Author Topic: Drops Ships and "Hot LZs"  (Read 6251 times)

The Purist

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Drops Ships and "Hot LZs"
« on: 05 November 2016, 11:59:49 »
Part I - Drop Ship Wngs

I finally downloaded Campaign Ops last week to use the ISW Conversion Tables in our 3rd SW campaign (currently Jan 3019). The question on our minds is whether the new Assault AS wings (dropships) introduced in 1st SW are it for drop ship formations for ISW/ACS/SSBF and SBF? It seems to make sense since trying to come up with even a few permutations of possible DS wings would be no small challenge. However, we were using assault DS as the 'fleet' of the 3rd SW and were hoping for a few generic wings designed for BMs, CVs, CI/BA and ASF (one each). If this is not to be, ok.

This does raise the question about drop ships for combat commands. A standard CC would require a number of Aslt AS Wings to lift all the battalions. Would this also mean the DS wings are now permanently attached to CC and if yes, what happens if a wing is destroyed entirely. How do you lift the troops with no DS?

____________________________________________________________________________________

Part II - Opposed Landings

So,... DS wings arrive on the Star System Radar Map and fight their way to the Central Zone of the Atmospheric Map. The question has come up regarding how to actually handle an planetary invasion or even a smaller opposed landing by drop ships - a Hot LZ if you will. Thus far we have simply completed a turn of aerospace movement and combat on the atmospheric map and if a DS wing (or wings) survived, they landed on the game map (unopposed landing).

What is the procedure for an opposed landing (enemy formations are on the map or in the SSBF/ACS hex)? Since AS formations move before ground units does that mean all DS land and unload before the enemy ground troops move and before the combat phase?

From my reading of the rules I think a DS wing with passengers would have to enter the Central Zone of Atmospheric Map and declare some sort of ground support mission but which one? If not a ground support mission do they just declare a landing attempt? In the of SSBF and ACS can ground units in the hex shoot at the airborne DS Sqdn/Wing before it lands at the end of the movement phase? If I understand the sequence correctly ground-to-air fire happens during the combat phase so DS could not be shot down before landing.

Once grounded/landed page 269 of IO explains how to unload troops in ASBF and we assume the same procedure applies in SSBF and ACS for games where a hex is either 100 km or 750 km across. If correct, that would mean that in the ground phase, should the DS wing land safely, all passengers unload, 1 Unit at a time during the same movement phase and can engage in combat that turn with a +1 TH penalty (which makes sense).

Did I miss or misunderstand anything?

Cheers.
« Last Edit: 05 November 2016, 13:18:10 by The Purist »
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Alexander Knight

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Re: Drops Ships and "Hot LZs"
« Reply #1 on: 05 November 2016, 12:22:21 »
The original plan was to have DS transport elements for battalions but that got put on hold perhaps for a later expansion.  You can recreate them as follows:

Battlemech Battalion Transport = Overlord + Mule
Aerospace Wing Transport = 3 Leopard CVs + Buccaneer
Armor/Artillery Battalion Transport = Triumph + Mule
Infantry Battalion Transport = 3 Furies + Buccaneer

Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #2 on: 06 November 2016, 01:09:16 »
The 'they have no cargo so you always need a cargo ship to move with them.'
Colt Ward
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Alexander Knight

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Re: Drops Ships and "Hot LZs"
« Reply #3 on: 06 November 2016, 03:31:14 »
The 'they have no cargo so you always need a cargo ship to move with them.'

Well, this is so you have supplies for a month on-world, including consumables and repairs.

Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #4 on: 06 November 2016, 09:18:31 »
Yeah, like I said the actual military transports have no cargo space so you need a second ship to actually be able to operate.  Or make longer journeys.
Colt Ward
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The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #5 on: 06 November 2016, 13:39:41 »
Well, as we are dealing with combat teams, even if reduced due to the realities of the late 3rd SW, we aren't too worried about spares and consumables. Those are handled by expending RPs at the end of each turn on armour, salvage or combining mangled units. Only our own mercenary regiments worry about C-Bill expenses.

