Pretty much agree on the points Fritz made. Like the namesake, Urbie is best used in Urban situations defensively (esp. with hidden deployment, you can actually deploy a Urbie in an ambush position INSIDE a building for cover. You only roll for damage upon entry into a building hex but not exiting one). On many Urban hex maps, there's a lot of pavement with potential skid hazards for running 'Mechs, so this also helps the Urbie get hits in by reducing the potential movement modifiers of any non-jumping hostiles. You can also use the Urbie to block off single lane roads flanked by buildings. Outside of that role, it is absolutely terrible at advancing to a point and with its movement speed it is very difficult to build up a defensive movement modifier to offset the shooting penalty. It also lacks enough jump MP to jump over Elevation Level 3 buildings from ground level, so keep away from towers unless there is an intermediate building you can jump on first. Stick the Urbie more like a slightly mobile turret to gank out of position enemies nearer the center of the map and always have a larger friendly threat nearby to draw fire. The range bracket of the AC/10 without any minimums is about the best you can get for Succession Wars era tech and is ideal for city fighting. Other bits of info: Under standard rules, remember the Urbie can Flip Arms to shoot into its rear arc, only the left rear hex is out of arc for its AC. If playing with 'Mech quirks, it's a 360 turret so enjoy.
couple of thoughts on Urbie that could be brought from the PC games. Give Urbie a 360 degree torso twist quirk so he can turn and fire behind him as he's moving; a variant I found as a build that worked was an Urban Sniper: rotary AC-2 with jump jets that sits atop a high spot sniping enemies from afar working with a normal Urbie in the surrounding low ground that tries to snipe anyone trying to close to get at the rack-2 Urbie
IIRC the urbie does have the extended torso twist quirk, allowing it to twist up to two hexsides when torso twisting. You just need to agree with your opponent to use quirks.
The UM-R60 is a shade over 500 BV (504 to be exact). What you get for it is the AC/10 with ten shells, the small laser, six tons of armor, and 2 hex jump capability; not enough to cover much distance, but enough to change facing and displace. Its weapons and capabilities make me think that the UrbanMech was designed to work in conjunction with foot infantry, acting as a kind of "29th man" to a rifle platoon. The UM-R60 gives the infantry much needed antitank capability at range and extra support up close. The infantry gives the UrbanMech protection against other infantry, and the UM-R60 needs it badly. Few mechs are as vulnerable to infantry attack like the UM-R60 is vulnerable. Other mechs can run away, fight them, or have the armor to shrug them off. UrbanMech has none of that, which is why I think of it as a infantry support mech, where the infantry protect it against other squads.
You've never read the O.G.R.E. fluff, have you? That's an "every shell a Davy Crockett" setting. Comparing something from Battletech to something from O.G.R.E. is like comparing something from Conan d20 to something from Battletech. It's completely silly.
Pretty much agree on the points Fritz made. Like the namesake, Urbie is best used in Urban situations defensively (esp. with hidden deployment, you can actually deploy a Urbie in an ambush position INSIDE a building for cover. You only roll for damage upon entry into a building hex but not exiting one). On many Urban hex maps, there's a lot of pavement with potential skid hazards for running 'Mechs, so this also helps the Urbie get hits in by reducing the potential movement modifiers of any non-jumping hostiles. You can also use the Urbie to block off single lane roads flanked by buildings.
Outside of that role, it is absolutely terrible at advancing to a point and with its movement speed it is very difficult to build up a defensive movement modifier to offset the shooting penalty. It also lacks enough jump MP to jump over Elevation Level 3 buildings from ground level, so keep away from towers unless there is an intermediate building you can jump on first. Stick the Urbie more like a slightly mobile turret to gank out of position enemies nearer the center of the map and always have a larger friendly threat nearby to draw fire. The range bracket of the AC/10 without any minimums is about the best you can get for Succession Wars era tech and is ideal for city fighting.
Other bits of info: Under standard rules, remember the Urbie can Flip Arms to shoot into its rear arc, only the left rear hex is out of arc for its AC. If playing with 'Mech quirks, it's a 360 turret so enjoy.
couple of thoughts on Urbie that could be brought from the PC games. Give Urbie a 360 degree torso twist quirk so he can turn and fire behind him as he's moving; a variant I found as a build that worked was an Urban Sniper: rotary AC-2 with jump jets that sits atop a high spot sniping enemies from afar working with a normal Urbie in the surrounding low ground that tries to snipe anyone trying to close to get at the rack-2 Urbie
IIRC the urbie does have the extended torso twist quirk, allowing it to twist up to two hexsides when torso twisting. You just need to agree with your opponent to use quirks.
I really appreciate your points about target priority here!
I use an urbie to secure my dropship landing zone in Mechwarrior missions.
The UM-R60 is a shade over 500 BV (504 to be exact). What you get for it is the AC/10 with ten shells, the small laser, six tons of armor, and 2 hex jump capability; not enough to cover much distance, but enough to change facing and displace. Its weapons and capabilities make me think that the UrbanMech was designed to work in conjunction with foot infantry, acting as a kind of "29th man" to a rifle platoon. The UM-R60 gives the infantry much needed antitank capability at range and extra support up close. The infantry gives the UrbanMech protection against other infantry, and the UM-R60 needs it badly. Few mechs are as vulnerable to infantry attack like the UM-R60 is vulnerable. Other mechs can run away, fight them, or have the armor to shrug them off. UrbanMech has none of that, which is why I think of it as a infantry support mech, where the infantry protect it against other squads.
Do a hunchnack review plz.
My Urbies Name is Canny DeVito 🥰 He’s My mercenary companies mascot 😊
You've never read the O.G.R.E. fluff, have you? That's an "every shell a Davy Crockett" setting. Comparing something from Battletech to something from O.G.R.E. is like comparing something from Conan d20 to something from Battletech. It's completely silly.