Author Topic: How much armor for a VTOL  (Read 1581 times)

Primus203

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How much armor for a VTOL
« on: 23 March 2024, 23:42:34 »
So after getting some advice I've realized that my current VTOL designs are not great in concept so I've begun a total redesign.

However a question I have to ask is how well do I armor them? Due to the rotor armor limit I've heard it be said that armoring them heavily is not a great idea. My thirty toners are currently at five tons plus or minus a ton.

However what I'm really interested  in is how heavily you think heavy VTOL'S should be armored. Should they have more armor then the lighter ones?

For example the weight I've settled on for heavy VTOL's is 55 tons. In the two designs I have as examples below I have a choice between two more tons of armor or four Rocket Launcher 10's.

The Up armored Variant

Code: [Select]
Heavy Attack Heli Heavy PPC + Armor Variant

Mass: 55 tons
Movement Type: VTOL
Power Plant: 155 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 Heavy PPC
     1 Anti-Missile System
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 4,272,194 C-bills

Type: Heavy Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 55
Battle Value: 1,227

Equipment                                          Mass
Internal Structure                                   11
Engine                        155 Fusion            8.5
Cruising MP: 7
Flank MP: 11
Heat Sinks:                   15                      5
Control Equipment:                                  3.0
Lift Equipment:                                     5.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    148                   7.5

                          Internal   Armor   
                          Structure  Value   
     Front                   6         45   
     R/L Side               6/6      36/36   
     Rear                    6         29   
     Rotor                   6         2     


Weapons
and Ammo                        Location    Tonnage   
Heavy PPC                        Front        10.0   
Anti-Missile System              Front        0.5     
Anti-Missile System Ammo (12)     Body        1.0     
Targeting Computer                 BD         3.0     

The Up Gunned Variant
Code: [Select]
Heavy Attack Heli Heavy PPC + Rocket Variant

Mass: 55 tons
Movement Type: VTOL
Power Plant: 155 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Heavy Ferro-Fibrous
Armament:
     4 Rocket Launcher 10
     1 Heavy PPC
     1 Anti-Missile System
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 4,300,528 C-bills

Type: Heavy Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 55
Battle Value: 1,251

Equipment                                          Mass
Internal Structure                                   11
Engine                        155 Fusion            8.5
Cruising MP: 7
Flank MP: 11
Heat Sinks:                   15                      5
Control Equipment:                                  3.0
Lift Equipment:                                     5.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    109                   5.5

                          Internal   Armor   
                          Structure  Value   
     Front                   6         34   
     R/L Side               6/6      26/26   
     Rear                    6         21   
     Rotor                   6         2     


Weapons
and Ammo                        Location    Tonnage   
Heavy PPC                        Front        10.0   
Anti-Missile System              Front        0.5     
4 Rocket Launcher 10             Front        2.0     
Anti-Missile System Ammo (12)     Body        1.0     
Targeting Computer                 BD         3.0     
Other than this minor difference in how two tons are spent the designs are the same.

Daryk

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Re: How much armor for a VTOL
« Reply #1 on: 24 March 2024, 01:33:19 »
As long as you can take a single Gauss Rifle or Heavy PPC to a side location, that's probably enough armor.  Everything else should go into engine.  You really want to be moving 10/15 or (preferably) faster.

Retry

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Re: How much armor for a VTOL
« Reply #2 on: 24 March 2024, 02:06:32 »
Don't think you're going to hit 10/15 with a 55-tonner...

AlphaMirage

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Re: How much armor for a VTOL
« Reply #3 on: 24 March 2024, 04:04:58 »
Don't think you're going to hit 10/15 with a 55-tonner...

Agreed, these designs look closer to hovertanks. A heavy PPC hits you in both it's mass and the extra 5 heat sinks while not giving you a range advantage. You don't want most hovers to be able to pace a VTOL or being in range of long range missiles. There are reasons people have complex feelings about Yellow Jackets.

Primus203

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Re: How much armor for a VTOL
« Reply #4 on: 24 March 2024, 04:22:23 »
So how fast should i be my thirty tonners can hit 9 cruise if i remove half the five tons of armor 10 if i sacrifice some things i really don't want to. Anything past that would require me to use an XL fusion engine.

AlphaMirage

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Re: How much armor for a VTOL
« Reply #5 on: 24 March 2024, 04:35:59 »
So how fast should i be my thirty tonners can hit 9 cruise if i remove half the five tons of armor 10 if i sacrifice some things i really don't want to. Anything past that would require me to use an XL fusion engine.

Do they possess targeting computers? Every ton matters especially on VTOLs. Also AMS although its difficult to accept, if you are to risk adverse you lose capability.
You can expect reasonable attacker to hit numbers in exchange for superior evasive movement modifiers and range.

Remember the LBX-5 is the bane of VTOLs (due rotor damage), anything that keeps you out of its range is good.

Daryk

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Re: How much armor for a VTOL
« Reply #6 on: 24 March 2024, 07:01:08 »
If XLs are available to you, you should absolutely use them.

Cannonshop

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Re: How much armor for a VTOL
« Reply #7 on: 24 March 2024, 07:35:35 »
So how fast should i be my thirty tonners can hit 9 cruise if i remove half the five tons of armor 10 if i sacrifice some things i really don't want to. Anything past that would require me to use an XL fusion engine.

There are muiltiple schools of thought about that, people familiar with the forums here over the years know mine, which was developed during a time when I played often enough to keep track of what died from what causes and how often.

Here's a hint: Do what works for you.  do what you think will work, then test it yourself against the best players you can find...then reverse it and let them test it against you.

Use scenarios, not just duels.  I like to test on a "Goat Path" scenario, using the 'famous actions' story from TRO 3026 for the H-7, but with other units.  It's a good way to teach a new player how to use VTOLs, and how to use light or jumpy 'mechs in a context where 'standing still' isn't really an option.

Another good one, is to set up a few games where you're using your custom VTOL, and your opponent is using proven 'book' design VTOLs and you have a dogfight.  Again, it ends up revealing a lot about HOW to use a VTOL, and how your custom designs REALLY stack up.

Do a few cycles of those, and you'll have better answers to what it 'should be' than anything any of us can tell you.

but here's a little..tiny hint.  The best (canon) VTOL-killer VTOL I've run thus far, is the humble Mantis, a 15 ton chopper with a brace of small lasers.

absolute murder on bigger birds, not much use against other ground targets in my experience, but against other VTOLs it's murder-on-rotorblades.

Others, have other experiences, and I admit to not having tried out those Snow raven birds with the LBX autocannons, but 10/15 versus slower designs? even with short-range popguns it's murderous.  Second best would be the pre-nerf H-7 and Cavalry designs-with appropriate loadouts the Cavalry's a good butcher-bird.

that one MP is actually worth it, when you remember that most VTOL designs 'nose mount' and don't include turrets with the extra tonnage turrets inflict.





« Last Edit: 24 March 2024, 07:41:40 by Cannonshop »
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Retry

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Re: How much armor for a VTOL
« Reply #8 on: 24 March 2024, 10:35:44 »
So how fast should i be my thirty tonners can hit 9 cruise if i remove half the five tons of armor 10 if i sacrifice some things i really don't want to. Anything past that would require me to use an XL fusion engine.
10 tons of armor is kind of massive, you're going to have your rotor shot off by AC/2s or LB-Xs before your armor locations take half damage.

