Battletech BattleTech discussion thread: May the light of Hanse Davion guide us

CurtisLemay

Wargamer, Amateur Historian, Writer
Nuke Mod
Moderator
Staff Member
Founder
kurFUZu.png


We all know the answer.

Because unlike the Capellans, you don't have the urge to conquer someone 45 minutes later.
 

Blasterbot

Well-known member
Downloaded megamek to play around with. after a few lance v lance Introtech battles that went well I made a silly decision to play introtech vs a clan invasion level battle balanced around 14000 points. the clan star was a Timber Wolf A, a Summoner C, a Vulture Prime, a Crossbow A, and a Warhammer 6R. presumably he really needed a replacement ride.

on the IS side we had for the assaults a Goliath, a Longbow, a Striker STC-2S, and the Hatamoto Chi that forgot that Double heatsinks are a thing. For Heavies we had a Rifleman, a Jeagermech, and a most honorable Dragon 1N. We then for mediums have a selection of a Dervish, a Griffon, a Vindicator, and a Blackjack. finally we had a Javelin 10N tacked on.

All Clanners were 3/4. All IS were 4/5. board was a 2 high 3 wide. the TLDR is after a series of hilarious failures of piloting checks and awful decisions by the commander, I jumped on 2 buildings that couldn't hold my weight, my rifleman tripped into water breaching his right arm solving his heat issues by taking out half his weapons, and the dragon walking on a bridge that also couldn't hold his weight, The Inner Sphere forces were able to win. after the Summoner ran out of UAC 20 ammo... and a very lucky double engine hit from an AC 2 early on the Warhammer.

VOQnMpp.jpeg


the survivors of the engagement are the Jeagermech, the Rifleman, the Dervish, the Griffon, the Vindicator, and the Blackjack. most with relatively light damage. great success.

The Summoner and Timberwolf were hecking terrifying. that Timberwolf got half the kills solo with minimal help from the vulture tossing some LRMs in the general direction. the Jav, Dragon, and Longbow. Summoner cracked open the Hatamoto who died to the Crossbow and then wrecked the Striker. Goliath held out but died to the Vulture as the final death on my side. ended up getting 2 direct pilot kills so we would be able to hose out the Warhammer and Vulture for some alright salvage. they got pretty beat up before then...

Still fun. I will have to do more.
 

edgeworthy

Well-known member
I just find the joke funny. it may not be accurate, but you could goad them into declaring a trial of grievance over it once you explain what a furry is to them.
Most Clanners are little better than emotionally stunted children. They are easier to provoke than teenagers.
(In the face of even minor issues they tend to throw a gigantic hissy fit)
 

Aaron Fox

Well-known member
LC-4 (New Montana IV) Large Cruiser:
LC-4 (New Montana IV) Large Cruiser
Mass: 1,800,000 tons
Use: Heavy Flagship, Anti-Cruiser, Fleet Defense
Technology Base: Mixed (Experimental)
Introduced: 3055
Mass: 1,800,000
Battle Value: 278,731
Tech Rating/Availability: F/X-X-F-X
Cost: 52,796,103,664 C-bills

Dimensions
    Length: 750 meters
    Width: 80 meters
    Height: 80 meters

Fuel: 2,308 tons (5,770)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 7
KF Drive Integrity: 35
Heat Sinks: 5500 (11000)
Structural Integrity: 150

Armor
    Nose: 525
    Fore Sides: 500/500
    Aft Sides: 500/500
    Aft: 475

Cargo
    Bay 1:  ARTS Fighter (48)       12 Doors 
    Bay 2:  ARTS Small Craft (24)   6 Doors   
    Bay 3:  Cargo (4300.0 tons)     8 Doors   

