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91
General BattleTech Discussion / Re: Crimson Skies and Aerotech?
« Last post by Hellraiser on 21 May 2024, 13:50:15 »
The problem is countering them without a lucky or possibly wasteful draw.  Artillery there isn't much you can do, as most are off-screen, however with Aerospace, they are right there.

Right there on a strafe sure, but High Altitude Bombing is a thing, so its not always easy to see & counterfire.
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Aerospace / Re: Design Challenge: 'Combat' JumpShip
« Last post by Hellraiser on 21 May 2024, 13:47:35 »
Something like this?

https://bg.battletech.com/forums/index.php?topic=83700.msg1987996#msg1987996
Yeah, sort of, only on steroids since you'd have 100KT+ to play with.
Massive Cargo, Lots of Marines, Full DCs to transport a fleet &/or play Recovery, LFBs.

Sadly this concept is close to the cost of a full WS (Okay, half of one) but the idea came to me decades ago from the original Fox fluff where the NAIS had been able to put Compact Core back into Production but NOT the Main Drives.
So I thought, stick them in Jumpships w/ enough toys to basically be a "Mobile Space Station".  Albeit very thinly armored one.
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Aerospace / Re: dropship needed...
« Last post by Hellraiser on 21 May 2024, 13:41:05 »
it needs to be optimized to transport heavy vehicles and light infantry with battlearmor. 

It also needs to be able to haul light vehicles, and Powered Armor infantry.

Timeframe is 3055-3060, location is Lyran. 

Fluff-wise, it should suggest 'multiple terrain takeoff and landing' and it should be convertible to ASF transport/launch as  carrier mod. 


So instead of something completely new, given your requirements, my first thought is to actually make this a "variant" of the newly introduced in 3053 Hercules class Dropship that is the Lyran's version of an Excalibur "Light" or a Triumph.


Per Sarna & the TRO the starting load of the Hercules as follows

Crew Deck above Vee Decks:  Vee Crew Quarters + 12 Infantry Platoons
Upper Vehicle Hold:  24 HvyVeeBays, though its loading ramps cannot support more than 75 tons.   (Fluff Quirk of Ramps not moving Assaults)
Lower Vehicle Hold:  12 HV-Bays for any size vehicles.
Cargo Bay:  1,381 tons


While you wanted it to be a 2 separate variants, my initial thoughts is you can swap out 24 Heavy Bays for 12 ASF & 12 Light Vees as a combo unit.
Otherwise you have the tonnage for 4 Squadrons of ASF w/o any Tanks.

The Infantry is also a fairly easy swap. 
Reduce the Grunts by 3 Platoons for 3 Platoons of BA paying for it w/ a bit of the Cargo Bay.

Fluff it as Bowie licensing your company the production rights & then they create the variants.

So we have Option-1 = 12+12+12 above.
Option-2 = 24 ASF

Option-3:
There could also be the idea of keeping up production of the original model which is where you get your Heavy Vees & Foot Infantry from.
And then you have another variant that swaps all that out for the Light Vees, ASF, & BA you want.
Say 18 ASF + 12 Light Vees + Battle Armor Battalion (Less Cargo)    (Or a Company + added Cargo)


The Herc is clearly a support ship, the armor is thin, its NOT at all an assault ship & weapons are decent but nothing amazing.
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RATs aren’t a guaranteed inclusion
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In Dominions Divided, HBK-6P Hunchback shows up in RotS RATs as a 9 result.

MUL lists the -6P as only Lyran and mercenary



Should that be a different entry in the RAT, or should the RotS have it in the MUL
96
Situation B:
There are rules for shutting down heat sinks.  Does this get me to TSM movement heat range any faster?

Question 1:
There isn't any way to activate TSM without totally telegraphing what I'm doing, correct?

Question 2:
Without optional TacOps rules, (Dialing Down Energy Weapons) is there any good way to use all 4 MML launchers if I get into a 3 hex range without messing with my TSM heat?

