Author Topic: Fighter of the Week, Issue #021 (repost) - Jagatai  (Read 13642 times)

Trace Coburn

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Fighter of the Week, Issue #021 (repost) - Jagatai
« on: 20 February 2011, 03:40:05 »
Jagatai - 70t, TRO3055
Originally posted 6 Apr. 2005.

  All proposed fan-variants should be posted in the corresponding "FotW Workshop" thread.


  Developed by Clan Wolf in the early thirty-first century to supplement and replace the older, smaller Visigoth, the Jagatai is a 'Jack of all trades' among the '55 OmniFighters, perhaps even tied with the Visigoth.  Unfortunately, although possessed of a great deal of flexibility and being a... serviceable replacement for the Visigoth, it's something of a 'jack of all trades, master of none', and frankly it leaves me wondering why they want to replace the Visigoth.  It's not that the Jagatai is actually bad at what it does; it's just that the Visigoth can still do those things very well, where the Jagatai is... well, adequate at those tasks.  :-\

  Turning-and-burning at 6/9, with only four tons of space dedicated to internal fuel, the Jagatai is rather underwhelming compared to the 7/11/5t Visigoth, and the 'heavy' armour fraction, some eleven tons of ferro-aluminium in a 65/50/46 pattern, isn't especially impressive, either; it's adequate against IS foes, but considering that it's only half a ton heavier than that carried by the sixty-ton Visigoth and remains just as vulnerable as the smaller craft....  It's tougher and longer-ranging than the Sabutai, but then what isn't?  :-X  The payload fraction, on the other hand, is quite impressive: thirty-seven(!) tons, with a total of fifteen DHS to back up whatever ordnance is installed.  (Is it me, or do most Clan OmniFighters skimp on armour and gas to carry guns and bullets?  I realise that the pilots are flying for glory, but what good is a chance at a Trial of Bloodright if you're too crippled - or dead - to take part in the first place!?  ???)

  Jagatai-Prime looks like a nice, general-purpose sort of layout.  Each wing mounts an ERPPC and a large pulse laser, with an LRM-20 and two tons of ammo in the nose (complete with fluff about visibility problems from the launcher's backblast), a large pulse laser(!) covering the stern aspect, and two extra heat-sinks.  The forward armament can't be alpha'd without a hideous +22 overheat, but using the LRMs and both PPCs put enough firepower on a target to ruin its day in a hurry and stays a mere two points over capacity; in a close fight (or to cool off), you transition from the particle-cannons to the LPLs, which arguably makes for even greater misery.  If someone drops onto your tail, you simply trade out the LRM rack for the stern LPL, albeit at the risk of a +6 overheat if you're also firing the particle cannons - and brother, as much as people claim that Clan LPLs are a lamer's tool, few things will discourage most tailgaters faster than the prospect of a stern-defence weapon capable of inflicting a ten-point hit at Long range with a -2 BTH modifier.  (Of the Clan starfighters, only the Hydaspes is immune to such a nose-TAC, which means that dealing with Jagatai-Primes is a stone bitca.  :D)

  Jagatai-Alpha is a specialist short-duration close-fighter.  The nose holds a single ERPPC and a colossal UAC/20 with four tons of ammo; each wing houses a Streak-6 with a ton of ammo; the aft sector is covered by one of the C/ERLLs I have so come to love when building point-defence setups for WarShips; the whole array is backed by five podded DHS.  :D   With this configuration you can alpha-strike the forward armament for as long as your ammo lasts, and you can expect to rip the hell out of anything you hit.  Once your fuel or ammo runs out, you'd do very well to beat feet and go get more; when you do, though, you can rest assured that the nose-mounted PPC and the ERLL in the stern turret mean that anything that gets in your way or tries to pursue is going to regret the decision for what's left of its life.  :D

  Jagatai-Bravo... ummm, Mommmmyyyy!  Twin Gauss Rifles with four tons of ammo in the nose, an ERLL in each wing, and an MPL and an ERML aft?  :o  This one can snipe the hell out of the opposition, and if you're not daunted by the idea of facing a force with fire-support from a few of these, let me know where you're buying your drugs, 'cause I want some too.  :D  No heat problems (alpha everything forward and fire the aft MPL, and you're heat-neutral!), a Godawful long-range punch, and respectable tail-guns - not too bad at all.