I've had like one VTOL with that amount of armor and it was a Clan-tech AU unit with Ferro-Lamellor specifically to reduce the effect.  That worked because the Ferro-Lamellor could reduce LB-X damage on rotor hits to 0, but even so the hits still slow the VTOL's speed by one per hit, so in practical terms that VTOL needed to evac out of the fight after a similar number of rotor hits, but at least the pilot and heli would still be intact.  (Also, I later ended up reducing their armor by a bit for a bit bigger engine for more speed, so I guess Cannonshop partially won in the long run)

As a more general observation, I do think many of your designs have a tendency to go to the high end of their respective weights.  With a 10/15 target speed and a SFE, the 30 tonner has only a half-ton more payload than a 25 tonner while being far more expensive, so at that speed and engine combination I think the 25 tonner is probably overall better.

I think you should try experimenting with the smaller VTOL weights, especially if you're not carrying anything huge like a gauss rifle.  25 tons can yield a good balance of speed, firepower and durability.  21 tons and to a lesser extent 11 tons are also interesting points because they hit the next suspension factor cutoffs, allowing you to make faster and potentially cheaper VTOLs than the 20/10 ton VTOLs for the same payload.

Also, Chin Turrets are really good and horribly underutilized in canon.

I disagree with AlphaMirage that medium lasers are not great VTOL weapons, but I do think they're not great 30-ton VTOL weapons (which should mostly be using long-ranged stuff).  Medium lasers are very compact and can work well with faster-than-average VTOLs, but "faster than average" is not something a 30-ton VTOL is ever going to be (unless you're a Karnov, which is basically the Charger of VTOLs)

Here's an example of a potential replacement or supplement to the quad ML 30-tonner.  It has an alternative armament of 2 MLs and 2 SPLs, which reduces max damage and ranged damage a bit but saves weight (less heat sinks) and gives a useful anti-infantry utility.  It isn't quite Warrior H-7 cheap, but I'll bet a Lance of these would pair well with two lances of H-7s in a VTOL company.

Code: [Select]
Example 21t VTOL (3060)
Mass: 21 tons
Movement Type: VTOL
Power Plant: 95 Fusion
Cruising Speed: 118.8 kph
Maximum Speed: 183.6 kph
Armor: Ferro-Fibrous
Armament:
     2 Small Pulse Laser
     2 Medium Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3060
Tech Rating/Availability: E/X-X-F-D
Cost: 828,750 C-bills
Type: Example 21t VTOL
Technology Base: Inner Sphere (Advanced)
Tonnage: 21
Battle Value: 640
Equipment Mass
Internal Structure 2.5
Engine 95 Fusion 4.5
     Cruising MP: 11
     Flanking MP: 17
Heat Sinks: 10 0
Control Equipment: 1.5
Lift Equipment: 2.5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 80 4.5
Internal
Structure Armor
Value
Front 3 21
R/L Side 3/3 15/15
Rear 3 12
Rotor 3 2
Turret 3 15
Weapons
and Ammo Location Critical Tonnage
2 Medium Laser Turret 2 2
2 Small Pulse Laser Turret 2 2
Targeting Computer BD 1 1

Primus203

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Re: How much armor for a VTOL
« Reply #9 on: 24 March 2024, 10:51:00 »
Thats five tons of armor retry. The ten is mp if I sacrifice equipment.

Well based on previous responses I'm gonna show a unit before all this advice and the two paths it can take after everyone's advice.

Attack Heli LRM pre advice
Code: [Select]
Attack Heli Lrm Variant

Mass: 30 tons
Movement Type: VTOL
Power Plant: 100 Fusion
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 15
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 2,075,000 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 30
Battle Value: 775

Equipment                                          Mass
Internal Structure                                    3
Engine                        100 Fusion            4.5
Cruising MP: 8
Flank MP: 12
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     3.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    109                   5.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         34   
     R/L Side               3/3      26/26   
     Rear                    3         21   
     Rotor                   3         2     


Weapons
and Ammo                           Location    Tonnage   
Artemis IV FCS                      Front        1.0     
LRM 15                              Front        7.0     
LRM 15 Thunder Ammo (8)              Body        1.0     
LRM 15 Thunder-Inferno Ammo (4)      Body        1.0     
CASE                                 Body        0.5     
LRM 15 Artemis-capable Ammo (16)     Body        2.0     
Attack Heli Standard Fusion after advice. Ten movement at the cost of CASE ,2 tons of armor and a ton of special munitions.
Code: [Select]
Attack Heli Lrm Variant + Speed

Mass: 30 tons
Movement Type: VTOL
Power Plant: 160 Fusion
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 15
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 1,675,000 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 30
Battle Value: 669

Equipment                                          Mass
Internal Structure                                    3
Engine                        160 Fusion              9
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     3.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         17   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Rotor                   3         2     


Weapons
and Ammo                          Location    Tonnage   
LRM 15                             Front        7.0     
LRM 15 Thunder-Inferno Ammo (4)     Body        1.0     
LRM 15 Ammo (16)                    Body        2.0     
After the standard fusion design there are a pair of XL designs. First is a pure XL conversion of the original craft with only the removal of 1.5 tons of armor it has a cruise speed of 11 while retaining original capability. Downside around triple cost of revised standard fusion variant.
Code: [Select]
Attack Heli Lrm Variant + XL Engine

Mass: 30 tons
Movement Type: VTOL
Power Plant: 190 XL
Cruising Speed: 118.8 kph
Maximum Speed: 183.6 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 15
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 4,640,000 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 30
Battle Value: 866

Equipment                                          Mass
Internal Structure                                    3
Engine                        190 XL                  6
Cruising MP: 11
Flank MP: 17
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     3.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    79                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20   
     R/L Side               3/3      19/19   
     Rear                    3         19   
     Rotor                   3         2     


Weapons
and Ammo                           Location    Tonnage   
Artemis IV FCS                      Front        1.0     
LRM 15                              Front        7.0     
LRM 15 Thunder Ammo (8)              Body        1.0     
LRM 15 Thunder-Inferno Ammo (4)      Body        1.0     
CASE                                 Body        0.5     
LRM 15 Artemis-capable Ammo (16)     Body        2.0     
The second design sacrifices some things compared to the other namely CASE and a ton of special ammo but pushes up another mp to 12 cruise. Cost increases another half million.
Code: [Select]
Attack Heli Lrm Variant + XL Engine

Mass: 30 tons
Movement Type: VTOL
Power Plant: 190 XL
Cruising Speed: 118.8 kph
Maximum Speed: 183.6 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 15
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 4,640,000 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 30
Battle Value: 866

Equipment                                          Mass
Internal Structure                                    3
Engine                        190 XL                  6
Cruising MP: 11
Flank MP: 17
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     3.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    79                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20   
     R/L Side               3/3      19/19   
     Rear                    3         19   
     Rotor                   3         2     


Weapons
and Ammo                           Location    Tonnage   
Artemis IV FCS                      Front        1.0     
LRM 15                              Front        7.0     
LRM 15 Thunder Ammo (8)              Body        1.0     
LRM 15 Thunder-Inferno Ammo (4)      Body        1.0     
CASE                                 Body        0.5     
LRM 15 Artemis-capable Ammo (16)     Body        2.0     

As a side note if you could only have recon camera or sensor dispenser which would you pick?

