Author Topic: Warship Write-Up - The Conqueror Battlecruiser/Carrier  (Read 10864 times)

GreekFire

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Warship Write-Up - The Conqueror Battlecruiser/Carrier
« on: 05 February 2016, 20:15:17 »
From TRO: 3067



Note: Once again, I did not write this article; instead, this was written by an anonymous contributor with a love of Warships and naval combat.
The original WSotW article can be found over here: http://bg.battletech.com/forums/index.php/topic,42549.0.html
This is not meant to replace the older article, but instead offer a complimentary perspective on a popular Warship design.



OVERVIEW
Intended as a carrier escort for the original, combat-capable version of the Leviathan-Class, the Conqueror is a great mid-range carrier. With two-thirds of an AeroSpace Cluster embarked on the ship and the other third of the Cluster most likely carried by a pair of Miraborg or Titan-Class DropShips, it has enough innate fighter support to threaten any WarShip short of a Leviathan II or III without needing to engage in combat by itself. If it does happen to wade in, it is 780 kilotons of bad news for the enemy.


MOVEMENT PROFILE
As indicated in the previous article on the Aegis, AeroSpace games handle movement slightly differently to the ground-based game. 3/5 in space is a bit like 5/8 on the ground; a relatively common speed that will let you get where you want to be most of the time without sacrificing so much to get that speed that the unit isn’t able to carry a decent array of weapons. 3/5 is enough for the Conqueror to do this job easily, turning to keep its nose and/or Broadside arcs pointed at the enemy, rolling to present less-damaged side armour if it needs to.

A 3/5 thrust profile is enough to allow the Conqueror to position itself in the middle of the map (if playing a 1-on-one game or if that’s what a fleet game has come down to) or to range 10-15 hexes ahead of another big, nasty ship like a Texas (the Ark Royal, second ship in the class originally accompanied the Texas-Class Mountbatten) or Aegis/Potemkin (the original Conqueror was placed in a Naval Star with one of each in a show of massive overkill). After the Jihad the Conqueror-Class becomes the centrepiece of its Naval Stars, the ship others are arranged around.


ARMOUR AND POINT DEFENCE
One of the few vessels to have anything approaching maximum armour for its SI, the Conqueror is just 92 tons and one armour class shy of what it could have had. Its armour is biased towards the Nose and Fore-Side arcs, a sensible choice given those are the arcs it will expose to enemy ships most often while using the firing arcs that deliver the most damage. With anywhere between 215 and 142 armour per facing, the ship needs to be hit with reasonably large bays to cause Threshold crits, and any enemy that’s managing a full -3 Bracketing capability is unlikely to be able to Threshold with that bay. Even a McKenna will fall short of the damage required to Threshold a Conqueror if she’s Bracketing for high to-hit modifiers.
 
The only area its innate defences are truly lacking is the point-defence front; with no dedicated AMS systems on the ship, its Small Laser/Small Pulse Laser arrays are all it can rely on. 4 damage per bay seems good at first glance, but since they are not Anti-Missile Systems those are halved to 2 damage, which means the ship can only see off a single Barracuda per turn per angle of approach in the Nose, Broadside, and Aft arcs. The Fore and Aft-Sides each add another 1 point of anti-missile defence, which won’t stop any naval missile by themselves but will allow you to stop a White Shark if those bays are overlapped with one of the four cardinal arcs. Finally, being conventional weapons rather than dedicated AMS means you can use each bay only once per turn. Anything larger than a White Shark or Piranha will go through on its own, as will an attack featuring anything more than two Barracudas. This can be mitigated by deploying some ASFs defensively, but if you’re playing a game with nukes being so vulnerable to Santa Ana (White Shark) and especially Peacemaker (Killer Whale) launchers is something to be mindful of. If the enemy has those, the Conqueror is facing a virtual death sentence and can do nothing about it. Against conventional warheads the armour will hold up for a long while though, so there’s that.


WEAPONS AND HOW TO USE THEM
As mentioned earlier, the ideal WarShip armament is NAC heavy, with ballistic batteries in the Nose, Fore-Side, and Broadside arcs and switching more towards Energy-based bays in the Aft sectors. The Conqueror largely does this right, with only the Aft arc really falling over from a metagame perspective. What’s really interesting about the Conqueror is that it’s the first (and only, until we had stats for the Kimagure it was based on) glimpse of an OOC optimisation trick called “corner posting.”

The way “corner posting” works is relatively simple. The Nose, Aft, and Broadside arcs all meet but do not overlap, so if you stack those with the majority of your big guns you can cover all of the approaches to your ship and still project a lot of firepower. The Fore-Side and Aft-Side arcs are relatively neglected to keep your overall weapon mass down without really having an impact on how much you can fire at the enemy. This works well in theory until a given arc starts taking critical hits and bays start getting knocked out, which is where an all-aspects approach starts pulling ahead by concentrating the big guns in fewer places.

