Author Topic: Vehicle of the Week Special Feature (Repost): Wyrm Submersible Fortress  (Read 11365 times)

Moonsword

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Vehicle of the Week Special Feature: Wyrm SDS Submersible Fortress

Author's Note: This was reposted at the request of a reader.

Happy Holidays once again, Vehicle of the Week fans!  Instead of just the article on the Rattler Mk II, I'm doing a double header special feature on the Wyrm, its fellow mobile structure from Jihad Hot Spots: Terra.  I'd like to say that, like the Rattler is on land, this is one of the very largest canon water units, but the Wyrm covers only about 2/3 as many hexes as a template E naval support vehicle like the Luftenburgs.  Still, they're quite large, and considering the firepower and toughness, the Wyrm brings a whole new set of possibilities for blue water action in Classic BattleTech.  Designed as part of an initiative to aid in defending against ComStar's knowledge of the Space Defense System installations on Terra that also saw the reactivation of the Rattlers, the first Wyrm was launched in 3072, one of a dozen completed by the time the Coalition forces reached Terra.  Fully submersible, the Wyrm takes advantage of the fact that Terra, unlike many of the worlds humanity would settle in the Inner Sphere, is a world of vast oceans.  Despite their size and firepower, five Wyrms were boarded and taken in hand-to-hand actions off of Asia while another five found themselves sunk by orbital fire or aerospace attack.  Two escaped, fleeing to the deepest, darkest parts of the oceans to hide and launch guerrilla strikes, although it's implied at one point that they were eventually dealt with.

The Wyrm, sprawling over 18 hexes and tipping the scales at 22,726.5 tons of equipment (not including the unit's own structure or the like - that's not listed for mobile structures), isn't really large enough for a decent 'Mech fight to rage across the deck, even with Urbies, but you could have a fun time with infantry battles.  Every hex has 150 armor and 150 CF for you pound through.  A cluster of capital weapon hexes, the next set back from the "bow" rows, includes four Barracudas and two NL55s, although they're spread around various arcs.  Two more NL55s, a pair of Killer Whale tubes, and a Killer Whale-T tube are located toward the stern, giving the Wyrm an impressive ability to hurl capital ordnance around for its size and, potentially, up to three Santa Anas launched as surface-to-orbit or surface-to-surface weapons.  (Note: The management is not responsible for any beatings your game group may organize if you start throwing Santa Anas around willy-nilly.)  Like the Rattler, the Wyrm's perimeter is ringed with anti-missile systems, although the Wyrm uses lasers instead of the ballistics on the Rattler.  I'm going to just summarize the smaller weapons - there's a lot of them and, frankly, the Rattler article kind of exhausted my willingness to tempt the ire of the Powers That Be for details about these monsters.  There's a lot in the book that's worth purchasing for even if you're not interested in the Jihad particularly.  Torpedo batteries (equipped with Artemis) dot the flanks, with heavier, concentrated mounts fore and aft where there aren't as many ways to provide overlapping arcs.  Four turrets, including Arrow IV batteries, Gauss rifles, LB 2-Xs, and very heavy LRM mounts with Artemis IV, are placed near the bow and stern, offering 360 degree fire support and significant anti-air defense even before the capital weapons get involved.  Various numbers of medium pulse lasers are placed all along the flanks, probably to pick off boats, VTOLs, or hovercraft.  Additional turrets poke out just aft of the center line with heavy ER PPC mounts and large variable-speed pulse lasers.