Also to retry your notes on the 25 ton down rating are accurate and would shave off a third of the cost of the XL designs. Im looking at that now though it would hurt the LRM design most costing it one of its three tons of ammo. I cant shave off any more armor.
« Last Edit: 24 March 2024, 11:01:40 by Primus203 »

Daryk

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Re: How much armor for a VTOL
« Reply #10 on: 24 March 2024, 11:47:40 »
In 3025, I'd choose the Recon Camera, thus allowing to spot and shoot at the same time.  Later, when TAG is a thing, I'd go for the Remote Sensor Dispenser (assuming you'd have a TAG unit somewhere else in your force).

PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #11 on: 24 March 2024, 13:26:59 »
I think that regardless of type all non-infantry/ASF units must have at least around 80% of its maximum tonnage limit and is considered to be the lower limit, or I doubt that it would be functional. Of course filling the full armor points, and maybe only 0.5 ton lower than that for armors that suffers exceed points and got wasted, would be a 'basic' value as well. For example, Atlas is not well armored actually, but just as much as armored as a 100 tonner should be and is nothing special at all, to me. Only for some exceptional situations it would be permitted to drop even more points of armor.

I don't think that VTOL is an exception. Sure they are stuck at 2 points of armor on the rotor, but so what? Rotor takes only a 1/10 damage, and although rotor have high chance to hit but that does not means your other sides are perfectly safe. So I think that you should fully armored it then think.

Cannonshop

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Re: How much armor for a VTOL
« Reply #12 on: 24 March 2024, 15:41:15 »
I think that regardless of type all non-infantry/ASF units must have at least around 80% of its maximum tonnage limit and is considered to be the lower limit, or I doubt that it would be functional. Of course filling the full armor points, and maybe only 0.5 ton lower than that for armors that suffers exceed points and got wasted, would be a 'basic' value as well. For example, Atlas is not well armored actually, but just as much as armored as a 100 tonner should be and is nothing special at all, to me. Only for some exceptional situations it would be permitted to drop even more points of armor.

I don't think that VTOL is an exception. Sure they are stuck at 2 points of armor on the rotor, but so what? Rotor takes only a 1/10 damage, and although rotor have high chance to hit but that does not means your other sides are perfectly safe. So I think that you should fully armored it then think.

That 1/10th rounds up, not down.  Thus LBX pellets do 'full' damage, SRM's do 1 point per missile and so do LRMs.

Ditto for infantry fire or really anything that would have done damage normally without the nerf-a hit will do a minimum of one point.  an aC-20 does two, so does a gauss rifle.

They kept (barely) enough 'bad things' to prevent VTOLs from becoming  the 'go-to' option with a magic shield for a motive system. (and you might wanna review 'motive system criticals'.)

someone, you see, pointed out in playtest that rounding it DOWN meant VTOLs would get a 50 point immunity shield on 30% of their hit locations, making them more durable than BATTLEMECHS.

(and this isn't Choppertech or AirWolf the tabletop game)

"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Retry

  • Lieutenant
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  • Posts: 1450
Re: How much armor for a VTOL
« Reply #13 on: 24 March 2024, 15:51:39 »
I think that regardless of type all non-infantry/ASF units must have at least around 80% of its maximum tonnage limit and is considered to be the lower limit, or I doubt that it would be functional. Of course filling the full armor points, and maybe only 0.5 ton lower than that for armors that suffers exceed points and got wasted, would be a 'basic' value as well. For example, Atlas is not well armored actually, but just as much as armored as a 100 tonner should be and is nothing special at all, to me. Only for some exceptional situations it would be permitted to drop even more points of armor.

I don't think that VTOL is an exception. Sure they are stuck at 2 points of armor on the rotor, but so what? Rotor takes only a 1/10 damage, and although rotor have high chance to hit but that does not means your other sides are perfectly safe. So I think that you should fully armored it then think.

No, rotor hits take up to 1/10th damage, the formula essentially being RoundUp[X/10], with X being the damage of the hit.

You only reduce the damage of the hit by 10% if the weapon inflicts an exact multiple of 10.  An AC/2 (the most likely flak weapon in 3025) only has its damage halved.  Small arms fire remains 50% effective.  SRM arrays (from ex: BA) are 50% effective.  The smalls on the Mantis remain 33% effective, which is still a lot for such a poorly armored location.  The LB-X series, the classic flak weapons, remains 100% effective against rotors.

I'd suggest posting your example of an ideal VTOL with 80+% armor.  The only designs I've seen work well with so much weight pumped into armor despite the highly vulnerable rotors required Clan equipment to partially side-step the vulnerability (namely Ferro-Lamellor).  Otherwise "Thick Armor" VTOLs IME they tend to die faster because they're more easily hit by flak and then die to rotor hits or TACs well before their other locations actually get breached.

EDIT: Added quote to post to make it clear who I'm referring to since Cannonshop beat me to it.

Cannonshop

  • Lieutenant Colonel
  • *
  • Posts: 10499
Re: How much armor for a VTOL
« Reply #14 on: 24 March 2024, 16:31:15 »
No, rotor hits take up to 1/10th damage, the formula essentially being RoundUp[X/10], with X being the damage of the hit.

You only reduce the damage of the hit by 10% if the weapon inflicts an exact multiple of 10.  An AC/2 (the most likely flak weapon in 3025) only has its damage halved.  Small arms fire remains 50% effective.  SRM arrays (from ex: BA) are 50% effective.  The smalls on the Mantis remain 33% effective, which is still a lot for such a poorly armored location.  The LB-X series, the classic flak weapons, remains 100% effective against rotors.

I'd suggest posting your example of an ideal VTOL with 80+% armor.  The only designs I've seen work well with so much weight pumped into armor despite the highly vulnerable rotors required Clan equipment to partially side-step the vulnerability (namely Ferro-Lamellor).  Otherwise "Thick Armor" VTOLs IME they tend to die faster because they're more easily hit by flak and then die to rotor hits or TACs well before their other locations actually get breached.

EDIT: Added quote to post to make it clear who I'm referring to since Cannonshop beat me to it.

To be fair, I've been offending people on this subject since TW came out, and on heavy VTOLs since FASA days.  Back in my teens and twenties I tried to work out what VTOL would actually be USEFUL, through three rules iterations, including the Maxtech version that Total Warfare cribbed for the rotor hit nerf.

IN BMR era, the number to hit was 10 cruise.  Any VTOL slower wasn't going to remain useful (lots of things hit you at long range and in those days most of them would strip the rotor in a single whack)

TW with the Rotor Hit Nerf your baseline number IN MY OPINION is a cruise of 8.

Below that and you're running a slightly more durable range target, not  a combat asset.

BUT!! it gets worse, because there IS a floor in TW-that is, a minimum useful protection, and it has to do with crew survival.  You need at least enough armor to HAVE crew survive, since not all VTOLs in Total Warfare make a smokin' crater when they crash-you need enough internal structure that the crew can get out alive after adding up falling damage.

why is this important? Campaign games-the only way slower VTOLs can pull their weight, is with good pilots.  'Slower' being VTOLs on the 8/12 curve.  Slower than that and you may as well put greenies in it because it's either going to flank into uselessness (off the map edge on a sideslip) or die messily (either from ground fire, or because you tried to screen behind terrain at flank, and ran into the building or hillside.)

Other people have other experiences, and will argue vehemently that the equivalent of an urbanmech with rotors is a beautiful, functional thing.

but back to the 'floor'-an example of a design that is fast enough, but still bad? Cyrano.  The Cyrano can't handle a one level drop, the pilot will die. 