1.  So it's not really a mech designed to play dial a heat.
2.  Do you actually "want" to get to Heat 9 faster?  I ask because unless you are within 1 running turn from a big KICK, that it just makes you inaccurate as your shooting.
3.  Normally if I am taking several turns to close & don't want to advertise that I'm a TSM unit by being there too early, I'll just get myself up to the 1-4 heat range & have less of a jump to make.
4.  4 MMLs + SNPPC + Run w/ 2 DHS shut down the previous round.  20/20 = Neutral.

The most common time I use TSM is w/ custom mechs where I can tailor the heat dial & also use a lot of tech that doesn't require as much accuracy & massed fire from my own unit. (ECM, BAP, C3S, Pulse, TAG all let me bring in accurate fire or fire from the rest of the team while hot)
97
Off Topic / Re: What did you just eat?
« Last post by Brother Jim on 21 May 2024, 13:01:29 »
I woke up late, but it's my day off, so I had brunch.

A devil's food cake donut with chocolate frosting.

Then a sammich. whole wheat bun with yellow and spicy brown mustard, a slice of sharp cheddar and pepper jack cheeses, two slices of cotto salami, about a quarter inch of thin sliced, cracked black pepper turkey breast and 4 slices of sammich sized pepperoni.

Washed the sammich down with Mountain Dew Zero Purple Thunder.
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MODERATOR NOTICE

For the record, when we tell people to drop the discussion, we mean drop the topic and move on.  Side comments perpetuate the problem, sometimes trying to get a last word in, other times creating a spectacle out of moderation decisions, which leads to us having to get heavy-handed to clean the mess up.  Things like locking the thread for moderator review.

Speaking of which, this thread is now locked for moderator review.
99
Ground Combat / Re: Best dropship for airborne deployment
« Last post by Hellraiser on 21 May 2024, 12:50:53 »
in this case 36 Battlemechs, dropping from say 500 meters directly into a hot LZ.

Command wants a airborne drop directly on top of the HQ element of the I Corps to disrupt command and control as the Warren PMM breaks out. You have a escort of 8 aerospace fighters, 8 Corsairs, for CAP and strafing runs as needed.

Now what Dropship(s) are you choosing?

Bonus: When the door open and the first Battlemechs drop this is playing over the I Corp comm frequencies for psy-ops.
https://www.youtube.com/watch?v=n7BLGt0wU48&list=RDn7BLGt0wU48&start_radio=1

1. Yikes, that's far too close IMO for that many mechs, kiss em goodbye if things aren't perfect.

2.  Only 8 ASF for cover, another Yikes.

3.  So my first thought is 9 Leopards frankly but I doubt any transport unit is made up of that.
     Next up, is 3 Unions I suppose.  Maybe with an Intruder for the extra ASF Pair & some Infantry to capture people.

4.  I'd never put something like an Overlord over enemy lines with that little aircover.
    Enemy HQ has got to have a decent security force & Reserve companies of Mechs/Tanks can't be that far away.
    I think you need to add a 0 to your elevation figure for the drop & a Leo-CV in orbit w/ 6 more fighters coming down.

5.  FYI.  You can't play over just I-Corp Frequencies AFAIK, you don't know them, so you broadcast over every band in the open.  (I think)
     That song is very corny.   The only psy-ops it will cause me is laughing.   
100
Aerospace / Re: dropship needed...
« Last post by Ramblefire on 21 May 2024, 12:43:20 »
Just start with a jumbo and slap armor and support beams onto it until you get it durable enough that you feel comfortable being shot at in it. 10131 tons of cargo capacity. In its base configuration, it can handle 36 Inner Sphere Novas (2 tanks+1 squad BA) 72 heavy tanks +36 squads BA, 792 personnel-ish, while still having 2643 tons of support cargo.

And since it's a jumbo it can be pumped out by basically any shipyard in the sphere or periphery, and probably is pumped out by most major shipyards to keep their C and D teams occupied in slow seasons.

edit: I mean ******, you probably don't even need a shipyard, most periphery worlds building jumbos probably just have Vehicle Assembly Buildings and weld it together shirtsleeves on the ground rather than take up valuable shipyard time and space.
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