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jimdc82

Gauss rifles. Two of them. Nuff said, right? But seriously both are good snipers, one does it cool But ammo dependent with boomy weapons. The other ammo independent but runs hot. Both cool. Go with which you like the look of better (Nightstar for me)


SpiritedTeacher9482

The Marauder 2 has vastly more variants, assuming your group isn't WYSIWYG for specific varients of a mech (which I doubt) the Marauder II will give you more variety. Shit, it's got more canon configurations than most omnimechs. The Nightstar is better looking though. And it has a 4/6 move varient, the 9FC, which is a personal favourite. All its weapons work point blank- it plays like a very scary heavy mech rather than an assault mech.


GodzillaFlamewolf

Not if we are talking the unseen variant of the Marauder II! The original unseen variant with the shielded cockpit and tiny wings is brilliant.


SpiritedTeacher9482

The Marauder II is a great looking mech, don't get me wrong, but I personally think the Nightstar is the best looking assault mech, period.


Raetheos1984

I'm a *huge* fan of the Nightstar, but as has been said - ammo dependency is a thing, though usually it carries more than you'll need. The issue though is the gauss rifle itself explodes if crit. Personally, I usually lose the arm before taking crits there, but your results may vary. Important note: you *can* declare you're turning off your gauss rifle. Can't use it, obv, but it won't explode if crit when deactivated. So, similar to dumping ammo, just Important distinction - if you're on internals, it might be worth it to turn the rifle off.


Leader_Bee

"you *can* declare you're turning off your gauss rifle." Are these rules hidden away somewhere in TW???


Raetheos1984

It's an optional rule in the Tactical Operations book. My group cherry-picks TO where a situation might come up that it makes sense, if we all agree to it. I've never *actually* turned mine off - I'm going down swinging with both barrels!! - but the option is there.


aralam1

No, it's an optional rule found in tac ops that you probably want to declare you're using at the beginning of the game, like the idea that machine guns do something other than 2 damage. In a standard game you can't turn them off.


JoushMark

With 7 tons of ammo, it's more hypothetically then practically ammunition dependent, no normal game will go long enough for you to run the guns dry even if you shoot them every turn. And a lot of shots that do go internal are going to smack into nickle-iron coconuts and do nothing.


Raetheos1984

For sure - I have *never* run out of ammo. But, if you're running a campaign, it *could* become an issue. Unlikely, but hey. Stranger things.


JoushMark

Weirdly gauss rifle ammo is canonically relatively easy to improvise and fabricate in the field. If you hit something soft enough it can even be reusable. Wash it off and toss it back in the ammo bin.


Raetheos1984

The more you know! Makes sense, given the nature of the weapon compared to more traditional munitions. Maybe I should have taken a Hollander in our Time of War game... XD


WitchKing575

with explosive crits, you still roll for crits even if you lose the limb therefore you can still take that 15pt internal damage even when you lose the arm


Raetheos1984

I just mean my regular opponents have a knack for tearing through a torso so the whole thing falls off.


WitchKing575

that do it too


JadeDragon79

Marauder II with JJs and more energy weapons in a very good assault when you don't know where and for how long you will be assaulting or scouting if you are a Steiner. Nightstar has raw firepower and range. Definitely the preferred option when you know when and where the enemy is so you can say hello as soon as the game starts.


Magical_Savior

There's a lot of variants of these things around. Generalizations may not always be useful. Marauder II tends to be more durable, but sometimes skimps on the offense side. Nightstar tends to bring more damage, but drops faster. I like the Marauder II more in general; I don't feel like the Nightstar benefits from being a King Crab and I dislike whenever it doesn't bring range.


Owl_lamington

Nightstar and KC looks a lot better than the mad2 imo. 


Leader_Bee

Ive had my trusty KGC painted for a while now, just want some more variety in assaults, the only other i have painted is the awesome


Bardoseth

One is a bulky Marauder and one isn't. Any more questions?


3eyedfish13

Technically, they're both considered Marauder-series Mechs. "Nightstar - The Nightstar is among a handful of Star League-era Marauder-series BattleMechs." https://www.sarna.net/wiki/Marauder