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User Review: Fenris A
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-Mud
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PostPosted: 13-Feb-2004 15:50    Post subject: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-01-14, DarkAdder wrote:
Talk about a sniper. The max range on the LB2X is 30 hexes, nothing else in the CLan or Inner Sphere toumans can match that. Granted the AC only does 2 pts of damage, but a big, slow mech isnt going to be able to target this mech with anything for quite a few turns. Do not discount this mech because of the AC!!



Are you sure about this; I am looking for a design to do just this...snipe the hell out of a slow gaggle of Inner Sphere heavies...all the while avoiding the faster mediums.
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PostPosted: 17-Feb-2004 10:43    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

As long as you have to maps and elevated terrain where you can reach the target, sure. I usually find it very difficult to find positions 25+ hexes away where I have a clean LOS.

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PostPosted: 17-Feb-2004 12:43    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Or if there is a clean line of sight, anyone dumb enough to stand there and get shot at.

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PostPosted: 17-Feb-2004 15:48    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

I actually nixed this design, and decided to go with the Fenris D instead. I needed an Elemental carrier anyway.
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PostPosted: 18-Feb-2004 13:47    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

The Fenris A isn't a bad mech per se, just misunderstood. It is a variant designed specificly for the long range sniping, which limit's it's other tactical uses. But thats the beauty of OminMechs, just repod it if you won't be in an open area.

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PostPosted: 18-Feb-2004 14:39    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

An ER Large Laser or ER PPC will do the sniper job better than an LB2-X every time though, so long as you keep the heat balanced.
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PostPosted: 18-Feb-2004 20:23    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Not really Mud, the PPC can only get to 23, the ERLL what? 25? the 30 of the 2-X means you stay out of range of those killers if you want to.

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PostPosted: 18-Feb-2004 20:49    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

let's see, firing at long range

+4

against a moving target

+2-+3, maybe more

miscellaneous cover and other modifiers

+2

attacking unit motion, since you have to move to stay out of range of the aforementioned PPCs

+1-+2

and let's assume a veteran pilot, since this is a clan 'mech, so gunnery 3.

Now, starting with gunnery

3+4+2+2+1

so in the best case scenario you're firing off twelves. You've got only 45 attempts before you run out of ammo, meaning you can't just shoot forever until you FINALLY destroy your opponent. So you'll get an average of two or three hits using this strategy, for a grand total of 4-6 points of damage for the seven tons of equipment you mounted on the 'mech. Using an elite pilot the numbers get slightly better, but not by much. Oh well, shot that theory full of holes...of course I was not using an LB-2X, but an ER PPC
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PostPosted: 18-Feb-2004 23:10    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-02-18 13:47, ralgith wrote:
The Fenris A isn't a bad mech per se, just misunderstood. It is a variant designed specificly for the long range sniping, which limit's it's other tactical uses. But thats the beauty of OminMechs, just repod it if you won't be in an open area.



Now you just have to find a Clanner pilot who agrees to pilot this thing... There's bound to be some serious twisting of arms before the Fenris A is deployed, methinks.

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PostPosted: 19-Feb-2004 12:36    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-02-18 23:10, Nightmare wrote:
Quote:

On 2004-02-18 13:47, ralgith wrote:
The Fenris A isn't a bad mech per se, just misunderstood. It is a variant designed specificly for the long range sniping, which limit's it's other tactical uses. But thats the beauty of OminMechs, just repod it if you won't be in an open area.



Now you just have to find a Clanner pilot who agrees to pilot this thing... There's bound to be some serious twisting of arms before the Fenris A is deployed, methinks.



I'd agree. never said you would actually see it used

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PostPosted: 19-Feb-2004 12:37    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-02-18 20:49, -Mud wrote:
let's see, firing at long range

+4

against a moving target

+2-+3, maybe more

miscellaneous cover and other modifiers

+2

attacking unit motion, since you have to move to stay out of range of the aforementioned PPCs

+1-+2

and let's assume a veteran pilot, since this is a clan 'mech, so gunnery 3.

Now, starting with gunnery

3+4+2+2+1

so in the best case scenario you're firing off twelves. You've got only 45 attempts before you run out of ammo, meaning you can't just shoot forever until you FINALLY destroy your opponent. So you'll get an average of two or three hits using this strategy, for a grand total of 4-6 points of damage for the seven tons of equipment you mounted on the 'mech. Using an elite pilot the numbers get slightly better, but not by much. Oh well, shot that theory full of holes...of course I was not using an LB-2X, but an ER PPC



That is quite true Mud. However, you could come in to your medium range on the 2-X and still be at long on the ERPPC, I only said that they could stay outside of range if they wanted to.

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PostPosted: 24-Feb-2004 12:00    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-02-18 20:49, -Mud wrote:
let's see, firing at long range

+4

against a moving target

+2-+3, maybe more

miscellaneous cover and other modifiers

+2

attacking unit motion, since you have to move to stay out of range of the aforementioned PPCs

+1-+2

and let's assume a veteran pilot, since this is a clan 'mech, so gunnery 3.

Now, starting with gunnery

3+4+2+2+1

so in the best case scenario you're firing off twelves. You've got only 45 attempts before you run out of ammo, meaning you can't just shoot forever until you FINALLY destroy your opponent. So you'll get an average of two or three hits using this strategy, for a grand total of 4-6 points of damage for the seven tons of equipment you mounted on the 'mech. Using an elite pilot the numbers get slightly better, but not by much. Oh well, shot that theory full of holes...of course I was not using an LB-2X, but an ER PPC



You mentioned mods for Best case scenario for the defender. Let's look at an average battle that occurrs almost every time you play.

Base Gunner: 3 (veteran)
Long Range: +4
Target Movement: +0-+2 (you ain't gonna hit fast mechs that far away, so you're gonna be sniping at previously engaged mediums to assaults)
Terrain: +1 (hills won't matter because you'll be perched somewhere high. So all you'll find interferring is the occassional woods the unit may be standing in or next to.

I come out with needing anywhere between 8-10. You'll note I didn't count for moving. Let's face it. In most cases you'll find partial cover 30 far away. The enemy will be too busy concentrating on the opposing forces around him he isnt't thinking of moving in your direction because he'd get killed long before he got there.

So, assume the eney is a base 3 gunner. Long range makes it 7. Partial makes it 10. His movement makes it 11 or 12. And if you can find partial with woods, forget about it.


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PostPosted: 24-Feb-2004 13:41    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Even if you are shooting at 8-10, you are still not going to do a lot of damage at two points of damage per shot.
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PostPosted: 24-Feb-2004 13:45    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Quote:

On 2004-02-24 13:41, -Mud wrote:
Even if you are shooting at 8-10, you are still not going to do a lot of damage at two points of damage per shot.



Thats with you shooting in your long range, move in to 20 hex shot and you get medium while they are still at long, and probably engaged with something closer to them. that drops it to 6-8.

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PostPosted: 24-Feb-2004 15:54    Post subject: RE: User Review: Fenris A Reply to topic Reply with quote

Besides, 2 points of damage is 2 points of damage. I hit a guy in the head with 2 points from an ac2. It was his Assault and he had to change his strategy they whole game because the head was even more vulnerable.

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