Having given it more thought the ACS/ISW scale may need to use an RP expense similar to jump ships for combat team transport. To lift a standard Combine CC of 1 BM, 3 AS, 4 CV (3 arm, 1 art) and 5 CI regiments would require a transport "wing" that could carry MT108, AT54, VT414, IT270 (s/b IT540 but whatever). The possibilities are probably endless. A built in cost of 1.25 or 1.5 might do the trick to build in the drop ships during procurement.

In this manner the same Combine Medium CC (regular, reliable) from 1st SW tables might cost:

Med BM Reg't:72; 3 AS Wing: 108; 3 CV Reg't: 108; 5 CI Reg't:90; 1 Art Bn: 15 for a total of 393 RP.

Multiply by 1.25 for drop ships and the CC costs 491RP. Multiply by 2 for jump ships and the cost is 982 RP
The same CC cost if drop ships are x 1.5 is 590 RP. Add in jump ships and the becomes cost 1180 RP. Needless to say production of new CC would be few and most RPs would need to go to supplies, repairs and industrial infrastructure. Unfortunately, this does not solve the "DS combat values" for Strategic Aerospace Combat.

At the same time using the current Aslt AS Wings to lift this same combat command would require 3 such formations :

3 aslt AS Wings = AT 180, IT288, MT252, VT468

The CT needs - AT54, IT270, MT108, VT414. If one bought 3 wings, green/reliable this would cost 180 RP (40 x 1 x 1.5). Added to the 393 RP for the CC and the cost is 573 RP w/o jump ships, 1146 RP w/ jump ships.

The final cost for both options is about the same but the first option removes the problem of destroyed formations within the CC (cannot be repaired or replaced). The second gives one the actual combat units but a bad naval battle leaves the CC stranded unless a house rule removes the DS wings from the CC procurement restrictions.

The more I think about it an answer may be to allow 'naval' production of DS wings for transport purposes outside the CC. These would be assigned to a CC with or without the abstracted jump ships without an issue. The Aslt AS Wings inside the CC would be handled normally and would give the CC some "slack" in case a 'naval regiment' (task force?) lost  some sub units.

That has a right feel to it.
« Last Edit: 06 November 2016, 14:54:13 by The Purist »
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Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #6 on: 06 November 2016, 13:58:05 »
Well, as we are dealing with combat teams, even if reduced due to the realities of the late 3rd SW, we aren't too worried about spares and consumables. Those are handled by expending RPs at the end of each turn on armour, salvage or combining mangled units. Only our own mercenary regiments worry about C-Bill expenses.

*snip*

It may be a abstraction for the purposes of that level of play, but if you cannot haul anything- and Unions & Overlords are notorious for that if fully loaded with combat units- you would not have access to those RPs.  Since they, or SPs IIRC, are used in Chaos tracks with its simplified logistics I am surprised we have not been told how much 'space' one takes up on a DS.  IIRC something like that was described in CombatOps but I think the scale was off.

To totally remove logistical concerns would strip away one of the more critical aspects of campaign play- keeping the troopers in beans & bullets.
Colt Ward
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The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #7 on: 06 November 2016, 14:50:15 »
At 8 RPs to supply a mech reg't in combat, if you can maintain a supply line, the logistics are not ignored. I am sure you are aware that at the strategic level you do need to have a string of cargo DS strung out between a factory and the planet being invaded.

I think our approach to strategic level gaming are different. You my want to track SRM ammunition for a chaos campaign, we are using RPs to supply hundreds of regiments in CCs and garrisons.

Different scope entirely. :o)
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

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Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #8 on: 06 November 2016, 15:42:47 »
And the reason those cargo droppers are included in the earlier post is because if you are not landing them with the combat elements (or at least after the first hours where they secured a LZ/beachhead/spacehead, pick your term) then they will not be supplied.  As you see Alexander posted, that single cargo dropper was so that the battalion sized elements would have supplies for that first month of operations- if you did not have them going the 50 tons of supplies is nowhere near the portion of 'RP' needed to keep that battalion going.  With your 8 RP, it means basically that Mule Alexander cited will be carrying 2.65 RPs to keep them going that first month.

