Author Topic: A Dark Age TW-to-AS conversion example?  (Read 20206 times)

Nerroth

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A Dark Age TW-to-AS conversion example?
« on: 10 April 2013, 18:04:33 »
One of the reasons why I'm looking forward to Alpha Strike is the potential for era-specific support; which I hope will extend as far as handling the Dark Age units to be showcased in Technical Readout: 3145.

However, I have been advised in other threads that the units in TRO:3145 Mercenaries are built to pre-existing design standards, and can be converted into AS/QS format already.

So, I was wondering if anyone familiar with the BT-to-QS/AS conversion process could spare a moment to give an example of how things are done, by taking one of the units included in the TRO:3145 preview PDF (such as the Hound or the Mad Dog/Vulture mk IV) and describing how one would adapt it into the more streamlined game system?

(I didn't want to ask about one of the units in the full file, so would prefer to stick with units which have been freely presented in the preview.)


Unless that process is kept "in-house" and is not meant to be shared on the forum, in which case I apologise and withdraw the question.
« Last Edit: 12 September 2013, 22:30:26 by Nerroth »

nckestrel

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #1 on: 10 April 2013, 19:12:52 »
Yeah, though give me a while, currently reformatting my counter...
The stats will be on www.masterunitlist.info eventually.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #2 on: 10 April 2013, 19:18:23 »
Thank you kindly, and please take your time.

(While I'm looking forward to seeing these units added to the MUL, I was asking more to get a better sense of how each step of the process needed to get them there is carried out.)

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #3 on: 10 April 2013, 23:35:58 »
Okay, since you asked, we'll cover the Vulture Mk. IV Prime

First is Type.  Well, that's obvious, it's a BattleMech or BM

Next is Size.  At 60 tons, it's a Size 3 Element.

Third is Move.  The Prime has no jump jets, so it has a move of 5 * 2 = 10"

Next is Armor.  Here's where we get into some interesting stuff with Ferro-Lamellor armor.  The Vulture Mk. IV has 201 points of F-L armor.  Normally 201 points translates to an Armor value of 7, but Ferro-Lamellor multiplies your armor by 1.2, giving us 241.2 (rounding up to 242) for an Armor value of 8.  Not bad.

Fifth, we have Structure.  A 60-ton 'mech with a Clan XL Engine has a Structure value of 3.  (Side note:  The Mad Cat Mk. IV with its XXL engine has a Structure value of 2)

Next is Damage.  Firsts we figure out how much heat the Prime builds.  With 2 ER SPL, 1 ER PPC, 4 SRM-6, and an LB-5X, the Prime can generate 40 heat at a running alpha.  With only 24 dissipation, even the basic -4 bonus will probably not prevent damage loss from heat.

What's more troubling is the fact that with only 7.5 shots for each SRM-6 launcher, the Prime fails to have sufficient ammunition for its missiles, reducing their damage output, but not their heat buildup.

So, Short Range Damage Value.  2*5.25 (ER SPL) + 4*6 (SRM-6s, downgraded for lack of ammo) + 15 (ER PPC) + 2.46 (LB-5X) = 51.96
51.96 * 24 (dissipation) / 36 (40 buildup - 4) = 34.64 for a Short Range Damage Value of 4

Medium Range sees the base damage increase by 0.69 for the LB-5X for a total of 52.65 * 24 / 36 = 35.1 for a Medium Range Damage Value of 4

Since Medium Range also determines the Overheat value, we notice that heat buildup reduced the Prime's damage from 6 (52.65) to 4 (35.1), for an Overheat Value of 2

Finally we have Long Range.  Here the Prime gets some luck.  Only generating 18 heat from the ER PPC and LB-5X, the Prime suffers no reduction in damage value.  So 15 + 3.15 = 18.15 for a Long Range Damage Value of 2.

PV is 2,110 / 100, rounded normally so 21

Lastly, we have special abilities.  As a BattleMech, the Prime gets SRCH, SOA, SEAL, and ES.  As an OmniMech, we can add OMNI to the list.  As a Clan 'Mech with explosive weapons, we can add CASE.  Finally, the Prime has enough SRM capability to gain the SRM special for alternate munitions (and be vulnerable to AMS).  24 base damage * 24 / 36 = 16.  This rounds normally for an ability of SRM(2/2).