Even with a fusion engine and no explosive fuel or ammo aboard.

a good average in my mind, handles around 5-10 points on the nose facing and 5-10 points on the rest of the body minimum.  (that means my favorite design sucks for protection, btw.)

Because Armor is not, in my view, PROTECTION, it's 'CRASH PADDING".  with enough, after the battle, there's the chance to salvage it and the pilot and have them both repaired and running in a reasonable amount of time.  Too much, and you're distributing armor plate and weapons systems to the enemy as salvage, too little and your next VTOL pilot is going to be 'green'.

What's an example of 'Too much'?

Base Model Yellowjacket. It's a fantastic way to make sure your opponent has a supply of Poland A gauss rifles to shoot at you with.

For the role people envision it dominating? the Hawk Moth does a better job, draws less return fire (not a headcapper) and can actually get positioned without flanking (useful when you're intending to actually use your VTOL to do damage rather than being a one to three turn damage soak.)

To the OP;

Find your own balance here, my advice is 'somewhat successful' in that it's worked for other people about as well as it has for me, but there are yet OTHER people who will vehemently disagree and who am I to say they're wrong.  My first post in answer on this topic, still stands.

You can ask for advice, but your best answer is to find people to play with, and test your ideas yourself.  I treat VTOLs as Light units, like light 'mechs, only fragile, because that's how I see them-they're not for stand and deliver slugfests and they work best on big maps with lots of distance and terrain.

But that's MY experience, it may not be yours.

"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Primus203

  • Corporal
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  • Posts: 78
Re: How much armor for a VTOL
« Reply #15 on: 24 March 2024, 17:00:36 »
Well after the advice in this thread I've finished making my new VTOL designs. I had to bite the bullet and use XL engines increasing cost. However taking Retrys advice into account and going from 30 to 25 tons cut off a third of the cost. With XL these six designs have a common cruise speed of 12 mp.

I'm doubtful of the utility of the twin Light PPC design its just here because I made it.

Also the ER Large Laser and Basic PPC designs will be chosen between. They actually interchange without any other needed modifications. What would you guys pick one more range for two less damage or vice versa?

Also the 25 ton VTOL'S that used energy weapons had just a little left over space and as such they are also scouts with a recon camera and sensor dispenser.

ER Light Laser Variant
Code: [Select]
Attack Heli ER L Laser + Scout Variant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 160 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 2,918,056 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 835

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        160 XL                4.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   12                      2
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    79                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20   
     R/L Side               3/3      19/19   
     Rear                    3         19   
     Rotor                   3         2     


Weapons
and Ammo                   Location    Tonnage   
ER Large Laser              Front        5.0     
Remote Sensors/Dispenser     Body        0.5     
Recon Camera                 Body        0.5     
Targeting Computer            BD         2.0     

PPC Variant-Exactly the same as the ER Large Laser variant but with a PPC instead.
Code: [Select]
Attack Heli PPC + Scout Variant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 160 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 2,910,722 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 879

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        160 XL                4.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    79                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20   
     R/L Side               3/3      19/19   
     Rear                    3         19   
     Rotor                   3         2     


Weapons
and Ammo                   Location    Tonnage   
PPC                         Front        7.0     
Remote Sensors/Dispenser     Body        0.5     
Recon Camera                 Body        0.5     
Targeting Computer            BD         2.0     

LB-X 2 Variant- Designed to be a credible threat to any fliers.
Code: [Select]
Attack Heli LB-X 2 Ambush Variant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 160 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LB 2-X AC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 2,788,072 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 422

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        160 XL                4.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         17   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Rotor                   3         2     


Weapons
and Ammo                   Location    Tonnage   
LB 2-X AC                   Front        6.0     
CASE                         Body        0.5     
LB 2-X Cluster Ammo (90)     Body        2.0     
Targeting Computer            BD         2.0     

Light PPC Variant- One I'm one the fence about is a ER Large/PPC variant exchanging the large gun for two smaller of similar total damage. The concept was to increase hit chance due to firing two guns.
Code: [Select]
Attack Heli Light PPC + Scout Variant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 160 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     2 Light PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 3,139,889 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 935

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        160 XL                4.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    99                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         25   
     R/L Side               3/3      24/24   
     Rear                    3         24   
     Rotor                   3         2     


Weapons
and Ammo                   Location    Tonnage   
2 Light PPC                 Front        6.0     
Remote Sensors/Dispenser     Body        0.5     
Recon Camera                 Body        0.5     
Targeting Computer            BD         2.0     

LRM Variant
Code: [Select]
Attack Heli Lrm Variant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 160 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 15
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 2,950,139 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 25
Battle Value: 761

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        160 XL                4.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         17   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Rotor                   3         2     


Weapons
and Ammo                          Location    Tonnage   
LRM 15                             Front        7.0     
LRM 15 Thunder-Inferno Ammo (4)     Body        1.0     
CASE                                Body        0.5     
LRM 15 Ammo (16)                    Body        2.0     

Transport Variant-Has enough troop space to accept a full size unit of battlearmor. Has a LRM 5 with inferno and smoke to support them.
Code: [Select]
Attack Heli Transport Variant

Mass: 30 tons
Movement Type: VTOL
Power Plant: 220 XL
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 LRM 5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 4,250,000 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 30
Battle Value: 431

Equipment                                          Mass
Internal Structure                                    3
Engine                        220 XL                7.5
Cruising MP: 12
Flank MP: 18
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     3.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         17   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Rotor                   3         2     


Weapons
and Ammo                          Location    Tonnage   
LRM 5                              Front        2.0     
LRM 5 Thunder-Inferno Ammo (24)     Body        2.0     
Paramedic Equipment                 Body        0.25   
LRM 5 Smoke Ammo (24)               Body        1.0     
Infantry                            Body        6.0     

The Heavy Attack Heli's would have been 55 tons but after looking at speed and cost effectiveness this was lowered. Also there were intended to be many more but due to the importance of speed most were left unfinished. This has been lowered to one 35 ton heavy attack and tow 45 ton artillery.

ER PPC 35 ton "heavy" - The fastest lightest unit I could fit and ER PPC into. It's cruise speed is only 10 MP to go past that I would have to use an XXL engine giving it ridiculous cost. Otherwise it's fairly similar to the lighter 25 tons other than the lack of scouting gear.
Code: [Select]
Heavy Attack Heli ER PPC Variant

Mass: 35 tons
Movement Type: VTOL
Power Plant: 165 XL
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 ER PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 4,766,667 C-bills

Type: Heavy Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 35
Battle Value: 938

Equipment                                          Mass
Internal Structure                                    7
Engine                        165 XL                4.5
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   15                      5
Control Equipment:                                  2.0
Lift Equipment:                                     3.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    79                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   4         20   
     R/L Side               4/4      19/19   
     Rear                    4         19   
     Rotor                   4         2     


Weapons
and Ammo              Location    Tonnage   
ER PPC                 Front        7.0     
Targeting Computer       BD         2.0     

The artillery variants made after someone commented on having arrow on a VTOL and that it was supposedly effective. As at a glance arrow and thumper have the same weight a variant switching one for the other was made. Speed is only 9 as it was difficult to push higher. Ammo is only three tons to get another two tons would push weight up 10 tons and cost by 50 percent.