Bluntly, the defender with any aerospace support should try to pop the supply ships making their landing with the troop ships.  Or hoard/hide aerospace assets if it was all transports until the ground forces are down and the 2nd wave using cargo haulers for infantry transport, cargo-rules armor & support and the RP supplies are landing.  If those DS get popped the troops on the ground are going to find themselves hungry and running low on bullets & armor before the next month's shipment can arrive . . . and the only way to let folks know it needs to be early is getting to a HPG station.
Colt Ward
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"We come in peace, please ignore the bloodstains."

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The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #9 on: 10 November 2016, 12:19:13 »
Pardon the delay in responding,... real life happens.

The issue with actual transports for supply is administrative. The two drop ships needed for that battalion of mechs needs to be doubled if the battalion is moving within one turn of a supply base. On month one the supply ships accompany the battalion to the LZ. Supply issue solved.

What about month number two? The supply ships must now jump back to a supply base. This means a second supply convoy is needed to supply the battalion for month two. On month three it jumps back and convoy one jumps in again with more supplies. This is one battalion. Now multiply that by 42 for the number of battalions in a Steiner CC (3 mech, 2 AS, 15 Armour, 21 Inf, 1 artillery), then double for an attack within 3 hexes of the supply base. Then multiply by 53 CC plus another 22 smaller Mercenary CC. Very soon the admin for supplies becomes too cumbersome.

What we have been trying of late is that if a player can prevent enemy AS superiority (we use =/< 2:1 in AS assets) then supplies can get through. More than 2:1 and the planet is blockaded - "no supply" rules kick in. The defender can use the points generated by the planet, or stockpiled on it (see below), but no more.

We also came up with "supply convoy" rule where a player pays 2 RP for an abstract gathering of cargo vessels that can carry 10RP with the invasion force (4 RPs carry 20, and so on). If the attacker can fight through the AS defences and land, so too do the supplies. Fail and the supply convoy aborts/scatters and the RP return to the pool (it is assumed the convoy is far enough back to wait on the results of the naval battle before jumping in - keep it simple). The defender can do the same for planets with low production values if he wishes to stockpile supplies. This also makes for nice surprises if a raid hits a planet not expecting to see immediate combat or if the defender is quickly overwhelmed.

All this aside, our main concern is defining the required carriage weight for CCs with the existing Aslt AS Wings. The T#s do not fit with the CC  requirements very well and the at start transports would need to be augmented by quite heavy Aslt AS Wing construction (at 40 RP per wing) for each new CC produced.

Then again in our game we have found that far more RPs are going into repairs and other needs than new CCs. Since picking up CO a few weeks back we can see that new production may be even less as these transports need maintaining and repairs on top of the CCs. The system works but needs some tweaks (house rules if you will).
« Last Edit: 10 November 2016, 12:24:22 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
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The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #10 on: 14 November 2016, 12:43:49 »
The original plan was to have DS transport elements for battalions but that got put on hold perhaps for a later expansion.  You can recreate them as follows:

Battlemech Battalion Transport = Overlord + Mule
Aerospace Wing Transport = 3 Leopard CVs + Buccaneer
Armor/Artillery Battalion Transport = Triumph + Mule
Infantry Battalion Transport = 3 Furies + Buccaneer

By linking the dropship requirements to battalions will this not mean large numbers of elements formed into DS Units/CTs and CUs? This is even more so if small capacity DS are used such as the Leopard. With about 30+ battalions to Combat team the number of DS could grow well beyond one or two "transport" DS wings. I also wonder how one would organise these tailored DS elements into squadrons of 4 DS or a wing of 12 to fit the scale of ACS or scaled SBF for aerospace combat.

To be clear, my focus is more Scaled SBF and ACS for ISW so I have not looked smaller scale scenarios/campaigns.

I sat down with the JS/DS book from the 'before times' and came up with the following DS sqns designed to lift CCs as efficiently as possible. Note that there is some excess "space" in each transport group (or a very small deficit for a few squads or handful of vehicles). Capacity number were divided by ten and then rounded normally - ie 112 Infantry = IT11; 135 infantry = IT14.

