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Author Topic: Rolling Thunder Missile Carriers  (Read 1132 times)

Hellraiser

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Rolling Thunder Missile Carriers
« on: 21 August 2020, 18:24:21 »
So for all the old timers out there, you might remember a couple bits of fluff about the missile carrier line that we never got stats for.

1.  In the Battle History section of TRO3026 there was a unit of Liao "LRM-5" Missile Carriers that was mentioned but as we all know the standard LRM Carrier uses LRM20s.

2.  I am having trouble remembering the source but there is a fluff mention somewhere about a line of "Rolling Thunder" missile carriers being produced at some factory.
I want to say the factory was the Aldis line on Terra but I can't be sure at the moment.


So I've always wondering what did the LRM-5 carrier look like & what gave those "Rolling Thunder" carriers their name.

It really could just be nothing, like the difference in naming the Victor-9K/9D or Crusader-4D/4L.   
Same stats but naming gimmick.   For the "Rolling" anyway, still not sure how they made the LRM5 carriers.

But I was thinking what if they were called "Rolling Thunder" because they "Rolled" along on a "Wheeled" chassis instead.
And what if these carriers were the same line that used LRM-5's that was mentioned in TRO3026 originally.

So I went about creating a separate line of carriers combining these 2 bits of fluff.

Thought about changing the tonnage but decided to keep things as close to standard carriers as possible & that way the engine uses the one from the Karnov-58 model, a 160 ICE.


Hope you like.

Let me know what you think.




First up is the OG carrier mentioned in 3026, the LRM-5.

Same 60 missile barrage but now with 50% more Ammo Endurance & 200% more Armor.

Code: [Select]
Rolling Thunder Missile Carriers (LRM5)
Base Tech Level: Standard (IS)
Level Era
Experimental -
Advanced -
Standard 3025+
Tech Rating: E/X-C-C-C

Weight: 60 tons
BV: 995
Cost: 1,144,000 C-bills

Movement: 3/5 (Wheeled)
Engine: 160 ICE

Internal: 30
Armor: 144
Internal Armor
Front 6 37
Right 6 37
Left 6 37
Rear 6 33
Turret 6 0

Weapons Loc Heat
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2
LRM 5 FR 2

Ammo Loc Shots
LRM 5 Ammo BD 24
LRM 5 Ammo BD 24
LRM 5 Ammo BD 24
LRM 5 Ammo BD 24
LRM 5 Ammo BD 24
LRM 5 Ammo BD 24
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #1 on: 21 August 2020, 18:25:22 »
And you know,  why stop at LRM5's only when you can have similar variants of carriers to match the originals?

The SRM-4 Carrier came out to have a smaller missile salvo at only 48 missiles since it was an even swap from LRM5's to SRM4's

But the added ammo & armor of the base chassis will both come in handy to make this model less of a 1 shot wonder.


Code: [Select]
Rolling Thunder Missile Carriers (SRM4)
Base Tech Level: Standard (IS)
Level Era
Experimental -
Advanced -
Standard 3025+
Tech Rating: E/X-C-C-C

Weight: 60 tons
BV: 917
Cost: 1,588,600 C-bills

Movement: 3/5 (Wheeled)
Engine: 160 ICE

Internal: 30
Armor: 144
Internal Armor
Front 6 37
Right 6 37
Left 6 37
Rear 6 33
Turret 6 0

Weapons Loc Heat
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3
SRM 4 FR 3

Ammo Loc Shots
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25
SRM 4 Ammo BD 25

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #2 on: 21 August 2020, 18:26:20 »
Since I was using a different class of missile launchers I thought why not try something a bit different for the AC variant.

Instead of long range sniper guns lets use some medium range hole punchers for all those missiles to go crit hunt for.

Code: [Select]
Rolling Thunder Missile Carriers (AC10)
Base Tech Level: Standard (IS)
Level Era
Experimental -
Advanced -
Standard 3025+
Tech Rating: E/X-D-D-D

Weight: 60 tons
BV: 755
Cost: 1,008,800 C-bills

Movement: 3/5 (Wheeled)
Engine: 160 ICE

Internal: 30
Armor: 144
Internal Armor
Front 6 37
Right 6 37
Left 6 37
Rear 6 33
Turret 6 0

Weapons Loc Heat
AC/10 FR 3
AC/10 FR 3

Ammo Loc Shots
AC/10 Ammo BD 10
AC/10 Ammo BD 10
AC/10 Ammo BD 10
AC/10 Ammo BD 10
AC/10 Ammo BD 10
AC/10 Ammo BD 10

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #3 on: 21 August 2020, 18:29:20 »
Last in line was my take on the "Laser" carrier.

