Author Topic: Campaign Operations  (Read 33845 times)

pheonixstorm

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Re: Campaign Operations
« Reply #30 on: 12 December 2016, 00:08:04 »
pg 12

Arnold must be blind in addition to mathematically challenged  :P

example says...
Quote
Force’s background imposes on his
budget. Playing a 3025-era (x1.0) Force aligned to a major
Inner Sphere power (x1.0), his basic budget is unchanged
from 50 million CB.

The example is incorrect. Playing Federated Suns in 3025 would give his force a 1.2 multiplier for Major Power. 1.0 is listed as Minor Power such as the poor Capellans after 3030

Lboydmsw

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Re: Campaign Operations
« Reply #31 on: 20 December 2016, 11:15:41 »
on pg 149 it states "If Force Composition for a scenario uses unequal numbers of units, the side with the smaller number of units must reduce their Force for that battle only" 

I assume that the bold, underlined text should have read "Larger number" as it doesn't make sense for the smaller Force to further reduce their numbers to fight a combat scenario.  Also there are no guidelines on what force should be reduced to but it seems implied that the forces involved should reduce to even number of units or at least balanced forces using one of the predetermined ways of balance.  This would be impossible if the smaller force further reduced their units.

Also in the map-based campaign section it states that formations may only be given one order/command in a strategic turn and that combat happens when enemy forces encounter each other in the same hex on the map.  However, because units can only receive one order/command it would be impossible for enemy forces to ever encounter each other outside of at least one unit acting under the "move" order/command.  The way the rest of the rules are stated there are other options clearly stated.

This would imply that either combat doesn't happen during strategic turns in which at least one combat command isn't given (so two move commands into the same hex by enemies does not result in combat but when one force gets a combat command in the next strategic turn it does), or that moving is incorporated into the "scout" and "attack" action.   This section needs clarification.

pheonixstorm

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Re: Campaign Operations
« Reply #32 on: 05 February 2017, 06:17:32 »
pdf/print p25 & 26

The ammo entry for the Packrat is incorrect. It has 2 tons of SRM 6 ammo not three.

p25 Change the following
Quote
The Packrats have 3 tons of SRM ammunition each, which becomes 0.75 tons and 20,250 CB
to
Quote
The Packrats have 2 tons of SRM ammunition each, which becomes 0.50 tons and 13,500 CB


The ammo entry for the Bulldog is also incorrect. It only carries a half ton of MG ammo.

p25 Change the following
Quote
The Bulldogs have 2 tons of SRM and 1 ton of MG ammunition each, which Arnold quarters as he enters into the TO&E sheet (for 13,750 CB per tank).
to
Quote
The Bulldogs have 2 tons of SRM and .5 ton of MG ammunition each, which Arnold quarters as he enters into the TO&E sheet (for 13,625 CB per tank).

The worksheet on p26 will need to be changed to reflect the corrected numbers.

pheonixstorm

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Re: Campaign Operations
« Reply #33 on: 09 February 2017, 21:51:58 »
pdf/print

p103
Step 3: Filling Orbital slots second bullet point. This entry references a step 3a but there is no step 3a. The following page has an example followed by Step 4.
Quote
Note that asteroid belts may come with dwarf terrestrials (see Step 3a).

The reference to step 3a should be removed or an actual step 3a needs to be added.

pheonixstorm

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Re: Campaign Operations
« Reply #34 on: 23 March 2017, 18:27:56 »
PDF/Print
p24

Quote
units with the “Easy to Maintain” quirk...

Units is the start of a new paragraph/sentence and should be capitalized.

pheonixstorm

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Re: Campaign Operations
« Reply #35 on: 30 March 2017, 18:13:19 »
Print/PDF

Reputation Score Calculation Table p33 & 190
Lacks any DropShips -5

Transportation section p35
Quote
Subtract 5 if the transport capacity
is insufficient, or 10 if the Force lacks any DropShips.