Take for example Capellan Confederation: lift required - AT36, IT270, MT108, VT666

Sqn 1 - Vengeance (AT36), Overlord (AT6, MT36), Overlord (AT6, MT36), Overlord (AT6, MT36)
Sqn 2 - Condor (IT34, V20), Condor (IT34, V20), Triumph (IT14, V53), Triumph (IT14, V53)
Sqn 3 - Condor (IT34, V20), Condor (IT34, V20), Triumph (IT14, V53), Triumph (IT14, V53)
Sqn 4 - Condor (IT34, V20), Condor (IT34, V20), Triumph (IT14, V53), Triumph (IT14, V53)
Sqn 5 - Seeker (IT12, VT64), Seeker (IT12, VT64), Seeker (IT12, VT64), Seeker (IT12, VT64),

The above group has AT18, IT66 and VT 28 surplus capacity and can carry 27,610 tons of supply for the roughly 10 regimental equivalents (30 battalions). It carries everything in 20 DS (5 sqdns of 4DS)

I'm not sure how such a group would be constructed. Perhaps the actual Units would be "abstracted" and the transport squadrons and wings would look much like the Aslt AS Wings. This way DS assets could be assigned to purchased CCs depending on size and requirements. Or perhaps one purchases a complete transport wing as part of a CC much like the new Aslt AS Wings, the wings having certain fixed lift capacity regardless of the size of the actual combat team.

Here are the other attempts based on the House CCs -

Draconis Combine: lift required - AT54, IT270, MT108, VT630
Carried by: 1 Vengeance, 3 Overlord, 6 Condor, 8 Triumph, 1 Seeker, 1 Gazelle for 20 DS carrying 31,030 tons of supply

Federated Suns: lift required - AT36, IT270, MT108, VT630
Carried by: 1 Vengeance, 3 Overlord, 6 Condor, 8 Triumph, 1 Seeker, 1 Gazelle for 20 DS carrying 31,030 tons of supply

Free Worlds League: lift required - AT26, IT432, MT108, VT792
Carried by: 1 Vengeance, 3 Overlord, 8 Condor, 8 Triumph, 4 Seeker for 24 DS carrying 34,930 tons of supply.

Lyran Commonwealth: lift required - AT36, IT378, MT108, VT918
Carried by: 1 Vengeance, 3 Overlord, 9 Condor, 8 Triumph, 3 Seeker for 24 DS carrying 33,980 tons of supply.

I'm very interested in seeing what route the rules take as the lack of transport DS does leave something of a hole in the Advance Aerospace/Capital Aerospace rules.

Cheers.
« Last Edit: 14 November 2016, 14:00:27 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
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Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #11 on: 14 November 2016, 12:56:17 »
I think it might have to be looked at this way . . . your first wave elements, the folks taking the spacehead, are going to be loaded onto combat transports- Unions, Overlords, etc.  Second wave follows, either holding in orbit until the spacehead is established or if JS transport is that tight they are coming a week or more behind.  Which means none of those vehicles or mechs need to be transported in bays, instead they can be bulk cargo- right along with food, ammo and parts.  Garrison/security infantry and support troops can be transported the same way.

Might want to also factor in Conquistadors, Fortress, the new Lyran one replacing Fortresses, and a couple others depending on time frame.  IIRC the FedSuns also started producing the Colossus again . . . which is going to make moving large assault forces a bit easier on the DS collars- though they probably lost quite a few at Palmyra with Caleb.
Colt Ward
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"We come in peace, please ignore the bloodstains."

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The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #12 on: 14 November 2016, 14:16:15 »
I was thinking something along those line with the use of the Aslt DS wings. They can carry fairly good 'first wave' numbers. The AS fighters and aslt DS should be able to fight their way through any defences unless the defender has also deployed a CC with an Aslt DS wing plus fighters.
 
Since the ISW turn is one month but ACS is 3.5 days, there are 8 turns in the month to plan when to jump in with the transports, if you can drive off the defending fleet. If the aerospace battle is not decisive you abort and pull out.

One reason I hope to see the transport wings soon is that it will open up the scope for strategy and tactics on SSRM/CRM as aslt DS are the 'fleets' of the 3rd and 4th SW. 
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
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2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
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Alexander Knight

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Re: Drops Ships and "Hot LZs"
« Reply #13 on: 14 November 2016, 16:32:54 »
The Vengeance was removed from consideration because of the fluff declaring how rare it is.  There is, honestly, a huge lack of a "battalion"-level ASF carrier DS for most of canon history.