Still, the weapons in the Nose and Broadside arcs of a Conqueror are frightening to say the least. The Nose arc holds 6 NAC/25s, 4 NAC/30s, three Light Naval PPCs, and a Barracuda launcher - totalling 293 damage. The Broadsides have four NAC/25s 6 NAC/30s, and four Medium Naval PPCs and a Barracuda launcher, enabling them to deal a staggering 318 damage. Realistically between Bracketing reducing your damage output and dice rolls you will probably average around a third of that per turn, but even so that’s enough to gut most ships within four turns. Anything short of a Leviathan II will be taking Threshold crits from the NAC bays.

Anti-fighter defences are quite solid on the Conqueror, even without considering its own ASF assets. Each arc has conventional-scale weapons in it, ranging from ER Large and Medium bays with Large Pulse Lasers in the corner post arcs to triple LB-20X and triple LB-10X bays in the fore and aft-sides, which also have mixed batteries of Extreme-range NL-45s and NL-55s for AA duties. 24 points of Capital damage on the NL batteries will Fatal Threshold most squadrons that aren’t composed of high-tonnage, 3067+ brick fighters and destroy them outright. I personally class anti-DropShip fire as AA here too; the NLs can threaten most PWSes with Threshold crits, but if all you can bring to bear on them are the Fore and Aft-side arcs the heavier and newer ships will take a while to wear down.

As is the case with all WarShips, the Conqueror needs to be most careful with its Aft and Aft-Side arcs. Enemies that slip past the big guns can hide out in that slice of space and strike with relative impunity, forcing you to decide between trying to turn and take them or maintain your bearings and fight targets in front of you. This is where the Conqueror’s AeroSpace Fighter contingent will earn its keep; 100 fighters is a force few PWS squadrons will want to face, while also being large enough to threaten most WarShips that try to strike from behind. Any ASF force smaller than that will simply be prey. AA fire can be handy here but thanks to the corner posting approach to weapons allocation all a Conqueror really has in its hind third is a pair of NAC/25s. These will still threshold anything short of a Leviathan II and present enough firepower that faster, lighter vessels will be reluctant to close and take the risk, but do what you can to prevent an enemy getting behind you.

What really lets the Conqueror down under the standard rules set are the rules for heat by arc. With just 3,150 points of heat dissipation you risk going out of control Suffren style if you use more than one NAC-heavy arc. This is much less of an issue if using the rules for heat by individual bay, in which case you can use the big guns in the nose and broadside safely with heat to spare for NL fire, but under the rule set at its most basic this is really the only place the Conqueror is putting a foot wrong. With the Heat by Arc rules, the Conqueror can fire one NAC-heavy arc and then either all of its Fore-Side and Aft-Side arcs or its Aft arc and three of the four Fore-Side and Aft-Side arcs.

If you’re trying to deal with one opponent, optimal tactics depend on whether you’re using the advanced rules for heat by bay or the basic rules for heat by arc. In the case of the latter, your objective will be to try and catch your opponent in either your Nose or Broadside arcs; if using heat per bay, turn at an angle and try to bring both the Nose and one Broadside arc onto them. In either case you’ll have enough remaining heat to use your Fore-Side and Aft arcs for AA duties.


HIGH-SPEED ENGAGEMENTS
The Conqueror’s NAC-heavy armament is a significant advantage in Head-On and Crossing engagements when the High-Speed Damage rules are used, where the 50 and 60-point bays will have a multiplier for between 1.5 and 4 times their usual damage. A single high-speed pass can conceivably destroy even a Leviathan II - the Nose arc alone delivers 270 damage, which will be boosted to between 405 and 1080 damage. Whether or not the Conqueror can survive return fire under such circumstances is another question. The corner posting can come back to haunt the Conqueror if it has manoeuvred disadvantageously or is attempting to escape in a stern chase- the Aft arc only has the paired NAC/25s to rely upon, and the Fore and Aft-Side arcs can only bring NL batteries to bear for capital fire. With advanced rules in play they may not even be able to hit at all with the NACs, making an already bad situation worse.

With its relatively low fuel stores, the Conqueror-Class probably does not want to get into too many High-Speed Engagements, but given its weapons load-out it should be able to make the most of any it does undertake.


