Author Topic: Is an all nose weapon warship a bad idea  (Read 1227 times)

Primus203

  • Corporal
  • *
  • Posts: 78
Re: Is an all nose weapon warship a bad idea
« Reply #60 on: 13 March 2024, 17:00:36 »
Thank you for all your help guys finished fleet redesign and tactical doctrine. New doctrine build up fighter swarm while firing at max range using echo. Fighter swarm should be poised to hit the enemy one turn before the fleet could come into broadside.

 At this time fleet goes to max thrust 5 and broadside specialist ships target enemies seeking to cripple them based on threat priority. The goal is to minimize the time in broadside action.

If possible main targets of fighters and other craft are fcs and engines. Without FC3 the ship has little chance of hitting us and can be mostly ignored. Without engines either the ship falls out of formation and is vulnerable, or the enemy gives up the initiate to defend it.

After the broadside exchange max thrust will be sustained for several turns building distance and buying time to rearm fighters. If any fighters were not able to launch before this they may be used to launch a spoiling attack and cripple more ships.

If we are not forced to retreat then after all enemy ships have been immobilized or fled the boarding ship will be brought just outside weapons range of the more valuable ships and launch boarders.
Code: [Select]
Marquee Boarding Mothership
Mass: 300,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3065
Mass: 300,000
Battle Value: 21,990
Tech Rating/Availability: F/X-X-F-F
Cost: 8,132,804,000 C-bills

Fuel: 2,500 tons (6,250)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 8
Heat Sinks: 1250 (2500)
Structural Integrity: 90

Armor
    Nose: 127
    Fore Sides: 107/107
    Aft Sides: 95/95
    Aft: 63

Cargo
    Bay 1:  Small Craft (120)       10 Doors 
    Bay 2:  Cargo (41971.0 tons)    1 Door   

Ammunition:
None

Dropship Capacity: 4
Grav Decks: 0
Escape Pods: 0
Life Boats: 0
Crew:  26 officers, 79 enlisted/non-rated, 80 gunners, 600 bay personnel, 20 BA marines

Notes: Mounts 540 tons of lamellor ferro-carbide armor.

Weapons:                    Capital Attack Values (Standard)
Arc (Heat)              Heat  SRV     MRV     LRV      ERV    Class       
Nose (180 Heat)
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
FRS/FLS (228 Heat)
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
RBS/LBS (228 Heat)
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
ARS/ALS (228 Heat)
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
Aft (228 Heat)
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
1 Sub-Capital Laser /1  24   1(10)   1(10)   1(10)     0(0)   Sub-Capital Laser
This ship will launch 120 of these.
Code: [Select]
Pirate Shuttle
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3060
Mass: 200
Battle Value: 1,226
Tech Rating/Availability: E/X-X-E-D
Cost: 24,239,790 C-bills

Fuel: 14.5 tons (1,160)
Safe Thrust: 6
Maximum Thrust: 9
Heat Sinks: 18 (36)
Structural Integrity: 15

Armor
    Nose: 107
    Sides: 91/91
    Aft: 75

Cargo
    Bay 1:  BattleArmor (IS) (5)    3 Doors   
    Bay 2:  Cargo (2.5 tons)        1 Door   

Ammunition:
None

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 30 bay personnel

Notes: Mounts 17 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Laser AMS              Aft R      1.5      7      3    0    0    0 
Laser AMS               Nose      1.5      7      3    0    0    0 
Laser AMS              Fwd R      1.5      7      3    0    0    0 
Laser AMS              Fwd L      1.5      7      3    0    0    0 
Laser AMS              Aft L      1.5      7      3    0    0    0 
ECM Suite               Hull      1.5      -      -    -    -    - 
Which have 5 units of these. which as previously mentioned the weapons mounts mount four wakazashi o-12.
Code: [Select]
Marine Raider BattleArmor
Type: Marine Raider
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 224
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
</p>

Equipment                                     Slots      Mass
Chassis:                                               175 kg
Motive System:                                               
     Ground MP:          3                              80 kg
     Jump MP:            0                               0 kg
Manipulators:                                                 
    Left Arm:            Heavy Vibro-Claw               60 kg
    Right Arm:           Heavy Vibro-Claw               60 kg
Armor:                   Standard (Basic)       0      350 kg
    Armor Value:         8 (Trooper)                         

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Space Operations Adaptation     Body       1       100 kg
Cutting Torch                 Right Arm     1        5 kg 
Demolition Charge               None       0        0 kg 
Power Pack                      Body       1       25 kg 
Searchlight                   Left Arm     1        5 kg 
Extended Life Support           Body       1       25 kg 
Improved Sensors                Body       1       65 kg 
Anti Personnel Weapon Mount   Right Arm     1        5 kg 
Anti Personnel Weapon Mount   Left Arm     1        5 kg 
Anti Personnel Weapon Mount   Left Arm     1        5 kg 
Anti Personnel Weapon Mount   Right Arm     1        5 kg 
For a total of six hundred units of battlearmor. With the remaining storage on the ship being enough to store more than half a years supply for the onboard troops plus spare parts and food mix in the dropships.

Retry

  • Lieutenant
  • *
  • Posts: 1451
Re: Is an all nose weapon warship a bad idea
« Reply #61 on: 13 March 2024, 18:19:05 »
This is from my TacOps. Minimum 10 turns/minutes, roll 1d6 adding 1 for each ton/shot beyond the first, on 1-7 that reload is a success, 8-11 it fails, 12+ it explodes. If you try to reload say 6 missiles/10 minutes you are not going to damage your carriers but are very likely to fail in that reloading attempt. During this attempt you have plenty of time to top off fuel.

MegaMek doesn't do quirks, they have no effect on construction rules.
Actually that's no longer true as of the latest versions.  MegaMek's had quirks as a toggleable option for at least a year now, and my current copy of MegaMekLab has quirks under its own tag.  I used it to quirk up the Torch ASF that I just posted.

Primus203

  • Corporal
  • *
  • Posts: 78
Re: Is an all nose weapon warship a bad idea
« Reply #62 on: 17 March 2024, 18:02:40 »
Hey guys been a few days fleet rediesign worked out well got some new questions and dont want to clutter things with a new thread.

First how much do yardships improve repair times?

Does one unit of repair bay size equate to one ton of ship capability. For example a size 1.5 million bay let me repair a 1.5 million ton warship.

If my bay can fit a 1.5 million ton ship can it fit multiple smaller ones as long as they are together under 1.5 million tons.

Are factory ships a thing? I managed to run out of munitions. Had over thirty reloads but I ran dry.

AlphaMirage

  • Major
  • *
  • Posts: 3652
Re: Is an all nose weapon warship a bad idea
« Reply #63 on: 17 March 2024, 18:27:37 »
I believe repair bays are part of the tools needed to conduct repairs. There was a whole section in StratOps that I believe moved to the new Campaign Ops book on the details.

Size = Capacity, I don't think it matters on unit numbers based on my read.

Only in the Industrial Tycoons Guide, otherwise it's just fluff.

Retry

  • Lieutenant
  • *
  • Posts: 1451
Re: Is an all nose weapon warship a bad idea
« Reply #64 on: 17 March 2024, 19:34:16 »
IIRC You can only put 1 Warship/Jumpship in a bay regardless of capacity, or alternatively you can fit up to 2 Dropships.