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Hey guys, I saw this post in a thread over on the BattleCorps forums and thought some people here might be interested. It's pretty self-explanitory, but I'm interested in doing it and I wanted to see if anyone else is too.
Quote : Originally Posted by BattleCorps Forums
Ok, if unze have been in chat with me you've heard me working on this, and promoting it with my army of clones. Ok, we're finally ready to launch in beta phase and have our sign ups open. This is for never played megamek before folks, as well as vets! and will be unlike any other battletech experience you have played!
The History: Since 1997, NetBattleTech has provided gaming enthusiasts with an exemplary gaming environment, a dedicated Admin staff and solid competition for all who join our community. Through the course of 5 successful NBT leagues we have worked with units and pilots alike in the continued evolution of NBT. Now, with the introduction of a new game platform, NBT continues this tradition and history with NBT-Classic.
The League: NBT-Classic is a real-time planetary / resource league making use of the Megamek game engine, based upon the 3067 timeline of the Classic BattleTech universe. What does this mean for Commanders and units who participate? Your unit takes the role of one of the many factions in an interstellar battle for supremacy, star systems and resources. Your goal? To prove yourself as the top unit in the league, be it by conquering systems, raking in the cold hard cash, or stealing the resources of other units.
A variety of roles are provided to be filled, depending on your units desires: Play as a mighty House, in control of 100’s of systems, and striving to win your place as First Lord of the Star League. Or play as a Periphery, smaller by far, but with the desire to prove ones worth, playing the Houses against one another to gain the upper hand. Then you have Mercenaries, out only for the almighty dollar, selling their services to the highest bidder, working to outshine the competition. Finally, the lowest of the low, the Pirates feed off of the misery of others, picking at the edges of civilization to ensure their own survival. These are the players. These are the champions, the nobels, the scoundrels. This is the universe we create and evolve though our actions, be they role-play or combat operations battling your way across the universe.
The Game: While the league provides the backdrop for the community, what draws people together is the game we play, namely Megamek. The game has been worked into the league to provide a variety of play and an ever changing environment. Depending on the battles launched against and by your enemies, your unit will fight in differing conditions, maps and play styles. A quick recon battle to steal enemy information while the defenders strive to drive you off as quickly as possible. Or a grand planetary assault battle as the defenders of a planet make their stand against enemy forces and the attackers strive to push for victory on a key planet. A Raid deep behind enemy lines to secure factory resources, holding the military assets to ensure your economic survival. These are the battles that are fought. These are the stakes.
The Units: What has always made NBT strong are the dedicated units and players that make up our membership. Units who strive for excellence, for enjoyment of the game, for community. These are the type units that we are looking for our new league. If you or your unit is interested in a competitive and organized play environment, NBT is the place to be.
The Plan: NBT-Classic has officially entered application and setup mode. The final numbers for the league itself are being nailed down by the Concept Development Team, and Unit Applications are now being accepted. The beauty of the NBT system is that it has been evolving over the past 10 years into its current form, and is a tried and true league system. The automation is almost online, the rules are written, the Administration staff in place. NBT also has available a bank of servers for league use as well as a dedicated Teamspeak server for use by all units. These servers are owned by the NBT league, and are maintained by a dedicated staff of Server Admins each night of the week.
Our goal is to launch the new league on February 1st, 2007. However, we need the support of a substantial group of people in order to operate this league effectively. At this time we are accepting Unit Applications for all units in the league, Houses, Periphery, Mercs and Pirates. Unit Setup set up has already begun, giving units a some time to get everything finalized and for the final league numbers to be nailed down and necessary coding tweaks to be made. Then, when enough units and interest is shown, we will throw the switch and units can begin launching attacks against one another, striving for interstellar dominance, just as they and others have done many times over the past 10 years.
So we take this opportunity to invite you to join our community. If you have an interest in the above, by all means drop by our forums and website and check us out. We welcome one and all to join us as we launch the latest NBT league, one that promises to provide great fun and competition for all who join.
