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BattleTech Player Boards => Fan Designs and Rules => Aerospace => Topic started by: I am Belch II on 13 January 2020, 06:54:31

Title: Refit of Warships Weapons
Post by: I am Belch II on 13 January 2020, 06:54:31
If you have no faction, cost and space problems.
Would you refit your ships with Clan Streak LRMs or Clan iATM weapons??

Want to update my fleets but what would be better for anti fighter and small craft attack defense?
Title: Re: Refit of Warships Weapons
Post by: BATTLEMASTER on 29 January 2020, 14:16:29
For my Clan refits of warships with no standard-scale weapons, I use a combination of ERPPC, large pulse lasers, and AMS.  It keeps the retrofits simple and deadly and brings the older designs to current OOC standards.
Title: Re: Refit of Warships Weapons
Post by: dgorsman on 29 January 2020, 18:23:00
Taking game rules out of play, iATM.  Longer range, plus concentrated damage at close range, all with the same Streak fire-on-lock feature.
Title: Re: Refit of Warships Weapons
Post by: Atarlost on 29 January 2020, 21:56:47
Neither.  They may have good damage to mass ratios (only if nonstandard ammo is allowed for the iATM, otherwise it must compete with and loses to the cSSRM) but at long and extreme ranges I'd rather have better accuracy.  If alternate ammo is in play iATMs in many small bays to make many to hit rolls would be okay, but using many small bays is not very considerate of the other player's time. 

I'd look at cLPLs, anything with the flak special, and possibly a few bays of SCL-1s mixed with the capital armament for long (capital) range anti-fighter work. 
Title: Re: Refit of Warships Weapons
Post by: marcussmythe on 30 January 2020, 10:14:06
If your planning on going >20 mounts, you probably want to lean on energy weapons, and large ones at that.  CERPPC with capacitors, CERLPL, etc.  Reach, accuracy, high per-mount damage, and a lot of the mass that would go into fire control calculations offloaded into heat sinks (which dont)

A case can also be made for at least some long tom cannon - despite their mass, they are notable for being extremely effective as against reflective armor - which should be common on aerospace fighters, given that most of its drawbacks dont apply in that context.  (If your Aerospace fighter is getting punched, something larger has gone wrong)
Title: Re: Refit of Warships Weapons
Post by: BATTLEMASTER on 30 January 2020, 12:57:31
I didn't realize that the artillery cannons could be used in space :o. The regular artillery tubes and missiles are still useless though, right?
Title: Re: Refit of Warships Weapons
Post by: Daryk on 30 January 2020, 19:29:04
I think I'd call them "inefficient", not "useless"...
Title: Re: Refit of Warships Weapons
Post by: Atarlost on 30 January 2020, 21:02:18
I think I'd call them "inefficient", not "useless"...

Full tube artillery actually is useless.  It can only be used by landed aerospace units. 
Title: Re: Refit of Warships Weapons
Post by: Daryk on 30 January 2020, 21:39:03
Heh... you're talking to the guy who posted this (https://bg.battletech.com/forums/index.php?topic=56825.0)...
Title: Re: Refit of Warships Weapons
Post by: Atarlost on 31 January 2020, 01:10:16
Heh... you're talking to the guy who posted this (https://bg.battletech.com/forums/index.php?topic=56825.0)...

Not to go Matt Easton on you, but context matters.  And right now if you look at the thread title we're in the context of refitting warships, which cannot land and thus cannot use tube artillery. 
Title: Re: Refit of Warships Weapons
Post by: Daryk on 31 January 2020, 04:06:11
I don't know who Matt Easton is, but fair point.
Title: Re: Refit of Warships Weapons
Post by: I am Belch II on 31 January 2020, 04:52:06
THank you for the responses. I know this question maybe a little bit of rule breaking and a lot of home rules. But Im trying to have the most advanced fleet out there and the best of what could be on a ship.