SUPPORT UNITS, CARGO, AND ENDURANCE
The Conqueror has 100 ASF bays and two DropShip collars. The ASF complement is notably heavy, but the DropShip count is low; most ships the Conqueror’s size will have two or three times as many collars. I personally prefer to carry the remaining 50 ASFs needed to form a full Cluster in the attached DropShips, but the Miraborg and Titan put you at 10 over that count while a modified Union or Carrier leave you under the necessary number. In later periods I’d suggest biting the bullet and having the Conqueror carry a pair of Nagasawa-Class DropShips which stay in close proximity; although that will drop your ASF count, a Conqueror by itself will give you a reasonable shot at having more ASFs than your opponent, with the Nagasawa’s Laser AMS bays compensating for the Conqueror’s inherent weakness on that front. Before then I would try to find some Fighters with point defence weapons, either canon (rare but not unavailable to the Ravens) or custom OmniFighters toting Anti-Missile Systems. Having half tof he Conqueror’s ASFs equipped and protecting it in this way will provide decent coverage and still leave a considerable amount of fighters free for offensive uses.

This does assume the Conqueror is either out for a short jaunt or has a large cargo vessel to resupply from - errata was not kind to the ship. Originally presented with over 40 kilotons of cargo in its Field Manual: Warden Clans incarnation and in early printings of TR: 3067, later versions of the Tech Readout correct this to just over 22 kilotons. After supplying the ship with 7,800 tons of spare parts for the minimum required and 1,250 tons of consumables to account for a three-month cruise, this leaves just 12,950 with which to supply the fighter group - or approximately 130 tons per fighter. Splitting it between fuel and replacement parts should easily see the fighters through a 90-day cruise or one major engagement, after which the ship should be looking to head home. Supporting a pair of Miraborgs or Titans will stretch this capacity, but ideally the Conqueror won’t be operating far from her fleet base for long, at least not without resupply tenders of some kind accompanying her.

The Conqueror’s 3,000 tons of fuel bunkerage reinforces the point; it has just over 75 burn-days of fuel. With the grav decks it needs not always be under thrust to maintain the health of the crew, but a 90-day deployment window is about all it can undertake on its own. Only having two DropShip collars compounds the problem; for a longer cruise you will need at least one Mammoth, though under such circumstances you can probably get away with slotting a Vengeance-Class carrier in the other collar and still bringing almost a full ASF Cluster along for the ride. As long as the Vengeance’s fighters are only deployed for combat and not used for CAP duties, a Conqueror with those two ships and no additional support should make it through a six month cruise with some supplies to spare. 

The Lithium-Fusion Battery and HPG are both definite strategic advantages, especially since it allows a Conqueror with a charged drive and battery to cross most of the Raven Alliance or launch a deep raid into the Suns or Draconis Combine with less than half an hour’s notice. Coverage in the Kerensky Cluster when the Ravens lived there was similarly good.


HOW TO USE IT SOLO
Even a lone Conqueror is a formidable threat. Given its arc setup, the ideal move is to boost for the centre of the map to take advantage of the 40-hex Long (Capital) range offered by the NAC batteries. Turn to keep either your Nose or one Broadside arc on a high-priority target (under Heat by Arc rules) or the Nose and one Broadside (under the advanced Heat by Bay rules) on whatever enemy targets you have prioritised. Use any combat-capable DropShips and at least half of your ASF force to cover your rear arcs against enemy ships or squadrons that try to slip past the frontal weapons array.

With only a 3/5 thrust profile, the Conqueror cannot do much about fast-moving opponents - even when factoring in ECHO manoeuvres, advanced rules allowing you to turn at the end of the movement phase to alter your facing by 1 hex side. I cannot stress the vulnerability of the rear of the ship enough, and since it’s the only vulnerability a Conqueror has other than a lack of point defence it is the obvious weak spot to try and gun for.

Enemy missiles are the other thing to watch out for, since multiple missiles or any single missile larger than a White Shark will get through the Conqueror’s point defence array. In later eras, bring a pair of Nagasawas for AMS duty, or make sure your ASF defence force has Point-Defence capabilities. The Conqueror really can’t do much against them by itself, so it will be up to its supporting elements to make up for that deficiency.
 

HOW TO USE IT IN A FLEET ENGAGEMENT
The Snow Ravens are one of the three factions (the others being the FWL and ComStar prior to the Jihad) to have a modern navy with enough ships to build a fleet doctrine around, and that larger context deserves some investigation.

The Ravens have two Naval Stars featuring a Conqueror prior to the Republic era and two after it. Between the Conqueror’s launch in 3052 and going into the Jihad, the Ravens deployed the Storm Crow and Brim Naval stars. Storm Crow Naval Pursuit Star is centred on a Texas, and includes a Cameron, Sovetskii Soyuz, and Carrack. The Ark Royal, the second Conqueror to launch, is the final component of the Star. The Brim Naval Assault Star was centred on a Potemkin, with Aegis, Congress, and Carrack-class ships. The Conqueror herself, the namesake and first ship of the class, round the Star out.