Ammunition:
    120 rounds of AR10 Killer Whale ammunition (6,000 tons),
    240 rounds of AR10 Barracuda ammunition (7,200 tons),
    120 rounds of AR10 White Shark ammunition (4,800 tons),
    3,200 rounds of Standard ATM/12 ammunition (640 tons),
    160 rounds of Light N-Gauss ammunition (32 tons),
    12,800 rounds of Ultra AC/10 ammunition (1,280 tons),
    120 rounds of AR10 Santa Anna ammunition (4,800 tons),
    120 rounds of AR10 Peacemaker ammunition (6,000 tons),
    3,200 rounds of LB 20-X Cluster ammunition (640 tons),
    2,560 rounds of Gauss Rifle [Clan] ammunition (8 tons)

Dropship Capacity: 14
Grav Decks: 6 (100 m, 100 m, 100 m, 100 m, 100 m, 100 m)
Escape Pods: 0
Life Boats: 220
Crew:  121 officers, 456 enlisted/non-rated, 149 gunners, 120 bay personnel, 120 passengers, 360 BA marines       

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Large)
    1 Communications Equipment (150 tons)
    2,910 tons of lamellor ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (2,122 Heat)
8 Capital Missile Launcher (AR10 Launcher)  160  16(160) 16(160) 16(160) 16(160)  AR10       
    AR10 Barracuda Ammo (80 shots)
    AR10 Killer Whale Ammo (40 shots)
    AR10 Santa Anna Ammo (40 shots)
    AR10 Peacemaker Ammo (40 shots)
    AR10 White Shark Ammo (40 shots)
4 Naval PPC (Medium)                        540  36(360) 36(360) 36(360) 36(360)  Capital PPC
2 Naval PPC (Heavy)                         450  30(300) 30(300) 30(300) 30(300)  Capital PPC
6 Naval Laser 55                            510  33(330) 33(330) 33(330) 33(330)  Capital Laser
2 Naval Gauss (Light)                       18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Light N-Gauss Ammo (40 shots)
32 Laser AMS                                160  10(96)   0(0)    0(0)     0(0)   AMS         
8 ER PPC                                    120  12(120) 12(120) 12(120)   0(0)   PPC         
16 Ultra AC/10                              48   24(240) 24(240)  0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1600 shots)
8 ATM 12                                    64   16(160) 16(160)  0(0)     0(0)   ATM         
    Standard ATM/12 Ammo (400 shots)
8 LB 20-X AC                                48   16(160) 16(160)  0(0)     0(0)   LBX AC     
    LB 20-X Cluster Ammo (400 shots)
4 Gauss Rifle                                4   6(60)   6(60)   6(60)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (320 shots)
FRS/FLS (724 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
32 Laser AMS                                160  10(96)   0(0)    0(0)     0(0)   AMS         
8 ER PPC                                    120  12(120) 12(120) 12(120)   0(0)   PPC         
16 Ultra AC/10                              48   24(240) 24(240)  0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1600 shots)
8 ATM 12                                    64   16(160) 16(160)  0(0)     0(0)   ATM         
    Standard ATM/12 Ammo (400 shots)
8 LB 20-X AC                                48   16(160) 16(160)  0(0)     0(0)   LBX AC     
    LB 20-X Cluster Ammo (400 shots)
4 Gauss Rifle                                4   6(60)   6(60)   6(60)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (320 shots)
RBS/LBS (2,131 Heat)
8 Capital Missile Launcher (AR10 Launcher)  160  16(160) 16(160) 16(160) 16(160)  AR10       
    AR10 Barracuda Ammo (80 shots)