When using the table and looking at the rules this becomes unclear how to proceed. Perhaps rewording this section to match the table would be helpful

Subtract 5 if the transport capacity is insufficient, and if a Force lacks any Dropships subtract an additional -5 (for a total of -10).

pheonixstorm

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Re: Campaign Operations
« Reply #36 on: 30 March 2017, 19:02:58 »
PDF/Print

p36 - Transportation Example
Quote
With 10 of 40 light vehicle bays and 3 of 4 infantry bays left,
the Seeker has excess capacity, but not enough to carry the
Force twice over. This nets 5 points for the Force’s reputation.
It can carry all the personnel, too (without touching the bay
personnel capacity of the Invader), so that’s 3 more points[/].

Reputation Score Calculation Table p33 & 190
No modifier for being able to carry all support personnel. It only has
Insufficient Transportation Capacity for Support Personnel -3

Either a add Sufficient Transportation Capacity for Support Personnel +3 or change the example to remove the +3 modifier.

nckestrel

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Re: Campaign Operations
« Reply #37 on: 31 March 2017, 13:30:28 »
p83, Determining Experience Rating
Replace this section with the definition of Average Experience Rating on p33.

"Average Experience Rating: Players find a force’s average Experience Rating from the Experience Ratings of the force’s combatant units (i.e., anything except JumpShips, administrators, and technical personnel; count each infantry or battle armor squad as a single combatant).
To determine a combatant unit’s (WarShip, tank, BattleMech, etc.) Experience Rating from its skills, sum the values of all the combatants’ Piloting and Gunnery Skills (or Gunnery and Anti-’Mech Skills for infantry squads, or Driving and Gunnery for vehicles), then divide this sum by the total number of combatants multiplied by 2. (The multiplication by two accounts for each combatant unit having two skills.) Round the result half-down (.5 and below rounds to the next lowest integer, .6 and above rounds to the next highest integer) and cross reference the rounded value against the Skill Average column in the Force Experience Rating Table on p. 83."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

pheonixstorm

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Re: Campaign Operations
« Reply #38 on: 04 April 2017, 00:04:30 »
pg61 Anti-Mech Lance bonus ability

Quote
Distracting Swarm—units in an Anti-’Mech
Lance swarming an enemy unit (see p. 220, TW) cause a –1 To-
Hit Modifier to any weapon attacks made by the enemy unit.

I believe this ToHit modifier is labeled incorrectly. As written Distracting Swam appears to make the attacker targeting easier. Pretty sure it should read +1

cray

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Re: Campaign Operations
« Reply #39 on: 01 November 2017, 15:35:37 »
LOCATION: p. 114, Special Features and Occupancy, left column

THE ERROR: The following text has lost some punctuation and clarity, per discussion here:
http://bg.battletech.com/forums/index.php?topic=59271.msg1362128#msg1362128

"Results on the table are generated by rolling 2D6. If the result is
8 or higher, then roll 2D6 on the Special Features Table, modified
as follows by the Habitability Modifier from the Primary Stats
Table: –4 for ice giants, gas giants, and giant terrestrials with gas
giant-type atmospheres; –3 for giant terrestrials with terrestrial but
uninhabitable atmospheres; and –2 for dwarf terrestrials."

THE CORRECTION:

Results on the table are generated by rolling 2D6. If the result is 8 or higher, then roll 2D6 on the Special Features Table. This second roll is modified by adding the Habitability Modifier from the Primary Stats Table, then adding the following modifiers as appropriate : –4 for ice giants, gas giants, and giant terrestrials with gas giant-type atmospheres; –3 for giant terrestrials with terrestrial but uninhabitable atmospheres; or –2 for dwarf terrestrials.
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

cray

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Re: Campaign Operations
« Reply #40 on: 02 November 2017, 17:43:57 »
LOCATION: p. 51, Procuring Equipment and Personnel in a Campaign, 2nd paragraph

THE ERROR: The following equation, originally derived from FM:Mercs Revised, doesn't work well with the current availability modifiers:
http://bg.battletech.com/forums/index.php?topic=57951.0

The second step is determining how long the procured
equipment takes to arrive. Once ordered, equipment and
personnel take [7 – (1D6 + Availability)] ÷ 4 months to arrive,
as determined by the Availability values in Stage 3 of Force
Creation. No matter the dice roll result, it takes at least a month
to acquire the equipment and personnel.