The Carracks are definitely not viable combat assets, and I won’t waste my time writing or your time reading on their role in the Stars beyond that. They have some strategic utility as fleet tenders, but as tactical elements they are simply non-entities. They should flee the engagement and stay out of the way.

The rest of the Star will deploy as a mutually supporting group, with the centrepiece of the Star (the Texas in the Storm Crow Star and the Potemkin in the Brim Star) sitting 10-15 hexes behind a screen composed of the Conqueror and a similar ship (Aegis or Cameron). The final ship in the Star can sit behind the Star’s centrepiece and make sure it stays safe, burning in if it needs to. Under such an arrangement, your Texas or Potemkin is Bracketing for a -2 at its Extreme range with inexhaustible capital weapons, and anything it can hit is under heavier fire from the NAC batteries on the Conqueror, Aegis, or Cameron. Nothing wants to close and face the heavier fire and ASF coverage of the Conqueror and its compatriot, but staying at range is also a losing game for the enemy. Even fast-moving assault vessels will need to spend three or more turns under fire to get to the Potemkin or Texas, and they will regret trying given the defence perimeter laid down by the advance ships.

In later eras, the Ravens deploy the Ice Storm Naval Star (Cameron, Congress, Conqueror, Vincent, and Whirlwind) and Conqueror Naval Star (Aegis, Cameron, Conqueror, Sovetskii Soyuz, and Thera). Neither Star has a long-range bracketing centrepiece any more, and the presence of the Thera makes the Conqueror Naval Star slightly different to the Ice Storm Naval Star.

Ice Storm Star as a unit is best served by placing the Conqueror and Cameron on either side of the Congress with the Vincent and Whirlwind bringing up the rear. In a reverse of their pre-Jihad strategy, the idea here is to allow the Congress’ NAC batteries to protect the Conqueror and Cameron from PWSes that might try to approach, since nothing in the Star has enough of an Extreme (Capital) range battery to base your deployment around. The ASFs of the Conqueror can buzz around in the same area, breaking off to go after wounded prey or DropShips as necessary and preventing enemy ASF from targeting any one ship in the Star.

Conqueror Naval Star is just ridiculous. Even without bringing carrier DropShips to the party, Conqueror Star has 360 fighters - nearly seven full Inner Sphere Fleet Regiments. That force alone basically renders the group immune to PWS squadrons, with about seventy fighters buzzing around each ship like angry hornets. The Conqueror and Cameron form the front line of the Star, with the Aegis watching over the Thera with its defensive batteries. The Sovetskii Soyuz is barely more than an afterthought here, with the least firepower to contribute to the battle and the worst armour. Sitting it between and behind the Aegis/Thera pairing is probably its best use, since it’s got some Naval PPCs with reach and can ward off attempts from enemy vessels to slip into the rear of those two if they somehow make it past the Cameron/Conqueror front line.


HOW TO FIGHT IT SOLO
One-on-one, you need something like either an original-build Kimagure (the Clans apparently had another three somewhere, but they may have been badly damaged enough to not be economically restored) or a vessel like the Potemkin and ships heavier than it. Essentially what you’re looking for is a ship with equal or better thrust but primarily armed with energy-based capital weapons capable of Bracket-firing to Extreme (Capital) range.

Stay out of the Conqueror’s NAC bubble of doom by drifting backwards as fast as they can close, hope the map is big enough for this tactic to work, and wear the Conqueror down. If you can eliminate most or all of the Nose arc’s NAC bays, this gives you a reasonable slice of space to work in, and if you are careful enough to avoid the Broadside arrays you might be able to work through the Fore and Nose armour more quickly by moving in.

There are very few designs active in its era that could reliably take on a lone Conqueror and win. A Thera’s ASFs and heavy armour would give it the advantage over a Conqueror, though those are rare and a long way from the Ravens; in the Dark Age, only one remains outside the Ravens’ own fleet and it’s no longer able to Jump. A Thera has enough ASF to negate the Conqueror’s own and with Fighters left over to go on and attack the enemy vessel.

The Mjolnir and Fang Huang both have the advantage of speed over the Conqueror, enabling them to stay in the Extreme (Capital) bracket and still fire on it. Neither will kill one quickly at that range, and both (at least if the Feng Huang isn’t a Block II carrier upgrade) will still be under threat from the Conqueror’s air wing. An Avalon will require a lot of luck to beat a Conqueror, but it can be done; the 4/6 thrust profile will let it stay out of NAC range while it tries to generate disabling critical hits from its AR-10s. A single Peacemaker hit will end the argument very quickly, but if it’s not carrying nukes the Avalon’s chances will run out when the AR-10 bins are empty - if it can hold off the Conqueror’s ASF for that long. If its missiles have expired, so has all hope for victory since the bulk of its weapons are NACs and the Conqueror would just love to play that game.