All told, the stat line for this machine is:
                                               SZ     MV    A     S       SR   MR   LR    OV     PV                Specials
Vulture Mk. IV   Prime   BM   3   10"   8   3   4   4   2   2   21   SRM(2/2),CASE,OMNI,SRCH,SOA,SEAL,ES


Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #4 on: 11 April 2013, 16:58:22 »
Thanks for the run-through!

The one thing I was wondering about for this unit in particular is movement. The unit seems to be quite fast in QS/AS terms when compared to the A configuration of the original Mad Dog/Vulture. Is the Mk IV meant to be that much faster?


Also, if a less advanced unit (such as the Hound) were being run through the same process, some of the Clan-specific options wouldn't be added?

For example, the Hound wouldn't have its armour ratio adjusted, wouldn't include things like OMNI and CASE, and so forth; but would still get SRCH, SOA, SEAL, and ES on account of being a BattleMech.
« Last Edit: 11 April 2013, 17:07:09 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #5 on: 11 April 2013, 17:32:02 »
He listed the movement in inches (10"), the MUL lists them in BattleForce hexes (5).
Its the same movement speed.  It's 2" to 1 hex.

The specials are dependent on what's on the unit.  If an IS unit is an omni or has CASE, it would get the abilities too.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #6 on: 11 April 2013, 17:39:28 »
Thanks again.

When it comes to special abilities, how far does the current range of QS/AS-supported options go?

For example, I noted that certain C3i-equipped units on the MUL (such as the Archangel Invictus) have unit cards done up, while those equipped with, say, Nova CEWS (such as the Osteon Prime) do not at present. Is this because rules governing the use of Nova CEWS in that scale do not yet exist (thus preventing cards from being generated for such units at this time), or are those units simply further back in the queue for QS/AS conversion?

And going forward, would any "new" options we may see in other TRO:3145 PDFs need the appropriate rules ported into the QS/AS game engine before the units requiring said options could get their own cards when the time comes?
« Last Edit: 11 April 2013, 17:46:34 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #7 on: 14 April 2013, 14:26:35 »
Mainly, units from the War of Reaving are farther back in the Queue.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #8 on: 14 April 2013, 17:04:12 »
Um, one problem with the damage and heat thing is that the example above did not count heat generated from movement, or that maximum weapons fire for heat is counted at all ranges.  In this case though, it doesn't make a difference really.  BF3 stats are very general.  Also, it strips out SRMs as a separate damage stat, which DOES make difference.

The base Vulture IV has the following damage ratings.
2/2/2
SRM 2/2

So it can effectively do 4/4/2 damage, but the SRMs give it an impressive special capability if you wish to play with interesting ammunition selection.  :)
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #9 on: 14 April 2013, 17:53:20 »
Um, one problem with the damage and heat thing is that the example above did not count heat generated from movement, or that maximum weapons fire for heat is counted at all ranges.  In this case though, it doesn't make a difference really.  BF3 stats are very general.  Also, it strips out SRMs as a separate damage stat, which DOES make difference.

One word.

Errata. :D

Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #10 on: 14 April 2013, 19:32:26 »
I recall reading that the Savage Wolf Prime is most akin to the Timber Wolf D.

Is there a particular configuration of the original Mad Dog/Vulture which the Mk IV Prime is based on; and if so, how does that unit's QS/AS stats compare to this one?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #11 on: 14 April 2013, 22:31:21 »
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #12 on: 15 April 2013, 07:45:45 »
I recall reading that the Savage Wolf Prime is most akin to the Timber Wolf D.

Is there a particular configuration of the original Mad Dog/Vulture which the Mk IV Prime is based on; and if so, how does that unit's QS/AS stats compare to this one?

