Had to create ACS stats for LAMs for the DCMS, btw.
lt: sz 1 mv 6 transport mp NA tmm 5 arm 30 s 9 m 3 l 0 pv? specials RCN, LAM 3LLAM
med: sz 2 mv 5 transport mp NA tmm 5 arm 33 s 9 m 6 l 0 pv? specials LAM 3MLAM... This was my first time converting stats, so please let me know if my conversion to ACS was wrong, btw... <snip>
Hmm, the game tends to use a generic form of Lance and give LAM capability to all players based on tech levels. This means LAM production is not limited to the DC despite the location of the fluff canon factory ;)
Here is my take on the problem with LAMs
Land Air Mech ConversionWe haven’t bothered with LAMs in our game as ACS is based on regiments and LAM regiments do not ever appear to have been deployed. Also, by 3025 the LAM was all but extinct and would become so by the Clan invasion. I doubt there is a role for them in the ISaW/ACS based game beyond the SBF Formation level mainly because aerospace and ground Elements cannot be mixed in the same “Units”. If you read Step 1B on page 326 you will see that ground Elements can only be in an aerospace Unit if they are LAMs. At the same time an aerospace Unit cannot operate as a ground Unit, so a Unit with LAMs could not land and fight if it also has ASF Elements.
Still, the LAM is there to be used and ACS Conversion rules do allow players to design lances, companies and so on with LAMs. Beyond SBF, where Formations can be split and Units operate independently (a LAM Unit could be separated from an AS Formation to land and fight as a BM Unit), there does not appear to be scope for LAMs in ISaW. Further, as Epic noted the AirMech ability is not used in ISaW/ACS, probably because there is no terrain with which to use WiGE. Also, I believe the +1 TMM bonus applies only at the Alpha Strike level and is not mentioned beyond page 112 in the “Alternate Era” chapter. There is no mention of the additional +1 to TMM in the ACS conversion for Units, Combat Teams, Combat Units or Formations, or in SBF and beyond (unless I missed it).
LAMs that are present in Units (SBF) gain a detection bonus of +1 to their DR but in an Formations (multiple Units in SBF or multiple CUs is ACS) the entire Formation must be LAMs to gain the bonus found on page 308 (+1 Detection, +1 Recon, +20% damage). See the table on page 334. While this would work in (Adv) SBF it poses a problem in ACS/IsaW as it would require multiple battalions of LAMs which does not seem possible in the 3rd SW. Then again, ISaW in the 3025 era is not meant to clone the uni-lore from the various novels, etc.
In keeping with the generic nature of Lances in ACS (the possible combinations are numerous even with just three models) the first pass will be a light LAM Lance with, 2 Stinger-A10 and 2 Wasp-105. The “medium” LAM lance will have 3 Phoenix Hawk-2M and 1 Stinger-A10. The AS Stats are as follows:
STG-A10 - TP: BM; Sz: 1; Mv: 6j; TMM: 2; Arm: 3; Str: 3; S; 2; M: 1; L: 0; PV: 22 – Spec: ENE, FUEL4, LAM (36g/6a)
WSP-105 – TP: BM; Sz: 1; Mv: 6j; TMM: 2; Arm: 3; Str: 3; S; 1; M: 1; L: 0; PV: 21 – Spec: FUEL4, LAM (36g/6a)
PHX-HK2M – TP: BM; Sz: 1; Mv: 5j; TMM: 2; Arm: 4; Str: 4; S: 2; M: 2; L: 1; PV: 30 – Spec: FUEL4, IF1, LAM (30g/5a)
Light LAM Lance: 2 STG-A10, 2 WSP-105, regular/reliableGround LAM Lance - TP: BM; Sz: 1; Mv: 6l; Jump: 3j; TMM: 2; Arm: 9; S: 2; M: 1; L: 0 Skill: 4; PV: 29;
Aerospace LAM Lance- TP: BM; Sz: 1; Mv: 6a; Arm: 9; S: 2; M: 1; L: 0 Skill: 4; PV: 29
Three such lances would make a Combat Team (CT) or SBF Formation but for ISaW purposes we will focus on the CT.
Light LAM Company (CT): 3 Lances, regular/reliableGround LAM CT - TP: BM; Sz: 1; Mv: 6; Jump: 3; TMM: 2; Arm: 9; S: 2; M: 1; L: 0 Skill: 4; PV: 29 (87)
Aerospace LAM CT - TP: BM; Sz: 1; Mv: 6a; Arm: 9; S: 2; M: 1; L: 0 Skill: 4; PV: 29 (87)
Three Combat Teams make a Combat Unit (CU) or battalion.
Light LAM Battalion/Wing (CU): 3 Companies, regular/reliableHere there might be an issue with the wording of “Phase 3: Create ACS Combat Units”. Under Step 3D, JUMP the text states the jump movement should be averaged and then divided by 3. This would result in in a +2 to the TMM for the battalion and a final TMM of 4 (((6*4)/4)/3) = 2. However, this does conflict with the non-LAM method used for all of the CUs in CO, which actually
*adds* the TMM of the CTs together and then divides by three. In order to not have a ridiculously high TMM [2 +((6*4)/3) = 10] we will have to use the text.