  Jagatai-Charlie is the Designated Loser of the lot, as far as I can tell; the configuration designer must've had a really 'off' day.  The nose houses twin ERLLs and an LB-20X with only two tons of ammo, single LRM-10s are housed in each wing (each with a ton of ammo), and the stern turret mounts an ERLL and an LPL?  ???  The nose-guns are heat-neutral, which makes for a shitload of pain up close; however, getting there may be a problem, as at Long range, the LRMs and the ERLLs are a +2-per-turn overheat, which is not overly great, and leaving out the LRMs effectively means you've wasted seven tons of pod-space.  :-X  And the tail-guns?  While they're daunting, you can't use the nose lasers in conjunction with either of the aft ones for fear of a nasty overheat, so the only thing I can think of is that they're meant to allow the pilot to blow through the bad guys and break contact 'cleanly' - or get a solid shot into the enemy's exposed stern(s) immediately after the merge.  Sounds like a low-probability option to me, but if low-probability options worked out for Luke Skywalker....  [shrug]  In any case, this configuration doesn't impress me too much - use it if you have to, but don't be afraid to use a Prime or Bravo instead.  :-\

  As with all of the 'lucky' fellows who came to us from the pages of 3055U, the Jagatai Delta combines older Clan gear with their newer toys.  A Gauss Rifle in the nose enjoys a two-ton magazine, which is pretty much never a bad start, and matching it with a pair(!) of ATM-12 launchers and three tons of ammo makes for a fearsome combination; each wing holds an ERLL.  Unfortunately, as this loadout doesn't include even one more additional DHS an alpha-strike is NOT an option, which is a true shame since it means that the ER-ATM/ERLL combo is deprived of much of its ability for one of its design roles: super-long-range sniping.  On the other hand, once things get to the knife-fighting phase and one of your ERLLs can't be brought to bear, you actually cool off by one point per turn... and in the meantime, your HE-ATMs will be doing all manner of unseemly things to the other guy.   [legal]  >:/!

  Though spread throughout most of the Clans by Trials of Posession, the Jagatai is most favoured within Clan Wolf (and by extension, their Exiled colleagues), and is replacing the Visigoth in many units.  (Oddly enough, despite the fluff's statement of this pronounced preference, the only Wolf ASF pilot we've seen in the fiction, Carew, drove a Visigoth-A.  Carew was featured only in Michael Stackpole's CBT novels.  I leave it to the reader to draw their own conclusions.  :-X)

  Like many other Clan heavy OmniFighters, even with ferro-aluminium armour the Jagatai is a little fragile for its weight; on the other hand, it has enough mobility to make life lively for the opposition and barring the dubious Charlie model, its configurations provide for some very nice firepower with a good deal of flexibility.  The Prime layout can intercept, dogfight, or provide fire-support well enough, and a strike or strafe from the thing is as much throw-weight as a Warhawk-Charlie :o; much the same goes for the Bravo model.  The Alpha is clearly meant for ground-attack and anti-shipping work, and I don't doubt that those UAC/20s make a mess of the target every time.  :o  In any case, a Star of Jagatais is a worthwhile addition to your order of battle, either offensive or defensive.

  Employment recommendations (with the exception of The Mantras) are highly dependent on the mission.  As an attack platform, keep a Star or so of escorts near by (Avars or Batus would be recommended) and stick to the mission; you can defend yourself well enough if enemy interceptors start hassling you, especially with the overpowered tailguns found in most configs, but it's always better to have help.  For anti-shipping work, I'd recommend a Star of Jagatai-Bravos in a New York minute, but the Prime and Alpha layouts wouldn't be all that bad either; again, screen them against enemy fighters and let them work.  For air-to-air work, frankly the Visigoth is a better dogfighter/interceptor (7/11 Thrust and better legs), and Jagatais really, really shouldn't mess with anything lighter and/or faster - their tail-guns may be the next best thing to the Finger of God against interceptors, but with armour as thin as this, you don't go around taking risks you don't have to.  In the Prime or B configs, the Jagatai is a... serviceable dogfighter, nothing more, and it should only pick on bigger, slower targets - the Jengiz and Hydaspes are the targets of choice, as their tail-guns cannot match the reach of the Jagatai's main batteries.

