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Master Sergeant
Posts: 248

your ultimate Lvl II

so i've been experimenting with lvl II formations trying to find some new and unique combinations, and i think i stumbled upon a beast.  A beast that has gone through two clan heavy stars, a clan assault star, two heavy lances of IS forces and even a company that are all BV equal to it.  Its bashed and clobbered these opfors to dust every time except once when the Legacy went down to a lucky clan PPC headshot.  Its danced at the outside of engagement range and then swooped in for the back stab when the time is right.  Its completely C3i networked so every component is in perfect harmony with the others.  So i'm wondering what your own dream team is?  What works well for you?  What nasty configurations has Blake inspired you with for those times when you need to bring the pain?  Also, any comments on my force will be greatly appreciated.   Afro 
Gurkha 2G
Preta Infernus
Lightray 6W
Avatar OE
Legacy 03
King Crab 005
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Master Sergeant
Posts: 382
Duo infernale: HGN-734 and HA1-OB

Re: your ultimate Lvl II

Well well, my main problem with Blake is the lack of really big guns. They work well vs some defensive players when I could fully use the range of light gauss, ER-PPCs in combination with C3i.
But when fielding a offensive player they have no chance to put down an advancing wall of steel, that struck with force.

Your King Crab is your only top player at short range and the  H-PPCs however have minimum range. At the other hand you don't have extreme range weapons - you perform in a distance where GaussRifles, ER-PPCs and LRM are really dangerous.  You should think about some long range sniper or some better short range brawler like the Buccaneer or a Shootist.

Here is my LvII (mech only)
Archangel (Eminus) for precise fire at long range, aimed shot at range of 20 or more
Deva (Comminus or Luminos) depending to the terrain for short range
Gurkha 4G for short range
Raijin II for its iNarc and TAG (mostly in combination with 2 WoB LRM Carriers in the same network)
Guillotine 6WB
Grand Crusader
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Major
Posts: 4136

Re: your ultimate Lvl II


it may be cheating cause it is half celestials, but I don't care I have had great luck with

Seraph Comminus
Deva Optimus (Get rid of the silly retractable blade fo more gauss ammo and Jump Jets)
Grigori Arbitus (Hegenomize the Missile Racks of the invictus to paired LRM 15s and add lasers)
Flashman
Enforcer III
Lightray
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Captain
Posts: 2321
I eat grubs like you for breakfast!

Re: your ultimate Lvl II

The Gurkha caught me by surprise. Although I have no problems with it myself I half expected fans to jump up and unite against such a small physical mech. Or at least those fans who like physicals at all but IMHO it is the flat out best mech in the wobblie force.
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Major
Posts: 4136

Re: your ultimate Lvl II

the Gurka is a deceptively sick machine thanks to the high speed, ranged weapon array and sword.  those 4 ER small lasers have induced many a piloting checks for and against me
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Master Sergeant
Posts: 290

Re: your ultimate Lvl II

The "Ultimate" Level II for my own play:

Hussar 500-D
Hussar 500-D
Grigori Luminos
Deva Comminus
Vanquisher -2A
Vanquisher -2B

I use the Hussars for c3i spotting and sniping, between their speed and improved armor they are a PITA to hit.  The Vanquishers hurl shells downrange every round, with the possibility to go full Ultra on the -2B for any targets I want to fall over.  The Celestials hang back near the Vanqs as bodyguards and close-in fighters, as well as providing my own ECM bubble to help protect the big boys.  Give me a hill to plant on top of/park around, or some heavy buildings to stand next to, and I can just hang back and watch upwards of 6 tons of armor drop off which ever target I focus on each turn while they either panic rushing towards the Vanqs, or waste time trying to catch the Hussars.

Even in a scenario where my opponent is running ECM to counter the c3i, it will not take long to tear the carrying unit apart at range, or play ECCM overlapping fun time.
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Catalyst Demo Team
Posts: 21821
I am the Master's Will...