The Vulture Mk IV Prime is kind of the Mad Dog A, though the Vulture is missing a couple launchers if memory serves.  The Vulture Mk IV is superior for the most part as the Mad Dog has an armor/internal profile of 5/3 while the Vulture has a 8/3.  The Mad Dog A does 2/2/2 with 3/3/0 for SRM's, so it does an extra point of damage.  I can't comment on the OV values as Skunkwerks apparently has decided neither design can overheat for extra damage, which is of course false. 

The Vulture Mk IV D is also similar to the Mad Dog D.  The Vulture puts out 9/6/2 while the Mad Dog 8/6/2.  Vulture Mk IV wins hands down here assuming all of Skunkwerks calculations are correct as it's also a point cheaper at 23 to the Mad Dog's 24.  The moral of the story is:  ATM's are sledgehammers in Quick/Alpha Strike.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #13 on: 15 April 2013, 09:44:13 »
ATM's are sledgehammers in Quick/Alpha Strike.

So true.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #14 on: 15 April 2013, 10:31:26 »
Thanks once again.


One thing I noticed when digging through the BattleForce QSR pdf is that, while the bulk of the stats for each 'Mech element in the samples given line up with the appropriate Quick-Strike Unit Cards, the special abilities seem to be mostly absent. (For example, the Unit Card for the Mad Dog/Vulture C lists a number of special notes, while the same unit shown in the Alpha Trinary Fire Support Star on page 13 of the QSR file only has CASE listed.)


In the case of the Mad Dog/Vulture Mk IV, would the full range of special rules only be relevant in QS/AS, or are they all in play in BF too?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #15 on: 15 April 2013, 10:34:47 »
They're all relevant in Quickstrike and Battleforce. The reason they're missing from that pdf is that it's the quick-start version of Battleforce(not to be confused with Quickstrike), so it trims out a lot of special rules and abilities to speed up play.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #16 on: 15 April 2013, 11:07:44 »
Oh, okay.


So, to factor in the short and medium range adjustments, the unit stats (for either BF or QS/AS) would look like this?

-----       
                           
Vulture (Mad Dog) Mk. IV Prime

Type: BM 
Size:
Move: 5/10"
Armour: 8
Structure: 3
S (+0): 2
M (+2): 2
L (+4): 2
OV: 1
PV: 21
Special: SRM(2/2), CASE, OMNI, SRCH, SOA, SEAL, ES

-----

EDIT: Adjusted to add in OV: 1 as per advice below.
« Last Edit: 15 April 2013, 11:22:10 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #17 on: 15 April 2013, 11:19:38 »
Actually no.  If you split off the SRM damage, the OV value drops to 1.

Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #18 on: 15 April 2013, 11:21:37 »
Edited to add in the OV value (and to set it at 1, as per your advice).


What kind of variety of alternate munitions are there in this scale, and how much of a difference comes through from one type to another?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #19 on: 15 April 2013, 15:01:13 »
Actually no.  If you split off the SRM damage, the OV value drops to 1.

He's right.  I forgot the overheat there.  Silly me.  :)
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #20 on: 15 April 2013, 17:25:13 »
One word.

Huh?

 :(

There is errata changing how damage is calculated coming up.  Effectively, alternate munition weapons (SRM/LRM/AC) are no longer calculated separately.  Neither are Turrets  (Eliminating the Scorpion Tank's ability to do 2 damage at Short range with just an AC/5 and a machine gun).

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #21 on: 15 April 2013, 19:24:08 »
So it's going to simplify QS so it plays faster, huh?

Interesting.  I think I could like that.  :)
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #22 on: 15 April 2013, 21:05:45 »
So, does this errata mean that the separate SRM(2/2) special rule will go away, and the numbers added directly into the short and medium range values; or am I missing something?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #23 on: 15 April 2013, 21:21:58 »
Wait for the errata to actually come out and it will say.
If its not published, it doesn't exist. (Review could change something, plans change, etc).
It's not published yet for a reason (or reasons).
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #24 on: 24 April 2013, 13:28:57 »
There was one thing I was wondering, in light of talk about the kind of problems that existfor the kind of software needed to create BT record sheets; what template is used to create the BF/QS/AS Unit Card templates in the MUL and the unit card PDF sets, and is there any sort of problem with how that software works?

