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- Newsgroups: rec.games.mecha
- Path: sparky!uunet!newsflash.concordia.ca!kgnome
- From: kgnome@cs.concordia.ca (MATIS stephane)
- Subject: Re: Vehicle rules and munchkinism (was Re: high-speed hovertanks REDUX!)
- Message-ID: <Bzu159.7vp@newsflash.concordia.ca>
- Sender: usenet@newsflash.concordia.ca (USENET News System)
- Nntp-Posting-Host: rose.cs.concordia.ca
- Organization: Computer Science, Concordia University, Montreal, Quebec
- References: <1992Dec20.173113.1343@samba.oit.unc.edu> <1hbtqnINNpf5@agate.berkeley.edu>
- Date: Fri, 25 Dec 1992 20:34:20 GMT
- Lines: 168
-
- From: coganman@soda.berkeley.edu (Andrei Cogan)
-
- > <sigh> This new rules seems to be another attempt by FA$A to
- > munchinize the game. Prior to the coming of the clans, mek design was a
- > great deal more complex than merely "max speed the speed, max the armour,
- > and load up on MPL's and targeting computers." Back when all we had was 3025
- > tek, I played mixed-unit battles, and realized that although vehicles had a
- > lot of value as fire-support and recon, the main battling went to the meks
- > (although don't tell that to the Shreck PPC carrier drivers...)
-
- They still do. I don;t see what your problem is ... the only
- vehicle that ever had a big chance in BattleTech was the hovecarft.
- Note, Star League units HAD neurlhelmets for all fighting forces. Now,
- we don't.
-
-
- > With the arrival of clan tek, vehicles suddenly gained a great deal
- > more value, basically as extensions of the two main IS anti-clan tactics
- > (paste 'em at short range or run-run-run). Vehicles were more useful, as
- > they had a LOT more speed than meks, and could also stack on obscene amounts
- > of armor relative to meks their weight. Unfortunately, this has also led to
- > much greater use of vehicles than in pre-Clan days (at least in my
- > experience).
-
- Ok, so the rules are rather rough ... life is also. No more
- "Packing" a poor 'Mech with two dozen vehicles, firing widly and then
- running. Now you have to use 'Mechs, like they did in the 4th Succession
- War. Delta Batallion mean anything to you ?
-
- > This new rule, however, makes vehicles much more useless. The
- > arrival of Clan mek designs has led to a 'bigger is better' approach towards
- > IS mek design. Vehicle tactics remained basically the same as before, other
- > than the fact that its use has become more common. Now, under the new rules,
- > vehicle design is doomed to follow the same top-heavy path of its mecha
- > cousins. I understand that this game is called BattleTECH, and not Tank
- > Wars. However, this rule is doomed to lead to even greater munchinization of
- > the game.
-
- Other than RCTs, I haven't read many usage of tanks in the Inner
- Sphere. They may contain a lot of them in Militia units and planetary
- guards ... but pure combat forces are mostlly 'mechs.
-
- > Mixed-unit tactics are suddenly going to become much different, at
- > least on the small scale. In using small (lance-on-lance) battles, vehicles
- > of ANY kind other than the heavily-armored behemoths are going to become
- > largely useless. I've fought Clan star-vs.-1 heavy mek lance and two medium
- > cavalry vehicle lance combats, and three times out of 4, I could (as IS)
- > take out the Clans. Under the new rules, any battles involving small numbers
- > of vehicles are bound to lead to the death of the vehicles -- their
- > maneuverability advantage is nullified, as suddenly that great feint that
- > drew two of the five omnis off is pointless when the omnis can choose to
- > respond or ignore it at will now -- the only benefit that the vehicles now
- > have is the +3 movement bonus, which is in any case nullified thru the use
- > of MPL's and LPL's.
-
- Well then, you have a problem. You can use good long range
- vehicles, like the English Bowman, and fight with them a runnign battle.
- Or you can use a quick dart-in-and-out with Saladins, once you know that
- the enemy WILL HAVE TO engage your 'Mechs. That way, even if the
- vehicles move first, they will have the chance to do damage.
-
- Note, to ballance this, the vehicle to-hit sheet might me
- modified and the rules for fire and inferno also. I'll keep you posted.
-
- > die-rolling, and very little use of tactics.
- >
- > >Hmmm...
- > >
- > >WHAT IF (aiii! not the dreaded whatif!!) you mounted something in a
- > >vehicle similar to the Rigger Controls in ShadowRun, or perhaps a Virtual
- > >Reality control suit for the pilot. It is technologically feasible for the
- > >IS (the can build 100-ton stomping battle machines. and you're telling me
- > >they can't build VR?!) and the system needn't be as complex as the
- > >neurohelmet, since it doesn't have to do the stuff with the myomers. It
- > >would give the pilots every bit as good a reaction as the 'warriors.