For the Clans, one of the best answers is to use a Potemkin, Texas, or McKenna with carrier DropShips. Drift back as the Conqueror moves forward, and spend an hour or two of in-game (and possibly real-world) time cutting it apart with bracketed Heavy Naval PPC or NL volleys at Extreme (Capital) range where the Conqueror has a minimal ability to reply. Anything lighter, even a Nightlord, has to enter the range of the Conqueror’s NAC batteries to fight effectively on its own, but they lack the armour and sustained firepower to reliably bring one down.

The Leviathan II and III have an incredible amount of armour and firepower in addition to their ASF and DropShip escorts, which would allow them to soak the Conqueror’s fire while giving back as good as they’re getting and swarming it with their own ASF contingent. Of course, since nothing we’ve seen (or are likely to ever see) in canon can take a Leviathan II or III by itself this is hardly surprising.

If you can’t bring something that large your hopes rest with a Black Lion and hoping the rolls go in your favour; one Black Lion has little chance against a Conqueror. Ideally you want more. Much more.


HOW TO FIGHT IT IN A FLEET ENGAGEMENT
While other Clans certainly had Naval Stars, the Ravens had the best and the most of them. Winning against the Storm Crows requires you to show up with a McKenna, three Black Lions, and an Aegis of your own - at minimum.  Some Clans can do that, but it indicates the sort of lengths you need to go to against a Star like that. The only way to beat the Ravens in space is to play their game but better.

A pity, then, that the Ravens also have the Brim Naval Assault Star that require similar assets to take on. Oh, and another five Naval Stars with similar power. This neatly highlights the problem with trying to take on the Ravens in space; no matter how poor their ground forces might be, they can afford to escalate any engagement to a naval battle, where they have the advantage.

Most Clan fleets will have something like a single McKenna, Nightlord, or Texas as their flag vessel and be composed mostly of Sovetskii Soyuz, Aegis, or Lola IIIs with a Potemkin or two for transport duties. Any situation where your best answer to either the Brim or Storm Crow stars is “send at least half of your fleet” is one you really don’t want to be in, given the choice. Thankfully the Trial system usually prevents things coming to that point.

The Ravens were briefly neighbours of the Federated Suns and Draconis Combine while both still had fleets worth talking about. For the Suns, the core of a fleet sent to take on force with a Conqueror in it would probably feature three Avalon-Class Cruisers and at least six Foxes, though that means putting all of the Avalons in one basket and sending a half of their other ships. This generates a relatively even battle without nukes, but the surviving FSN forces aren’t going to be worth much if they do win. The remaining 6 Foxes have no hope of dealing with the other Raven star featuring a Conqueror. The Draconis Combine Navy is in a similar position, built around Kyushus spearheaded by a Kirishima or Tatsumaki. It would require most of the DCN’s warships to bring down either the Storm Crow or Brim Naval Stars; taking both out is essentially impossible.

As a result, neither the Federated Suns or Draconis Combine can credibly threaten the Ravens in space; in a purely defensive campaign that suits the Clan just fine. For a counter-attack, the Brim and Storm Crow stars could penetrate enemy territory as far as Luthien or New Avalon and hold those capital worlds hostage. Offensively, they can simply escalate a ground engagement to a fleet engagement over multiple planets. Such a task force would also be badly outmatched by the Brim or Storm Crow stars.

This does change after the Jihad, where the Ravens’ most powerful ships were all killed and the next-best things after the Conqueror in a fight are Camerons and Aegises. 15 ships is still a considerable force, but the likelihood of running into a Conqueror by itself or with minimal support is somewhat higher. That’s the good news. The bad news is that neither the Suns or Combine have a large or powerful enough fleet to make an attempt on the with WarShips. The FSN has a single Fox while the DCN can boast just one Kyushu and one Inazuma. Any such attack would be heavily reliant on massed Pocket WarShip Squadrons.

DropShip-wise, at least the Republic and Dark Age eras feature large groups of PWS. The down side is that most will need to enter the NAC range of a Conqueror to do anything significant to it. Gather enough Taihous (at least 18, preferably 24 or more) if you’re playing the DCN or Conquistador Blockade Runners (6-12) for the Suns and you’re in business. Expect up to 50% casualties crossing the NAC-equipped arcs, and stick close to ship’s Aft row. It has relatively little armour and weaponry, making it the easiest to work on. Even an ECHO shift will still allow you to target an Aft-Side arc. Given the Conqueror’s relative vulnerability to nukes, old PWSes like a Union, Overlord-A3, or Nekohono’o might even be able to bring it down alone, but you’d probably want at least a Squadron of those to get through a WarShip’s ECM and the ASF that can screen a Conqueror.