And is the template itself flexible enough to be expanded for use with larger units (such as WarShips), or would there need to be a new template drawn up in order to be able to handle such unit types?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #25 on: 24 April 2013, 14:41:57 »
With a lot of sweat and tears.

The current update we are working on is done by me using a spreadsheet that imports megamek files and after a couple days work converted some 4000 units or so.
It's about 85% accurate, ie. 15% of units have some stat wrong.
Alex Knight then goes and checks them.  Some of those we end up debating awhile.
Then we have a list.

That's pretty much how we did it originally as well, though before Alex Knight had done them all even before I ever started.

The MUL website and Quick-Srike card pDFs are pretty much the card image and the unit image with the stats from the list overtop of the boxes.

Right now (pre-upcoming errata mentioned above), SSW and SAW do a good job of converting.  If reoend using them to avoid having to do the conversions yourself.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #26 on: 24 April 2013, 14:48:43 »
I see.

So, are updates to the MUL on hold until after this coming errata comes into effect, or would the TRO:3145M units be so far down the list as to not be affected either way?

And would it be fair to assume what this errata will be incorporated into Alpha Strike by the time that book enters production? Herb mentioned in the latest BattleChat that the AS core rules were done, but I wasn't sure if this meant that the errata being referred to had already been factored in there or not.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #27 on: 24 April 2013, 14:57:50 »
Questions about unreleased products (what Alpha Srike will or will not have) can only be answered by Herb.  Though my guess is that it will be "whatever is ready at the deadline."

MUL BF stats are on hold since we're having to reconvert everything.  They'll all get caught up at once.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #28 on: 24 April 2013, 15:26:13 »
Understood.

Okay, so I downloaded SSW v.0.6.81, and had a go at doing a sample set of stats (this time, for the HD-2F Hound, another of the units in the PDF preview).

Apologies if I'm missing something obvious, but does the software have the unit card template included, or do you just get the (pre-errata) stats?

(As an aside, there doesn't seem to be an option in the Quirks list to account for the Hound's Accurate Weapon LB 10-X [AC].)
« Last Edit: 24 April 2013, 15:28:21 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #29 on: 24 April 2013, 15:28:54 »
There are no rules for converting Quirks to BF.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #30 on: 24 April 2013, 15:31:30 »
Oh, that was just more of a record sheet-related comment.


With the current set of conversion rules being what they are, one of the Hound's special abilities is FLK 1/1/1 (assuming I haven't messed up the conversion process). Would that ability be superseded (or removed) in the coming errata, or is it likely to remain in place?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #31 on: 24 April 2013, 15:32:54 »
That's not released at this time.
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #32 on: 24 April 2013, 15:34:46 »
Understood.


So, would it be okay for me to post the conversion stats I've come up with for the Hound, to see how I've fared so far; or should I leave it be?

(I didn't want to turn this into a let's-convert-TRO:3145M thread, so I'm not looking to push things further than they ought to go at this point.)

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #33 on: 24 April 2013, 15:52:04 »
Go for it.  Somebody might answer even if I dont.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #34 on: 24 April 2013, 15:54:33 »
Okay then.

Here is what I've got so far:

-----       
                           
HD-2F Hound

Type: BM 
Size:
Move: 4/8"
Armour: 7
Structure: 6
S (+0): 3
M (+2): 3
L (+4): 2
OV: 0
PV: 14
Special: FLK (1/1/1), SRCH, SOA, SEAL, ES

-----

How is that?
« Last Edit: 24 April 2013, 15:56:12 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #35 on: 24 April 2013, 16:14:24 »
That conversion is accurate.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #36 on: 24 April 2013, 16:15:12 »
That conversion is accurate.

I thought you might get to it before me :).
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #37 on: 24 April 2013, 16:19:19 »
Hooray!


So, from an on-table perspective, how well do the differences between the Mad Dog Mk IV and Hound come through in QS/AS terms?

It seems that the Hound, while slower, is much sturdier internally, while the Mk IV has more special rules to play with (for now, at least).

