mech and vice versa. Somebody can sneak around the flank and appear in the rear, etc. It becomes harder to pick the target you want and more likely you'll have to take the target you get. Moving mechs into fights woth other single mechs can happen more often on a big map. Support mechs actually have enough space to hang back and offer support fire at long range. And falling back and running to fight again another day also become more possible.
But with a small map the only real way is to pick one mech (any mech since you'll see all of them easily most of the time) and melt it down while the other guy does the same. If you try it any other way you just lose most of the time. And on a small map just forget about trying to withdraw the way any normal commander would if he was losing. You haven't got enough room for it. _________________ "Those who beat their guns into plows will plow for those with guns..." -Thomas Jefferson
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Gunslinger Patch Royal Black Watch Regiment Major
Joined: 04-Mar-2002 00:00 Posts: 1611
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Posted: 01-Apr-2002 01:50 Post subject: Heads |
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Or as I should have thought to say, a small map means victory mostly depends on the mechs and their piloting and gunnery since there is no room for anyone to move themselves out onto a limb before the shooting starts. But with a large map, you improve the mix by giving yourself a chance to pick the right movement or the wrong movement before you get in range for firing and win or lose based on your own decisions instead of on your dice rolls.
The permutations or the possibilities get increased geometricly. Light meets heavy, good shot meets bad shot, fast meets slow. All sorts of ways for things to happen that don't mean much difference on a small map. _________________ "Those who beat their guns into plows will plow for those with guns..." -Thomas Jefferson
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 01-Apr-2002 02:26 Post subject: Heads |
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I prefer large areas too, but I've place lance on lance with 4 maps before and it takes me far less than 2 hours to really get into a good shooting game.
_________________ I'm not family friendly. That's why I don't post here.
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 01-Apr-2002 07:49 Post subject: Heads |
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It depends on the orientation of the maps. Top to bottom, side to side Horizontal or Vertical. You could have 1 map wide and 4 long. That could take two hours before you see the enemy. A two by two shouldn't unless it's all heavy woods.
Sir HEnry
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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