  I can say a little more about defending against Jagatais simply because I can actually find things in the Jagatai itself to speak to, rather than giving my generic 'Mantras' speech.  Firstly, mobility: the Jagatai's 6/9 is okay, but more is better.  Secondly: the Jagatai's onboard fuel endurance is not overly impressive.  Thirdly, armour: almost anything heavier than a C/ERML is a valid all-aspect threshold threat against a Jagatai, and Clan medium lasers (either type) can punch through the wings and aft at will.  Thus, you need either an interceptor with a big-ass gun (glances at Batu-Prime, Avar-Prime, and Chaeronea) or a dogfighter with better legs and better more turning performance (Visigoth, Xerxes, I choose you!).  Those heavy-ass stern turrets are going to cost you, especially if you use interceptors, but it'll be a pretty straight trade.  (I feel dirty even saying that - combat is all about making the other guy pay more than you - but the Jagatai's normal stern guns are too good for anything else to be a realistic appraisal, and if nothing else, trading a 35-ton Avar for a fighter twice its mass is a good deal in cash terms.  >:(  Of course, if you get behind 'em with Visigoth-As, the airframe-exchange-rate should be closer to three-to-one, which is arithmetic much more to my taste.  :-X)

  [VARIANT PROPOSAL(S) REDACTED] All proposed fan-variants - including my own - belong in the corresponding "FotW Workshop" thread: http://www.classicbattletech.com/forums/index.php/topic,2014.0.html

  Be advised: the attached .txt transcripts of previous runs of this thread contain numerous reader-proposals for variants.  I'll try to change those out for 'sanitised' versions of those threads when I can, but I can't promise it'll be soon - that's a lot of ground to cover.  ;)

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #1 on: 20 February 2011, 05:21:06 »
A decent, but not special clan omni-fighter. Still it is a better deal than the Sabutai. On the other hand, I feel that you are a bit unfair regarding the armor, since it is only in recent years that the flying brick concept has become popular, the Jagatai does after all out-armor most Star League/Succession Wars in its weight class (Medium). The 7/5/5 threshold pattern is enough, that is after all better than the Stingray and the Shilone.



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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #2 on: 22 December 2011, 15:06:52 »
Ladies and Gents: We are now in the two-fer phase of our reviews! There both an E and and X to talk about.  >:D
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #3 on: 22 December 2011, 15:28:32 »
While not the best size for a 6/9 fighter, I always liked the Jagatai.

The E config is, well, OK and the paired HAG20/ERML in each forward location is kind of aesthetically pleasing, but I'd rather have a bunch of LRM20s instead of the HAGs. Still, it's a cool running alpha baby, so it's not all that bad as it is.

The X is something of an oddity. On the one hand it exploits the weight-saving Light Active Probe, that functions exactly the same as a full-sized Probe in aerospace combat, but then it mounts an Angel ECM, which functions the same as the lighter ECM System.  ??? The LAP would suggest an anti-shipping configuration, but the armament doesn't really match that, although quad LRM20s with Artemis V do make for a very nice fire support setup.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #4 on: 22 December 2011, 15:34:48 »
I am no fan of the E, since I consider the HAG/20 no all that good. I like the bigger HAGs better. Still, it might be a fun config for skeet shooting Sholagars.