Trying to take one down with a force primarily based around ASF fighters can be a somewhat difficult proposition. With 100-160 (or more, they might be using Vengeance-Class DropShips) you need to bring a significant number just to break even. Given the Conqueror’s NAC batteries, NL defences, and Barracudas along with its heavy armour you probably need at least another 100 to make a decent fist of it.


THE SECRET TO BEATING A CONQUEROR
Ultimately the easiest way to take on a Conqueror is to try and game the system. If you know, or at least suspect, that your opponent is going to bring one to the fight then try to have the game played with normal Heat Per Arc rules rather than Heat Per Bay rules. If you present the Conqueror with enough targets in enough arcs, it will be quite limited for firing given the corner posted arc heat requirements.

If it is at all possible, bring nukes. With little in organic point defence, anything with enough White Shark or Barracuda launchers has a decent chance of killing it quickly via contact crits. Anything with even one Killer Whale launcher is in a commanding position, and can destroy it outright with damage from a single Peacemaker hit; the Conqueror doesn’t have enough armour and SI to survive 1,000 points of Capital-scale damage.


OVERALL
The Conqueror is one of the three classes of canon ships (the others being the Leviathan II and Leviathan III) that come closest to what a custom vessel of that mass might look like. As such, it’s a ferocious combatant, easily capable of taking on anything else in canon and winning as long as circumstances it can get into Long (Capital) range with the NACs. Given these factors it’s hard to rate the Conqueror at anything less than 9/10 as a canon ship. The lack of point defence and heat problems are worth being mindful of, but the raw power of a Conqueror amongst canon ships is incredible.

~ ~ ~

Master Unit List: http://masterunitlist.info/Unit/Details/3991/conqueror-battlecruisercarrier-standard
CamoSpecs: https://camospecs.com/Miniature/Details/6657
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Kojak

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #1 on: 05 February 2016, 23:44:17 »
Wow, this is a fantastic article, really top-notch stuff. Between this is one and last, this author is totally killing it. Please convey my compliments to him or her and let them know I for one would love to see them continue contributing these articles.


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Colt Ward

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #2 on: 06 February 2016, 01:59:38 »
One note . . . we do not exactly get a idea on how the Clans organize their warship/jumpship naval fleet side aerofighters.  The two Conqueror's ASF compliments may just be the Cluster, no attached DS rounding it out.  As they are a pair of trinaries and a pair of binaries that is the equivalent of canon strength on a number of ground based clusters- especially when you consider the ship has a Marine Binary.  If that is included in the organizational structure then it is definitely one of the stronger clusters among the Clans in regard to a Point-based rating.

As for the Conquerer . . . it made me want to see the Kimagure released which I was pleased to see later.  I like that (even as a backwards building) the Conq has heat limitations that the Kimagure was known for during the SLDF.

The only other real carrier of the era being the Thera I do wonder about what would have happened if a vet or elite Raven Conq had run up against a green or at best regular Thera.
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drakensis

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #3 on: 06 February 2016, 03:15:48 »
What’s really interesting about the Conqueror is that it’s the first (and only, until we had stats for the Kimagure it was based on) glimpse of an OOC optimisation trick called “corner posting.”

The way “corner posting” works is relatively simple. The Nose, Aft, and Broadside arcs all meet but do not overlap, so if you stack those with the majority of your big guns you can cover all of the approaches to your ship and still project a lot of firepower. The Fore-Side and Aft-Side arcs are relatively neglected to keep your overall weapon mass down without really having an impact on how much you can fire at the enemy. This works well in theory until a given arc starts taking critical hits and bays start getting knocked out, which is where an all-aspects approach starts pulling ahead by concentrating the big guns in fewer places.

Ironically this is pretty much the inverse of how I prefer to layout weapons: capital weapons (except capital missiles) belong on the fore- and aft-sides while nose, aft and broadsides are dominated by anti-fighter bays with a sprinkling of anti-missile systems and capital missiles. This does leave blind-spots fore and aft but these are directions you don't want hostiles in anyway - angling your approach to optimise your TN to hit is just sensible.
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glitterboy2098

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #4 on: 06 February 2016, 13:09:07 »
the few times i've tried to create warships (had to do it by hand so not something i do often), i usually go for more of a broadsides layout.. the big guns go on the sides, with some chase armament on the bow and stern, mainly to keep enemies on their toes. so that the ship is discouraged from having to close on the target while fighting, and can basically parallel or circle the target to keep its distance while pounding it.

i'd say that the 'corner' arcs are probably better suited to the anti-fighter and point defense weapons.

then again i don;t actually get to play aerospace games much.