Thought about using Mediums but I decided to stick w/ the original set up of twin LL's just to keep it similar.

That said I did decide to swap out the Smalls for MGs so that we have at least 1 carrier model that can do some Anti-Infantry work & be a body guard for the other carriers if they get swarmed in an urban environment.

And the MG ammo endurance still gives it that longevity feel of energy weapons.

Code: [Select]
Rolling Thunder Missile Carriers (Las-MG)
Base Tech Level: Introductory (IS)
Level Era
Experimental -
Advanced -
Standard 3025+
Tech Rating: E/X-D-D-D

Weight: 60 tons
BV: 686
Cost: 796,900 C-bills

Movement: 3/5 (Wheeled)
Engine: 160 ICE

Internal: 30
Armor: 144
Internal Armor
Front 6 37
Right 6 37
Left 6 37
Rear 6 33
Turret 6 0

Weapons Loc Heat
Large Laser FR 8
Large Laser FR 8
Machine Gun FR 0
Machine Gun FR 0
Machine Gun FR 0
Machine Gun FR 0

Ammo Loc Shots
Machine Gun Ammo BD 200



I feel like mixed carrier groups of these would be fun.

Fire Platoon =  3x LRM,  1x Laser
Urban Platoon = 2x SRM, 1x Laser, 1x AC

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Sabelkatten

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Re: Rolling Thunder Missile Carriers
« Reply #4 on: 22 August 2020, 05:52:03 »
This is an old design for a Liao weapon carrier I had lying around that would also fit the bill. :)

Code: [Select]
Rooster W12 light weapon carrier

Mass: 35 tons
Tech Base: Inner Sphere
Motive Type: Wheeled
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C-A
Production Year: 2750
Cost: 434,750 C-Bills
Battle Value: 557

Power Plant:  120 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    7  LRM-5s
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      16 points                3.50
Engine:             I.C.E. Engine                120                       8.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.00
Lift Equipment:                                                            0.00
Armor:              Standard Armor               AV -  56                  3.50

                                                      Armor     
                                                      Factor     
                                               Front     20       
                                          Left/Right   13/13       
                                                Rear     10       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
7 LRM-5s                                     FR        14        7        14.00
@LRM-5 (96)                                  BD        -         0         4.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 6
4w         2       3       3       0      1     0   Structure:  2
Special Abilities: EE, LRM 1/2/2, IF 2

Col Toda

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Re: Rolling Thunder Missile Carriers
« Reply #5 on: 22 August 2020, 11:20:46 »
LRM 5 is sub optimal for smoke ( light ) a 10 gives 1 hex heavy smoke for 3   turns. you can get a 50 ton trailer w 6 LRM 10 s and tons of ammo 2 salvos per ton 2 30 mine hexes per turn with thunder ammo or 3 20 point . You can get 12-13 iOS SRM 6s on a turret. You can put a hitch on 100 ton tank and pull 1of each .
« Last Edit: 03 January 2021, 18:58:50 by Col Toda »

Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #6 on: 22 August 2020, 14:19:03 »
This is an old design for a Liao weapon carrier I had lying around that would also fit the bill. :)
Interesting.
Its basically a cheaper engine version of the Hunter using LRM'5.

I'd almost be inclined to drop 1 launcher to be "1/2" a regular 60 salvo & split the tonnage into Ammo & Armor.
You'd end up with a 50% Armor boost exactly & a solid 20 turns of Ammo endurance.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Sabelkatten

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Re: Rolling Thunder Missile Carriers
« Reply #7 on: 22 August 2020, 16:29:08 »
Interesting.
Its basically a cheaper engine version of the Hunter using LRM'5.

I'd almost be inclined to drop 1 launcher to be "1/2" a regular 60 salvo & split the tonnage into Ammo & Armor.
You'd end up with a 50% Armor boost exactly & a solid 20 turns of Ammo endurance.
18 tons of payload turned out to be for several other weapon loadouts, and 7xLRM5+4 ton ammo was the practical load in this case. Now if you want to budget it yet a bit more a 30-ton chassis drops the weapon load 16 tons, all else the same. :)

Charistoph

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Re: Rolling Thunder Missile Carriers
« Reply #8 on: 01 October 2020, 22:44:00 »
Hmm, let's change it up a little, shall we?