If you have any questions/comments, this post/thread will be monitored by members of our Concept Development Team who are in charge of advertising our new league and answering questions that prospective members may have. We are posting this message on several major Battletech and Megamek boards only at this point to get a feel for initial interest as well as to be able to handle any questions that arise. We look forward to hearing from you.
Signed
Dark Phoenix – NBT Lead Admin
NBT-Classic CDT Members
I have a Solaris style event coming up next month. There are too many rules to bother posting, but the basics are that it is faction pure (no alliances). I need to bring one mech from each weight class. Battles will be 1 on 1, light vs light, medium vs medium, etc.
We can ignore assault mechs for this discussion, as all we have is the Marauder. I will be taking that along with a Coolant Pod and whatever pilot I have room for.
The choice on medium mechs is between Reaver and the Griffin. I have not had a chance to use the Griffin yet, but Reaver with Ava and IT has done quite well for me. Has anyone used the non-unique Griffin in any interesting combinations?
Light and heavy mechs are where I need the most opinions. In the light class, there are several choices, but none that really standout for such a confrontation. Priming some of them, like Forgiven and Marrow can be a problem. The same is true for several of our heavy mechs.
I expect the battle fields to have lots of terrain. My BM tends to use more than normal for his scenarios, though he varies quantity and type.
So the question I pose to you: If you could only choose one mech (with pilot and gear) from each weight class for a solo battle, what would you choose?
(I have each of our unique and non-unique mechs, so suggest anything. Except Katherine Steiner and her Griffin. As a matter of principle, I refuse to play her. Her mech may say Wolf, but she is not Wolf.)
She is Vlad's..well...I cannot say what. I have played her for one purpose...during the Bannson's event where you brought a Traitor, I did so. I brought The Steiner Ho, and shot her to pieces every game that I played! hahaha! I won the choice and chose to have HER be the traitor, just for that purpose.
I like Gray Hunter, she has done well for me, but then, so has every single Wolf unit. I cannot complain. I would use a WarWulf before the Griffin, tho. Reaver is the better, in my opinion.
I have a Solaris style event coming up next month. There are too many rules to bother posting, but the basics are that it is faction pure (no alliances). I need to bring one mech from each weight class. Battles will be 1 on 1, light vs light, medium vs medium, etc.
We can ignore assault mechs for this discussion, as all we have is the Marauder. I will be taking that along with a Coolant Pod and whatever pilot I have room for.
The choice on medium mechs is between Reaver and the Griffin. I have not had a chance to use the Griffin yet, but Reaver with Ava and IT has done quite well for me. Has anyone used the non-unique Griffin in any interesting combinations?
Light and heavy mechs are where I need the most opinions. In the light class, there are several choices, but none that really standout for such a confrontation. Priming some of them, like Forgiven and Marrow can be a problem. The same is true for several of our heavy mechs.
I expect the battle fields to have lots of terrain. My BM tends to use more than normal for his scenarios, though he varies quantity and type.
So the question I pose to you: If you could only choose one mech (with pilot and gear) from each weight class for a solo battle, what would you choose?
(I have each of our unique and non-unique mechs, so suggest anything. Except Katherine Steiner and her Griffin. As a matter of principle, I refuse to play her. Her mech may say Wolf, but she is not Wolf.)
That is my choosen mechs:
Assault: Marauder IIc with Enrico Fernalli (recruted as a special guest :P) and coolan pod - the best pilot and the best equipment for A
Heavy: Fell with Lee Vickers and Decoy or Slayer with Vaughn Sender and IT, its depends on the terrains in battlefield.
Medium: Griffin with Anastascia Kerensky (recruted back) and Hoaming Beacon. As we do not have a option with good defense, lets use a great atack and range...
Light: Vengeance with Phelan Ward and evade. The only mech dangerous until get in salvage. Let the oponnet give the first strike and you will retribute with pulse and atack 11. :D
Assault: Marauder IIc with Enrico Fernalli (recruted as a special guest :P) and coolan pod - the best pilot and the best equipment for A
Heavy: Fell with Lee Vickers and Decoy or Slayer with Vaughn Sender and IT, its depends on the terrains in battlefield.
