BattleTech - The Board Game of Armored Combat

BattleTech Game Systems => Ground Combat => Topic started by: GOTHIK on 08 December 2017, 20:09:05

Title: ground-based capital-scale turrets?
Post by: GOTHIK on 08 December 2017, 20:09:05
Has anyone constructed something like this before? If so, would you please share the details?

Thanks!
Title: Re: ground-based capital-scale turrets?
Post by: Spinosapper on 09 December 2017, 00:58:42
You mean like the Rattler mobile structure (http://www.sarna.net/wiki/Rattler)?

I think the rules are in Tac Ops
Title: Re: ground-based capital-scale turrets?
Post by: Col Toda on 09 December 2017, 23:43:13
The only class of building that can have Capital weapons is Fortress Class or Castle Brian class buildings . Fortress buildings can squeeze in about 112 tons of Capital weapons on a single hex so anything other than missiles become rather involved such as weapons on the roof heat sinks and power plants on the floor below . Do to curvature of a planetary horizon Tel Guided Capital missiles become the go to defensive and offensive weapons . Most attacking forces land 150 KM from a Target all capital weapons insure that they land no closer than 90 km . That just states an objective raid forces should be within about a 2-3 hour window timetable . A fighter cap is normally enough to prevent a combat  drops . Ground based capital weapons invites the use of WMDs do it if no other solution is practical ( normally because of truly limited manpower ) , otherwise figure a different approach. TEL guided missiles vertically launched and effectively piloted like a drone that explodes . Since it is piloted it can go in any direction without being in a ( Turret ) . It is the closest thing I know of that the game permits to get what you want.
Title: Re: ground-based capital-scale turrets?
Post by: Hellraiser on 10 December 2017, 01:25:02
I don't think you have Capital Scale weapons in a Turret.

You get them firing straight up for SDS units & we get some of those in the Castle Brian Weapon & ADA Bunkers.

Otherwise Turrets normally house standard scale weapons
Title: Re: ground-based capital-scale turrets?
Post by: truetanker on 10 December 2017, 17:34:32
Sub-Caps can, but the others are too heavy. In general all you'll fire at is up.

TT
Title: Re: ground-based capital-scale turrets?
Post by: Vehrec on 11 December 2017, 11:39:38
Sub-Caps can, but the others are too heavy. In general all you'll fire at is up.

TT

Which, basically, means you shouldn't even bother since you've got so little traverse and tracking ability.  Shooting straight ahead is the problem that makes Mass Drivers not worth their upkeep, we probably want more than 5 degrees of traverse from our superheavy defenses.

The video games (Mech Commander, MWO) have planetary defense batteries, including mobile ones on Huntress.  Since there were no sub-cap weapons at the time of that game's creation, and the Clans don't use them anyways, we have to conclude that those were Mobile Structures hauling around massive Naval Laser turrets.  Thankfully, heat dispersion is somewhat easier on a mobile structure than a spaceship-just have a nice big water tank and let it flash-boil off steam with each shot.  Or have a engineering crew construct a pond and drive your mobile structure into it until your heat-sinks on the underside are nice and wet.  Getting out without being stuck, that's a different problem...

Can you extend a teleoperated missile's range by vectoring it up into space, then diving onto the target?
Title: Re: ground-based capital-scale turrets?
Post by: Von Jankmon on 26 December 2017, 15:45:01
I can see value in building Naval Laser emplacements in fortresses near important cities.  Its not so much a deterent to orbital bombardment, though that would work to some degree, its a message to hostile dropships that they are entering a mech raid free zone.

If pirates have to land well over the horizon it is far easer to mobilise an effective defence.
Title: Re: ground-based capital-scale turrets?
Post by: Charistoph on 28 December 2017, 17:28:10
I can see value in building Naval Laser emplacements in fortresses near important cities.  Its not so much a deterent to orbital bombardment, though that would work to some degree, its a message to hostile dropships that they are entering a mech raid free zone.

If pirates have to land well over the horizon it is far easer to mobilise an effective defence.

That is true.  It was rather effectively in MechWarrior 3 at scattering the raiding force.  If that had been a pirate force hit like that instead of a DEM house unit, the results in that story would have been quite different.