joe
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Post by joe on Aug 26, 2013 19:25:09 GMT -5
I'm curious as to how such a thing would work. If I am understanding the rules it's not really an option to have your commander be in a mech? OR do I have it totally misunderstood?
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Post by twogunsblazing on Aug 27, 2013 1:55:35 GMT -5
This is what Inrepose posted a little while ago in reply to another poster;
So I guess the answer to your question is that it seems that it is not really an option to have your Commander pilot a separate Mech vehicle the entire game with the intention of it being his personal command vehicle. However, it seems to me at least, that the Commander construction table can make a decent stat set up for a reasonable Mech vehicle anyway, and in fact has a selectable mobility class labelled as "Walk Mecha"...the weapons choice is a bit of a let down in this area though if you are envisaging a large Mech with powerful weaponry.
If I wanted to do this, I would just make the Mech I wanted as per the construction rules for Mechs and place my commander inside that using his skill to operate the weapons etc...if the Mech gets destroyed, he has a chance to "bail out" in the usual manner for destroyed vehicles and continue the battle on foot...thats the way I would run it anyway.
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joe
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Post by joe on Aug 27, 2013 11:19:46 GMT -5
Thats an interesting take on it. I did read about entering vehicles but thought that was only for transports. I thought mechs could not be entered.
So, then it could be doable to build a commander, then a mech with just green skill and add the two together. I suppose I could build up a bunch of specalists as mech pilots and put them in their own mechs as well.
I think the bail out option is interesting though I rather would like to see some kind of add on or upgrade for an ejection system or such.
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Post by zephyr40k on Aug 27, 2013 13:31:40 GMT -5
Or were you wondering why the Mech Builder page doesn't include an option to add Command Tek to your Mech design for 6 points? I think that's a bit curious.
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Post by twogunsblazing on Aug 28, 2013 4:10:41 GMT -5
Or were you wondering why the Mech Builder page doesn't include an option to add Command Tek to your Mech design for 6 points? I think that's a bit curious. Yeah, the Barracks application includes the Command Tek for the Mech builder...
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Deleted
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Post by Deleted on Jan 22, 2014 14:24:27 GMT -5
A LONG time ago I asked a similar question and Robin's answer was simply to build a mech with no skill, build your commander as usual, and house-rule it that your commander is the pilot of that particular mech. If it came down to it, your commander would have the ability to escape the destroyed mech as any model in a transport vehicle could.
I've also found that I can build a commander that's mostly analogous to a medium mech I had already built (with similar guard, soak and damage values) and equip him similarly using the Gruntz weapons table. Of course, this method only allows for a single ranged, close combat and grenade weapon option if you stay fully within the rules. No super-tricked-out mechs using this method.
It really depends what you're trying to do. If your goal is a commander who's in charge of a lance of battletech-style mechs that comprise most of your force then you probably want to go with the first option above.
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Post by timvidlak on Mar 28, 2014 2:06:57 GMT -5
I was wondering if a mech piloted by a commander should receive an extra shot or 2 shots with one of the mech weapons. As the commander skills include fireing two times with his shoot action double the standard grunt. Any opinions on this option.
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Post by squinch on Mar 28, 2014 21:04:12 GMT -5
TimVidlak, I'd be fine with that as it's part of the cinematic Commander...even if you were shooting at me! Squinch
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Post by inrepose on Apr 29, 2014 4:14:10 GMT -5
Perfectly fine to go with that rule and give the command mecha some serious firepower.
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