And yes, battalion-level transport elements do mean a large number of DS units in an invasion as it stands right now.

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Re: Drops Ships and "Hot LZs"
« Reply #14 on: 14 November 2016, 17:13:36 »
Actually, unless you are sending a warship with a HPG along on the first wave or have a spy with access to planetary defense information AND reason to go to the HPG . . . a second wave of cargo ships and even combat transports would have to be committed to jump before the outcome.  Now they could hang at the jump point with the JS waiting until the first wave sends a signal back that they cleared the way, but we have a few systems where punching a signal to a jump zone can be problematical.

So as a bit of a turn example . . . ACS Turn 1 of the ISW Month the attack fleet jumps into the target system, detaches and burns in system.  ACS Turn 2, the support fleet jumps into the target system.  They either get the word that that attack fleet has cleared or at least seems to control the orbitals- or was repulsed and is fleeing.  The transport element either decides to detach for insystem travel or stays waiting for one of the attack fleet ships to jump out to summon more PWS/AsD/CVs to punch them out.  This works because the attack fleet JS should have recharged by this time.  If the transport ships burn in system, the JS that brought in the attack fleet could jump out to begin ACS Turn 3 setting up to be retasked or to move a 3rd Wave.  The attack fleet's transports (Union/Overlord/Fortress/etc) can either wait until the 2nd Wave DS are in orbit or spend a day or two on planet without the support forces.  The latter works if you are several days march from any opposition and want to expand a spacehead- say you brought some engineers in 1st Wave.

To just lay out the fleets as I want to make it clear . . .

Attack Fleet- Assault Dropships like the Achilles, PWS like the Overlord A3, carriers like the Vengence or a converted Union (per fluff), combat transports- Overlord, Unions, etc all upgraded- for a pathfinder/SpecOps tasked BN to secure a spacehead, BA/Infantry combat transport, and MAYBE a cargo hauler for initial use but something with as thick skin and weapons as possible

Second Wave/Transport Fleet- This is divided into two groups, Escorts and Transports.  Escorts would be smaller assault dropships and carriers- maybe a smaller PWS for a convoy CO.  For the transports it would be a mix of combat transports and true cargo carriers like Mules, Mammoths and Jumbos- maybe passenger ships like IIRC a Monarch to move the bulk of infantry and support troops.  Cargo carriers would carry the supplies as well as armor, vehicles, mechs and VTOLs as bulk cargo which will require time to get back online once the ships land.  The combat transports would IMO be the weaker or obsolete versions- thinner/damaged armor, older weapons, or ships with weird troop mixes where you are cramming as much combat power as possible. 
Colt Ward
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Re: Drops Ships and "Hot LZs"
« Reply #15 on: 15 November 2016, 13:53:46 »
The Vengeance was removed from consideration because of the fluff declaring how rare it is.  There is, honestly, a huge lack of a "battalion"-level ASF carrier DS for most of canon history...And yes, battalion-level transport elements do mean a large number of DS units in an invasion as it stands right now.

Well,... I hope they change their minds on that. It only makes sense for fleets to be looking for efficiencies and deploying six Leo CVs when a single Vengeance could do the job (for less money and resources as well) sort of proves the point. 

So as a bit of a turn example . . . ACS Turn 1 of the ISW Month the attack fleet jumps into the target system, detaches and burns in system.  ACS Turn 2, the support fleet jumps into the target system.  They either get the word that that attack fleet has cleared or at least seems to control the orbitals- or was repulsed and is fleeing.  The transport element either decides to detach for insystem travel or stays waiting for one of the attack fleet ships to jump out to summon more PWS/AsD/CVs to punch them out.  This works because the attack fleet JS should have recharged by this time.  If the transport ships burn in system, the JS that brought in the attack fleet could jump out to begin ACS Turn 3 setting up to be retasked or to move a 3rd Wave.  The attack fleet's transports (Union/Overlord/Fortress/etc) can either wait until the 2nd Wave DS are in orbit or spend a day or two on planet without the support forces.  The latter works if you are several days march from any opposition and want to expand a spacehead- say you brought some engineers in 1st Wave.