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #38 on: 24 April 2013, 18:18:53 »
The 10" Move versus 8" Move also makes the Mad Cat MK IV or Viltire Mk IV harder to hit.

The OV might also come in handy.  First two hits will do 8 damage (from medium range), leaving the Hound with 5 structure. The Vulture could then overheat to make the next shot destroy it outright.  Or if there is water around, it can get a free 1 extra damage each turn (water reduces heat by 1, so OV 1 has no negative effects).
« Last Edit: 24 April 2013, 18:23:17 by nckestrel »
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #39 on: 24 April 2013, 18:56:04 »
I see. Seems that speed is life for the Mk IV; its agility helps to compensate for its lower amount of structure points, since the Hound has to actually hit before it can wear that F-L armour down far enough for it to matter.

Would you say that this kind of dynamic more or less lines up with the difference in performance one would expect to see between these same units in "classic" BT?

OpacusVenatori

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #40 on: 24 April 2013, 20:13:23 »
I would like to ask why all the transports (BA specifically) that can carry squad of 4, doesn't have the transport ability. Y tried with the padion and with the lamprey, and none shows the transport ability.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #41 on: 24 April 2013, 20:37:34 »
Back when I was making my QS cards, I designed an excel sheet that I just punch the numbers into and it gives me the final numbers, that I typed into a blank card image that I designed using the BattleForce 3 templates as a base.  Hence why they say BattleForce on them rather than QuickStrike.  :)

An interesting thing that happened because of that, and since I was working off pre-errata stuff at the time, I ended up actually using the original "extended" range bracket on all of the cards.  The final version of QS we are working with now doesn't actually have a provision for extended range combat past long range on ground scale combat, only in AeroSpace combat.  But since I created mine based on the original rules, I actually enter in all of the extended range stuff, so Clan ERLLs and IS Light Gauss rifles actually get that data on my cards.

But having been the guy that makes those by hand, I have to say that using SSW to print them off is an awful nice way of doing it if you have java installed on your computer.  :)
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #42 on: 24 April 2013, 21:40:05 »
I see. Seems that speed is life for the Mk IV; its agility helps to compensate for its lower amount of structure points, since the Hound has to actually hit before it can wear that F-L armour down far enough for it to matter.

Would you say that this kind of dynamic more or less lines up with the difference in performance one would expect to see between these same units in "classic" BT?

For the most part.  There are some "jewels" out there in both versions of the game that are duds on the other side.  I would point to single weapon wonders that scare people (HPPC/cERPPC/Gauss/HGR carriers) in "classic" battletech but end up doing 2 damage across the board and don't have that much bite as one, while a Linebacker D, which can be nasty in the right hands, is suddenly tossing 7 damage in the short and medium brackets with no overheating.  In classic terms, that Linebackers probably going to crit you to death before he blows you away, but in QS/AS it's knocking huge holes out of the opposition for the same price as the Vulture Mk IV.

That said, I think the Hound's route tends to be the best for QS/AS; if you are still standing when the dust cleared, you win. 

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #43 on: 24 April 2013, 22:13:14 »
But having been the guy that makes those by hand, I have to say that using SSW to print them off is an awful nice way of doing it if you have java installed on your computer.  :)

At the risk of asking another stupid question, is there a way to print a unit card based on a newly-created 'mech in SSW?

SSW.jar only seems to allow record sheets to be printed, while SQP.jar only allows pre-set units to be selected.

For the most part.  There are some "jewels" out there in both versions of the game that are duds on the other side.  I would point to single weapon wonders that scare people (HPPC/cERPPC/Gauss/HGR carriers) in "classic" battletech but end up doing 2 damage across the board and don't have that much bite as one, while a Linebacker D, which can be nasty in the right hands, is suddenly tossing 7 damage in the short and medium brackets with no overheating.  In classic terms, that Linebackers probably going to crit you to death before he blows you away, but in QS/AS it's knocking huge holes out of the opposition for the same price as the Vulture Mk IV.

That said, I think the Hound's route tends to be the best for QS/AS; if you are still standing when the dust cleared, you win.