Arrow Variant
Code: [Select]
Heavy Artillery Heli Arrow Variant

Mass: 45 tons
Movement Type: VTOL
Power Plant: 220 XL
Cruising Speed: 97.2 kph
Maximum Speed: 151.2 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 Arrow IV
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 8,756,250 C-bills

Type: Heavy Artillery Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 45
Battle Value: 982

Equipment                                          Mass
Internal Structure                                    9
Engine                        220 XL                7.5
Cruising MP: 9
Flank MP: 14
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Lift Equipment:                                     4.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         17   
     R/L Side               5/5      17/17   
     Rear                    5         16   
     Rotor                   5         2     


Weapons
and Ammo                     Location    Tonnage   
Arrow IV                      Front        15.0   
Arrow IV Ammo (5)              Body        1.0     
Arrow IV Cluster Ammo (5)      Body        1.0     
Arrow IV Fuel-Air Ammo (5)     Body        1.0     

Thumper Variant
Code: [Select]
Heavy Artillery Heli Thumper Variant

Mass: 45 tons
Movement Type: VTOL
Power Plant: 220 XL
Cruising Speed: 97.2 kph
Maximum Speed: 151.2 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 Thumper
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 8,081,250 C-bills

Type: Heavy Artillery Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 45
Battle Value: 399

Equipment                                          Mass
Internal Structure                                    9
Engine                        220 XL                7.5
Cruising MP: 9
Flank MP: 14
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Lift Equipment:                                     4.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         17   
     R/L Side               5/5      17/17   
     Rear                    5         16   
     Rotor                   5         2     


Weapons
and Ammo                     Location    Tonnage   
Thumper                       Front        15.0   
Thumper Ammo (20)              Body        1.0     
Fuel-Air Thumper Ammo (20)     Body        1.0     
Cluster Thumper Ammo (20)      Body        1.0     

Daryk

  • Lieutenant General
  • *
  • Posts: 37374
  • The Double Deuce II/II-σ
Re: How much armor for a VTOL
« Reply #16 on: 24 March 2024, 17:03:26 »
Not bad!  And you can see the advantage of the Thumper over the Arrow IV... LOTS more ammo! :)

Primus203

  • Corporal
  • *
  • Posts: 78
Re: How much armor for a VTOL
« Reply #17 on: 24 March 2024, 19:08:59 »
Two more specialty VTOL'S

First people talked about VTOL Hunters I made my own. A 25 ton design with a cruise MP of 15 twenty five percent faster than the other VTOL in its weight range. With similar armor its armed with four small pulse lasers and a targeting computer to raise hit chances. I decided between an extra gun and the computer the computer was a better deal.
Code: [Select]
Attack Heli VTOL Hunter Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 235 XL
Cruising Speed: 162 kph
Maximum Speed: 248.4 kph
Armor: Heavy Ferro-Fibrous
Armament:
     4 Small Pulse Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-F-D
Cost: 3,475,389 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 25
Battle Value: 529

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        235 XL                8.5
Cruising MP: 15
Flank MP: 23
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor (Heavy Ferro)    89                    4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Turret                  3         17   
     Rotor                   3         2     


Weapons
and Ammo              Location    Tonnage   
4 Small Pulse Laser    Turret       4.0     
Targeting Computer       BD         1.0     

A pure scout VTOL it's the VTOL hunter with the weapons replaced with communications equipment, a recon camera, and a remote sensor bay. The speed has been increased from 15 MP to 17 MP. Speed could be increased another 2 MP but this would require the use of XXL which would increase price five times.
Code: [Select]
Scout Heli Scout Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 285 XL
Cruising Speed: 183.6 kph
Maximum Speed: 280.8 kph
Armor: Heavy Ferro-Fibrous
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 4,030,583 C-bills

Type: Scout Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 281

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        285 XL                 13
Cruising MP: 17
Flank MP: 26
Heat Sinks:                   10                      0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         17   
     R/L Side               3/3      17/17   
     Rear                    3         16   
     Rotor                   3         2     


Weapons
and Ammo                           Location    Tonnage   
Remote Sensors/Dispenser             Body        0.5     
Communications Equipment (1 ton)     Body        1.0     
Recon Camera                         Body        0.5     

Retry

  • Lieutenant
  • *
  • Posts: 1450
Re: How much armor for a VTOL
« Reply #18 on: 24 March 2024, 20:37:54 »
Same as the 30 tonner and the non-VTOLs, don't get too attached to any particular weight and build everything at that weight.

The 2nd one can be built identically as a 24-tonner for no loss in capability (strictly superior), 22 tons for a half-ton payload penalty (probably best cost-effectiveness ratio), and 21 tons for a full-ton payload penalty (cheapest option)

3rd one suffers Charger syndrome.  21 tons makes it cheaper AND gains an extra 1.5 tons to fiddle with.  Alternatively, 15 tons is even cheaper and still yields +1 tons, only loss is 1 point of internal structure.

Primus203

  • Corporal
  • *
  • Posts: 78
Re: How much armor for a VTOL
« Reply #19 on: 24 March 2024, 23:21:03 »
I know intermediate weights would be a bit more efficient for some of them but I'm trying not to cheese things with fractional accounting.

 You are totally correct when it comes to the scout variant though I've taken your advice other than the point of structure their the same in loadout. I was even able to bump up speed a point using that freed up ton. And better yet price drops from 4 million to 1.6 million.

Also for fun and flavor I made four budget export versions using little in the way of advanced tech. Targeted towards  Defense forces and mercs on a budget.

Armor is similar though replacement with standard armor costs one ton. Speed is only 10 MP cruise powered by a much simpler ICE.

 There are no energy variants due to heat sink weight and need for energy amplifiers. Combat designs have lower endurance in return for high alpha damage.

Budget Rocket Heli-Mounts a Large amount of simple rockets designed to close in and make two or three units disappear then disengage for resupply.
Code: [Select]
Attack Heli Budget Rocket Export Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 110 ICE
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Standard
Armament:
     5 Rocket Launcher 15
     4 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-C-C
Cost: 808,194 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 671

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        110 ICE                 7
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   0                       0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         18   
     R/L Side               3/3      17/17   
     Rear                    3         18   
     Rotor                   3         2     


Weapons
and Ammo               Location    Tonnage   
5 Rocket Launcher 15    Front        5.0     
4 Rocket Launcher 10    Front        2.0     

Budget LB-X 2 Version- A simple threat to air forces. The only piece of advanced tech is the Gun and its ammo. Due to the difficulty of production this unit comes with a package including simple specialized maintenance gear for the gun as well as two spare guns and a generous amount of ammunition.
Code: [Select]
Attack Heli Budget LB-X 2 Export Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 110 ICE
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Standard
Armament:
     1 LB 2-X AC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 704,244 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 349

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        110 ICE                 7
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   0                       0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         18   
     R/L Side               3/3      17/17   
     Rear                    3         18   
     Rotor                   3         2     


Weapons
and Ammo                   Location    Tonnage   
LB 2-X AC                   Front        6.0     
LB 2-X Cluster Ammo (45)     Body        1.0     

A Budget Transport variant- Has five tons of troop space enough for two full groups of infantry and a machine gun to support them. The only advanced piece of tech in this unit is the grenades in it's vehicular grenade launchers as such this vehicle package comes with a generous amount of grenades of the customers choosing.
Code: [Select]
Attack Heli Budget Transport Export Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 110 ICE
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Standard
Armament:
     1 Light Machine Gun
     2 Vehicular Grenade Launcher
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-F-E
Cost: 469,486 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 323

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        110 ICE                 7
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   0                       0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         18   
     R/L Side               3/3      17/17   
     Rear                    3         18   
     Rotor                   3         2     