UnLimiTeD

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #5 on: 06 February 2016, 14:45:15 »
Another superb article, covering all the angles and then adding some additional explaining.
Kudos on that, and forward the author thanks for the insights provided.
One question though:
Unless you want to rapidly disengage afterwards, couldn't you well start a high speed engagement by turning around?
Using vectored thrust, I don't see why NACs (or N-Gauss) necessarily need to be front, when front is just the direction opposite your engines.
Am I missing something here?
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #6 on: 06 February 2016, 14:46:39 »
That was highly well done document on the Conqueror.  I like it when article can cover all aspect of using the ships from single and group combat.  That's such rare aspect of insight i don't see often.

Conqueror is such interesting beast, though i won't have thought how to use it since their so rarely in use at all.

Thank you for putting such effort writing about the article, GreekFire!
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #7 on: 06 February 2016, 15:38:31 »
Unlimited, those are advanced rules so sometimes they do not factor.
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #8 on: 06 February 2016, 21:38:36 »
Even a McKenna will fall short of the damage required to Threshold a Conqueror if she’s Bracketing for high to-hit modifiers.

The maximum armor facing on a Conqueror is 215 points, which gives a threshold value of 22. The quad NPPC bays on a McKenna do 24 points of damage at maximum bracketing with a -3 hit modifier, thus the KcKenna's NPPCs cannot fail to threshold a Conqueror.

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #9 on: 06 February 2016, 22:21:12 »
I liked the fleet engagement part I've done single and double ship fights but not bigger so reading the strategies was interesting

As for the ship itself I am mystified as to why there's no AMS on these vessels really it is something I don't understand it's a modern ship design and it completely lacks dedicated arrays (more than the small lasers)

Personally I'd have loved to see in 3057 Revised all the canon WarShip designs gets AMS arrays of some sort even just machine guns or lasers like this ship it would make a lot of sense for these massively expensive ships to have anti-missile systems at least.  The original game didn't have the rules or equipment to do it the current game does
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UnLimiTeD

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #10 on: 08 February 2016, 06:34:38 »
Unlimited, those are advanced rules so sometimes they do not factor.
That makes sense.
Though I would assume ic ships aren't designed with basic rules in mind, so I still wouldn't limit a "perfect" ship design approach to that.

As for AMS:
I think the fact that after a certain threshold a ship is practically immune to missiles is sort of a rules weakness as well.
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #11 on: 08 February 2016, 21:33:12 »
Answers from the original author:

The maximum armor facing on a Conqueror is 215 points, which gives a threshold value of 22. The quad NPPC bays on a McKenna do 24 points of damage at maximum bracketing with a -3 hit modifier, thus the KcKenna's NPPCs cannot fail to threshold a Conqueror.

"Yeah, they were right on the Thresholding thing. I legit thought it was 25% per bracketing level, and that's the way our group has been playing it since StratOps came out.

5% per level doesn't sound like much, but a max-bracketed bay on the McKenna does 24 damage under rules as written and 15 the way we play it. The additional damage loss makes bracketing more of something you have to think about than a total no-brainer, if you can Bracket for -3 at 24 damage there's no question as to whether it's worth it. If it's -3 for 15 you'll miss Thresholds on a few ships, but with 24 there's only a handful you can't Threshold.

We tried a game with 20% per Bracketing modifier and the consensus was that it made Bracketing too powerful. Bules are rules but we're happy to do it wrong :P"

One question though:
Unless you want to rapidly disengage afterwards, couldn't you well start a high speed engagement by turning around?
Using vectored thrust, I don't see why NACs (or N-Gauss) necessarily need to be front, when front is just the direction opposite your engines.
Am I missing something here?

"The High-Speed Engagement rules are incredibly abstracted and are more to simulate the feel of a space battle without actually having a space battle. It doesn't allow for the level of detail/granularity you get from actually fighting it out on the tabletop but it is a lot faster and less complex than a space battle with all the optional rules and a lot of ships and fighters involved."

Ironically this is pretty much the inverse of how I prefer to layout weapons: capital weapons (except capital missiles) belong on the fore- and aft-sides while nose, aft and broadsides are dominated by anti-fighter bays with a sprinkling of anti-missile systems and capital missiles. This does leave blind-spots fore and aft but these are directions you don't want hostiles in anyway - angling your approach to optimise your TN to hit is just sensible.

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #12 on: 08 February 2016, 21:50:06 »
I only read the High-Engagement rules a while back.  Does Conqueror fair well in Alpha Strike/Strategic Battleforce/Abstract Combat System Rules sets from IO?
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #13 on: 09 February 2016, 07:04:35 »


5% per level doesn't sound like much, but a max-bracketed bay on the McKenna does 24 damage under rules as written and 15 the way we play it. The additional damage loss makes bracketing more of something you have to think about than a total no-brainer, if you can Bracket for -3 at 24 damage there's no question as to whether it's worth it. If it's -3 for 15 you'll miss Thresholds on a few ships, but with 24 there's only a handful you can't Threshold.

