Killer Cyborg wrote:Mack wrote:Skelebots are by far the best way to take out a Glitterboy. Send in a dozen or so but don't bother with ranged attacks. Just have them swarm the GB and use their robotic strength to grapple/pin him, then just disable/destroy the suit at your leisure. Sure, you will lose a few 'bots in the assault but that's a trade the CS would make any day of the week.
Pretty good strategy.
A GB can grapple... but not so much if they're outnumbered that heavily.
I might have to run some test scenarios on this one some day.
So I decided to apply a bit of math to this scenario. Here's what I came up with.
Assumptions:
- Eight Skelebots, starting at 1/4 mile away.
- While the Skelebots have a top speed of 90mph, they will evade and zig-zag as they approach, reducing their closing speed to 60mph. This means they can close the gap in a single melee round. (Yay for convenient math!)
- A 5th level Glitterboy pilot, who (after all the bonuses and penalties) needs to roll a 7 or better to hit.
- The GB has 7 attacks per melee round.
- Taking into account the missed shots and critical hits, the GB will average 78.75 MDC per attack.
- For simplicity, I gave the GB initiative.
- If 3 Skelebots can get into grappling range, I give them the win.
Details:
Results:
After the one round, 3 Skelebots are destroyed, 1 is damaged, and 4 are untouched. That leaves plenty to grapple with GB and eventually disable/destroy it (not a quick process). Victory to the Skelebots.
Range is definitely the Glitterboy's ally. Should the Skelebots start from a 1/2 mile away, then only a single robot would make it close enough to grapple. I'd call that a GB victory.
Using the new FASSAR-30 Skelebots (150 MDC) versus the original FASSAR-20s (100 MDC) doesn't change the outcome as both require two hits from the boomgun.
Also, if you forget the evasive zig-zag and have the Skelebots run straight at the Glitterboy, then there would be five shots fired before they get into grappling range (2 destroyed, 1 damaged, and 5 whole robots). Arriving sooner via the increased closing speed (90mph vs 60mph) outweighs strike penalty for evasion.
Closing thoughts:
So there ya go. If you find yourself to be a CS soldier with a handful of Skelebots and need to kill a lone Glitterboy, then you should get your robotic minions to within a 1/4 mile of the target before shots are fired. If you can't do that, then it's best if you wait for a better opportunity or just go home.
And if you find yourself to be a Glitterboy pilot all alone walking in the woods. First, remind yourself to brings friends on your next walk. And second, find yourself some high-ground with a nice long field of fire right quick. Terrain is your enemy.