Weapons
and Ammo                       Location    Tonnage   
Vehicular Grenade Launcher       Left        0.5     
Light Machine Gun               Front        0.5     
Vehicular Grenade Launcher      Right        0.5     
Light Machine Gun Ammo (100)     Body        0.5     
Infantry                         Body        5.0     

The budget scout type- Has a good amount of scout equipment. Could have been downsized to 15 tons and kept scouting equipment but as this is for export it was kept at 25 tons to maintain parts commonality for customers. The remaining tonnage was used for a pair of vehicle flamers and a unit of case. As case is considered advanced tech package comes with one additional unit.
Code: [Select]
Attack Heli Budget Scout Export Varriant

Mass: 25 tons
Movement Type: VTOL
Power Plant: 110 ICE
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Standard
Armament:
     2 Flamer (Vehicle)
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-D-D
Cost: 956,694 C-bills

Type: Attack Heli
Technology Base: Inner Sphere (Standard)
Movement Type: VTOL
Tonnage: 25
Battle Value: 269

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        110 ICE                 7
Cruising MP: 10
Flank MP: 15
Heat Sinks:                   0                       0
Control Equipment:                                  1.5
Lift Equipment:                                     2.5
Power Amplifier:                                    0.0
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         18   
     R/L Side               3/3      17/17   
     Rear                    3         18   
     Rotor                   3         2     


Weapons
and Ammo                           Location    Tonnage   
2 Flamer                            Front        1.0     
4 Remote Sensors/Dispenser           Body        2.0     
Vehicle Flamer Ammo (40)             Body        2.0     
CASE                                 Body        0.5     
Communications Equipment (1 ton)     Body        1.0     
Recon Camera                         Body        0.5     
Also can VTOL carry bombs? Because if so instead of flamers the scout could work as a light bomber as well.
« Last Edit: 25 March 2024, 02:27:39 by Primus203 »

PuppyLikesLaserPointers

  • Captain
  • *
  • Posts: 1799
Re: How much armor for a VTOL
« Reply #20 on: 25 March 2024, 11:11:43 »
That 1/10th rounds up, not down.  Thus LBX pellets do 'full' damage, SRM's do 1 point per missile and so do LRMs.

Ditto for infantry fire or really anything that would have done damage normally without the nerf-a hit will do a minimum of one point.  an aC-20 does two, so does a gauss rifle.

They kept (barely) enough 'bad things' to prevent VTOLs from becoming  the 'go-to' option with a magic shield for a motive system. (and you might wanna review 'motive system criticals'.)

someone, you see, pointed out in playtest that rounding it DOWN meant VTOLs would get a 50 point immunity shield on 30% of their hit locations, making them more durable than BATTLEMECHS.

(and this isn't Choppertech or AirWolf the tabletop game)



I didn't insisted that it's rounding down specifically, sir. Isn't it a known fact that LB-X deals 1 damage per 1 fragment already, and we all needs to have an oath that we already fully aware of this? I don't think that I need to be blamed for what I did not said nor did insisted. Not to mentioned that we don't need to say anything literally on the rulebook or we are requred to be blamed, when it's not about the rules problem itself. That mention for '1/10 damage' is just a brief mention for the detailed rules and it is obvious that it does not causes a big confuse for the actual rules, also you will know that it's not the point either.

I don't get the point on here, seriously.
« Last Edit: 25 March 2024, 11:30:16 by PuppyLikesLaserPointers »

Retry

  • Lieutenant
  • *
  • Posts: 1450
Re: How much armor for a VTOL
« Reply #21 on: 25 March 2024, 17:03:30 »
I know intermediate weights would be a bit more efficient for some of them but I'm trying not to cheese things with fractional accounting.
I didn't use fractional accounting (and in fact my design program doesn't have that feature at all), I just checked a few of the intermediate weights.  24 weight is more efficient in this case simply because the 220 XLE weighs 1 ton less on vehicles than the 235 XLE (and the design didn't require the extra crit 25 weight gives you).

Primus203

  • Corporal
  • *
  • Posts: 78
Re: How much armor for a VTOL
« Reply #22 on: 26 March 2024, 00:04:00 »
So first Retry I actually thought that all units in between the five ton jumps used it I was incorrect on what fractional accounting is.

Second I tried what you advised and ran into a critical issue I already use 10 crit slots dropping any tonnage reduces my crits a slot. I cant remove the XL or Id be slow. I cant change the armor or I'd fall under the safe armor level. Meaning I'd have to sacrifice fire power or hit chance.

So on the off note I took a another look at my two previously posted artillery designs they used an XL engine to get up to 9 cruise but cost 8 million. But as they are really just quick redeploying artillery I figure they could sacrifice some speed to save a lot on cost.

So I downrated them from XL to standard and from 9 to 7 cruise. I then shrunk them down from 45 to 40 tons. The end result is 2 MP slower but is only around a quarter of the cost while having the same weapons, ammo and armor.

For the cost of one of the XL designs I can have a full battery of four of the basic fusion design. For the cost of a battery of 4 of the XL I can have either 4 batteries of four of the basic fusion or one or two batteries of four and several escort VTOL'S.

Standard Fusion Arrow
Code: [Select]
Heavy Artillery Heli Budget Arrow Variant

Mass: 40 tons
Movement Type: VTOL
Power Plant: 95 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 Arrow IV
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 2,521,944 C-bills

Type: Heavy Artillery Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 40
Battle Value: 829

Equipment                                          Mass
Internal Structure                                    8
Engine                        95 Fusion             4.5
Cruising MP: 7
Flank MP: 11
Heat Sinks:                   10                      0
Control Equipment:                                  2.0
Lift Equipment:                                     4.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   4         17   
     R/L Side               4/4      17/17   
     Rear                    4         16   
     Rotor                   4         2     


Weapons
and Ammo                     Location    Tonnage   
Arrow IV                      Front        15.0   
Arrow IV Ammo (5)              Body        1.0     
Arrow IV Cluster Ammo (5)      Body        1.0     
Arrow IV Fuel-Air Ammo (5)     Body        1.0     

Standard Fusion Thumper
Code: [Select]
Heavy Artillery Heli Budget Thumper Variant

Mass: 40 tons
Movement Type: VTOL
Power Plant: 95 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Heavy Ferro-Fibrous
Armament:
     1 Thumper
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 1,891,944 C-bills

Type: Heavy Artillery Heli
Technology Base: Inner Sphere (Advanced)
Movement Type: VTOL
Tonnage: 40
Battle Value: 353

Equipment                                          Mass
Internal Structure                                    8
Engine                        95 Fusion             4.5
Cruising MP: 7
Flank MP: 11
Heat Sinks:                   10                      0
Control Equipment:                                  2.0
Lift Equipment:                                     4.0
Power Amplifier:                                    0.0
Armor Factor (Heavy Ferro)    69                    3.5

                          Internal   Armor   
                          Structure  Value   
     Front                   4         17   
     R/L Side               4/4      17/17   
     Rear                    4         16   
     Rotor                   4         2     


Weapons
and Ammo                     Location    Tonnage   
Thumper                       Front        15.0   
Thumper Ammo (20)              Body        1.0     
Fuel-Air Thumper Ammo (20)     Body        1.0     
Cluster Thumper Ammo (20)      Body        1.0     

It was also an option to go up in weight 5 tons this would give 2 more tons of ammo but at a price of 3.8 million this option is around twice the cost only a better option if dropship space is very limited.
« Last Edit: 26 March 2024, 00:08:03 by Primus203 »

DevianID

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Re: How much armor for a VTOL
« Reply #23 on: 26 March 2024, 01:32:30 »
Im on record as disagreeing with cannonshop on vtols.  His advice about building fast glass cannon VTOLs was 100% correct before TW, but with TW the yellow jacket, as a unit in a battletech game and not in a 1 v 1 vtol duel, is fantastic and probably the best gauss rifle unit the inner sphere can field for the battle value.  I think a mantis kills a Hollander from the rear before it kills a Yellow Jacket in about 75% of games, and the Hollander is 171 BV more then the Yellow Jacket.  The +4 or 5 TMM on the Yellow jacket versus +2 or 3 at most on the Hollander is just that big of a difference in team fights.