Sounds like the kind of difference you see in some other settings with different scales of game play; some tricks and tactics in SFB will get you killed in FC (or Starmada or ACtA:SF or SFSS), and vice versa.

I wonder; when the time comes for Alpha Strike to hit the shelves, should discussions for it stay in this sub-forum, or might it need to be moved to a new section (or, perhaps, given its own)?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #44 on: 24 April 2013, 23:38:30 »
Hmm. Looks like SSW got rid of a lot of print options.
Save the new unit, then load Force Balancer (either runing bfb.jar or there's an option to open Force Balancer in SSW under tools) and add the unit (and any other units you want cards for) and when you go to print options select BattleForce Sheets, but then change the dropdown to Quick-Strike cards.
If you have more questions about SSW, there's an SSW thread that more people familiar with SSW would be watching.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #45 on: 25 April 2013, 12:11:03 »
Yeah, it's still not working for me on this end; but at this point, I may just wait until you guys have the MUL
updated anyway.

(I'm waiting for the AS book to be printed, and even then I'd have to see if I'd be in a position to actually find a gaming group with whom I could use it.)

Thanks again for all of your help.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #46 on: 28 April 2013, 16:09:45 »
You can add units to SQP by updating the battleforce_stats.csv in the data directory of SSW. 
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #47 on: 28 April 2013, 19:53:48 »
I tried entering the Hound stats manually into that file, but when I went into SQP and tried to go to the print preview, I got an eror saying "Could not load Hound HD-2F. The filename is most likely blank." Actually, it produces the same error even for units that were in the file already.

Is there a particular folder I'm supposed to have set up? (It doesn't seem to like the folder I created to store the .ssw file I created for the Hound.)


Also, where exactly is the SSW thread? I seem to be having trouble trying to search for it...

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #48 on: 12 May 2013, 21:09:08 »
So, I got the StratOps PDF from DriveThru, and I've been trying to nibble away at some of the BattleForce/Quick-Strike rules therein.


When it comes to Dark Age units, I was thinking ahead a little, towards what will (hopefully) come along in TRO:3145 Republic of the Sphere; and what kind of conversion stats are already in place to support them. Specifically, I was thinking about the Ares-class Colossi.

At the moment, there is a sample superheavy on the MUL: the SHP-X4 "Omega" from Jihad: Final Reckoning. However, there was one aspect of the Unit Card I was wondering about, in terms of how it might one day affect the Colossi; the number of Structure points. Accorrding to the conversion table on page 359, a 100-ton Inner Sphere 'Mech with an XL engine has 4 Structure points, while the 150-ton "Omega" has 5. Is it stated anywhere where the value for the "Omega" is derived from, and is there a cut-off point where the tonnage of a Spheroid 'Mech with an XL engine has its Structure points go from 4 to 5?

Since the four known Colossi range from 125-135 tons in weight, the cut-off point might be relevant in terms of deciding how sturdy the Element is behind the armour. (Assuming there's any data suggesting what engine type is in each Ares Colossal at present; if not, there's no reason to assume they use XLs in the first place.)


As an aside, looking over the Flak (FLK X/X/X/X) rules left me wondering. Presumably, the Hound's LB-10X AC is the reason why SRW gave it the FLK(1/1/1) special rule. However, since the "Omega" has two LB-10Xs, should its current Unit Card on the MUL not have FLK(2/2/2) to represent this; or is there some other factor which takes this out of the equation?
« Last Edit: 12 May 2013, 21:12:46 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #49 on: 12 May 2013, 21:29:13 »
FLK rounds normally.  A single LB-10X is 6.3 damage / 10 = 0.63 rounds to 1.  Twin LB-10Xs are 12.6 damage / 10 = 1.26 rounds to 1.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #50 on: 12 May 2013, 22:10:51 »
FLK rounds normally.  A single LB-10X is 6.3 damage / 10 = 0.63 rounds to 1.  Twin LB-10Xs are 12.6 damage / 10 = 1.26 rounds to 1.

So, in that case, should the "Omega" then end up getting a FLK(1/1/1) special rule, on top of what it already has listed on the current Unit Card?