The X on the other hand looks like a useful support specialist when attacking large craft. The probe and the Artemis V will help with hitting, and the LRMs will hit hard, even if they are cluster weapons. Note that the damage values for the LRMs are wrong, since they do not take the Artemis V into account.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #5 on: 22 December 2011, 17:14:51 »
[tries to remember what "fire support" means, sans gravity] :-\
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #6 on: 22 December 2011, 17:43:03 »
Space-based fire support usually means hanging back and staying at range while your dogfighters and imterceptors fly into, through, and/or around the enemy formation and hit them from a different direction. Now the enemy must choose between turning and dealing with the faster stuff while exposing thinner armor to the support birds, or closing with the supporters while giving the fast ones free shots at tail armor. A tough choice, even if you brought your own support fighters.
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #7 on: 22 December 2011, 18:38:21 »
Is it? To-hits in this game are set by only one range table: Seems obvious you deal with teh clowns up close while the rest of the opposition is at range.  O:-)
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #8 on: 22 December 2011, 18:57:17 »
Except that many designs have aft armor that can thresholded by a 5-point cluster, even if their nose and perhaps also their wing armor is strong enough to avoid that from happening.

Giving a fire support fighter a clear shot at your tail in the middle of a dogfight that you're otherwise winning, can quickly turn the tables.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #9 on: 22 December 2011, 19:03:45 »
I think you both are making some optimistic assumptions about the facing necessary to pull off swatting the flys …
« Last Edit: 22 December 2011, 19:05:25 by Goose »
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #10 on: 22 December 2011, 19:21:15 »


So what do you do, if you're in a Transgressor 13A that's sandwiched between a Corsair V14 and a Stuka D6, with the latter providing fire support?

There's only three possible options: face the Corsair and allow a tail shot from the Stuka; face the Stuka and allow a tail shot from the Corsair; face neither, denying both a tail shot, but equally being unable to fire back.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #11 on: 22 December 2011, 19:45:23 »
Sorry: I have a hard time thinking the Corsair has the thrust to force the issue. Or even if it's a Sparrowhawks, how dangerous do you think long range shots from the LRM are?

Ok: If you subtract twice the fast birds thrust from teh IQ of the outnumbered play, and that sum is less then 80, you might get some where, but outnumbered becomes the key phrase.

[wonders if a lack of floating maps has something to do with this "tactic"]

edit: Wait: We are out in Teh Black, right? Vectored movement?
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #12 on: 22 December 2011, 20:15:02 »
But the Corsair has the same thrust as the Transgressor. Unless he's been daft enough to come screaming in at the speed of ludicrous, he's going to be able to reverse course and keep in gun range of the Trannie if it goes for the Stuka.

Regarding being outnumbered, this could easily be one small part of a larger and otherwise matched fight. That's the whole point of fire support, they can hang back and support multiple fighters depending upon the needs of the moment, potentially having greater effect than if they were in the middle of the furball turning and burning with the rest of them. Sure, they can get in closer, but in doing so that might leave them in a situation where a friendly fighter that needs help is now outside a firing arc.

As for how dangerous Long range LRMs are, a 9+ is still a viable shot, and if your vector is heading away, an 8+ is even better.

Yes, this is in space, although atmosphere works too. Likewise, doesn't matter if vectored or basic movement, the same principles apply. If using rolling maps, the supporting fighters simply make sure they don't get too far away from each other.

TBH, I'm really surprised that you've never encountered this before, hence the image I posted. I've dealt with this all the way back to AT1, although the damage was different back then.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #13 on: 22 December 2011, 22:01:36 »
I think you both are making some optimistic assumptions about the facing necessary to pull off swatting the flys …
  Uh, Goose, I've been advocating these very tactics since I started writing FotW more than six years(!) ago.  Admittedly, I wrote those guidelines (AKA: the Dicta Coburn) mainly from observation and analysis, rather than trial-and-error on the tabletop, but I'm heartened to hear that peoples' aerospace gaming experiences bear out those theories.  ;)

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #14 on: 23 December 2011, 00:43:24 »
Well: I've always been plastered when I split my force, or else murder those whom split before me.  :-\
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #15 on: 23 December 2011, 01:16:48 »
Consider one other advantage of the fire support fighters hanging back in addition to ensuring that their firing arcs can cover all/most of the dogfight: they get to be an initiative sink for you. There's generally going to be no risk that any enemy fighter will be able to flank or tail them, so you can afford to move them early, with little or no loss of ability to shoot at something. By contrast, the first few fighters to be moved in the middle of the dogfight are not only typically the ones who're most vulnerable to those enemy fighters moving later in the initiative order, but the enemy may also be able to maneuver in such a way as to avoid most or all of their weapon arcs.