    AR10 Killer Whale Ammo (40 shots)
    AR10 Santa Anna Ammo (40 shots)
    AR10 Peacemaker Ammo (40 shots)
    AR10 White Shark Ammo (40 shots)
4 Naval PPC (Medium)                        540  36(360) 36(360) 36(360) 36(360)  Capital PPC
2 Naval PPC (Heavy)                         450  30(300) 30(300) 30(300) 30(300)  Capital PPC
6 Naval Laser 55                            510  33(330) 33(330) 33(330) 33(330)  Capital Laser
3 Naval Gauss (Light)                       27   45(450) 45(450) 45(450) 45(450)  Capital Gauss
    Light N-Gauss Ammo (60 shots)
32 Laser AMS                                160  10(96)   0(0)    0(0)     0(0)   AMS         
8 ER PPC                                    120  12(120) 12(120) 12(120)   0(0)   PPC         
16 Ultra AC/10                              48   24(240) 24(240)  0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1600 shots)
8 ATM 12                                    64   16(160) 16(160)  0(0)     0(0)   ATM         
    Standard ATM/12 Ammo (400 shots)
8 LB 20-X AC                                48   16(160) 16(160)  0(0)     0(0)   LBX AC     
    LB 20-X Cluster Ammo (400 shots)
4 Gauss Rifle                                4   6(60)   6(60)   6(60)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (320 shots)
ARS/ALS (724 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
32 Laser AMS                                160  10(96)   0(0)    0(0)     0(0)   AMS         
8 ER PPC                                    120  12(120) 12(120) 12(120)   0(0)   PPC         
16 Ultra AC/10                              48   24(240) 24(240)  0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1600 shots)
8 ATM 12                                    64   16(160) 16(160)  0(0)     0(0)   ATM         
    Standard ATM/12 Ammo (400 shots)
8 LB 20-X AC                                48   16(160) 16(160)  0(0)     0(0)   LBX AC     
    LB 20-X Cluster Ammo (400 shots)
4 Gauss Rifle                                4   6(60)   6(60)   6(60)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (320 shots)
Aft (954 Heat)
6 Naval Laser 55                            510  33(330) 33(330) 33(330) 33(330)  Capital Laser
32 Laser AMS                                160  10(96)   0(0)    0(0)     0(0)   AMS         
8 ER PPC                                    120  12(120) 12(120) 12(120)   0(0)   PPC         
16 Ultra AC/10                              48   24(240) 24(240)  0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1600 shots)
8 ATM 12                                    64   16(160) 16(160)  0(0)     0(0)   ATM         
    Standard ATM/12 Ammo (400 shots)
8 LB 20-X AC                                48   16(160) 16(160)  0(0)     0(0)   LBX AC     
    LB 20-X Cluster Ammo (400 shots)
4 Gauss Rifle                                4   6(60)   6(60)   6(60)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (320 shots)
Playing with MegaMekLab for a Nexus: The Jupiter Incident/Battletech fusion. This is basically a Space!Alaska class, designed to hunt the Gorg's answer to the Salamis family of heavy cruisers. Unlike, say, the Inner Sphere, the Gorg heavily utilize their warships as massive carriers (due to a lack of KF-Drive technology in general, and this has its advantages and disadvantages), leading to Noah to just stuff non-capital armaments on their ships.
 