The first thing to consider when you bring a Wyrm into a scenario (this is not the sort of thing you use for a casual pick-up game) is what to equip it with.  There's a lot of room.  We know they had at least two each of the Manta and Moray subs from TRO3085 Supplemental (of which I shant speak more at this date) but that's just a starting point.  I recommend going ahead and carrying four Morays and four Mantas to round out the reach of the torpedo defenses, then.  With room for 36 suits of battle armor, I honestly lean toward a mix of Tornado power armor (light) suits and the classic Inner Sphere standard armor, all configured with machine guns or flamers to deal with boarding infantry.  To grab simple canon infantry, two 18-man machine gun platoons in heavy armor or something equivalent will make a nice little security force.  We know, anecdotally, that this is one of the ways the Wyrms were countered and I don't see any reason to make it easy.  For those not as concerned about infantry, substituting Phalanxes for some of the suits up above is a canon-friendly decision.  The Demon series of suits from TRO3075 is, like the Celestial series OmniMechs, limited by and large to the Manei Domini, who from what I've read weren't heavily involved with the Terran Space Defense System but it's not implausible that you could have them turn up.  I lean toward Shedus, anti-infantry Se'irim or Asuras, and a leavening of Djinns for mobile response if you decide to haul them out and it's hard to go wrong with Tau Zombies for infantry.  There's four heavy vehicle bays (Editor: per Welshman's remarks at the original publishing time, the Mantas are customarily carried in heavy bays) and four extra lights left over.  A lance of Alacorns will make a formidable second-tier deck defense for dealing with hovercraft or the like, but there are plenty of heavy tanks that can do the job.  Backing them, bring VTOLs.  Pintos, Cyranos, whatever you feel like loading that has a fusion engine to increase its operational radius and reduce the need for fuel.  These are going to be the eyes and ears of the Wyrm on the surface as well as its main way of putting troops on shore.  TAG units, possibly Sprints, wouldn't be out of place for the Arrow IVs if you want to try homing rounds.

Using a Wyrm is a little hard to wrap my head around.  You aren't as able to ram due to the terrain issues, so you really need to rely on your firepower.  One vulnerability to be aware of is the risk of someone fairly mobile getting outside Arrow range and pounding on you with artillery while being evasive enough to make landing a Killer Whale or two on them in protest fairly difficult.  Focus on finding your targets and bringing advantageous arcs to bear on multiple hostiles at once, although you've got the speed to pull a +1 targeting modifier if you see the need.  Protect your vulnerable hexes by direction changes to rotate them out of someone's line of sight and take full advantage of the fact that unlike everything else, a mobile structure can move in any direction without a facing change.  Remember that this thing operates on a scale that's more comparable to a battalion due to the combination of artillery, capital weapons, and close in defenses.  Use your capital weapons and artillery to start the pounding match early.  Don't be afraid to bracket a formation's movement options with Arrows.  And remember, this is a three dimensional battlefield, so feel free to go underwater and force the enemy to do the same, picking your moments to surface - between the complement of subs and the Wyrm's own heavy torpedo defenses, anyone coming down there is in your chosen environment.  If you spot something capable of carrying infantry, focus fire on it to bring it down unless you really want to get boarded.

Taking a Wyrm on is not a casual undertaking.  I need to make a point before we continue: While they're definitely the game's flagship unit, BattleMechs need to be left on the beaches for this operation.  A Wyrm is more than capable of popping 'Mechs trying an underwater assault left, right, and center assuming it's even close enough to the shore to make such a thing possible in the first place.  LAMs are a pretty bad idea themselves - leaving aside the lawn dart rolls those LB 2-Xs will inflict, the amount of fire a Wyrm can put into the air from its turrets can bring down LAMs fairly fast.  Larger ASFs, which can survive that sort of punishing regime, can be used for strike work but I suggest softening the target up with bombing runs first.  Big ones.  Attempting a boarding operation is still going to go faster by saturating the Wyrm's defenses with targets before you go in and possibly clearing any defenders off the decks so you can actually get into position.  You're still going to be writing a lot of "I regret to inform you..." letters at the end of it, though.  It's a pity that we simply don't have any canon justification for a task group centered on a Jormungand to just throw down with a Wyrm but we do have the stats to stage one ourselves just for fun.  Try to stay away from the Wyrm's Arrows and pound it down with longer-ranged artillery pieces while evading the capital missiles it's probably going to lob back at you with speed - the way they're placed limits the Wyrm's ability to really bracket your movement options.  A fast attack right into a Wyrm's teeth with massed hovercraft is possible but dangerous - among other things, you may run out of ammo before you run out of Wyrm to kill.  Orbital bombardment and nukes are definitely justifiable options (canonically, five of them were taken out by aerospace attack, at least some by orbital strikes) but a little outside the realm of board game scenarios.  Crocketts are more rational but you need to bring plenty and be positioned to go in right on the heels of the strike to take advantage of the gunners being stunned and start picking off weakened hexes.

Once again, this is much more of a discussion prompt than usual.  What does everyone think?  I'm kind of enchanted by the possibility for major blue water battles myself.