Of course, it's always going to be situational, especially with some fighters able to cover swing roles. Depending upon the loadout, many Omnis (and some non-Omnis) can switch from fire support to dogfighter and back again, even if the latter is nothing more than taking an opportunistic shot across the dogfight rather than actually holding back.

If you split your forces too far apart, you can indeed invite defeat, which is why you make sure your forces stay within a supportable distance (forgive me if I'm wrong, Trace, but I'm sure I recall you saying as much in your fighter brief). You don't necessarily need to keep them back at Long range, just far enough back that the enemy can't quickly flank them or otherwise drag them straight into the dogfight. With a high vector heading away from them, I've sometimes pulled fire support up into Medium range, knowing that the enemy would first have to reverse their sizable vector to be able to tail them.

There also needs to be a degree of common sense as to whether you split your fire support off or not, or how much. A mixed group of Sparrowhawks and Stuka-D6s going up against a bunch of Kirghiz (not likely, I know, but just as an example of the concept) is asking for a lot of dead lightfighters if you try to hold the Stukas back. In this case, you'd want them to switch to aerospace superiority (I'm assuming vectored movement here - turret time!), while it's the Sparrowhawks that don't dive into the fray, instead encircling the fight and looking for opportunities to sandbag some lone foe.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #16 on: 23 December 2011, 04:55:44 »
Well: I've always been plastered when I split my force, or else murder those whom split before me.  :-\

Think of it more like who enters the furball first.

For example do you lead with your Rievers or Shivas? Put the Shivas a range bracket behind the well armoured Rievers and have them merge at the same time.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #17 on: 23 December 2011, 14:02:15 »
OK: That makes more sense, and show me this is about my hangup with the phrase "fire support". In ground combat, you don't have more then two FS 'Mechs in a company, or else the O-line gets swarmed. And you can see what my attempts to translate that modis operandi into aerospace combat looks like.

+1 Forum Edjamacation @p?
« Last Edit: 23 December 2011, 14:03:51 by Goose »
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #18 on: 25 December 2011, 00:44:51 »
Aero combat is very different from ground fights in that none of your support designs have minimum ranges, and so are just as dangerous up close as they are at a distance, so you can't just go toe-to-toe with them and expect to survive, you have to outmaneuver them and go for wing or tail shots. Staying at a distance gives them tactical flexibility, since interceptors cannot easily cross their weapons range in one turn and go from out of range to the wing or tail shot in one move, which the faster birds can do against medium or close-range fighters. As a result, a support fighter that loses initiative isn't begging to be tailgated like others are, and the presence of such planes in your force can make your enemy think twice about going for easy tail shots on the fighters you do move first since he knows that your support planes can go after the tailgaters with little difficulty. This leads to the obvious tactic of tying up your support planes by sending super-fast interceptors to tie them up while his heavier planes go after your main force. This is still very difficult, because the great range of support planes means that a wing pair can spread itself far apart and still be in position to cover each other, so going after one of them leads to easy shots from another support plane, while the first one can continue supporting the main fight.
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #19 on: 26 December 2011, 11:23:04 »
While not the best size for a 6/9 fighter, I always liked the Jagatai.

The E config is, well, OK and the paired HAG20/ERML in each forward location is kind of aesthetically pleasing, but I'd rather have a bunch of LRM20s instead of the HAGs. Still, it's a cool running alpha baby, so it's not all that bad as it is.

The X is something of an oddity. On the one hand it exploits the weight-saving Light Active Probe, that functions exactly the same as a full-sized Probe in aerospace combat, but then it mounts an Angel ECM, which functions the same as the lighter ECM System.  ??? The LAP would suggest an anti-shipping configuration, but the armament doesn't really match that, although quad LRM20s with Artemis V do make for a very nice fire support setup.