The problem is the weight of the bay. Eg. Paired NAC30s do more damage per ton than 3 NAC20s even accounting for bracketing.
It is a bit like a NAC bay vs conventional weapons as AA. The NAC won't get the hits as often but when it does things stay hit. Bracketings value is that it gets hits and keeps getting hits.

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #14 on: 09 February 2016, 21:53:45 »
It might speak more for the lackluster design of of its competitors, but I'm still kind of thrown that the Conqueror does all that in 780 Ktons.
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #15 on: 09 February 2016, 23:31:37 »
It might speak more for the lackluster design of of its competitors, but I'm still kind of thrown that the Conqueror does all that in 780 Ktons.

That's because Star League-era ships tended to prioritize cargo space for the most part seeing as 1) it's (mostly) peacetime and 2) their primary opponents when they were designed tended to be pirates in ancient and ramshackle hulls, converted Jumpships and CCTs, Dropships and ASFs and other small craft and none of them in any truly threatening numbers. Mostly easy to swat down unless there's something very wrong with the ship (i.e. SLS St. Joan)

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #16 on: 10 February 2016, 07:13:06 »
Yeh, the Conqueror has abysmal Cargo capacity and was built in a time where war was more likely and support less prevalent. Probably changes your priorities.
I don't think it'd be a worse ship if it was 50k tons heavier and spent the excess after structure and engine on cargo space, so while it's an impressive design, performance per ton might not be the ideal metric.
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #17 on: 10 February 2016, 07:23:14 »
Yeh, the Conqueror has abysmal Cargo capacity and was built in a time where war was more likely and support less prevalent. Probably changes your priorities.
I don't think it'd be a worse ship if it was 50k tons heavier and spent the excess after structure and engine on cargo space, so while it's an impressive design, performance per ton might not be the ideal metric.


Also may have been built with a different role in mind - look at the differences between the Enterprise or Voyager and Defiant in Star Trek


The Conqueror is a pure WarShip to be held in reserve as part of a battle fleet rather than sent on patrols to keep the peace
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #18 on: 23 February 2016, 14:52:19 »
I love this write up! Comprehensive, mostly accurate, and yet another reason to love warships. I hope we can have more in the future.   

Well done!

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #19 on: 23 February 2016, 17:57:10 »

Also may have been built with a different role in mind - look at the differences between the Enterprise or Voyager and Defiant in Star Trek


The Conqueror is a pure WarShip to be held in reserve as part of a battle fleet rather than sent on patrols to keep the peace

Yeah, no. She's not a pure warship given that she's a carrier (and a poor one at that due to lack of cargo space to maintain her birds for very long). As for being held in reserve as opposed to being sent on patrols, it's not like they had a ton of territory back before they also migrated to the Inner Sphere. At worst, their patrol would have been between the Pentagon Worlds and Lum, which would have taken a couple weeks or so. Once in the Inner Sphere, she'd be essentially in the same boat as the pre-Jihad Dracs. Perfectly fine while in their own territory, but requiring a shit ton of fleet tenders to be able to operate in enemy space.

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #20 on: 23 February 2016, 18:24:30 »
She was intended as a escort warship to the Leviathans.  Notably, as original version of them as a Battleship.

Her dual roles; In that regards as escort and aerospace fighter carrier warship, she does what she meant to do.  As for cargo, yes she lacking.  She does have other ships, supporting supply chain to give her supplies and reloads in the form of DropShips and conventional Jumpships.  Clans aren't big on logistics.
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #21 on: 23 February 2016, 18:32:35 »
Yeah, no. She's not a pure warship given that she's a carrier (and a poor one at that due to lack of cargo space to maintain her birds for very long). As for being held in reserve as opposed to being sent on patrols, it's not like they had a ton of territory back before they also migrated to the Inner Sphere. At worst, their patrol would have been between the Pentagon Worlds and Lum, which would have taken a couple weeks or so. Once in the Inner Sphere, she'd be essentially in the same boat as the pre-Jihad Dracs. Perfectly fine while in their own territory, but requiring a shit ton of fleet tenders to be able to operate in enemy space.


I meant the Kimagure the Conqueror was based on and I would guess the Clanners aren't too concerned with logistics generally when rebuilding
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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #22 on: 23 February 2016, 18:34:14 »

I meant the Kimagure the Conqueror was based on and I would guess the Clanners aren't too concerned with logistics generally when rebuilding

Oh, yeah, the Kimagure was the Kirishima of her day.

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Re: Warship Write-Up - The Conqueror Battlecruiser/Carrier
« Reply #23 on: 24 February 2016, 10:12:06 »

Also may have been built with a different role in mind - look at the differences between the Enterprise or Voyager and Defiant in Star Trek


The Conqueror is a pure WarShip to be held in reserve as part of a battle fleet rather than sent on patrols to keep the peace

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