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Big Red put out a video on the Malice, a Dark Age Republic design. He's not very kind to it, for good reason:




But this has me in the mind to see what can be done with the basic ideas the malice plays around with. So here's the challenge, design a better Malice.

Design goals:
Must have 4/6 base movement
Must prioritize armor and mobility over firepower
Must use ballistic weapons as main weapons
Cannot mount any weapon system that can headclip

Bonuses:
Uses level 4 tech
Uses 4 matching ballistic weapons
 

Doomsought

Well-known member
If you switch to light AC/5s it would gain back 12 tons, which lets you downgrade to standard structure and upgrade to hardened armor. That would make it a brawler that is only slightly inferior to a King Crab.
 

Doomsought

Well-known member
2 Light Gauss + 2 ER-LL makes for a fairly good direct fire support combo, though I'm no sure if you can get 4 walk mp with that amount of weapon tonnage.
 

Skitzyfrenic

Well-known member
Here's a go. Managed to squeak out a bit more BV. Don't know if it's actually any better. Might swap the ERML for more pulse.

Malice SkS
Mass: 100 tons
Chassis: Endo Steel Biped
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Light Ferro-Fibrous
Armament:
2 ER Medium Laser
4 Light AC/5
2 Medium X-Pulse Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3134
Tech Rating/Availability: E/X-X-X-D
Cost: 29,096,333 C-bills

Type: Malice
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 1,931


Equipment Mass
Internal Structure
Endo Steel​
5​
Engine
400 XL​
26.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
14 [28]​
4​
Gyro:
4​
Cockpit:
3​
Armor Factor (Light Ferro): 307
18.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
31​
47​
Center Torso (rear)
15​
R/L Torso
21​
32​
R/L Torso (rear)
10​
R/L Arm
17​
34​
R/L Leg
21​
42​


Weapons
and Ammo​
Location Critical Tonnage
Jump Jet
LL​
1​
2​
2 Jump Jet
CT​
2​
4​
CASE
RT​
1​
0.5​
ER Medium Laser
RT​
1​
1​
LAC/5 Ammo (40)
RT​
2​
2​
Light AC/5
RT​
2​
5​
Medium X-Pulse Laser
RT​
1​
2​
Light AC/5
LA​
2​
5​
CASE
LT​
1​
0.5​
ER Medium Laser
LT​
1​
1​
LAC/5 Ammo (40)
LT​
2​
2​
Light AC/5
LT​
2​
5​
Medium X-Pulse Laser
LT​
1​
2​
Jump Jet
RL​
1​
2​
Light AC/5
RA​
2​
5​

XPLs are downgradeable. Experimental just to get them though.
 

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Here's my current design, which started out as a malice XV and then I started swapping in bits of the YZ until I couldn't fit in anything else. Ended up only having to drop the ferro-lam, ams, and ecm.


Type/Model: Malice MAL-XY

Mass: 100 tons


Equipment: Crits Mass

Int. Struct.: 152 pts Endo Steel 14 5.00

(1 CT,5 LA,1 LL,1 LT,5 RA,1 RL)

Engine: 400 XXL Fusion 14 17.50

Walking MP:4[M]

Running MP:6[M]

Jumping MP: 0

Heat Sinks: 14 Double (IS) [28] 0 4.00

Gyro: (IS) 4 4.00

Cockpit, Life Supt., Sensors: 5 3.00

L: Sh+UA R: Sh+UA 4 0.00

Armor Factor: 307 Standard (IS) 0 19.50


Internal Armor

Structure Value

Head: 3 9

Center Torso: 31 49

Center Torso (Rear): 13

L/R Side Torso: 21 34/34

L/R Side Torso (Rear): 8/8

L/R Arm: 17 34/34

L/R Leg: 21 42/42



Weapons and Equipment Loc Heat Ammo Crits Mass

---------------------------------------------------------

2 CASE II Equipment (C) 0 2 1.00

(CASE II Loc: 1 LT,1 RT)

Armored Component - 0 9.00

(lt1,lt2,lt3,lt4,rt1,rt2,rt3,rt4,ct1,ct2,ct3,ct8,ct4,ct5,ct6,ct7,ll1,rl1)

1 Modular Armor CT 0 1 1.00

1 SRM 4 (C) HD 3 25 2 2.00

(Ammo Locations: 1 RT)

1 Light AC/5 (IS) LA 1 2 5.00

1 ER Medium Laser (C) LA 5 1 1.00

1 Modular Armor LA 0 1 1.00

1 Modular Armor LL 0 1 1.00

1 Light AC/5 (IS) LT 1 2 5.00

1 ER Medium Laser (C) LT 5 1 1.00

1 Modular Armor LT 0 1 1.00

1 Light AC/5 (IS) RA 1 2 5.00

1 ER Medium Laser (C) RA 5 1 1.00

1 Modular Armor RA 0 1 1.00

1 Modular Armor RL 0 1 1.00

1 Light AC/5 (IS) RT 1 80 6 9.00

(Ammo Locations: 2 LT,2 RT)