References: The Master Unit List isn't as helpful as it could be here.  I'm unaware of any miniatures for this monster.
« Last Edit: 19 March 2012, 16:33:38 by Moonsword »

Isanova

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I don't remember the canon take-down actions other than air-dropped BA attacking one of them, but....

In a game confines, I envision one of these things at the end of a long table, and gaming a regiment + of hover-armor assault with ASF and orbital bombardment support.

- I'd make it a fun way to make use of some light orbital bombardment... nothing to make it the center of the game, but to let players have fun with it if they so choose (you want to move your two Fox ships into range for the next five turns, cool... remember that missed fire might land on your invading forces too)

- Using hover-tanks and hover-carriers would give it an awesome normandy-style feel... break onto the beach with the whole goal being to get your Blizzards and Maxims close enough to drop off your heavy infantry boarding troops

- Having a separate (smaller) board (just for the area around the Wyrm) for underwater fun will give players the fun chance to play a top-and-under game at the same time... bring some Clanner Undines in on hover-carriers for droping near the enemy forces...

All in All, it looks like a GM's wet dream / nightmare, depending on how you want to play it.
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SCC

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Any idea how these where refitted with people catching on?
Do the torpedo's have Art IV?

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Nebfer

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Well it's operating depth is unknown (due to it's over all weight being unknown) but it's at the lest over 1.5km (but under 2km)

So it can run silent and very very deep...

Khymerion

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It was definitely fun to read this.    Monsters like this almost need a bigger set of rules to operate under to really play effectively.  Then again, having a major naval battle between some of the various big blue water naval units in this game harpoon style would be a blast (even if they will never happy in canon).
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That kind of game sounds like it'd be best played in Battleforce. If anything else, the larger hexes means you'd have a better chance of actually using more of your artillery ranges.
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StCptMara

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Do the rules even allow you to use Capitol missiles from a "ground" unit on "ground" targets?
Can you fire the NL at ground targets from it, or only up into space?
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Capital and Subcap missiles can indeed be fire in a surface-to-surface shot. It's treated a lot like artillery with less accuracy and larger blast radius.

Any other cap/subcap weapons can only be fired straight up at air or space targets. The only times such weapons are allowed to fire on ground units are orbital strikes, or when said ground unit is actually in space.
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Khymerion

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Capital and Subcap missiles can indeed be fire in a surface-to-surface shot. It's treated a lot like artillery with less accuracy and larger blast radius.

Any other cap/subcap weapons can only be fired straight up at air or space targets. The only times such weapons are allowed to fire on ground units are orbital strikes, or when said ground unit is actually in space.

Shame you can't bring the SCC down as a form of long ranged heavy indirect artillery role...
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

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Do not offend the chair leg of truth.  It is wise and terrible.

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Problem is, subcap and cap guns have shells flying in excess of escape velocity, and rules won't let you reduce the amount of propellant. Unlike other guns, when these things fire up, the shell will NOT come down. I guess if you fired on a near-horizontal arc you'd hit the ground, but I have no idea what the distances would be like.
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Wrangler

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Too bad Terra didn't have any left over Naval Support Vehicles help hunt the Red October....err Wyrm during the Liberation.

Raptors and even (some assembly required) Argo Class vessels could be transported by Dropship to the planet.
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How do you know they didn't? They had to have found that last one somehow, and even something as big as a Wyrm is pretty easy to hide when it goes deep. It's not practical to monitor the entire ocean by satellite ir aircraft either, so I think they had to have something hunting it.
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Wrangler

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How do you know they didn't? They had to have found that last one somehow, and even something as big as a Wyrm is pretty easy to hide when it goes deep. It's not practical to monitor the entire ocean by satellite ir aircraft either, so I think they had to have something hunting it.

Its possible, but at the time I read JH:T i thought they were using captured a Wyrm to hunt them down.  Would make sense use what they had on hand, specially this monster.
« Last Edit: 21 March 2012, 16:09:57 by Wrangler »
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I'm fairly certain that a world with as developed waterways as Terra has its fair share of large naval vessels. Even if they were really only needed to combat the odd pirate, Terrans do have a habit of going seriously overkill when it comes to defending their territory(see Terran Hegemony and Star League), so I'd imagine that there's at least one or two carrier groups out there to act as mobile air bases, and those ships will need escorts, and because Terrans are an aformentioned defensively-crazy lot, they're probably fully prepared for invaders from outer space to bring submarines with them to attack subsurface targets. Many of these ships were probably destroyed during the Coalition assault, but just like the two Wyrms they caught, I suspect there's more they got ahold of for their own use.
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SCC