I was thinking about this same process for the current game that we have ongoing. As ISW has 'fleets' with 4 IMP on the hex map a CC could execute its moves based on 1 IMP per week (2 ACS turns) and have the different components show up on different ISW "impulses" (4) based on how far they need to jump.

For example, a DC CC jumps from Vega to Alexandria uses 2 IMP (4 ACS Turns) to arrive. On ACS turn 4 the combat components of Aslt DS and troops carriers with their ASFs pop onto the SSRM at the Zenith or Nadir (or Pirate) point. On ACS turn 5 the flotilla moves one to the Outer Zone. On ACS turn 6 the faster ASFs could move through the middle to the inner zones, discovering the depth of defences along the way. The slower DS and ASF escorts move to the middle zone. The 'cargo carriers' could also jump in at this point.

By ACS Turn 7 the aerospace defences are probably fully committed or concentrated at the planet while the assault waves and follow on vessels close in. The month could end without the planet actually being attacked as both sides try to gain aerospace superiority. This might take a couple of ACS turns, it might take most of the month. In any case the troop and cargo carriers would not close on the planet until the path is cleared, or risk substantial losses. Likewise, they may pull out if the aerospace assets fail to win the day.

A short jump gives more time to clear the way during a monthly turn, a target planet further from the initial jump point might require 2 full ISW turns to close and attack. In our experience we have yet to see AS superiority in much less than 3-4 ACS turn. That is usually how long it takes before one side or the other to try and disengage (Engagement Rolls permitting).
« Last Edit: 24 February 2018, 11:47:10 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
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Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #16 on: 15 November 2016, 14:12:10 »
The biggest point I was trying to make was that any second wave you were sending after an objective would by most standards be required to jump without knowing the result of any Aero battles in the target system due to a lack of interstellar communications.  Which means IMO the movement would have to be ordered before any battle is resolved to prevent OOC information (outcome of battle) to determine what the orders are to the second wave- unless they jumped at the same time to the same system.  If they are in the same system then of course the problem goes away and the second wave could wait for word to be sent back to the jump point.
Colt Ward
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"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Alexander Knight

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Re: Drops Ships and "Hot LZs"
« Reply #17 on: 15 November 2016, 17:36:51 »
Well,... I hope they change their minds on that. It only makes sense for fleets to be look for efficiencies and deploying six Leo CVs when a single Vengeance could do the job (for less money and resources as well) sort of proves the pointg proving the point. 

A Vengeance is much more efficient, that's true.  Just like a Potemkin is much more efficient at transporting DS than a Scout is.  So why aren't there more Potemkins in the IS?  (Hint, because production couldn't keep up with loss rates)

Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #18 on: 15 November 2016, 17:56:56 »
Also supposedly why we get the non-stat'd Union & Overlord CVs.
Colt Ward
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Alexander Knight

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Re: Drops Ships and "Hot LZs"
« Reply #19 on: 15 November 2016, 19:57:28 »
Also supposedly why we get the non-stat'd Union & Overlord CVs.

Unstatted and thus regretfully unavailable for the transport gig.  :(

The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #20 on: 16 November 2016, 14:55:21 »
The biggest point I was trying to make was that any second wave you were sending after an objective would by most standards be required to jump without knowing the result of any Aero battles in the target system due to a lack of interstellar communications.  Which means IMO the movement would have to be ordered before any battle is resolved to prevent OOC information (outcome of battle) to determine what the orders are to the second wave- unless they jumped at the same time to the same system.  If they are in the same system then of course the problem goes away and the second wave could wait for word to be sent back to the jump point.