Medium: Griffin with Anastascia Kerensky (recruted back) and Hoaming Beacon. As we do not have a option with good defense, lets use a great atack and range...
Light: Vengeance with Phelan Ward and evade. The only mech dangerous until get in salvage. Let the oponnet give the first strike and you will retribute with pulse and atack 11. :D
Nice choices... My personal favorites are:
Assault, "You can have any color you want as long as it's Black" as Henry Ford once said... Well, only one Assault class for us. It is awesome though... Good Pilot and gear... Locally we see a LOT of IT, so I load out ECM gear or the Angel ECM suite more often... But that's local, YMMV.
For Heavies? Well, my tastes run toward Lee Vickers' Black Knight "Hot Seat"... I usually run with IT, though the RISC Hyper Laser is a nasty surprise for someone not ready for it... Assaulting from 26" range or so, just shooting from 21" range... Sit in the water, take your chances...
Mediums: Well, RISC Continious Fire Mode is HUGE here. The ability to put down 12 clicks of Damage in one salvo (is applied all at once per the rules arbitrator) makes our normal Griffin or the old Thunder Fox of the Steel Wolves monsterous... If you are limited without House Alliance, the non Griffin I think is the best choice all around... Sit out at 16"+ range and pick him to pieces...
Lights: Well, these I run more often... My preference is the Crimson Hawk "Forgiven" with Gwin Fetladral and the RISC Advanced Pulse Module. Play it like you're voting in Chicago, act early and often. Immunity to the first charge is pretty nice in one on one fights, and them ending up in your front arc after just priming you and heating themselves up.... Well, it will most likely be a very short fight.
:) Bet you can't tell that I tend toward the Energy armed Mechs... And as always, just my opinions of course...
I forgot the RISC Continious Fire Mode its great to use with the non Griffin at 16 pol.
I also love the Thundex Fox SW (I have 4 of them :laugh:) in a 1 on 1 battle is dificult to reach the sweet spot and the attack is low. But if we use it with Katherine Steiner-Davion and Hoaming Beacon in a hindering terrain, it got be nasty...
The RISC gears do have a lot of damage potential, but I am worried about their long term viability. With each mech fighting for so long, there are significant odds that the gear will explode. Standard Pulse and Double Rate may be more limited, but they will endure for the entire duration. The RISC gears are cheaper though.
Though I do not know what type of terrain will be on the field, I expect it to be more cluttered than normal. Odds of a mostly open field are quite low, which does hurt the normal Wolf range advantage. It makes Slayer and Hot Seat two of my top heavy choices.
@pchappel, do you have any methods for priming Forgiven other than a charge?
Some of the other combinations I am considering:
Raven with Samuel and Evade. 23 def with decoy against range. Should be quite tough for other lights to hit. It cannot do much damage, but it can at least pick away at an opponent. The defense will also make it more survivable against heavier mechs in later rounds.
Marrow with Samuel and ???. Priming is again an issue but it would have 23 def with Decoy and Agility, plus whatever gear I put on it, probably IT.
Vulture with Lee and Decoy. Primes with infiltrate where it has 11 attack, 23 def. Just a solid overall mech.
Fozz: Dare them to hit you :) With Heavy Armor, Agility and a decent Defense, I tend to maneuver near Blocking terrain to get into position for an AO over the top, counting on my superior heat dial and Pilot ability. It is still a threat of 6 Energy even on the start click...
@pchappel, do you have any methods for priming Forgiven other than a charge?
My personal fave for Forgiven is Carns and Alpha Strike. Her special ability means never having to shut down from Alpha, and being able to push over and over. Nasty.
As far as the prime goes, I would DFA instead of the Charge, with a Vehicle as the selected target. Given no vehicle, I would rather be "very creative" tactically than Charge. Charge is a tactic I may have used all of twice in the past year. (I have better uses for the heat than Charge).
I do not charge that often either. It is usually done with Cleaver to smack a lone ATV or Vehicle while priming. Running with IT, I usually hit, and rarely have to worry about successful return fire.