Re: your ultimate Lvl II

Two words:

Opacus Venatori
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Recruit
Posts: 9

Re: your ultimate Lvl II

Ultimate lvl2?

hmmm

Ostscout 9cs - every thing you might need in a scout mech
Griffin 6cs - good fire support mech for a medium
Lightray 6w - this mech is quick and has good firepower, seems to be a WoB fav.
Dragon fire 6FC - great "beater" mech good firepower, only down side is XL
Highlander HGN736 - one of the best firesupport/ assualt mechs out there IMHO
Highlander HGN736

oky so i lucked out on two highlanders...for those who think thats a easy way out replace one of the Highlanders with a Legacy 03


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Major
Posts: 4136

Re: your ultimate Lvl II

Two words:

Opacus Venatori

technically that is two Lvl IIs

I prefer Venatori
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Catalyst Demo Team
Posts: 1235
31st Century Nazgűl

Re: your ultimate Lvl II


Here is my LvII (mech only)
Archangel (Eminus) for precise fire at long range, aimed shot at range of 20 or more
Deva (Comminus or Luminos) depending to the terrain for short range
Gurkha 4G for short range
Raijin II for its iNarc and TAG (mostly in combination with 2 WoB LRM Carriers in the same network)
Guillotine 6WB
Grand Crusader

Just a minor point: Attaching a couple LRM carriers makes this a bit more than a L-II...

Also, a lot of your force multiplication (read C3) can be shut out by a GECM or two, on the cheap you can erase a lot of BV.

Stock Grand Crusader? XL & 3 ammo slots on each side, that's an ammo explosion waiting to happen.
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Master Sergeant
Posts: 382
Duo infernale: HGN-734 and HA1-OB

Re: your ultimate Lvl II

Just a minor point: Attaching a couple LRM carriers makes this a bit more than a L-II...

Also, a lot of your force multiplication (read C3) can be shut out by a GECM or two, on the cheap you can erase a lot of BV.

Stock Grand Crusader? XL & 3 ammo slots on each side, that's an ammo explosion waiting to happen.

Yeah I new that LRM carriers are a in normal a preferred alternative to the Guilotine and the Grand Crusader (II) the original Grand Crusader is a mess, don't use it -> you can reduce the reactor to a SFE plus some other reduces, but afterwards you nearly a Legacy 2.

Also an option to the Raijin is the Exterminator -> you can avoid long range fire but you have to disable your ECM and switch to counter ECM at short range, but you have still the iNarc
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Catalyst Demo Team
Posts: 2601

Re: your ultimate Lvl II

the Gurka is a deceptively sick machine thanks to the high speed, ranged weapon array and sword.  those 4 ER small lasers have induced many a piloting checks for and against me

It can be absolutely brutal if utilized properly.  I've watched it do massive amounts of damage just because it was dismissed as a minor threat.
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Catalyst Demo Team
Posts: 21821
I am the Master's Will...

Re: your ultimate Lvl II

It can be absolutely brutal if utilized properly.  I've watched it do massive amounts of damage just because it was dismissed as a minor threat.

I've noticed players will tend to go after the heavy hitters first, ignoring the little guy until it cores them in the back.
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Master Sergeant
Posts: 283
77th Division - 'The Monsters', 2nd Army

Re: your ultimate Lvl II

3 x Vanq 2A
2 x Emp 6M (LGR, pulse, TSM.. whats not to love?)
OTT10CS

Of course, you need a few HER-4WB for ECM support but the level II itself has great range.  And when the enemy closes, goes from 60pt of damage a round to 120 with the ERLL they all carry.

The 10CS with its 10 jump just makes it one of THE best c3i spotters ever designed.
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Recruit
Posts: 13

Re: your ultimate Lvl II

My Level II:

Archangel  (Version is mission specific)
Grand Crusader II   GRN-D-04
Legacy   LGC-03
Vanquisher  VQR-5V
Raijin  RJN-200-C
Gurkha  GUR-4G
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Major
Posts: 5738
Death to the Clanimals!

