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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 05-Sep-2006 14:23 Post subject: Design an Op-For |
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O.K. I'm trying to teach someone to play battletech, and I want to give them a Whitworth and three Wasps, so they can learn how fire support works.
What do I set up against this force though?
A lance of speedy Locusts, maybe anchored by a Jenner?
Some Javelin's?
Conventional forces?
Feel free to tinker with the Wasps too...maybe they should be Locusts, or Stingers, or Commandos?
_________________ "The enemy's gate is down."
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 05-Sep-2006 15:01 Post subject: RE: Design an Op-For |
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What about a tank... Bulldog, VonLuckner or something with big gun that may reward the players for staying at range. I'm not sure if HBK can be reliably crushed by the force composed of WTH and Wasps, but CN9-YLW Centurion or a Hatchetman would also make good opponents IMO (fielded in pair, they may be too strong for wasps to kill, but they are not armored well enough to survive the beating for too long).
_________________ The dragon NEVER sleeps!
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 05-Sep-2006 16:22 Post subject: RE: Design an Op-For |
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hmm...I like the Hatchetman idea. Maybe field it with a pair of 20 tonners, or some small tanks.
_________________ "The enemy's gate is down."
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 05-Sep-2006 17:14 Post subject: RE: Design an Op-For |
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LCT-1M Locusts are wonderful for putting up against new players. While they can stay back at range, their pathetic armor almost ensures a solid shot on it inflicts major damge. Also the weapons shouldn't put too much of a strain on the new guy's armor. You could have 1-2 of these with a Vulcan 2T and a BJ-1 Blackjack. These units are relatively low on the outgoing damage while havin moderate armor to allow your new guy the chance to stack damage and see how multiple hits generate severe damage. It also makes them feel good about a win as it won't be a fast kill like with the Locust 1M.
_________________ If ignorance is bliss, then why are you so miserable?
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 05-Sep-2006 19:12 Post subject: RE: Design an Op-For |
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I'd go with vehicles. A Rommel tank would be good for teaching him to keep his distance from big guns, while having to dodge counterfire.
A Myrmidon or two might be good, but you'd need tougher infighters than Wasps. Perhaps a Mongoose with a pair of 1V Locusts.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 05-Sep-2006 23:00 Post subject: RE: Design an Op-For |
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For a beginner I would stick with level 1 tech and mechs only...let them get a hang on it before you start adding too much complexity at one time.
_________________ If ignorance is bliss, then why are you so miserable?
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jymset Scavenger in pursuit of LosTech
Joined: 05-Feb-2002 00:00 Posts: 956 Location: Germany
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Posted: 06-Sep-2006 05:19 Post subject: RE: Design an Op-For |
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Quote:
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On 2006-09-05 17:14, Seraph wrote:
You could have 1-2 of these with a Vulcan 2T and a BJ-1 Blackjack. These units are relatively low on the outgoing damage while havin moderate armor to allow your new guy the chance to stack damage and see how multiple hits generate severe damage. |
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*ack* - to me the Blackjack is one of the top-5 'mechs to come out of 3025! I'd never pit this against a beginner!!
It is a better enemy for the intermediate player - because on paper it should look like a relatively easy kill. And then he will realise that the BJ can reliably get a to-hit advantage at longer ranges.....and will tear anything of equal or smaller weight* to shreds up close!!
* talking stock designs. Don't point that armour-monster Jenner at me! They are meant to be comparatively rare!!!
_________________ "Rear armour is defeatist!" - unknown Kuritan Mechwarrior
The AC5 is a great gun!
On heat, 3025 style: A Rifleman knows no heat.
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jymset Scavenger in pursuit of LosTech
Joined: 05-Feb-2002 00:00 Posts: 956 Location: Germany
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Posted: 06-Sep-2006 05:26 Post subject: RE: Design an Op-For |
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In answer to the original question:
You don't want to equip your enemy force with LRMs - after all, the new gamer has to learn to use them (so you shouldn't actually *show* him).
Hatchetman is a cool idea, so are the stock Jenner and Javelin - both have a fearsome punch, so your gamer has to be careful. Neither are tougher than a Locust. However, I would probably pit him against Commandos - they are roughly equal in terms of punch and armour, but they don't jump. You don't wanna make his life too miserable, no?
Oh, and give him at least one Stinger instead of a Wasp. That way he can compare the pros and cons of those two very similar designs. And while you're at it, replace a second Wasp with a Locust - giving the classic triumvirate a full test run in just one game!
_________________ "Rear armour is defeatist!" - unknown Kuritan Mechwarrior
The AC5 is a great gun!
On heat, 3025 style: A Rifleman knows no heat.
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 06-Sep-2006 08:36 Post subject: RE: Design an Op-For |
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If the Op For gets very fast Mechs then fire support will be hard to teach. This is doubly true since Wasps are the screening force. Enemy just closes the gap and has at fire support Mech.
Make the players the attacking force. Change two Wasps to Stingers and one Wasp to a Commando.
Give the Enemy a Urbie Mech. That should be the target for fire support along with a Javelin. Add a Locust so they have to account for speed. Someone may have to be ready to fall back and help the Whitworth. Pile a Wasp for flavor.
Idea is the novices may bull forward with the Commando. Big time damage dealing, can not take damage. Thus once the Whitworth has soften it up the Commando can finish it off. The true use of long range missiles with short range crit seekers. Also the Whitworth can help keep the Javelin honest.
AWAD- Real Men Drive Locusts
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 06-Sep-2006 09:50 Post subject: RE: Design an Op-For |
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Or a pair of HCTs... they are strong enough to deal with WTH, unless the other mechs keep them busy.
_________________ The dragon NEVER sleeps!
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 06-Sep-2006 10:39 Post subject: RE: Design an Op-For |
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I thought that vee and infantry rules are (were - Total Warfare) level 2.
_________________ The dragon NEVER sleeps!
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 06-Sep-2006 13:43 Post subject: RE: Design an Op-For |
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Maybe a Panther instead of the Urbie?
_________________ "The enemy's gate is down."
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 06-Sep-2006 13:51 Post subject: RE: Design an Op-For |
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PPC on that field, range and punch?
I was looking for a lighter 4/6 or 5/8 with no range but could not think of one for 3025. If you wanted you could use the BattleHawk, less the AMS to really teach it.
AWAD- Crank the Whitworth up to Trebuchet then maybe.
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 07-Sep-2006 12:38 Post subject: RE: Design an Op-For |
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That's not really much more than an AC/10...hmm...maybe another Commando instead then. Make certain the attacker can overwhelm the Whitworth's blockers unless the Whitworth can even up the odds with its missiles.
_________________ "The enemy's gate is down."
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