Forgiven with Carns and Alpha Strike is something that I will definitely have to try out in a regular army. For these one on one fights, Kris will be in a lot of trouble if the attack misses, more so if she fails her restart roll.
Given the high probability of lots of terrain, I am going to try to limit my choices of mechs to those with Evade or Jump Jets (on dial or added with gear). Being able to outmaneuver an opponent will be important. Though with only two choices for medium mechs, I am not going to rule Reaver out just yet.
Another mech combination I am considering:
CW Thor
-- Lee Vickers
-- Decoy/IT
I can run around with Evade to set up a good shot, and then prime with the AP gun. Unlike the Warwolves, it has an energy gun for heating up other mechs.
@recon_raven. Are there any other light or heavy mech combinations that you like to use?
I am still debating IT vs Decoy for whichever heavy mech I use. Fighting multiple rounds and keeping the damage from each round has me leaning towards Decoy, but IT would be useful considering that the first attacks will almost always be assault orders.
Forgiven with Carns and Alpha Strike is something that I will definitely have to try out in a regular army. For these one on one fights, Kris will be in a lot of trouble if the attack misses, more so if she fails her restart roll.
True, you have to roll a 5 or 6 to get the auto restart. The 1-in-3 threat of a back to back Alpha Strike is often enough just the ticket to get the enemy to scram. For the record, I would never do this as a stand alone move. There would always be an infantry-base-to-prevent-assault-thingy to cover my hiney. You can also bet that there would be a Heavy with a 16" gun waiting to cover her as well. I am just like that.
Quote : Originally Posted by fozzofzion
@recon_raven. Are there any other light or heavy mech combinations that you like to use?
Absolutley.
:^^^: Mjolnir+Minoru Kurita Grad+Streak shows up in my armies like it is a given, and there are always two of them.
:^:Thor+DeJesus+Streak is also a favorite.
I am strongly considering :^^^: Mad Cat Mk IV+Markus Kerensky+RISC Hyper Laser as a punishing quarterback for my next force. (the 26" RAO in a 360 arc and 12 attack for 8 clicks...)
Quote : Originally Posted by fozzofzion
I am still debating IT vs Decoy for whichever heavy mech I use. Fighting multiple rounds and keeping the damage from each round has me leaning towards Decoy, but IT would be useful considering that the first attacks will almost always be assault orders.
Being able to land a blow is always more important to me. Decoy becomes moot when your defence drops beyond a useful number.
Thanks for all the input so far. Now its time to fill you in on the constraints I am dealing with. I started a thread in the Mobilization point with the full details, and you can check them out there.
The biggest rule is 1000 points total for my army of four mechs. That makes it interesting, as our Marauder with Enrico and Coolant Pod takes up over one third of that total. It is also one of the reasons I have been leaning towards Reaver over the Griffin, as there is a 38 point base difference in their costs.
Anyways, you can check out the armies that I have put together so far in the other thread. I have a couple of weeks to work on this, so there is plenty of time to come up with ideas. I may even run some tests, pitting one Wolf mech against another to get a better idea of their strengths and weaknesses.
:) With most of the Wolf things the Defense is very low compared to other Factions (21-23 tops), so I tend toward the IT... Especially with things like the Black Knight where I can potentially get up to 6 re-rolls in a single turn out of it (against Decoy w/ my IT and Pilot ability).... Given the sheer number of 12+ Attacks out there, I do not often think about Defense playing a Wolf force... Hit first, hit fast and count on that to win out... You'll take damage usually, but not THAT much :) Hopefully...
Cw maurader IIc
RICO baby
camo(SU)
WH clan ba x6
WH simian ba x3
CW purifier ba x3
posieden combat tech
wolf gaurdians(12pts)+1 damage vs single mech target
did you clanners know that the maurader takes 8 clicks damage before a repair marker, and wih the (SU) camo this guy can romp along the woods owning the board. with the wolf gaurdians you might not want to stay in one place to long because their fast and have range