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Author Topic: Light Artillery  (Read 337 times)

RifleMech

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Light Artillery
« on: 10 May 2021, 05:08:16 »
In this thread the OP was wanting an Infantry Mortar with the range of the BA Tube Artillery. https://bg.battletech.com/forums/ground-combat/finally-found-infantry-tube-artillery-rules/ 

The suggestion was made to make Mech Mortars available as field guns. Which makes perfect sense to me because of this guy here.
https://en.wikipedia.org/wiki/10_cm_Nebelwerfer_40
I also think vehicle scale Missile Launchers should be available as field guns. https://en.wikipedia.org/wiki/15_cm_Nebelwerfer_41
but that's besides the point. What got me thinking was that even if Mech Mortars were available as field guns they don't feel like they have the range of the BA Tube Artillery. Then I thought what if we had two classes of Mech Mortars?  Not IS and Clan but Light and Heavy?

While the Clans do use artillery it's not that common, so it's always felt odd to me that they'd develop their own Mech Mortars but not their own tube artillery. Yes, they have their own Arrow IV but that strikes me more as their own version of advanced SLDF equipment. It'd make more sense for then to use it than some older rarely used weapon.

Anyway, what I'm proposing is that the Clan Mech Mortars be Light Mech Mortars with no change in stats. The IS Mech Mortars would become Heavy Mech Mortars with twice the range and half the ammo. That way there'd be a Mortar and a IS artillery weapon roughly similar to the BA Tube Artillery.

My other thought was to use the Tank Cannons from XTRO:1945 with their ranges as is while using the Artillery Rules. These would be classed as Field Guns. That would provided tube artillery with ranges up to 7.5 map sheets. I would change how the damage is handled though. Besides being area effect weapons.

37mm-47mm Tank Canons would stay the same.
57mm would do 1 point of damage. No fractions for Infantry. 
75mm would do 2 points of damage.
76.2mm would do 3 points of damage.
and the 8.8cm would do 4 points of damage.

Anti-Tank Cannons would keep the ranges of their Battletech Equivalent and wouldn't be area effect weapons. Both Field Guns and Anti-Tank Cannons should be thought of as modern versions of Tank Cannon. Vintage weapons would use the same damage rules as listed. 

Thoughts?

five_corparty

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Re: Light Artillery
« Reply #1 on: 10 May 2021, 06:59:54 »
I really like the idea of mortars being available to infantry.  I don't know enough about the stats to say yes or no on your proposed rules, but the CONCEPT, I think, is very cool.  :)

RifleMech

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Re: Light Artillery
« Reply #2 on: 10 May 2021, 13:39:49 »
Thanks. :)

AlphaMirage

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Re: Light Artillery
« Reply #3 on: 10 May 2021, 13:49:10 »
There are squad support mortars that can be carried by infantry squads but they certainly won't have the same range as a MM. I approve of using them as field guns and would probably even mount a few on APCs to represent mechanized support.

Kerfuffin(925)

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Re: Light Artillery
« Reply #4 on: 10 May 2021, 15:25:18 »
So the IS would have ELRM mortars and clans would have regular LRM mortars?
And they could be used as field guns?

Daryk

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Re: Light Artillery
« Reply #5 on: 10 May 2021, 19:25:15 »
Real world 60 mm mortars have 3,400 meter max range.  Giving the "Mortar (Light)" 1/2/3 range in TW is wrong on SO many levels.

Kerfuffin(925)

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Re: Light Artillery
« Reply #6 on: 10 May 2021, 19:46:33 »
Real world 60 mm mortars have 3,400 meter max range.  Giving the "Mortar (Light)" 1/2/3 range in TW is wrong on SO many levels.

Right but 200mm cannons (like some manufacturers makes AC20 in this caliber) in real life have a range of 27km. So...

Liam's Ghost

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Re: Light Artillery
« Reply #7 on: 10 May 2021, 20:06:59 »
Real world guns of that caliber and with that kind of range also weigh a lot more and require a lot more space. I think it's clear that the big AC-20s represents an extremely snub barrel gun rather than a modern eight inch rifle.

I'm not saying the ranges aren't wonky, just that there's a middle ground.
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Liam's Ghost

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Re: Light Artillery
« Reply #8 on: 10 May 2021, 20:09:50 »
As for the topic of light artillery, I'd start with an infantry equivalent to the battle armor tube artillery (maybe five tons) and go from there, probably tracking with the rifles for tonnage (but not necessarily critical slots) and going with ranges that start somewhat inferior to the thumper and work downward.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

RifleMech

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Re: Light Artillery
« Reply #9 on: 10 May 2021, 22:05:39 »
AlphaMirage
Sounds good to me. It was done on the M113 why not in the game? https://en.wikipedia.org/wiki/M1064_mortar_carrier



Kerfuffin
No. There'd only be light and heavy. Clan versions = light and the IS versions = heavy with half ammo.

Yes.


Liam's Ghost
I'm open to allowing other units to use BA weapons. My suggestion for the Mech Mortars though was because they already weighed 1-10 tons and had a range just better than the BA Tube Artillery. The Tank Canons I used because the ranges were already there but we could play around with them and include Rifles.

37mm damage .53 (rounded up for vehicles) range 5 map sheets.
40mm damage .53 (rounded up for vehicles) range 6 map sheets.
45mm damage .53 (rounded up for vehicles) range 6 map sheets.
47mm damage .53 (rounded up for vehicles) range 7 map sheets.
57mm damage 1 range 7 map sheets.
75mm damage 2 range 7 map sheets (weight 2 tons)
76.2mm damage 3 range 7 map sheets (weight 2.5 tons)
Light Rifle damage 3 range 8 map sheets
8.8cm damage 4 range 9 map sheets
Medium Rifle damage 6 range 9 map sheets.
Heavy Rifle damage 9 range 11 map sheets

As far as ammo goes;
Rifles stay the same.
37mm = 57 rounds
40mm = 48 rounds
45mm = 42 rounds
47mm = 39 rounds
57mm = 30 rounds
75mm = 24 rounds
76.2mm = 21 rounds
8.8cm = 14 rounds

Nerfs the ammos as far as Tank Cannons go but brings it closer to Rifle ammo loads. 

What do you think?



 

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