Code: [Select]
Rolling Thunder MML Carrier Tank

Mass: 60 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     16 MML 3
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 2,088,000 C-bills

Type: Rolling Thunder MML Carrier
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 60
Battle Value: 688

Equipment                                          Mass
Internal Structure                                    6
Engine                        180 ICE                14
Cruising MP: 3
Flank MP: 5
Heat Sinks:                   0                       0
Control Equipment:                                  3.0
Power Amplifier:                                    0.0
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Front                   6         15   
     R/L Side               6/6      12/12   
     Rear                    6         9     


Weapons
and Ammo               Location    Tonnage   
MML 3                    Rear        1.5     
MML 3                    Left        1.5     
13 MML 3s               Front        19.5   
MML 3                   Right        1.5     
MML 3 SRM Ammo (165)     Body        5.0     
MML 3 LRM Ammo (200)     Body        5.0     

Now, I took the basics of the LRM carrier and stripped them out to replace them with MML-3s.  I used 10 tons for ammo and split them between LRM and SRM slots.  I even reserved a launcher for the sides and rear each to give it a little bit more coverage than the other carriers (though, admittedly pitiful).  That's still a rather anemic 39 missiles to the fore compared to the 60 of the standard carrier, but someone who thought they were dealing with a damaged LRM ended up facing 39 SRMs when they got close may change their mind.
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Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #9 on: 01 October 2020, 23:39:16 »
IDK, 

Way to much ammo & worse rear armor? 

I think it needs to drop some ammo to shore up the Armor.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Red Pins

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Re: Rolling Thunder Missile Carriers
« Reply #10 on: 02 October 2020, 01:26:38 »
Yeah.  Remember these aren't intended for line of battle.

On the other hand, they are support  vehicles, after all.  Light armour and ammo endurance makes sense for bombardment units.
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kaliban

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Re: Rolling Thunder Missile Carriers
« Reply #11 on: 02 October 2020, 08:55:29 »
far better than the original design.

You can also have a LRM carrier based on the Light SRM Carrier, that has a turret and is faster.

However, I consider VTOLs better plataforms for LRMs

Charistoph

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Re: Rolling Thunder Missile Carriers
« Reply #12 on: 02 October 2020, 12:23:10 »
IDK, 

Way to much ammo & worse rear armor? 

I think it needs to drop some ammo to shore up the Armor.

Well, the Armor allocation was MegaMekLab's work, as I didn't bother looking it up in TRO.  I was more curious on how many MMLs I could fit in than making something I'd field.

Personally, for such a machine's objective that I'd design for my field works, I'd be building it on a Hover or VTOL platform and stick ECM on it.  MMLs are not designed for dedicated fire missions like the LRM Carrier or the "Surprise sucka!" of the SRM Carrier.  They are a hybrid designed to mix it up, and Tracks just don't do well in that atmosphere without considerable armor.
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Maingunnery

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Re: Rolling Thunder Missile Carriers
« Reply #13 on: 02 October 2020, 13:29:28 »
What about just putting all the launchers in a turret?
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Re: Rolling Thunder Missile Carriers
« Reply #14 on: 02 October 2020, 20:47:34 »
What about just putting all the launchers in a turret?

That's an interesting idea.  The existing format has 16 MML-3, for a total of 24 tons.

Converting it to 14 MML-3 frees up 3 tons.  The turret will require 2.5 tons of mass, leaving an extra half ton for 'stuff'.  8 pts of turret armor?
Going with just 13 MML-3 frees up 4.5 tons.  The turret will require 2 tons of mass, leaving an 2.5 tons for 'stuff'.  That is an extra 40 pts of armor that could be installed.

Charistoph

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Re: Rolling Thunder Missile Carriers
« Reply #15 on: 03 October 2020, 15:35:44 »
What about just putting all the launchers in a turret?

Because the Missile Carriers don't have turrets.  Don't ask me why.

Honestly, for LRM Carriers, their basic job doesn't really need a turret, but the SRM Carriers are a different story, but still lack the turret and speed that a hull designed with such short range weapons really needs.
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Re: Rolling Thunder Missile Carriers
« Reply #16 on: 03 October 2020, 15:49:26 »
Well... Given a job description of "sit behind this storefront until a target wanders past, blow it up, try to escape" I don't know if the SRM carrier really needs a turret.

Now if you, say, drop two launchers for a turret and 3.5 tons armor you've got somethings that can at least play at being a tank.

RunandFindOut

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Re: Rolling Thunder Missile Carriers
« Reply #17 on: 03 October 2020, 18:51:53 »
Because you don't face forward in that storefront.  You have to leave the front of the building intact or it'll catch attention and they might notice you.  So you have to enter from the rear of the building, and if you're going to do that you might as well have a turret.  Then you rotate the turret facing backward, back into position inside the building, and when you fire you're already facing out and can gun the throttle and pull straight out the back where you entered instead of having to back and turn.  Allowing you to quickly pull straight out the back and leave the buildings between yourself and what you just shot at.
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Charistoph

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Re: Rolling Thunder Missile Carriers
« Reply #18 on: 04 October 2020, 02:48:26 »
Because you don't face forward in that storefront.  You have to leave the front of the building intact or it'll catch attention and they might notice you.  So you have to enter from the rear of the building, and if you're going to do that you might as well have a turret.  Then you rotate the turret facing backward, back into position inside the building, and when you fire you're already facing out and can gun the throttle and pull straight out the back where you entered instead of having to back and turn.  Allowing you to quickly pull straight out the back and leave the buildings between yourself and what you just shot at.