THE CORRECTION: Replace the minus sign with a plus:

The second step is determining how long the procured
equipment takes to arrive. Once ordered, equipment and
personnel take (7 + 1D6 + Availability) ÷ 4 months to arrive,
as determined by the Availability values in Stage 3 of Force
Creation. No matter the dice roll result, it takes at least a month
to acquire the equipment and personnel.
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

cray

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Re: Campaign Operations
« Reply #41 on: 07 November 2017, 18:29:16 »
LOCATION: p. 123, Planetary Population Table

THE ERROR: The planet condition modifier, "Gravity below 0.8G or above 1.2G" appears to overlap the "Uninhabitable Modifier," which includes "Gravity over 1.5Gs."

THE CORRECTION:
1) Delete "gravity is over 1.5Gs" from Uninhabitable row.
2) Change row "Gravity below 0.8G or above 1.2G" to "Gravity below 0.8G or 1.2-1.5Gs"
3) Add new row, "Gravity above 1.5Gs," with a modifier of x0.5.
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

pheonixstorm

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Re: Campaign Operations
« Reply #42 on: 27 December 2017, 15:57:18 »
PDF/Print

p36 - Transportation Example
Reputation Score Calculation Table p33 & 190
No modifier for being able to carry all support personnel. It only has
Insufficient Transportation Capacity for Support Personnel -3

Either a add Sufficient Transportation Capacity for Support Personnel +3 or change the example to remove the +3 modifier.

Per discussion with cray, add the +3 to the reputation score table

Paul

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Re: Campaign Operations
« Reply #43 on: 28 May 2018, 22:30:03 »
ATOW Sniper SPA will be clarified as in the below thread to specify which range modifiers are changed. This clarification should be extended to CO as well. The specific concern is that the old wording allows the SPA to benefit LOS Range shots, which it specifically is not intended to affect at all.

https://bg.battletech.com/forums/index.php?topic=5954.msg1416052#msg1416052

The solution is just ignore Paul.

pheonixstorm

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Re: Campaign Operations
« Reply #44 on: 08 June 2018, 23:00:28 »
I had thought Paul would have posted this after our quick discussion but...

Looks like Range Master will need the same treatment as the Sniper SPA, it should not allow for modifiers at LOS range.

p78, change
Quote
The Range Master Ability grants the warrior mastery over any
range band except Short (Medium, Long and so forth).

To
Quote
The Range Master Ability grants the warrior mastery over any
range band except Short (Medium, Long and Extreme).
« Last Edit: 08 June 2018, 23:05:15 by pheonixstorm »

Paul

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Re: Campaign Operations
« Reply #45 on: 09 June 2018, 08:04:59 »
There's some internal discussion about this one.
The solution is just ignore Paul.

pheonixstorm

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Re: Campaign Operations
« Reply #46 on: 09 June 2018, 10:09:20 »
Just for Cam Ops or for all three mentioned (ASC, aToW, and CO)?

Paul

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Re: Campaign Operations
« Reply #47 on: 09 June 2018, 13:10:57 »
One Ruling to find them;
One Ruling to bring them all
and in the darkness bind them

The solution is just ignore Paul.

Xotl

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Re: Campaign Operations
« Reply #48 on: 25 November 2018, 01:44:29 »
We're adding that errata, but nixing Extreme as a possibility as well.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

Xotl

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Re: Campaign Operations
« Reply #49 on: 25 November 2018, 14:52:25 »
CO, p.162:

REPLACE:
"Inner Sphere Standard Rules units = (6 / 12) x 100 x 1.5 =
75 percent
Clan Standard Rules units = (2 / 12) x 100 = 16.67 x 2.2 =
36.67 percent
Added together, the total percentage of units with
Standard Rules Inner Sphere/Clan technology is thus 111.67
percent (rounding down to 111 percent). This exceeds 30
percent by 81.67 percent, or eight full 10 percent increments.
The unit therefore has a 40-point Technology Rating.
Comparing the 40 points against the Equipment Rating
Table results in a D Equipment Rating."


WITH:
"Inner Sphere Standard Rules units = (6 / 12) x 100 = 50 percent
Clan Standard Rules units = (2 / 12) x 100 = 16.67 x 2 = 33.33 percent
Added together, the total percentage of units with
Standard Rules Inner Sphere/Clan technology is thus 83.33 percent. As this is less than 85 percent, the unit therefore has a B Technology Rating Modifier."
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

jzkirtley

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Re: Campaign Operations
« Reply #50 on: 10 March 2019, 17:39:18 »
With the Dodge SPA, is it safe to assume that a failed PSR on the part of the dodger does _not_ make physical attacks against him easier?

