From wikipedia: Masakari is an ancient Japanese battle ax. That makes sense in that while axes can be very powerfull, they can be quite unwieldy to use. Sounds just like the mech, huh?
Archive for the ‘Mechs’ Category
All the mechs I’ve reviewed.
All the mechs I’ve reviewed.
Posted by wars128 on April 3, 2008
Posted by wars128 on February 16, 2008
Quote”TECHNICAL READOUT: 3075
Catalyst Game Labs is pleased to announce the second-quarter 2008 publication of the first all-new technical readout in six years, Technical Readout: 3075. Fully embracing the current universe-shaking Jihad storyline, Technical Readout: 3075 includes all the latest BattleMechs, vehicles, and battle armor appearing on the battlefields of the Classic BattleTech universe. Also included is a section detailing many of the numerous battlefield units previously mentioned in the fictional context of the Classic BattleTech universe but never before presented in a technical readout.”
Posted by wars128 on February 11, 2008
Now it s time to see if the Atlas can make a come back against the Dire Wolf Prime!
The computer controlled Atlas starts in the north, while the Human controlled Dire Wolf starts in the south.
Round 1: both move forward, the Atlas hiding behind a hill.
Round 2:The Atlas stays still.
Round 3:The Atlas runs out into the open! Not much damage is done on either side
Round 4: Atlas tries to flank the Dire Wolf. Dire Wolf gets a little bit of damage in.
Round 5:Atlas continues flanking. The Dire Wolf scores a lucky engine hit, while the Atlas misses with all of its weapons. The Atlas is running very hot.
Round 6; Atlas moves into heavy woods, Dire Wolf into light woods. Atlas takes minor damage and woods set on fire.
Round 7: Atlas stays in place, so does Dire Wolf. both mechs miss with most of their weapons, but a medium laser and an SRM hit the Dire Wolfs head, but no black out.
Round 8: Atlas stays where it is, Dire Wolf closes. Dire Wolf only hits with one weapon, while atlas did not fire.
Round 9:Same movement as last round. Dire Wolf misses with everything, 16 LRMs hit it.
Round 10: Dire Wolf finds heavy woods, Atlas stays still. Atlas hit for 20 damage, including a large laser to the head.
Round 11: Both stay in their wooded areas. Atlas again hit for 20+ damage.
Round 12:Both stay again. Atlas hit with an ER Large.
Round 13:Dire Wolf Closes. Atlas’s AC 20 is critted.
Round 14: Dire Wolf closes more,Atlas hides behind woods.
Round 15:2 hexes separate the mechs. Dire Wolf hit for 20+ damage.
Round 16:1 hexes apart. Dire Wold loses an UAC5 and an ER Large Laser, but Atlas loses RT.
Round 17. Smoke hides the Atlas.
Round 18:Atlas takes 41 damage from weapons.
19: Atlas hides.
20:Dire wolf fires everything it has…first shot hits the head.
Dire Wolf wins with 1112BV remaining!
Posted by wars128 on January 30, 2008
Warning! Rambling post! Warning!
I was going to write a blog post for yesterday, it was going to be about C3i, but then the high winds in my area nocked out the power in my dorm at about 4:30 P.M. local time. my stupid university didn’t get them back on till around midnight. What did I do until then? Went to get the old PC game Starcraft, which reminds me…an old friend of mine who I introduced into BattleTech tried to transfer all the Starcraft designs into BattleTech. Nothing turned out well, but now that you can build BA, I may take a shot at that, but I think their are already some cannon designs that act like the infantry in StarCraft. After that me and some friends were going to play said game at a Starbucks, until we learned we had to pay $10 for wifi! And it was packed, so we ended up going back to the Technology building on campus and mooching off of their free wifi, well we were, until we started watching a movie…Tomorrow I have o class, so I am going to use my time productively. I’ve come up with a lot of good story titles, and they need stories to go along with them… also, this city needs a place to game. Theres only one comic place here, and they raely have any BattleTech stuff, let alone any room to play…If I get enough done it may find its way up here…Podcast to come sometime this week, might be another blog post tonight.
Posted by wars128 on January 25, 2008
I finally came up with a good idea for what to have on Fridays blog posts: Face-off Friday!
This is the post where two similar mechs are sent head to head to decide which is better at what they are designed to do! This inaugural face-off pits the famous ARC-2R Archer Vs. the CPLT-C1 Catapult!
First, the rules:
Lets Get started!
While the Catapult does weigh 5 tons less than the Archer, they are still quite similar. Both are 4/6, and both have heavy armor, and large LRM racks with Medium Lasers to back them up. now here come the differences!
-The Catapult mounts LRM 15s, while the Archer has LRM 20s.
-While the Catapult has the ability to use its LRMs all day, the Archer does not because it does not mount the necessary heat sinks to do so.
-While both mechs mount 4 medium lasers, 2 of the Archers are rear mounted.
-The Catapult has JumpJets, which can be very useful.