Makes me think it should be designed like Star Control's Spathi Eluder with its best weapon facing the rear making chasing it a painful choice.  (Admittedly that ship is also the fastest in the first game and remarkably tough for its speed, though its weapon system was relatively anemic.)
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Re: Rolling Thunder Missile Carriers
« Reply #19 on: 04 October 2020, 13:26:04 »
Because the Missile Carriers don't have turrets.  Don't ask me why.
Because of what they were per the 3025 fluff.  A basic "Tracked Lorry" chassis.  No turret, no armor.
Basically a flat bed truck but with tracks.
My understanding is the first gen "Missile Carriers" were almost like the Armed Construction Mechs.
Somebody took a transport chassis & added guns to it.


That's an interesting idea.  The existing format has 16 MML-3, for a total of 24 tons.

Converting it to 14 MML-3 frees up 3 tons.  The turret will require 2.5 tons of mass, leaving an extra half ton for 'stuff'.  8 pts of turret armor?
Going with just 13 MML-3 frees up 4.5 tons.  The turret will require 2 tons of mass, leaving an 2.5 tons for 'stuff'.  That is an extra 40 pts of armor that could be installed.

If you want MMLs in a Turret, given the era of the MML, a far better chassis is the Light SRM Carrier.
Swap the 5xSRM6 for 5xMML5 or 10xMML3 for the cheese factor.
Now you have a faster machine that can snipe from range or surprise ambush around the corner.
The ammo duration isn't much but with the thin armor on missile carriers, your not sticking around to slug it out.

For MMLs on the 60 ton frame, I usually look at the SRM Carrier & do a direct SRM6 to MML5 swap.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

beachhead1985

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Re: Rolling Thunder Missile Carriers
« Reply #20 on: 28 October 2020, 16:36:30 »


2.  I am having trouble remembering the source but there is a fluff mention somewhere about a line of "Rolling Thunder" missile carriers being produced at some factory.
I want to say the factory was the Aldis line on Terra but I can't be sure at the moment.


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Hellraiser

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Re: Rolling Thunder Missile Carriers
« Reply #21 on: 29 October 2020, 13:45:45 »
Gracias Beachhead!

I knew it was some early-ish product but couldn't place it.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

beachhead1985

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  • Posts: 3780
  • 1st SOG; SLDF. "McKenna's Marauders"
    • Kilroy's Wall
Re: Rolling Thunder Missile Carriers
« Reply #22 on: 15 November 2020, 14:06:28 »
Gracias Beachhead!

I knew it was some early-ish product but couldn't place it.

No prob! It is a weird one!
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman

Col Toda

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Re: Rolling Thunder Missile Carriers
« Reply #23 on: 03 December 2020, 10:54:21 »
As a smoke tool LRM 10 is a better  size with heavy of smoke vs light smoke  .  I prefer heavier armed trailers at 50 tons or less  . I like the efficiency of light vehicle bays.  I believe you can get 12-13 Improved one shot SRM 6s . Fire and then disconnect.  . Say 6 LRM 10s so it is divisible  by 12 shots per ton  so 2 shot of any particular ammo flavor per ton . Being towed by a 100 ton many gunner crew monster so you are eating a multi target penalty for only the 5th and  6th shot so laying down smoke is very accurate  . Unfortunately as the trailers has more hardware they are as expensive as your independent ICE vehicles.
« Last Edit: 01 January 2021, 10:07:04 by Col Toda »

Col Toda

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Re: Rolling Thunder Missile Carriers
« Reply #24 on: 27 December 2020, 01:50:35 »
You cant lay down a minefield  greater than a 30 pointer so  an LRM 20 and LRM 5 or 10 combo makes sense active minefields are most effective at 25-30 point density  the 5 point just is not going to go off alot . Having a trailer with 9 LRM 10s allows 3 gunners to put 3-30 pt hexes just in front of a non jumping target . That many LRM 5s trying to do more than 3 hexes is going to eat muliple targeting penalties even using mine laying ammo.

I still think a trailer with 6 LRM 10s is the most flexible tool.  Just because of the 2 volley's per ton and you can target 2 hexes for a 30 pt mine field with a vehicle that has 2 gunners .
« Last Edit: 01 January 2021, 10:04:25 by Col Toda »

 

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