Author Topic: 3 x Machine Guns + Array vs 4 Machine Guns  (Read 4216 times)

Jellico

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3 x Machine Guns + Array vs 4 Machine Guns
« on: 11 August 2020, 07:20:47 »
I am trying to figure out the math on this one.

Is a MG Array better than just taking an extra MG?

PuppyLikesLaserPointers

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #1 on: 11 August 2020, 08:40:29 »
Actually it is worse than only three MGs, I think. Else only one MG with rapid-fire mode, although it also costs heat. I think that machine gun array is one of the most useless equipment, for adding it not only costs the tonnage, but also penalize the weapon.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #2 on: 11 August 2020, 09:28:05 »
the array turns the 3 mgs into a shorter range SRM-3 (where all the hits land in the same spot).

so do you want one TH roll with a statistical probability of hitting for four damage in one location (with six or two on the outside), or four separate shots that will probably land in 3ish locations if they all hit?

vs mechs i probably take the array (concentrated damaged plus there's always a chance for multiple head hits). vs infantry and vehicles the unarrayed mg battery

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #3 on: 11 August 2020, 12:33:05 »
The answer to the question "when should I use a MG array?" is "Never".  The MG array is one of the few pieces of equipment in BT that manages to be a force divider, rather than a force multiplier.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #4 on: 11 August 2020, 12:48:22 »
it's the cluster roll after the hit that kills it for me

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #5 on: 11 August 2020, 14:19:19 »
it's the cluster roll after the hit that kills it for me
That is what I am seeing. If they were "Streak" they would be more interesting.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #6 on: 11 August 2020, 14:53:54 »
IMO, the only time where it can be interesting is if you pack four Heavy Machine Guns into an array on something fast enough to use it.

Then it becomes the lightest potential headcapper in the game, dealing non-negligible damage to a single location on a hit.

Even if you don't roll high on the cluster hits table, having two or three slam the same rear location can still be rather brutal.

Beyond that...I dunno, it saves on dice rolls?
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #7 on: 11 August 2020, 23:04:35 »
That is what I am seeing. If they were "Streak" they would be more interesting.

I'm interested in that idea ... (not enough to really develop it mind you).  I think it would have at least been cool to give it 'streak' ability, then need to roll for how many MGs hit. Or possibly give it a pulse laser like bonus.  Probably not much luck in seeing an "Improved MG array" anytime.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #8 on: 12 August 2020, 02:05:56 »
I was more interested in the all missiles hit element of Streak. It is so all or nothing to get a hit with an array. Then you lose half on a cluster roll.

It is interesting what people hope for out of their MGs. Some want the concentrated damage. I like the idea of sandblasting multiple open locations.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #9 on: 12 August 2020, 02:11:55 »
which, of course, is counter to the purpose of the MGA

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #10 on: 12 August 2020, 10:51:06 »
My main interest in MGAs lies in their usage on aircraft. Mounting an MGA can be tricky, since the item slot limitations means that whichever location carries the MGA, that's probably the only gear you can place in that location.

The air-to-air applications of machine guns and MGAs are pretty limited due to their extremely limited range...but all air-to-ground attacks are made at short range, so the main downside of these guns is rendered irrelevant. As a result, a large MGA can actually give a conventional or aerospace fighter a fairly flexible weapon, able to act as a hole-puncher or crit-seeker, depending on the type and condition of your target.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #11 on: 12 August 2020, 11:05:42 »
If aerospace fighter had much weapons slots, then it may viable, but it isn't. Still it would be a good sidearm for energy heavy attackers. But I'd use the HMG alone, rather than penalize it by put MGA.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #12 on: 12 August 2020, 12:31:12 »
You can still turn the array equipment off, right?
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #13 on: 12 August 2020, 13:13:06 »
You can still turn the array equipment off, right?
Yes.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #14 on: 12 August 2020, 23:43:04 »
And it is the only good side of the array; you can shut it down and forget about it, until you realized that you just wasted the space and tonnage for it.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #15 on: 13 August 2020, 03:24:42 »
I use light machine gun array /4 on hovertanks . They approach a mech  on the righr or left side a head hit or torso crit is attempting to maximize  its usefulness . Less useful  against  an energy boat . The Tank also has TAG to make the onboard 20 pt holes in enemy armor . I admit it is a little lackluster  in performance in general.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #16 on: 16 August 2020, 07:08:05 »
I had an interesting thought. MG Arrays are roughly the same size, range, and damage as light and medium Hatchets.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #17 on: 16 August 2020, 09:22:14 »
That's pretty interesting. Essentially you lose a bit on average damage because statistics, but you gain on range, anti-personnel, and flexibility.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #18 on: 16 August 2020, 10:10:30 »
[
« Last Edit: 16 August 2020, 10:12:43 by Minemech »