« Last Edit: 12 May 2013, 22:18:25 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #51 on: 12 May 2013, 22:16:10 »
So, in that case, should the "Omega" then end up getting a FLK(1/1/1) special rule, on top of what it already has listed on the current Unit Card?

Possibly.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #52 on: 12 May 2013, 22:19:12 »
Hmm.

To go back to the Dark Age, would the LB-5X AC of the Mad Dog/Vulture Mk IV Prime not qualify it for a Flak bonus, too? Or is the damage output from that weapon too low to warrant such an option?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #53 on: 13 May 2013, 01:38:04 »
Hmm.

To go back to the Dark Age, would the LB-5X AC of the Mad Dog/Vulture Mk IV Prime not qualify it for a Flak bonus, too? Or is the damage output from that weapon too low to warrant such an option?

A single LB-5X will not allow you to gain the FLK bonus.  Twin LB-5X will give you FLK(0/1/1).

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #54 on: 21 May 2013, 23:42:41 »
So, I was looking at a couple of the 'Mechs in the preview PDF for TRO:3145 CC, and noticed one thing that doesn't seem to be covered in the current conversion rules. (If it is and I've just missed it, my apologies in advance.)

How does one take the Tian-zong's Endo-Composite internal structure into account? (SSW only offers standard and Endo-Steel options for Inner Sphere 'Mechs.)


I was able, however, to have a go at the Mortis. How does this example look?

-----

MS-1A Mortis

Type: BM 
Size:
Move: 5j/10"j
Armour: 7
Structure: 3
S (+0): 2
M (+2): 3
L (+4): 2
OV: 0
PV: 17
Special: MEL, SRCH, SOA, SEAL, ES

-----

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #55 on: 26 May 2013, 00:16:17 »
I wasn't expecting to be back in this thread so quickly, but I was able to have a look at the preview PDF for TRO:3145 DC.

This is an attempt at the Shiro as presented in that file. (I had to work out the hardened armour manually, since that system isn't in SSW.)

-----

SH-1V Shiro

Type: BM 
Size:
Move: 5/10"
Armour: 8
Structure: 3
S (+0): 1
M (+2): 1
L (+4): 1
OV: 0
PV: 20
Special: MEL, ECM, SRCH, SOA, SEAL, ES, LRM 2/2/2, IF 2

-----

Did I get that one right? The upcoming missile errata notwithstanding.


EDIT: Adjusted to account for the Clan LRM-10s.
« Last Edit: 27 May 2013, 18:17:26 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #56 on: 27 May 2013, 12:11:19 »
You should take a second look at SSW.  I was able to come up with hardened armor.  In the basic tab I set the rules to experimental, Eras to all eras, and tech to mixed.  I then clicked over to the armor tab and in the drop down menu for armor type was able to select hardened armor. 

Hope that helps

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #57 on: 27 May 2013, 16:08:16 »
It does, thanks.

To clarify, do the LRM-10 (C) listings for the Shiro mean that they are Clan LRM-10s (and would count as mixed tech), or is there some other kind of launcher being used instead?

If so, that would adjust the LRM special to 2/2/2, according to SSW.
« Last Edit: 27 May 2013, 16:13:24 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #58 on: 27 May 2013, 17:15:48 »
yes

Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #59 on: 27 May 2013, 18:20:01 »
Got it, thanks again.


It is interesting how the thresholds work in the conversion process. If the total number of BT-scale armour points (post-Hardened factor) was just two points higher, the Shiro would have 9 Armour points in this scale instead of 8.

Still, 8 isn't a bad number either, plus there's no penalty for using Hardened armour (since you can't run in this scale anyway) unless you count the cost markup.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #60 on: 28 May 2013, 13:49:34 »
Some of the special abilities are like that too.  MASC for example just increases your move without the need to role for jamming.   

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #61 on: 03 June 2013, 19:37:14 »
Based on the TRO:3145 FS preview PDF, I've had a go at the Gunsmith.

Standard apologies-if-I've messed-up disclaimers apply.