In combined arms team fights, especially with accuracy bonuses and later era weapons, an advancing VTOL going for a flank will draw hate from the whole enemy team.  The side chart through armor crits are the biggest things to watch out for here.  Most vtols do not have side mounted weapons, which means on the side crit table, a roll of 6-10 on the crit table kills the engine, while 11 is ammo and 12 is fuel.  Through armor crits to your side happen 1/6 times, so when attacked there is a 6/36 chance of a TAC followed by a 26/36 chance that crit converts to engine/ammo/fuel.  So you expect that around 8 hits to your side will kill you on standard deviation (about 2/3rds the time).  I feel like you want enough armor on the side to make the enemy need that 1 in 8 to get your engine.  If you feel like 2 damage is about the average cluster size, you want at least 16 armor--more once HAG and artillery shows up and becomes the dominate AA weapons.  If you think there will be more LBX 1 damage pellets, then you need to mount weapons in the side arcs.  Mounting weapons turns the 6-10 crit results from always hitting your engine, to only a 10+.  Thus, instead of needing 8 hits to the side to kill your engine (or worse) you need 36 hits to roll an engine crit.  This means you can safely mount armor and feel secure an LBX pellet wont ruin your engine, they need to get rotor hits instead.

Putting it together...  Something like the royal cyrano with side AMS guns needs more armor.  At only 10, you will die to raw damage at a mere 13 points.  The Pinto is much better at 18 side armor, as long as you buy a cheap squad to eat a side crit 'infantry hit' you change the 6+ side crit to an 8+ crit roll needed.  You can expect the pinto to live when getting hit in the side with 2 damage attacks 9 times, thanks to the infantry.  This 71 armor pinto is about the bare minimum versus 2 damage shots.  When HAGs and AA arty are in the Era, you see lots more 5 damage attacks so will want more armor of course.

All vtols greatly benefit from more armor with the addition to a turret.  The turret eats rotor hits, so it is very valuable, but only if it survives damage.  So you need 15 or so armor to the turret to make it not a potential liability.  So while a pinto at 71 armor is a bare minimum versus 2 damage SRMs, you would want 86+ armor on the same vtol if it had a turret it also needed to protect.

As a final note, assuming no turret, your rotor gets hit 15/36 times.  So a handy breakpoint for standard deviation armor value minimums is total rotor health * 2.4 =damage cluster you want to be safe from.  This means if you are trying to guard against the 3 damage mantis strikes on a 20-30 ton vtol, well you have 5 rotor health *2.4=12.  So 36 armor in any one location means you shouldnt die within standard deviation to raw damage, only to rotor or TACs (and side vulnerability means if you have nothing padding the side crits those locations will only tank 24 damage before you are crit/destroyed).  So about 120 armor is the benchmark versus 3 damage groups without defensive gear/padding.

I quite like the Crane as a tough transport bird.  At 112 armor and with side sponson machine guns, the 30 side armor and +5 TMM means its going to get to its target and drop the cargo under LBX flak most of the time.  It can survive an AA artillery shot, but needs more armor to be good versus HAGs.

EDIT: TL;DR--mount turrets AND some tiny weapons in the side, and go for 100+ armor on the big birds.
« Last Edit: 26 March 2024, 01:50:37 by DevianID »

PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #24 on: 26 March 2024, 07:42:32 »
Since you can make a 60 tonner VTOL with 7/11 MP easily while plate it with maximum armor points, as long as you can affor a XL engine for this there is really no reason not to put the amor on the VTOL. Not to mention for the additional +1 to target modifier by being airborne. Well they are susceptible against LB-X and some clusters but that's always the minority.
« Last Edit: 26 March 2024, 07:44:10 by PuppyLikesLaserPointers »

Cannonshop

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Re: How much armor for a VTOL
« Reply #25 on: 26 March 2024, 08:55:12 »
Im on record as disagreeing with cannonshop on vtols.  His advice about building fast glass cannon VTOLs was 100% correct before TW, but with TW the yellow jacket, as a unit in a battletech game and not in a 1 v 1 vtol duel, is fantastic and probably the best gauss rifle unit the inner sphere can field for the battle value.  I think a mantis kills a Hollander from the rear before it kills a Yellow Jacket in about 75% of games, and the Hollander is 171 BV more then the Yellow Jacket.  The +4 or 5 TMM on the Yellow jacket versus +2 or 3 at most on the Hollander is just that big of a difference in team fights.

In combined arms team fights, especially with accuracy bonuses and later era weapons, an advancing VTOL going for a flank will draw hate from the whole enemy team.  The side chart through armor crits are the biggest things to watch out for here.  Most vtols do not have side mounted weapons, which means on the side crit table, a roll of 6-10 on the crit table kills the engine, while 11 is ammo and 12 is fuel.  Through armor crits to your side happen 1/6 times, so when attacked there is a 6/36 chance of a TAC followed by a 26/36 chance that crit converts to engine/ammo/fuel.  So you expect that around 8 hits to your side will kill you on standard deviation (about 2/3rds the time).  I feel like you want enough armor on the side to make the enemy need that 1 in 8 to get your engine.  If you feel like 2 damage is about the average cluster size, you want at least 16 armor--more once HAG and artillery shows up and becomes the dominate AA weapons.  If you think there will be more LBX 1 damage pellets, then you need to mount weapons in the side arcs.  Mounting weapons turns the 6-10 crit results from always hitting your engine, to only a 10+.  Thus, instead of needing 8 hits to the side to kill your engine (or worse) you need 36 hits to roll an engine crit.  This means you can safely mount armor and feel secure an LBX pellet wont ruin your engine, they need to get rotor hits instead.

Putting it together...  Something like the royal cyrano with side AMS guns needs more armor.  At only 10, you will die to raw damage at a mere 13 points.  The Pinto is much better at 18 side armor, as long as you buy a cheap squad to eat a side crit 'infantry hit' you change the 6+ side crit to an 8+ crit roll needed.  You can expect the pinto to live when getting hit in the side with 2 damage attacks 9 times, thanks to the infantry.  This 71 armor pinto is about the bare minimum versus 2 damage shots.  When HAGs and AA arty are in the Era, you see lots more 5 damage attacks so will want more armor of course.

All vtols greatly benefit from more armor with the addition to a turret.  The turret eats rotor hits, so it is very valuable, but only if it survives damage.  So you need 15 or so armor to the turret to make it not a potential liability.  So while a pinto at 71 armor is a bare minimum versus 2 damage SRMs, you would want 86+ armor on the same vtol if it had a turret it also needed to protect.