Re: your ultimate Lvl II

It really depends on whether I'm using the unit for offense or defense. But overall, I think it would boil down to this:

Cerberus MR-6B
Deva C-DVA-OB
Thug THG-12E
Dragon Fire DGR-6FC
Preta C-PRT-OA
Ostscout OTT-9CS
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Catalyst Demo Team
Posts: 2601

Re: your ultimate Lvl II

I've noticed players will tend to go after the heavy hitters first, ignoring the little guy until it cores them in the back.

I watched it rack up five kills in Vengeance Gambit before any one of the Davion players decided it needed to be dealt with.  Granted part of that may have been because the player of the Gurkha ran it up over a level 1 light building and they had quite the amused chuckle over it collapsing the building and doing damage to the 'mech.
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Major
Posts: 4136

Re: your ultimate Lvl II

I've noticed players will tend to go after the heavy hitters first, ignoring the little guy until it cores them in the back.

that must be why i am strange, I got for the light guys first to cut down as much of the opponents numbers as possible. Opacus Venatori is not as scary when most of Venatori and a third of Opacus is gone thanks to the Widows Fire lance.
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Catalyst Demo Team
Posts: 6894
Avatar by Wombat

Re: your ultimate Lvl II

The 10CS with its 10 jump just makes it one of THE best c3i spotters ever designed.

Is that thing canon? Is it in RS 3075? It's so wicked evil I can't believe what my eyes tell me...  Wink
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Lieutenant Colonel
Posts: 9177

Re: your ultimate Lvl II

Is that thing canon? Is it in RS 3075? It's so wicked evil I can't believe what my eyes tell me...  Wink

Project Phoenix Upgrades, when they updated the Project Phoenix mechs to TW tech.

Its funny. The 9CS is probably slightly better overall...if it had DHS.

Is BAP and GECM and TAG worth losing for 2 more jump and an oversinked heat curve? Probably depends on which you like, and how often your opponent brings ECM (and if you're using the ECCM rules)  Smiley
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Catalyst Demo Team
Posts: 2601

Re: your ultimate Lvl II

Is that thing canon? Is it in RS 3075? It's so wicked evil I can't believe what my eyes tell me...  Wink

*chuckle*
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Catalyst Demo Team
Posts: 1235
31st Century Nazgűl

Re: your ultimate Lvl II

Is that thing canon? Is it in RS 3075? It's so wicked evil I can't believe what my eyes tell me...  Wink

Yep! It's a cute ride, although a smart player can counter it pretty easy with a decent ECM array.
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Master Sergeant
Posts: 283
77th Division - 'The Monsters', 2nd Army

Re: your ultimate Lvl II

A smart player would also ensure they have enough ECCM to counter the counter... which I know could lead to a counter to the counter to the counter.... which only then leads to a counter to the counter to the counter to the counter...which spawns a count... er, you get the idea....  Cheesy
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Master Sergeant
Posts: 301

Re: your ultimate Lvl II

A true Believer wins with every combination of Mechs.  Cheesy
Blake be praised!
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Catalyst Demo Team
Posts: 1235
31st Century Nazgűl

Re: your ultimate Lvl II

A smart player would also ensure they have enough ECCM to counter the counter... which I know could lead to a counter to the counter to the counter.... which only then leads to a counter to the counter to the counter to the counter...which spawns a count... er, you get the idea....  Cheesy

Kind of defeats the idea of having a fast spotter if you have to give it ECCM escort....
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Master Sergeant
Posts: 283
77th Division - 'The Monsters', 2nd Army

Re: your ultimate Lvl II

Sort of agree.

However, if you provide the spotter with some fast cover (e.g. Hermes 4WB) for any flankers looking to do it harm, you get both ECCM cover and backstabbers to deal with any flankers, while picking apart the bigger, slower units.  It's an idea anyways...
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CamoSpecs
Posts: 8245
I'm looking at YOU, Marconi!

Re: your ultimate Lvl II

My ultimate Level II:

Ash
Ash
Slag
Pile of unrecognizable rubble
Half melted machinery
Weeping, broken, pathetic cyborg calling for his mommy/DOS
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Catalyst Demo Team
Posts: 1235
31st Century Nazgűl

Re: your ultimate Lvl II

Sort of agree.