-----

CH11-NG Gunsmith

Type: BM 
Size:
Move: 13/26"
Armour: 2
Structure: 1
S (+0): 3
M (+2): 3
L (+4): 0
OV: 0
PV: 15
Special: ENE, SRCH, SOA, SEAL, ES

-----

To clarify, does Armor Factor (Reflective) equate to SSW's Laser-Reflective Armor option?

And is that move rate accurate? I definitely entered a walking move rate of 10... that MASC conversion rule looks like it comes in pretty handy in this scale...
« Last Edit: 03 June 2013, 19:42:31 by Nerroth »

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #62 on: 03 June 2013, 19:40:48 »
Superchargers/MASC multiply movement by 1.25

Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #63 on: 03 June 2013, 19:44:16 »
Yeah, I just caught that.


To clarify, for the hexless movement, do you multiply the hex movement and double that, or double the base movement and then add the multiplier?

If the former, you can go from 10 hexes to 13 hexes, and double that to get 26 inches; but with the other way, you go from 10 hexes to 20 inches, and multiply that by 1.25 to get 25 inches instead.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #64 on: 03 June 2013, 19:54:33 »
multiply the base movement by the modifier, then double for hexless.  So an 8/12 with MASC becomes a 10, which turns into 20"

Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #65 on: 03 June 2013, 20:06:27 »
Got it, thanks.


It's interesting to see how the stats line up for this one. While it doesn't have much to defend itself with, actually hitting it is tricky given the base +4 to hit (which would no doubt be bolstered by the kind of terrain a player would try to hide this fast-moving 'Mech behind). ENE seems a bit superfluous in this example, however, since it only has one Structure point in any event.

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #66 on: 06 June 2013, 21:22:16 »
I've been introducing the QS stats of the IS units from 3085 using the MUL, for the Quick StrikePrinter. I would like you please to check for any errors.
 I also introduced some of the 3145 builded under standard rules (cause I doesn't know how to introduce new equipment in SSW or SAW)

Beside, I just checked that Aero units didn't show correct PV or Threshold in their stats in the MUL.

Again, this file is updated to include IS units from 3085 (except for the onn section and aero)

edit: crap, I zipped it because it is 336 kb :S
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Nerroth

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #67 on: 07 June 2013, 09:47:14 »
For my part, I don't have the relevant TROs to hand; the samples I've tried to make a go of here in this thread are all from the freely-available preview PDFs for the currently-published TRO:3145 files.

Perhaps it might be better to start a new 3085 discussion thread, where the units from that volume in particular could get a better airing?

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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #68 on: 07 June 2013, 09:57:00 »
Sorry, this is not a only 3085 list. Is the Standard file of QSP only with a few units added. My aim is to get a tool to print units from any tro. But ssw people aint going to update it. So im doing it myself.
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Re: A Dark Age BT-to-AS/QS conversion example?
« Reply #69 on: 12 September 2013, 22:30:11 »
So, now that FM:3145 and the various TRO:3145 files are (more or less) available one way or another, are there any more ideas as to handle the new Dark Age units and technologies in BattleForce/Alpha Strike scale?

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Re: A Dark Age TW-to-AS conversion example?
« Reply #70 on: 12 September 2013, 22:32:11 »
Rules are not yet ready for publication, but as can be seen here:

http://masterunitlist.info/Unit/Details/6358/atlas-iii-as7-d3

They have been worked on.

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Re: A Dark Age TW-to-AS conversion example?
« Reply #71 on: 12 September 2013, 23:59:47 »
Is it possible that some of the more exotic 3145 units (such as the QuadVees and the yet-to-be-added-to-the-MUL Colossi) might have their Unit Cards modified, in case the rules turn out to need certain considerations or processes that are not available for inclusion at this point?

Or do you mean that at least some sort of provisional BF/AS rules for those units already exist informally, but have yet to be given an avenue for publication?

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Re: A Dark Age TW-to-AS conversion example?
« Reply #72 on: 13 September 2013, 00:25:08 »
Okay, I'm not sure what you're asking about with that first part.  As for the second part, the special abilities that are not in the AS book were not picked out of a hat, but I cannot comment on stuff that hasn't been published yet.

 

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