I understand the point and you're right. A CC popping into a jump point would arrive, transports and all, at the same time. About the only question there would be is what kind of 'naval' defences are waiting and weather they can match 2-3 wings of whatever size plus the drop ship firepower. Since AS wings are linked to CCs can any house afford to leave strong defences at P1, P4 and on planet (in case of a Pirate point is used)? Maybe on major industrial and regional capitals but that ties up a number of commands. In any case, thus far we have found that trying to disengage from an aerospace battle is never easy nor clean as one might hope.
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Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #21 on: 16 November 2016, 14:56:48 »
Hmm, that IMO would depend on if the absract uses the vector movement rules or basic rules.  If its vectored, breaking contact should be easy.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #22 on: 16 November 2016, 15:07:49 »
A Vengeance is much more efficient, that's true.  Just like a Potemkin is much more efficient at transporting DS than a Scout is.  So why aren't there more Potemkins in the IS?  (Hint, because production couldn't keep up with loss rates)

Sighhhh. Yes, so the universe says. We'll have to make do with whatever carrier groups of DS the game gives us. In the end, three Overlord do carry a regiment of mechs and a wing, three Leo CVs would carry a second wing. Then its a matter of transports for the hundreds of infantry squads and vehicles as described above.

I'll bet dollars to donuts they are abstracted to try and meet the needs of function and playability. I'm just curious as to how they will be handled within ISW economics. I would think there would (or should) be a cost for transport wings rather than being a part of CC purchases. IMO that would avoid having to worry about regiments destroyed in combat and excess transports not being able to transfer away to where they might be needed.

Time will tell.
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
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Page 168 - Reunification War

The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #23 on: 16 November 2016, 20:37:37 »
Hmm, that IMO would depend on if the absract uses the vector movement rules or basic rules.  If its vectored, breaking contact should be easy.

I'm not sure I follow this. On both the Atmospheric Radar Map and the SSRM or CRM we have been using the End Phase rules for ending engagements, which involve engagement control rolls. Unless I am missing something ACS Aerospace rules use SBF rules for actual engagements. So far, if one side or the other want to maintain the engagement it does not appear to be that difficult. So dropships that happen to be in the Periphery could pin down a portion of an attacking fleet while the rest move on but movement on the SSRM/CRM is not fast (one zone per turn so far as I can see). If a defender is not in the same Periphery Zone as the attacker when they jump in, then it means rushing across the system to make the intercept or moving out from the planet towards the attack. To cover the periphery and guard against a pirate jump point a defender either splits the defence into three or remains concentrated at the planet to react to an incoming fleet.

Am I missing something?
« Last Edit: 17 November 2016, 09:31:47 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

Colt Ward

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Re: Drops Ships and "Hot LZs"
« Reply #24 on: 17 November 2016, 01:05:15 »
It comes down to how the ACS abstract rules apply or carry 'up' in scale some of the options on AT rules.  AT has the vectored movement optional rule which is closer to how ships would move in reality.  It means you can accelerate and build up quite a lot of velocity in a single direction . . . its also easier to avoid contact.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #25 on: 17 November 2016, 10:56:58 »
I'm assuming "AT" rules are Aerotech rules that are separate from the IO book covering ACS - ISW. If that is the case I am not familiar with them. As the rules appear in IO a fleet jumping into P1 or P4 (actually, they set up there at the start of the game) could then move to an adjacent Outer zone on turn 1. Any DS or WS squadron could try to engage as they attempt to leave the periphery zone but a successful engagement would set up a high speed pass.

Other than that it looks like any DS wings will take 3 turns to move from the Periphery to the Central Zone if not engaged en route. This seems to fit well with most description of time to burn from the usual jump points to most habitable planets.

Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

The Purist

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Re: Drops Ships and "Hot LZs"
« Reply #26 on: 27 November 2016, 12:36:59 »
One final thought on drop ships for ISW for those who are anxiously waiting on the MUL cards and DS transport squadrons. You may want to look at the older rules in BF2, download of the rules is just a few dollars. They have the values for all the DS up to the clan invasions even if the rules are more simplified. We are still using BF2 for "naval actions" even though that means using older stats for ASFs and Aslt DS. The old rules used 3 ship squadrons but with a bit of thought and common sense you can make it work on the CRM/SSRM. Merging the rules works ok even if there needs to be a bit of fudging to create morale and tactics ratings. When ASFs and Aslt DS enter the atmosphere you can flip to the newer ACS/ISW stats.
« Last Edit: 27 November 2016, 13:36:19 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

 

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