- > >
- > >Of course, it would be more expensive, and possible (probably) more
- > >massive than the current controls, meaning that the current style of
- > >suicide vehicles wouldn't work in a cost-based system, and tonnage-based
- > >vehicles would be less kick-rear.
- >
- > FA$A's rationale, that meks gain the TREMENDOUS movement advantage
- > due to their use of neurohelmets is a load of crock! Look thru any of the
- > TR's -- MechWarrior, 1st Ed. mentions the use of neurohelmets in speeders,
- > TR 3025 uses them in Swift Wind scout car, the Warrior Attack chopper in TR
- > 3026 mentions the use of something similar, and, in fact, the speeder
- > helmets are said to be direct substitutes for mek neurohelmets at times!
-
- Ok. I had enough of this SCREAMING. What FASA (or FA$A accroding
- to our fiend here) wanted to better simulate is the instant reaction and
- movement that a neurlhelmet offers. This means that a 'Mech can sideskip
- an incoming hit, move with more grace ... etc ...
-
- Mechforce members complained that vehicles were ALWAYS used by
- either side as "last to commit" and it disrupted the ballance of the
- games by a lot. With this new rule, there is now such problem. BTW, I
- excuse if "seem" to be screaming .. I'm just "stressing". Note, if you
- don't like it ... don't use it. It is a free market!
-
- > The VR systems available to the IS are fairly primitive, true (the
- > only real use of them is holotables and Anastasius Focht's little setup on
- > Tukayid (sp?). The one mentioned in Outbound is a special case, but
- > basically, what it boils down to is that vehicles CAN and SHOULD have the
- > same response times as meks.
-
- Sorry, read what's before. Vehicles can though of as crewd as
- WWII all the way to today and the some. Some of the ICE based tanks are
- little more than armored deathtraps witha gun of some sort. No high tech
- there I'm afraid.
-
- > The only way vehicles can survive under the new system so have
- > super-Demolishers and super-Shrecks -- which leads to a great deal of
- > munchin, large-scale, die-rolling extravaganzas.
-
- To slow... unless used a "slow-moving installation". I'll drop
- arty or bomb them. Sorry, but useless.
-
- > This is perhaps my biggest gripe of the new regime, as evidenced in
- > (a) the new tech and (b) the new rules -- good tactical decisions are
- > increasingly being replaced by indiscriminate die rolling (no more use of
- > terrain for much cover, as they can get you at 20 hexes with a -3
- > modifier...) Now, mind you, I LIKE and USE the clans fairly frequently, and
- > they have forced me to change tactics to incorporate more vehicles.
- > This leads me to one of two alternatives: (1) Play under all the new
- > rules, and lose a LOT more meks and a LOT more vehicles, or (2) ignore the
- > new vehicle rules and make mixed-unit combat more interesting and enjoyable.
- > This is something that I as a fairly experienced player can do, but I worry
- > for new players who come in and realize that their only real hope in
- > relatively flat terrain is to load up on those 80+ ton tank and mech
- > behemoths, and for myself in case I ever come up against a tournament
- > situation, although in 7 years of playing, I have yet to attend one :(
-
- Follow your on advice. Also, my only gripe would be that 'Mech
- are TOO slow. Not that it matters, but vehicles shouldn't have become so
- "hot" to begin with. Point in fact, I used 5 Bandit Hovertanks to
- destroy 2.5 Battalions of heavy 'Mechs, because they always moved last,
- and the enemy had (HAD) to contend with my 'Mechs. That routine will
- need a small revision, but that's all.
-
-
- > >JT
- > >
- > >--
- > > The opinions expressed are not necessarily those of the University of
- > > North Carolina at Chapel Hill, the Campus Office for Information
- > > Technology, or the Experimental Bulletin Board Service.
- > > internet: laUNChpad.unc.edu or 152.2.22.80
- >
- > -Andrei
- >
- > Tai-i Pendo Matsuura of Ghost-ni
- > Private Blantleff of the 21st Centauri Lancers on the MUSE
- >
- >
- > Andrei Cogan (coganman@soda.berkeley.edu) ||| When in doubt, panic.
- > +-----------------------------------------------------------------------------+
- > | Hofstadter's Law: It always takes longer than you think it will take, |
- > | even if you take into account Hofstadter's Law. |
- > +-----------------------------------------------------------------------------+
- > | "Be kind to your brain cells, I say" - Joe B. |
- > +-----------------------------------------------------------------------------+
-
-
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- | Stephane I. Matis | / \_BATLLETECH /\__\ Viva NeXT!
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