However, if you provide the spotter with some fast cover (e.g. Hermes 4WB) for any flankers looking to do it harm, you get both ECCM cover and backstabbers to deal with any flankers, while picking apart the bigger, slower units.  It's an idea anyways...

I can see your concept, the big difference is the target mod for the spotter, the Hermes can expect a +4, (either in the open, or a slower movement mod with cover) while the Ost should never pull less than a +6, the difference of 2 points on a light mech, is going to make all the difference. I wouldn't count on the stealth armor, if your spotter is doing his job, the Hermes is going to be up pretty close also.

Moreover, ECCM is not TW, and I put together a force, I expect TW only, you know those whining up-believers and their reluctance to embrace all the goodness which Blake gave us in Tac Ops....  Wink
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Lieutenant
Posts: 1330
We're not playing games here, you know.

Re: your ultimate Lvl II

My ultimate Level II:

Ash
Ash
Slag
Pile of unrecognizable rubble
Half melted machinery
Weeping, broken, pathetic cyborg calling for his mommy/DOS

You should use the Ash-4M. Its nothing but light gauss rifles.
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Master Sergeant
Posts: 283
77th Division - 'The Monsters', 2nd Army

Re: your ultimate Lvl II

I can see your concept, the big difference is the target mod for the spotter, the Hermes can expect a +4, (either in the open, or a slower movement mod with cover) while the Ost should never pull less than a +6, the difference of 2 points on a light mech, is going to make all the difference. I wouldn't count on the stealth armor, if your spotter is doing his job, the Hermes is going to be up pretty close also.

Moreover, ECCM is not TW, and I put together a force, I expect TW only, you know those whining up-believers and their reluctance to embrace all the goodness which Blake gave us in Tac Ops....  Wink

I do agree that the HER is in a more precarious position... to me that is part of the 'temptation' if you will... does the enemy spend precious time trying to hit the ECCM to negate the c3i net or does it simply try to knock out the range hitters?  Generally a c3i net is out-tonned, out-armoured, out-gunned AND out-numbered, so it should be a tough choice for the opponent...

I do agree that TW rules are the norm, so should be the expectation in a game unless agreed prior.  My personal opinion (and no reflection on the creators at all) - c3i/c3 has been hurt somewhat by the 30% cost (over a full level II net).

It makes it real tough to fight a force that out-everythings you - particularly in a game where there are defined edges.  If the maps were big enough, or rolling, a c3/i net may be able to fall back and shoot till it wears down the enemy to a point where it can engage at close range.  As it is, a net can be cornered by a larger force and the net advantage negated, thereby making it not worth the extra bv... or decidedly challenging!

Now if it was about 20% for a full net, I'd see more value.... but that's just me.  I still love using it, so long as ECCM is allowed so the advantage isn't nulled in the first round or so.

Quote
My ultimate Level II:

Ash
Ash
Slag
Pile of unrecognizable rubble
Half melted machinery
Weeping, broken, pathetic cyborg calling for his mommy/DOS

LOLZ....  Cheesy   We try not to cry.. it rusts the joints and implants...  Tongue
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Lieutenant Colonel
Posts: 11005
Hunting for Adder skins

Re: your ultimate Lvl II

Gurkha (ER PPC packing on)
Gurkha
C3i and ER PPC Hussar
                           Hussar
                           Hussar
C3i Packing Initiate
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Captain
Posts: 1623

Re: your ultimate Lvl II

STK-5M Stalker(yes, one of my favourite Mechs)
TDR-9SE Thunderbolt (and another one Grin)
DV-7D Dervish (yes, there is a method to my madness)
RVN-4L Raven (see? there it is!)
Outfit all Mechs with Semi Guided and/or NARC capable LRM's.
And you still have a usefull combat unit, even if the ammo has been depleted. Anchor around the Stalker, When ammo runs out Target had better be punded into dirt. Then have the Mechs advance with the Stalker and the TDR taking Point.
Heck, give me a lance made up solely of these thunderbolts and i'd be happy enough.
Wanna spoil me? give me a lance of the Stalkers ^^
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