History WMG / BattleTech

11th Nov '15 2:57:24 PM SAMAS
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*** Speaking of recoil, there is also the matter that most Autocannons are literally cannon-scale machineguns. Accuracy 25 miles is not so easy when you're firing a good 60-200 rounds a minute.
9th Sep '14 11:33:34 AM PatPayne
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [Note]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[/note] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [Note]It's Range. It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[/note] Also, it's only weapons already capable of actually dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
9th Sep '14 11:32:57 AM PatPayne
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [[Note]]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
to:
*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [[Note]]It's [Note]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] [/note] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
9th Sep '14 11:32:36 AM PatPayne
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
to:
*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Horizon Range [[Note]]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
9th Sep '14 11:28:30 AM PatPayne
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
to:
*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long Extreme (21-30 hexes, or 42-60 inches), and Extremely Long, Horizon, the latter being effectively out to the horizon.ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
9th Sep '14 11:27:08 AM PatPayne
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*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.
to:
*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. \n\n Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...
9th Sep '14 11:21:38 AM PatPayne
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** This point's been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.
to:
** *** This point's point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.
9th Sep '14 11:21:01 AM PatPayne
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** Also in one of the more recent rulebooks (not sure which, mind) there's a note from the designers that for the sake of effective gameplay, the ranges in game are much shorter than what they would be in the fluff
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** Also in one of the more recent rulebooks (not sure which, mind) there's a note from the designers that for the sake of effective gameplay, the ranges in game are much shorter than what they would be in the fluff fluff. ** This point's been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.
8th Jul '11 3:15:43 PM Valikdu
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*** The short range of the larger ACs probably can be explained by low projectile speed. If it was higher, the 'mechs wouldn't be able to handle the recoil.
29th May '11 6:42:26 AM ndro
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\n** Also in one of the more recent rulebooks (not sure which, mind) there's a note from the designers that for the sake of effective gameplay, the ranges in game are much shorter than what they would be in the fluff
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