QUOTE (almost normal @ Nov 14 2012, 11:10 PM)
Except that a Star can [...]
Rules-lawyer-y gobbledegook.
If the player did not declare the Elementals (and account for their BPV cost)
before the game starts, then they're simply not there. There's no
"oh I could
have ... so now, after the fact, I'll declare that I actually did" nonsense allowed, or they're cheating.
And, again: the person putting their Clan force together, may not know they have a perfect situation in which to employ Elementals. Just like the IS player might not know that he should really, really bring along something like a Komodo or two. Maybe such a specialist unit will be the perfect tool this time, maybe it'll be dead weight, maybe (probably) it'll fall somewhere in the middle.
...
Personally, for myself? I'm a fan of "Here's X BPV, do whatever you damned well please with it". You want an infantry swarm? Fine, knock yourself out. I, personally, always hedge my bets, and make sure I have some ability to deal with infantry, AND with vehicles, AND with 'mechs. If I leave something completely un-accounted-for, then it's solely
my fault when I get assraped by it. If I maybe wanted to fight "just mechs", then I'd say as much during the pre-match metagame. If you ("Royal you", of course) agreed, huzzah. If you don't, now I can choose whether or not to play against you anyway.
Anything else is whingeing.
QUOTE
Side note, the Hell's Horses view mixed units as honorable. (Or at least, more honorable then the rest of the Clans.) The person who wrote that in was writing their first battletech canon. That person? Herb. Fuckin a.
The main reason the majority Clanners dislike vehicles, IMO, is that they're typically crew-served, whereas a 'mech is a single-pilot machine ... and the Clans have a love affair with
individual honor.
Which is silly, because there's no reason a tank couldn't be every bit as automated and single-operator, as a 'mech. And clantech can make some scarily-effective tank designs ...
TOTAL side note, I probably enjoy
designing 'mechs, mroe than I do
commanding them. I like to pick a role, and a purpose, and fit the design to that end. Not just min/max it. For example, something I threw together for giggles:
[ Spoiler ]
CODE
PoliceMech SW-4T
Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F
Production Year: 2750
Cost: 2,590,900 C-Bills
Battle Value: 489
Chassis: Unknown Endo-Composite
Power Plant: Unknown 160 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
1 Medium Laser
1 SRM-2
1 MG Array (2 HMG)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 35 points 1.50
Internal Locations: 1 HD, 2 LT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: XL Fusion Engine 160 3.00
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 FLL, 1 FRL, 1 RLL, 1 RRL
Gyro: Standard 2.00
Cockpit: Small 2.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Light Ferro-Fibrous AV - 73 4.50
Armor Locations: 7 LT
CASE II Locations: 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 6 9
Center Torso (rear) 3
L/R Torso 5 8
L/R Torso (rear) 2
L/R Front Leg 4 8
L/R Rear Leg 4 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
MG Array (2 HMG) RT - 1 0.50
2 Heavy Machine Guns RT 0 2 2.00
SRM-2 RT 2 1 1.00
Medium Laser RT 3 1 1.00
@HMG (1/2) (50) RT - 1 0.50
@SRM-2 (Frag) (50) RT - 1 1.00
Quad Mech Turret RT - 1 0.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
8 1 1 0 0 1 0 Structure: 0
Special Abilities: CASEII, SRCH, ES, SEAL, SOA
(Yayy, Solaris SkunkWerks.)
Concept is a S.W.A.T. affair, which can also double as light support against raiders or invaders (it's not much, but an ML and an SRM-2 aren't anything to turn your nose up at (especially if you load inferno rounds ...), and a pair of Heavy MGs can knock around a light mech reasonably well. Meanwhile, the max LightFF armor makes it surprisingly durable, for a 20-ton wee bairn. Quad makes it stable, size makes it able to maneuver well in a tight urban environment.
In case teh statblock above doesn't make itclear, all three weapons are in the "turret" together, along with the ammunition. Really, it's a 4-legged mini-Tank more than a battlemech. It actually gets away with SHS, post-3050 (I didn't restrict my choices by era, locale, etc - just "inner sphere tech", that's all), as it only ever generates 7 heat, compared to the 10 it can dump (14 if it stand sin water - big fountain in Government Center, anyone?).
And the pricetag of roughly 2.6M C-bills isn't
exhorbitantly steep, for a reasonably affluent world.