After some thought, I realized that the Jagatai X might be a very good design for fighting a force armed with Society Tech, that meaning the iATM.  At least on the ground, the Angel ECM forces an iATM launcher to make a roll on the Cluster Hits Table (without a +2) instead having all of its missiles hit automatically.  If it has the same effect in space, the  Jagatai X would be invaluable as a screening ship.
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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #20 on: 26 December 2011, 12:33:03 »
Unfortunately, in space all ECM systems act the same, likewise all Probes.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #21 on: 26 December 2011, 14:59:31 »
Aero combat is very different from ground fights in that none of your support designs have minimum ranges…
Well hold on: Why the linking of LRMs to this "support" role?
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sillybrit

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #22 on: 26 December 2011, 15:22:25 »
In part it goes back to the pre-advanced tech days, when LRMs were the best long range weapon. The more reach you have, the easier it is for a single fighter to support multiple friendly fighters.

Nowadays, it's a combination of the range, the firepower per ton in the case of Clantech, and the ability to inflict multiple 5-point clusters per hit in the case of the larger launchers. The latter is important due to ability to threshold many canon designs, as discussed above.

Personally, for fire support designs/configs, I'm partial to a mix of LRMs and long-range hole punchers such as ERLLs, ERPPCs, cLPLs, or GRs. With that mix you can threshold most Light ASFs and many Mediums with the LRMs, and even some of the lightly armored Heavies, particularly from the rear. Meanwhile, the various gun options allow you to threshold most remaining designs.

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #23 on: 26 December 2011, 17:45:13 »
Well hold on: Why the linking of LRMs to this "support" role?

Multiple reasons. First and foremost is that they have the range a support platform needs. AC/20s are nice and all, but hanging back and pouring fire into a formation is not a job best left to a Hammerhead. Second I suppose is tradition. 99% of aero players got their start in ground combat, and so the use of LRMs as support weapons is ingrained in many peoples' heads. Finally, as cluster weapons, the 5-point hits of even a large LRM salvo is going to be less of an immediate threat than a salvo from a bunch of Gauss Rifles or PPCs, simply because they're not as effective at thresholding. Some people would argue that it becomes more imperative for LRM carriers to get in the dogfight so they can go for tailshots where their missiles will do the most good, while others prefer to keep them at range where they can easily switch targets to any enemy that exposes wing or tail armor to them, forcing the enemy to become at least somewhat predictable by giving them a constant threat vector that will always be shooting at them from that direction, possibly allowing your dogfighters and interceptors to predict their movements to hide weakned or breached armor from them whenever possible.
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Dark_Falcon

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #24 on: 27 December 2011, 13:20:43 »
Unfortunately, in space all ECM systems act the same, likewise all Probes.

Rats!!  >:(
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ArkRoyalRavager

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #25 on: 27 December 2011, 23:54:08 »
So basically a Watchdog would have identical performance as a Light AP+ECM for Clan ASFs?

sillybrit

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #26 on: 28 December 2011, 00:06:03 »
Correct, with the Light AP being treated no different than a full-sized AP as far as StratOps' EW rules are concerned.

EDIT: The updated approach to Probes and ECM requiring space (compare TRO3075 & TRO3085, where their location is marked as "-", treating them like ammo, CASE, DHS, etc to RS3055Uu, RS3085ONN, etc where they're assigned an actual location slot) means that the Watchdog saves a slot.
« Last Edit: 28 December 2011, 00:16:26 by sillybrit »

ArkRoyalRavager

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #27 on: 28 December 2011, 00:57:30 »
Finally, a niche for the Watchdog. They're hardly useful for their tech base in ground games, since so many better options exist.

Moonsword

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #28 on: 28 December 2011, 18:00:32 »
I'd note that they're somewhat more useful on Protos and in certain cases on vehicles than they are on 'Mechs for the same reason - they only take up one slot instead of two.

ArkRoyalRavager

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Re: Fighter of the Week, Issue #021 (repost) - Jagatai
« Reply #29 on: 28 December 2011, 22:38:25 »
But it lacks the range of dedicated ECM suites. YMMV, but for larger vehicles, they usually can spare the slots for separate ECM and active probe units.