1 ER Medium Laser (C) RT 5 1 1.00

1 Modular Armor RT 0 1 1.00

---------------------------------------------------------

TOTALS: 27 1 47.00

Crits and Tons Left: 2



Calculated Factors

Total Cost: 121,894,667 C-Bill

Battle Value (BV1):2010

Battle Value (BV2):2383

The idea is to use the modular armor to soak hits as it closes to effective range, and then use the speed it gains from shedding the armor to brawl with the ACs and lasers, and critseek with the SRM.
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
Use the clanner LPLs the XY variant has but 4 of them as the sole anti mech weapons. Add 8 DHS and a IS Targeting computer and then for the last 5 tons add 4 SPLs ( or 2 of them and 2 ER flammers) which type of them is up to you with the 5th ton being eaten by the Targeting computer.

Enjoy your basically a faster Awesome 9Q that has a bit more range and is a lot likely to hit its target and can butcher BA and infantry on the side
 

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Use the clanner LPLs the XY variant has but 4 of them as the sole anti mech weapons. Add 8 DHS and a IS Targeting computer and then for the last 5 tons add 4 SPLs ( or 2 of them and 2 ER flammers) which type of them is up to you with the 5th ton being eaten by the Targeting computer.

Enjoy your basically a faster Awesome 9Q that has a bit more range and is a lot likely to hit its target and can butcher BA and infantry on the side

Eh, that feels more like you're just building an IS Warhawk vs a Malice.
 

Doomsought

Well-known member
The idea is to use the modular armor to soak hits as it closes to effective range, and then use the speed it gains from shedding the armor to brawl with the ACs and lasers, and critseek with the SRM.
Modular armor comes with a movement penalty. You are better off going with hardened armor, which offers the same protection per ton as standard but lets you mount twice as much armor mass and also provides additional protection against critical hits.
 

Blasterbot

Well-known member
Malice MAL-XT
Base Tech Level
: Standard (IS)


Level​
Era​
Experimental​
-​
Advanced​
-​
Standard​
3134+ (Dark Ages -)​
Tech Rating: E/X-X-X-D

Weight: 100 tons
BV: 1,977
Cost: 28,951,333 C-bills
Source: TRO: 3145 Republic of the Sphere
Role: Juggernaut

Movement: 4/6
Engine: 400 XL
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Internal: 152 (Endo Steel)
Armor: 296/307


Internal​
Armor​
Head​
3​
9​
Center Torso​
31​
40​
Center Torso (rear)​
19​
Right Torso​
21​
32​
Right Torso (rear)​
10​
Left Torso​
21​
32​
Left Torso (rear)​
10​
Right Arm​
17​
31​
Left Arm​
17​
31​
Right Leg​
21​
41​
Left Leg​
21​
41​



Weapons​
Loc​
Heat​
Light AC/5​
RA​
1​
Light AC/5​
RT​
1​
Light AC/5​
LT​
1​
Light AC/5​
LA​
1​
ER Large Laser​
RA​
12​
ER Large Laser​
LA​
12​
ER Medium Laser​
CT​
5​
ER Medium Laser​
CT​
5​
ER Medium Laser​
LT​
5​
ER Medium Laser​
RT​
5​



Ammo​
Loc​
Shots​
LAC/5 Ammo​
LT​
20​
LAC/5 Ammo​
RT​
20​
LAC/5 Ammo​
RT​
20​
LAC/5 Ammo​
LT​
20​



Equipment​
Loc​
CASE​
LT​
CASE​
RT​
Is basic but it works sorta. bluntly the combo of 400XL and 4 ballistics just doesn't mesh too well. lotta wasted weight. still this version has some reach with 2 ER larges and can pepper you with 8 5 damage hits at close. swap out some of the LAC5 ammo with specialty ammo and you got a bit you can work with. still not great though. that 400XL jacks up the price. If I had more control over it I'd want to drop it to a 300 or 300XL.
 

Users who are viewing this thread

Top