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ECM and Other electronics
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chihawk
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PostPosted: 20-Mar-2002 17:50    Post subject: ECM and Other electronics Reply to topic Reply with quote

But all mechs will carry ECM if this were the rules.

And when I create mechs they always have artemis, narc, or C3 because everyone things ECM is wasted weight.

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Karagin
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PostPosted: 20-Mar-2002 18:18    Post subject: ECM and Other electronics Reply to topic Reply with quote

You are expolting the rules since most OFFICAL mechs don't mount ECM and with the range as short as it is, they would rather have extra weapons or armor.

Thus not many know what ECM can do. And you are right IF my idea was used then yes all mechs would have ECM or would be forced to fight at 7 hexes or more...and for the Inner Sphere this actually helps them, since the minimums of some of their weapons would not come into play as often, BUT the chance of still hitting at close is still there, it's just a little harder to do.

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Cadet
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PostPosted: 20-Mar-2002 18:20    Post subject: ECM and Other electronics Reply to topic Reply with quote

So what about units using fixed weapons and the TLAR targeting system? How would they be effected?

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chihawk
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PostPosted: 20-Mar-2002 18:23    Post subject: ECM and Other electronics Reply to topic Reply with quote

I'm not exploiting the rules, I'm exploiting players belief's that a piece of equipment is a waste.

And after I'm done with them they realize that it's the best 1.5 tons a player can spend creating a unit.

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Karagin
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PostPosted: 20-Mar-2002 18:28    Post subject: ECM and Other electronics Reply to topic Reply with quote

Please define fixed weapons...the basic idea is that units who move into range of the ECM, the 6 hexes or so, would have a +1 at long range, and if they move into the medium range of the ECM then they would have a +2 added to their over all to hit roll, and if they move into short range then they get a +3 (or if you want a +4) added to the overall roll.

Now you still can attack all this does it make it harder, nothing prevents the firing of the weapons, at the most you fire them as if they didn't have their speical bonuses like the Artimes IV gives etc...BUT and here is the part I think is being missed, this only able to be done WHILE you are in the range of the ECM.

Mech R sitting on a hillside blasting away at Mech G who has ECM, is NOT effected by the ECM on mech G. And won't be unless it, Mech R moves up to with in 6 hexes of Mech G.

So I don't see how this really changes anything other then at short range making it a little hard to hit a mech that has ECM...

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PostPosted: 20-Mar-2002 18:29    Post subject: ECM and Other electronics Reply to topic Reply with quote

No way. The best 1.5 tons a player can spend is to just get MG ammo. Place it in your CT and just let them get a crit there. Forget about salvage baby!

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PostPosted: 20-Mar-2002 18:29    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:

On 2002-03-20 18:23, chihawk wrote:
I'm not exploiting the rules, I'm exploiting players belief's that a piece of equipment is a waste.

And after I'm done with them they realize that it's the best 1.5 tons a player can spend creating a unit.





Let me ask this, when you use the ECM and it jams the Art IV do the folks still fire the missile anyway or do they not fire them at all?

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pinkfloyd214
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PostPosted: 20-Mar-2002 18:45    Post subject: ECM and Other electronics Reply to topic Reply with quote

the ECM rules are just fine the way they are. i don't see a need to change them.

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PostPosted: 20-Mar-2002 18:58    Post subject: ECM and Other electronics Reply to topic Reply with quote

What rules? They are only effective against three items, Artiems IV, Narc, and C3 Links. That's it...they do NOTHING ELSE.

They can't jam Targetting Computers, and before anyone points out that they Tatical Handbooks says Angel ECM can, read the revised Max Tech and you will see that it can't...

They don't in anyway cause a mech without any of the speical electronics to be effected at all...

So why use it? Not all mechs carry Art IV, and how often do you actually run into a C3 system? As for Narc again not every mech has it...

The rules idea I am suggesting here makes the ECM usefully and it doesn't change anything as far weight or range goes. It takes the range of the given ECM unit, and applies a modifer to that range bracket.

Now if the idea of adding a +2 or a +3 is too high then stick with a straight +1 added to the hit roll while the unit is with in the range of the ECM. Either way it makes this 1.5 ton item actually WORTH investing in.

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PostPosted: 20-Mar-2002 19:04    Post subject: ECM and Other electronics Reply to topic Reply with quote

Ok, what I mean is how would this affect units like infantry? Would the infantry unit sitting on top of a hill with a Recoilless Rifle be subject to this? Or units in a bunker?



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PostPosted: 20-Mar-2002 19:48    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:

On 2002-03-20 19:04, Cadet wrote:
Ok, what I mean is how would this affect units like infantry? Would the infantry unit sitting on top of a hill with a Recoilless Rifle be subject to this? Or units in a bunker?







No they would not be subject to this since they really don't have any weapons that have massive (as far as BT ideas on computer weights go) electronics and most of their weapons aren't going to cap a mech from the first hit...

Bunkers could be treated as mechs if it has things like C3 Masters or other electronics. If it is just a weapons bunker then no. But if you want it to then that is up to you and your players.

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chihawk
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PostPosted: 20-Mar-2002 20:43    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:

On 2002-03-20 18:29, Karagin wrote:
Let me ask this, when you use the ECM and it jams the Art IV do the folks still fire the missile anyway or do they not fire them at all?



"The folks"? I'm not sure who you mean, but I would make my decision based upon the situation (ammo I have left, damage to target, what I need to hit, etc.)

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PostPosted: 20-Mar-2002 21:17    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:

On 2002-03-20 18:58, Karagin wrote:
What rules? They are only effective against three items, Artiems IV, Narc, and C3 Links. That's it...they do NOTHING ELSE.


and targeting computers and active probes ohh yes they do

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PostPosted: 20-Mar-2002 21:51    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:

On 2002-03-20 21:17, pinkfloyd214 wrote:
and targeting computers and active probes ohh yes they do





Ok...I would like to see in LEVEL 2 OFFICAL RULES FROM THE BMR-R where it says that ECM can jam a Targeting Computer.

The fluff for the Probes states that the jamming done by the ECM to the probe tells the probe that someone has ECM...so in affect it doesn't jam it as far as removing it from doing it's job...

So please show us all where in the LEVEL 2 rules AS WRITTEN in the BMR-Revised it deals with ECM and it's ability to jam a targeting computer. I am very interested in seeing this.


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Karagin
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PostPosted: 20-Mar-2002 21:52    Post subject: ECM and Other electronics Reply to topic Reply with quote

Quote:


Chihawk wrote:
"The folks"? I'm not sure who you mean, but I would make my decision based upon the situation (ammo I have left, damage to target, what I need to hit, etc.)




I don't think you are still with me here...by folks I mean your players...and I am asking if they run up on a mech with ECM do they fire on it with the items I mention even though it has ECM?
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Karagin

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[ This Message was edited by: Karagin on 2002-03-21 00:00 ]
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