There is also an issue with the PV calculation and the text stating the CTs PV should be added together and then divided by 3. However, in the tables in CO the PV for CTs is not divided by 3 but simply added together.
Ground LAM CU (Bn) - TP: BM; Sz: 1; Mv: 6; TMM: 4; Arm: 27; S: 6; M: 3; L: 0; Tac: 4; Mor: 7; Skill: 4; PV: 87
Aerospace LAM CU (Wing) - TP: BM; Sz: 1; Mv: 6a; Arm: 27; S: 6; M: 3; L: 0 Tac: 4; Mor: 7; Skill: 4; PV: 87
Comparing this ground battalion to other House light Mech battalions it proves to be relatively well armoured but lacking in short range firepower to some of its competitors and is inferior in medium and long range firepower to all House battalions. The LAM battalion is also somewhat more expensive.
As an Aerospace Wing this unit is twice the size of a standard ASF Wing and (not surprisingly) very well armoured (27), matching an LC medium or FS heavy fighter wing. It is slower than the FS and LC light wings but matches the medium wings of the other Houses. It outguns all the House light ASF wings at short range and is a challenge for most medium wings at medium range as well. This version of a LAM Wing has no long range firepower, which places it at a disadvantage against many of the House medium and heavy wings.
Where PV is concerned it could be matched by:
CC – 2 lt ASF Wings totalling PV 86 has a total of 38 armour and damage values of 8/8/0 provided both wings hit for full damage
DC - 2 lt ASF Wings totalling PV 86 has a total of 40 armour and damage values of 8/8/2 provided both wings hit for full damage
FS - 2 lt ASF Wings totalling PV 78 and a total of 36 armour with damage values of 6/6/0 provided both wings hit for full damage. The FS wings do have 11 movement, which means a Tac Value of 0. This means that the LAMs would more often than not be on the losing side of the manoeuvre roll allowing the Formation of two light wings to set the range (likely medium), where the FS fighters have the advantage.
FWL - 2 lt ASF Wings totalling PV 86 and a total of 38 armour and damage values of 8/8/0 provided both wings hit for full damage.
LC – like the FS Formation of 2 lt ASF Wings the PV total is 78 with a total of 36 armour and damage values of 6/6/0 provided both wings hit for full damage. The LC wings also have 11 movement which means a Tac Value of 0. The LAMs would again lose the manoeuvre roll more often than not, allowing the Formation of two light wings to set the range (again likely medium), where the Lyran fighters have the advantage.
”Medium” LAM Units/FormationsA “Medium” LAM Lance composed of 3 PHX-HK 2M and 1 STG-A10 has improved stats while the weight remains “light” (size 1*). Movement does drop to 5.
*The AS card has the PHX-HK2M as a Size 1 BM despite weighing in at 50 tons (normally size 2). I suspect this because in the ASF role the 50 tons is still a light fighter (size 1).
“Med” Ground LAM Lance - TP: BM; Sz: 1; Mv: 5; Jump: 3; TMM: 2; Arm: 11; S: 3; M: 2; L: 1 Skill: 4; PV: 37 [Spec IF1]
“Med” Aerospace LAM Lance- TP: BM; Sz: 1; Mv: 5a; Arm: 11; S: 3; M: 2; L: 1 Skill: 4; PV: 37
The CTs look the same except the Special of IF1 increases the long and extreme ranges by 1.
“Med” Ground LAM CT - TP: BM; Sz: 1; Mv: 5; Jump: 3; TMM: 2; Arm: 11; S: 3; M: 2; L: [2]1 Skill: 4; PV: 37 (112) [Spec IF1]
“Med” Aerospace LAM CT - TP: BM; Sz: 1; Mv: 5a; Arm: 11; S: 3; M: 2; L: 1 Skill: 4; PV: 37 (112)
And then there is the battalion/wing.
“Med” Ground LAM CU (Bn) - TP: BM; Sz: 1; Mv: 5; TMM: 4; Arm: 33; S: 9; M: 6; L: [6]3; Tac: 5; Mor: 7; Skill: 4; PV: 112 - Spec: [IF1]
Aerospace LAM CU (Wing) - TP: BM; Sz: 1; Mv: 5a; Arm: 33; S: 9; M: 6; L: 3 Tac: 5; Mor: 7; Skill: 4; PV: 112
If you drop out one Phoenix-Hawk for a Stinger or Wasp the stats drop by a small amount. In this case the LAM battalion results in a perfectly useful “medium” Mech battalion with 33 armour and TMM of 4, speed of 5 and damage values of 9/6/6. This battalion could stand in battle against any of the House medium battalions and is actually better than the medium battalions of the CC and LC.
On the other hand, as an aerospace CU the large PV cost means that the Houses can place two to three wings in one or more Formations to do battle (a number of combination are available). The combined House ASF wings would have much more firepower and armour and the battle could hinge on the tactics values (manoeuvre rolls) and who suffers the critical hits first.
As mentioned above the role for LAMs in a grand campaign game of the scale of ISaW seem limited due to the game design basis (battalions and regiments). They would probably work better in AS, (Adv) BF and (Adv) SBF as these versions of the game are closer to the smaller scale battles of BT and also make their use easier within the rule limitations.