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #19 on: 16 August 2020, 13:27:17 »
The HMG "Headcapper" array as pointed out above was the only reason to use them.
Gives the IS a "Firemoth-H" type option on really fast lights.


Hadn't thought of that ASF option & actually, I'm now thinking that CONVENTIONAL fighters which don't have a lot of options for weapons might be a good place for them.


3x 12 Point hits forward & 1 Rear v/s 1x 20 on a Mech Buster?     Hmmm.......

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #20 on: 16 August 2020, 13:44:30 »
Hadn't thought of that ASF option & actually, I'm now thinking that CONVENTIONAL fighters which don't have a lot of options for weapons might be a good place for them.


3x 12 Point hits forward & 1 Rear v/s 1x 20 on a Mech Buster?     Hmmm.......

Especially for a backwater militia expecting to deal with raiders heavy on infantry and light vehicles.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #21 on: 16 August 2020, 13:52:05 »
Although something just occurred to me.

Aren't Range-3 (and below) weapons classified as "Point Defense" not "Short" and can only be used at a range of 1 hex, not 6?

I'm not near books but I thought there was some rule in there but maybe its an old one.


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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #22 on: 16 August 2020, 21:01:16 »
The HMG "Headcapper" array as pointed out above was the only reason to use them.
Gives the IS a "Firemoth-H" type option on really fast lights.


Hadn't thought of that ASF option & actually, I'm now thinking that CONVENTIONAL fighters which don't have a lot of options for weapons might be a good place for them.


3x 12 Point hits forward & 1 Rear v/s 1x 20 on a Mech Buster?     Hmmm.......
I need to remember if ground attack hits as single weapons or bays. Why use arrays when bays do the job for you with no missile roll.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #23 on: 16 August 2020, 22:25:44 »
the useless Array only proves that the MG rules as is are actually trash.
my house rules for MGs actually made them useful.

--->>> moved to fan rules, because good house rules aren't fully appreciated in this establishment!  :D ;)
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #24 on: 17 August 2020, 07:58:36 »
I need to remember if ground attack hits as single weapons or bays. Why use arrays when bays do the job for you with no missile roll.

Fighters hit with single weapons. DropShips and larger hit with bays.

*whole lot of stuff that belongs in Fan Rules*
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #25 on: 19 August 2020, 21:59:17 »
Yes, boss.
won't happen again, boss.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #26 on: 20 August 2020, 13:35:12 »
Spoiler tags don't count. Please actually pull it and repost it in Fan Rules.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #27 on: 01 September 2020, 21:56:11 »
Well, if all 3 hit the same location's internals you get 3 crit chances.
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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #28 on: 01 September 2020, 22:31:19 »
Every now and then a situation  comes to mind where the array is better, but in the long run I prefer "on average" so put me down in the extra MG column.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #29 on: 11 September 2020, 10:49:49 »
I need to remember if ground attack hits as single weapons or bays.

Fighters hit with single weapons. DropShips and larger hit with bays.

Its official, the only good place for MG arrays is Conventional Fighters   :thumbsup:

Though honestly, given they hit w/ single weapons its just a series of small hits in the same location.
Not great for meeting thresholds.  Works on a mech cockpit but your typical ASF will have more armor than a mech cockpit.
I suppose it would work okay for taking out Lights or Conventional Fighters in that it avoids scatter & the stacked hits are more likely to destroy the entire location.

The more heavily armored Lights & most Medium/Heavy ASF won't really be affected.

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Re: 3 x Machine Guns + Array vs 4 Machine Guns
« Reply #30 on: 11 September 2020, 11:26:50 »
They're almost useless in air-to-air, because machine guns of all flavors are classed as point defense weapons. They shine in air-to-ground, because those attacks are always at short range, and it's not hard for fighters to find back armor to empty them into.
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