As a final note, assuming no turret, your rotor gets hit 15/36 times.  So a handy breakpoint for standard deviation armor value minimums is total rotor health * 2.4 =damage cluster you want to be safe from.  This means if you are trying to guard against the 3 damage mantis strikes on a 20-30 ton vtol, well you have 5 rotor health *2.4=12.  So 36 armor in any one location means you shouldnt die within standard deviation to raw damage, only to rotor or TACs (and side vulnerability means if you have nothing padding the side crits those locations will only tank 24 damage before you are crit/destroyed).  So about 120 armor is the benchmark versus 3 damage groups without defensive gear/padding.

I quite like the Crane as a tough transport bird.  At 112 armor and with side sponson machine guns, the 30 side armor and +5 TMM means its going to get to its target and drop the cargo under LBX flak most of the time.  It can survive an AA artillery shot, but needs more armor to be good versus HAGs.

EDIT: TL;DR--mount turrets AND some tiny weapons in the side, and go for 100+ armor on the big birds.

as I said, and I'll say it again;  MY experience isn't everyone's.  Devian likes the flying urbie, and who am I to say he's not successful with them?

I just find that my opponents (whom are not 'Princess' in megamek) tend to be a different sort of player, and slow VTOLs end up being dead VTOLs on the second or third match we play because they stop leaning on the icebox pulseboat Clanner Assault 'mechs, and start using actual tactics.

also, my dice are unkind to me, particularly when it's something like a PSR, so I avoid situations that dictate needing to roll one unless they're truly unavoidable.  People with good dice often get away with things that I, in general, can't.

Which is why I keep harping on "stop theorizing and start playing!!"

The secret to Battletech is that there are no winning formulas that work for everyone, this isn't chess, it's not checkers, there's no 'guaranteed win condition' you can gear for-you still have to be able to APPLY your ideas effectively, or they're just noise on a page.

I've never had good success with assault weight ANYTHING.  if a match devolves to 'stand in one place rolling dice' I end up either getting bored and losing, or just losing on the dice rolls.  Then again, I'm also a filthy attrition player, and go into matches with the expectation of losing units to gain my objectives, thus, I don't tend to overcommit on custom designs to begin with, beyond cheap modifications or if I'm testing a specific theory to breaking point (Like "can I use TSM as a sustained speed boost without cooking the pilot?")

The real test of any game theory, is when you hand your customized units over to your opponent, and take HIS army and see if your outcome matches-aka if he won, can you win using his layout? if you won, can HE beat YOU using YOUR layout?

It was THAT kind of testing that soured me on slow VTOLs- I couldn't make them win, and neither could my opponents.  This wound up being true even WITH the Rotor Hit Nerf, though it did let the Yellowjacket last a couple turns longer unless someone had LRMs.

but...that's MY experience, not Devian's.  Playing style, choice of opponent, dice luck, inclinations-these matter a hell of a lot more than statistical number crunching in a vacuum.

I tend to generate players who outfit to gut conventional units-because I tend to USE a lot of conventional units, and play them aggressively. Thus, my opposition tends to include a lot of LBX, cluster, LRM, and so on after about the first two or three game sessions, and infernoes-even nerfed as they are under TW, they're still good for brewing up tanks and making life...difficult...for other units.

But that's experiential, not objective, because playing victory is not something you can pre-calculate objectively.

The best you can do is a match wherein you have 40% chance of winning, and so does the other guy, and that last 20% is random chance, player skill, and externalities.

There are ways to help 'lean' that-like knowing where YOUR strengths as a player lie.  I've seen guys who can win against Clan Binaries using a lance of Urbies before, and I've seen guys who can't win if you give them Wolf's Dragoons (in Clantech) against scrub militia.

WITHOUT tweaking rules or scenarios ahead of time.

For my part, slow VTOLS require cooperation between both sides to remain relevant to the outcome.  A Yellowjacket in a force optimized to use it, is a force Detriment-that same force is more effective WITHOUT IT.

but that's my experience, not his, maybe not yours.  YOU NEED TO FIND PLAYERS.  If necessary, you need to RECRUIT players...and play.  Play every weekend if you can, sometimes during the week in barracks or in your dorm, but play the game, that's how you get better.  You don't get better cycling and re-cycling designs you'll never use.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #26 on: 26 March 2024, 12:28:40 »
It's worth noting that even the 'slow' VTOL could have MP of 7 easily and as long as you could affor an XL engine it does not requires much other opportunity cost either. With MP 7, +1 to to-hit modifier for being airborne, combined with less to hit modifier for its own attack thanks to only using cruise/flank speed rather than jump MP, means VTOL would be a good flanker with a turret.

Turret is essential since having one ensures that it could shoot the enemy while does not requires it to turn the direction, thus it can focus on move straight line.

-------------

Besides, I am surprised that you don't mentioned anything for your false blame.

DevianID

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Re: How much armor for a VTOL
« Reply #27 on: 27 March 2024, 01:00:31 »
Yeah, you can kind of see how cannonshop and I disagree.  I go into the math a lot... you see in my post above it was full of hit location spreads, critical hit analysis and basing armor on living long enough based on expected damage clusters and weapon types.

When I play ranked play matches, its 6k-10k BV, and its 6 units max per player, with max 2 of a unit.  I also balk at more then 2 paper mapsheets, as I want games done quick, and only use bigger maps on megamek.
When I play campaigns, for multiple players its a 1 mech per person only, and for fewer then 4 players they get a max of 4 units on the table versus op for at any one time.  A vehicle with low armor, relying on the big VTOL TMM, will kill the PC when it is hit, so I am greatly against those kinds of vtols for PCs.  The player surviving and gaining XP is a big deal, so big armored VTOLs that hang back instead of fast flankers is critical.  I have much more success with players in yellow jacket snipers then glass cannons, unless I am going out of my way to never target the high TMM vtol and just allowing that player to do whatever to the opfor so I dont kill their unit.
My last used Vtol was the 112 armor Crane, with 4 side mounted Mguns and an 8/12 speed.  It was fantastic, doing everything I needed.

Cannonshop has his own setup.  Like he said he doesnt like slow turret tech, and isnt afraid to lose some of his units.  Youd have to ask him what his duplicate unit/unit count/BV/map size/ect is for matched play, but im guessing its higher then 6 units.  Right off the bat if I could take 20 Ferrets with mguns I would.  Those 15/23 buggers are darned effective if you allow someone to bring that many of them, and 20 of them only costs 1160 BV.  They are why we limit to 6 units, with only 2 of any chassis.

So that swings back to my math.  I come at it from a point of view that the unit isnt disposable, even as an init sink, as we play with only a few units.  Mission objectives also usually involve surviving, so tougher vtols are much more valuable then disposable ones since I cant field 15 units or whatever. 

Regardless of play style difference, the math should be useful at showing what level of armor will let you live to see the unit killed by TACs/Rotor hits, and how many hits it takes to remove a rotor or get a side TAC, versus running out of armor early like when a warrior takes a single 10 point hit anywhere but the rotor.

PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #28 on: 27 March 2024, 08:05:54 »
Cannonshop has his own setup.  Like he said he doesnt like slow turret tech, and isnt afraid to lose some of his units.

That's... what I never expect, and I thought totally opposite about him. Consider he very, very dislikes yellow jacket, it feels like almost out of the blue that he don't bother for send some cannon fodder and/or spamming weak dudes. I just can't believe this that he wasn't actually.

Daryk

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Re: How much armor for a VTOL
« Reply #29 on: 27 March 2024, 17:53:38 »
Being willing to absorb losses is different than tossing cannon fodder into the meat grinder.

 

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