Daryk

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Re: Campaign Operations
« Reply #51 on: 24 April 2019, 17:24:40 »
Page 24, Campaign Operations

The Error: the multiplier for Spare Part cost for infantry is given as "1 percent of a squad infantry compartment’s mass (even foot infantry: they have equipment that sees wear and tear)."

The Correction: Per this rules question (thank you Phoenix Storm and Cray for noodling this out), that sentence should read: "Conventional infantry consume 0.2 percent of the necessary transport compartment’s mass (even foot infantry: they have equipment that sees wear and tear)."  This should also remove any confusion about applying the mass required for a squad to a platoon.

As an aside, I decided to post this here after working through some infantry support cost calculations and discovering I had used a different multiplier in some spreadsheets from last year.  It took a bit to unearth why, but the rules linked question above was the reason.

cray

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Re: Campaign Operations
« Reply #52 on: 09 September 2019, 19:31:53 »
Page 24 & 25, Campaign Operations

The Error: Page 24 contradicts itself about infantry ammo.

Page 24 says: "The peacetime consumption of ammunition by ammunition-using units in the Force is one-quarter of the vehicle or infantry force's ammunition capacity. This represents ammunition spent to maintain the skills of the Force. Divide a unit's ammunition tonnage and cost of ammunition by 4 to get the monthly peacetime expenditure."

Page 24 alternately says: "Conventional infantry should refer to the rules for ammo costs and weights and are assumed to carry five reloads for their weapons as a standard combat load."

Page 25 example says: "Consulting the power pack entries, Arnold figures the Standard Military Pack would apply, and each infantryman should carry 5 of those heavy packs. Doubling that consumption per month to represent training, Arnold notes that consumption is 400 CB and 40kg per trooper."

The Correction:

Page 24: The peacetime consumption of ammunition by ammunition-using units in the Force is one-quarter of the vehicle or infantry force's ammunition capacity. (Infantry are addressed separately, below.) This represents ammunition spent to maintain the skills of the Force. Divide a unit's ammunition tonnage and cost of ammunition by 4 to get the monthly peacetime expenditure.

[third "Ammunition" paragraph on p. 24 is unchanged:]

Ammunition weights for any unit other than conventional infantry may be found in the appropriate Technical Readout. Conventional infantry should refer to rules for ammunition costs and weights (see pp. 260-285, A Time of War) and are assumed to carry five reloads for their weapons as a standard combat load. They use double that amount for average monthly peacetime training. If the infantry are armed with non-plasma energy weapons and are often stationed with fission- or fusion-powered vehicles (i.e., they spend a maintenance cycle with such a vehicle after a maintenance cycle involving combat), then the ammunition cost and weight is divided by 10, because their power packs may be recharged for free and only worn or damaged packs need replacing.
« Last Edit: 10 September 2019, 19:39:35 by cray »
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

cray

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Re: Campaign Operations
« Reply #53 on: 16 September 2019, 04:16:37 »
Pages 33-34 of Campaign Operations

The Error: Tactics is part of Commands Reputation, but Tactics has mandatory subskills (p. 141 ATOW) not mentioned in this section.

The Correction:

p.34 currently reads,

"If the player has not created a leader using
the rules presented in A Time of War, the
player can designate one of the combatants
on his TO&E as the Force’s commander. The
player then rolls 1D6 each to determine the
commander’s Leadership, Tactics, Strategy and
Negotiations Skills (or Investigation instead
of Negotiation, for pirate Forces)."

p. 34 changed:

If the player has not created a leader using
the rules presented in A Time of War, the
player can designate one of the combatants
on his TO&E as the Force’s commander. The
player then rolls 1D6 each to determine the
commander’s Leadership, Tactics, Strategy and
Negotiations Skills. (Use the highest Tactics subskill for simplicity. Further, use Investigation instead
of Negotiation for
pirate Forces).
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

cray

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Re: Campaign Operations
« Reply #54 on: 30 April 2020, 04:01:28 »
Error: page 39, stage 2 of contract "negotiation" for pirate forces. Incorrectly states that force Reputation applies to pirate "contract" (victim) investigations.