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Ahem: http://forums.spacebattles.com/showthread.php?p=6048439#post6048439 yes it's part of a crossover but still
The Red October and her ilk may still be around, the ability for a section of ocean to suddenly spew forth a volley of capital missile is the sort of threat you HAVE to honor, a bit like a CB except cheaper, harder to destroy (;cause you have to find it) and you can never know if you've got them all

Khymerion

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Big SSBNs are always fun to design and play with.   Tossed a few around using the large blue water naval vessel rules and they definitely can be fun.
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Isanova

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I'm fairly certain that a world with as developed waterways as Terra has its fair share of large naval vessels. Even if they were really only needed to combat the odd pirate, Terrans do have a habit of going seriously overkill when it comes to defending their territory(see Terran Hegemony and Star League), so I'd imagine that there's at least one or two carrier groups out there to act as mobile air bases, and those ships will need escorts, and because Terrans are an aformentioned defensively-crazy lot, they're probably fully prepared for invaders from outer space to bring submarines with them to attack subsurface targets. Many of these ships were probably destroyed during the Coalition assault, but just like the two Wyrms they caught, I suspect there's more they got ahold of for their own use.
Why do you need an aircraft carrier when any ASF can go to orbit and be in action on the other side of the planet within minutes? The only usefulness I see for ship-based flight decks are on submersible mobile platforms to operate in a unconventional warfare role once the enemy has occupied significant portions of the planet and/or obtained space superiority.
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You just answered your own question.

In addition, they can still be handy even without submerging, simply because they represent large concentrations of ASFs whose airfields cannot be precisely known beforehand, no matter how good your intel is.

Bseides, we know Terra had at least a few Castles Brian in coastal areas(Sydney and Singapore for example), so it would make sense to me for such bases to have submerged entrances for such subs to enter without being easily spotted.
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Fallen_Raven

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Why do you need an aircraft carrier when any ASF can go to orbit and be in action on the other side of the planet within minutes?

Because the few minutes it takes to cross the planet could be the difference between running off a raid before something blows up, and chasing down the perpetrators after things have gone badly.

On a more strategic note, carriers would be mobile enough to complicate any orbital bombardment plan. As soon as you detect hostiles burning toward the planet you send your ships to sea (and if you have an Argo Submersible Carrier, have it run deep and hide), which makes it harder to neutralize all your defenses in the first pass.
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SCC

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Terrans have money to blow on defense and are prepared to spend it, those carriers might be for carrying conventional fighters, not ASF's which have are range limited (they can't go semi-ballistic with the right power plant and enviro-sealing) and those fighters might very well have very expensive equipment, such as hardened armor

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Ah the Wyrm.
cx
When I got done designing the Rattler I had to ask myself. "How can I top that?"

It wasn't easy. This was the hardest unit I ever designed. The spread sheet I had to build, just to make the Mobile Structures, took me over a month to design. The Wyrm nearly broke that poor spreadsheet.
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SCC

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@Welshman, but there's something missing, the airborne MS to round out the set

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@Welshman, but there's something missing, the airborne MS to round out the set

Always leave them wanting more...
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Zureal

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only two things id say i wanted was to make it to ware you could use those naval lasers on ground targets, and also replace them with naval PPCs :D

Welshman

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only two things id say i wanted was to make it to ware you could use those naval lasers on ground targets, and also replace them with naval PPCs :D

NL55s are about the largest weapon you can squeeze into a Mobile Structure. After mounting the laser and the heatsinks there are only 72 tons left over.

As for firing at the ground. When they figure out how to bounce lasers off space mirrors.
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Zureal

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how about just point the barrel at the ground? seems simpler, specialy if they ever make a DS that can transport this beast from planet to planet

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By construction rules, all units that can mount capital weapons must point them upwards.

Except DropShips. Rules are a bit fuzzy there. ^-^
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Zureal

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silly rule that, prolly only made it so you cant get rediculas with whiping out whole companys of mechs with NL55s or something. cuz in reality you know they would make it so you could shoot ground targets , or even underwater.

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Who says you can't fire them underwater? Just wait until that ASW ship that's hunting you passes directly overhead... }:)
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