From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: Re: BTech: Marauder II Variant
Organization: Student Pool, CSD, University of Erlangen, Germany
Distribution: rec.games.board
Date: Mon, 14 Sep 1992 14:51:52 GMT

dv52151@uxa.cso.uiuc.edu (Axly) writes:

>>First one is a Marauder II Variant. Take the 'normal' 100t 
>>Marauder II, take out the Jump Jets and add another Large Laser.
>>Suddenly we have a large, hrd-hitting Mech with long-distance capacity
>>who needn't worry about running out of ammo...
>>Since I use the two ML for close-in defense only (I see myself more
>>as a long-distance sniper than a close-combat fighter) I rarely have
>>a problem overheating.

>Removal of the jumpjets lessens the mobility of the 'Mech by a large
>amount. There are numerous terrain conditions that give 3/5 'Mechs
>MP cost problems. The jumpjets are too valuable when playing in 
>rough terrain to take them out. 
True, but I usually just climb onto a ledge somewhere and wait for the
others to come to me, preferable across an open field :)

>36 heat a round may not overheat you right away, but it does
>force you to cycle the large lasers. One round firing both gives
>36. +8 on the heat scale. Getting back to zero takes firing only
>20 heat worth. That means both larges stay silent that round. As 
>a long range sniper, I can't see the advantage. 
Well, as I don't carry ammo and like to sit warm and cosy, I often
run the heat right up to 20. I know the accuracy suffers, but until I 
actually get there, I usually have caused so much damage as to cripple
or even shut down an approaching enemy Mech (one-on-one scenario here).

>>PS: How many of you play only 3025 Technology (perhaps with some
>>3050 added, like the C3 computer or AMS)? I mean, Double Heatsinks
>>remove the heat problem, XL Engines remove the space problem and
>>Gauss Guns are Long-Range-High-Kill-Low-Heat Weapons whos Ammo
>>can't really explode (come on, what's 20 points?). What fun is
>>left designing a Mech like that?

>Double Heatsinks do remove the heat problem to some extent, but
>only if you are trying to recreate 3025 designs in 3050 tech. 
>Designing a 3050 Warhammer, you find you can remove the small
>problems (not enough leg armor on the most menacing looking
>miniature) but your heat curve is a lot larger as you have almost
>twice the guns of the 3025 'Mech.
It still isn't a problem to design a Mech that can cause truly 
massive amounts of damage without heating up at all - wasn't that
the most fun bit about BattleTech, designing and running your Mech
while balancing damage caused vs. heat buildup?

>XL engines remove the space problem? I don't think so. I find 
>that critical spaces are more important building 3050 'Mechs 
>than in building 3025. 3025 has no components competing for 
>space in the Mech besides weapons and heatsinks. Add armor,
>internal structure, triple strength myomer, MASC, XL engine vice
>normal to the design debate and you can see it gets a lot 
>more difficult deciding what is the optimum combination.
Well, XLs save a *lot* of weight, allowing you to stack up all
kinds of neat weaponary, especially if you don't use MASC or
TSM...

>Gauss Rifles are very potent, but they are no more potent
>that I remember AC 20s being when that was the biggest gun.
Hmm. The AC/20 is great, but has a very limited range as well as a
large heat buildup, if I remember correctly. The Gauss Rifle doesn't
suffer from either of these problems...

>Clan Technology is also very potent, but play any of the scenarios
>they have produced involving Clans and bid for them. If you think 
>the technology gives you an easy win, you will be sadly mistaken.
>Most Clan fights involving vastly superior numbers on the IS side.
>The challenge with Clan Tech isn't building it, it's fighting it.
Good point about the superior numbers. I must admit I usually play
two lances of equal tonnage against each other...
And to me personally, designing the Mechs is 3/4 of the fun :)

Ciao,
Klaus