Was: "This step is not so much determining an employer as selecting a victim. Pirates roll in the same manner as a mercenary Force with the “No Hall” modifier. The result is the victim targeted by each raid opportunity."

Should be: This step is not so much determining an employer as selecting a victim. Pirates roll in the same manner as a mercenary Force with the “No Hall” modifier and ignore Reputation. The result is the victim targeted by each raid opportunity.

Error: page 40, pirates are stuck adding or subtracting their Negotiation rather than Investigation.

Was: Pirates: The process for arranging a pirate raid is basically the
same as setting up a mercenary contract. However, instead of
negotiating terms, the rolls made to build the contract represent
the pirates’ process of locating a target (competing against
security and intelligence agencies rather than negotiating),
and the value recovered from it.

Should Be: Pirates: The process for arranging a pirate raid is basically the
same as setting up a mercenary contract. However, instead of
negotiating terms, the rolls made to build the contract represent
the pirates’ process of locating a target (competing against
security and intelligence agencies rather than negotiating),
and the value recovered from it and thus use Investigation rather than Negotiation.
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

The Purist

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Re: Campaign Operations
« Reply #55 on: 29 October 2020, 18:59:46 »
Page 93 Draconis Combine – 

Assault Vehicle Reg’t (CU) has incorrect armour values.

Table states 31 armour with a composition of 2 Hv Tank and 1 Aslt Tank CT.

Armour values are actually:

Hv Tank CT: 9
Hv Tank CT: 9
Aslt Tank CT: 11

Total: 29

Page 95 Free Worlds League

Light Vehicle Regiment (CU), incorrect values. The table states:

Mov: 9; TMM:3; Armour: 21; S/M/L damage: 6/6/0; Spec: IT9, RCN

CU should be composed of three CT of Light Vehicle, the values for each CTs are:

Mov: 8; TMM: 3; Amour: 6; S/M/L damage: 3/3/0; Spec: IT3, RCN

Correct values for CU should be:

Mov: 8; TMM: 3; Armour: 18; S/M/L: 9/9/0; Spec: IT9, RCN

Page 96 Lyran Commonwealth

Medium Vehicle Regiment (CU), incorrect Medium Range Damage value. Table states 9, s/b 10

CU is composed of 1 HV CT and 2 x MV CT

Medium damage values should be:

MV CT: Md Dmg 3
MV CT: Md Dmg 3
HV CT: Md Dmg 4

Total: Md Dmg = 10

Page 97 Periphery

Armour value for Assault Mech CU is incorrect because the armour value for the Assault Mech CT is incorrect.

The Aslt Mech Unit armour value is 17. An Aslt Mech CT consists of 3 x Aslt Mech Units so armour s/b 17.

The table for the Aslt Mech Regiment (CU) is 40. This CU is composed of 2 x Hvy Mech CT and 1x Aslt Mech CT. The armour values should be:

Hvy Mech CT: 12
Hvy Mech CT: 12
Aslt Mech CT: 17

Total 41
« Last Edit: 29 October 2020, 19:32:11 by The Purist »
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Page 168 - Reunification War

Sartris

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Re: Campaign Operations
« Reply #56 on: 02 December 2020, 15:39:32 »
PDF, first printing

p 62. Anvil Lance

Problem: per this note, the minimum armor value should be changed

Quote
Exclusive to House Marik Forces. All units must be medium or larger, possess at least 40 points of armor...

Solution: change 40 to 105

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Xotl

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Re: Campaign Operations
« Reply #57 on: 03 December 2020, 12:35:57 »
All errata to this point has been corrected and folded into the upcoming reprint of Campaign Operations.  Feel free to continue making reports, but anything further will have to wait for the revised edition of Campaign Ops.

Note that, over and above the usual errata, 1) the book received extremely extensive rewrites in places, which were also performed directly by the authors rather than annotated by me, and 2) the book was then reorganized with extensive material from Strategic Operations.  As such, there won't be a formal errata document for this one marking the changes from the 1st print to the revised edition: it's just too difficult to track it all.
« Last Edit: 03 December 2020, 12:40:38 by Xotl »
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0