-The Archer carries more ammo in total, beating the Catapult by four more rounds.
-Armor is similar, with the Archer having 208pts, and the Catapult 160pts.
-The BattleValue(1,not 2), is quite similar, the Catapult having the edge(1165) over the larger Archer(1117) due to the Jump Jets.
One on One
Facing off of opposite ends of the battletech map in MegaMek with 4/5 pilots, here is how this first to best of 2 out of 3 went:
Match One:The Catapult started in the north, the Archer in the south. Both started in wooded areas. Catapult drew first blood with a double dose of LRM 15s. Annoyed by the unmoving archer, the Catapult pressed forward, jumping from woods to woods. They met on top of a wooded hill, blazing due to an errant LRM hit. It looked like the Catapult had the upper hand, but a kick to the cockpit ended this round. Archer: 1 Catapult: 0
Match TwoCan the catapult recover? lets find out! Catapult in the south, Archer in the north.
A long range showdown soon emerged, with the catapult being able to fire both its launcher each turn, while the archer could only fire both every other turn. Armor flew off, with each mech regularly getting 20points of damage on each-other. The Catapult made a bold move forward, but quickly retreated. It then hid behind a hill, forcing the Archer to come to it. The Archer moved, and then so did the Catapult. The Catapult pressed even more, getting right up close to the Archer and disabling a LRM 20. Then the Catapult retreated, perhaps to get back into LRM range. It proved costly as the Archers remaining LRM 20 got two Gyro hits and an engine hit on the Catapult, as well as destroying its left leg with a Medium Laser. The Archer closed in for the kill on the prone Catapult. There would be no round three. Archer:2, Catapult:0
If there are no mechs bigger than it on the field, the Catapult is a fine design, but the Archer would be better suited for heavier lances. The Archer also needs protection from others, while the Catapult does not as much. The Jump Jets are quite handy to have, and the ability to fire both LRM racks every turn equals the total amount of missiles that the Archer can safely send out in two turns. I would say that the victor, the overall more useable one is the Catapult, but the Archer does have some advantages over its smaller cousin, namely:
-More ammo, and Armor
-Rear firing Lasers
I hope you enjoyed this weeks Face-off, be sure to send in suggestions for next weeks!
Posted by wars128 on January 23, 2008
Check it out
Posted by wars128 on January 22, 2008
On todays mech monday we will be covering Medium scout mechs. This idea came about while trying to make scout mechs able to defend themselves better. It started out with the lowly Hartford Co produced Cicada , which didn’t get anywhere near good until level 2 technology returned to the Inner Sphere. Then there was the Clint, the Assassin, Hermes 2,The clans next tried it with the Pouncer, i believe it is called(I don’t have my TROs with me) . Now in the Inner Sphere we have such designs as the Wraith, Beowulf,Men Shen,etc. While the first medium scout mech was not an improvement over a light mech, the newer ones, while more expensive, usually mount more armor/firepower, making them much more useful. Try them out,you may like them!
Posted by wars128 on January 14, 2008
Today, besides being Mech monday, is my first day of the second semester of my sophomore year. Its also my 20th birthday. So far both are going pretty well. Another show will be put out today, but I need more ideas for the next few shows! Anyways, onward to mech monday. One of the least used types of mech, in my opinion, are slow light mechs. These mechs trade speed for armor and firepower, essentially becoming mini versions of medium mechs. I tend to like these type of mechs, as I like having a large amount of armor on my mechs. While speed is nice, it is not always useful. if you haven’t tried the slower lights, give them a try.
Posted by wars128 on January 11, 2008
The Nova Cat that I ordered nearly a month ago finaly came! It was in a lot of peices..but thanks to the web I got it back together. Pictures tommorow when I can my hands on a digital camera.
Posted by wars128 on January 7, 2008
So you finally got done with your latest contract, and you think that your ready for some level two equipment, but you don’t know where to start. You know you can’t get one of those highly expensive XL engined machines, but otherwise your good. Here are some suggestions of some solid level 2 tech you can use to upgrade your existing designs:
Endo Steel– Yes, its bulky, but the 1 to 10 tons it saves can make a big difference, especially when its a light mech where every ton counts. Not the easiest upgrade, but very beneficial.
Double Heat Sinks-With DHS you can also save weight by dropping unneeded heat sinks. This can save you from on tonnage(say, a Stinger), to a huge amount(An Awesome).
CASE– With all the tonnage you’ve saved already, you should be able to fit CASE in. The most common way to lose a mech is ammo explosions, and with CASE, you can continue to fight. Highly recommended.
ER PPC– This is the only weapon on the list, but having no minimum range means that even if your long range support mechs get bum-rushed, you can still actually fight them. The extra 5 heat can be offset by the move to DHS.
These are just a few of my favorite ways to simply upgrade level one designs. Each of these technologies are time tested, and will help with survivability.
(There will be 3 shows uploaded today. two are older ones recorded a while back, and one will be brand new!)