Author Topic: Mistral Division Support Ship  (Read 739 times)

Gorgon

  • Lieutenant
  • *
  • Posts: 1067
  • The little duchy that could
Mistral Division Support Ship
« on: 15 December 2024, 14:50:13 »
When Primus Hollings York ordered Titan Yards in the 30th century to re-start warship production for the Blessed Order, a number of designs were floated. Some more combat orientated, others more geared towards supporting the Order's limited ground forces. In the end, a design was chosen that incorporated significant firepower and powerful engines, but at the cost of cargo space and with only limited capacity to carry organic support craft.

More than a century later, ComStar had revealed its military might to the Inner Sphere through their defeat of the Clan's Invasion aimed at Terra. After Tukayyid, ComStar began to openly deploy their forces across the Inner Sphere and beyond. While the ComGuards could rely on the Order's significant Jumpship fleet for logistics and deployment, some within the admiralty were worried if the existing fleet would be adequate to deploy and support a division against strong naval opposition. A scenario, that was deemed likely in the future, given the restarted warship programs of the Great Houses and the existing fleets of the invading Clans.

As part of ComStar's planned expansion of their military forces, discarded proposals for alternatives to the Dante were review once again. One proposal - code named Mistral - was chosen and reworked to support a whole division in an offensive operation. Based on the Dante, the Mistral shared the earlier design's tonnage and much of its structural design. Meant as a combat transport first and foremost, less powerful engines were fitted. The crushing 4-g acceleration of the Dante was deemed far in excess of what ground troops should endure. Similarly, the armament was cut down - the Mistral's guns are meant for self defense only and the ship was never intended to be in the thick of naval combat.

Cargo capacity was expanded eight-fold and more and larger gravity decks installed. To provide the troops with greater comfort than could be offered by any dropship, over 4,400 cabins were fitted into the Mistral's hull. Enough room to transport even an infantry heavy Level IV-Omega.



Code: [Select]
Mistral Division Support Ship
Mass: 610,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3058
Mass: 610,000
Battle Value: 49,588
Tech Rating/Availability: F/X-X-E-F
Cost: 12,725,594,000 C-bills

Fuel: 20,000 tons (50,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 1500 (3000)
Structural Integrity: 50

Armor
    Nose: 35
    Fore Sides: 31/31
    Aft Sides: 28/28
    Aft: 21

Cargo
    Bay 1:  Small Craft (26)        4 Doors   
    Bay 2:  Small Craft (26)        4 Doors   
    Bay 3:  Small Craft (26)        4 Doors   
    Bay 4:  Cargo (100587.0 tons)   1 Door   

Ammunition:
    43,200 rounds of Anti-Missile System [IS] ammunition (6 tons),
    80 rounds of NAC/25 ammunition (1.2 tons),
    7,200 rounds of Ultra AC/10 ammunition (6 tons),
    160 rounds of Screen Launcher ammunition (470 tons),
    5,400 rounds of Streak SRM 6 ammunition (6 tons)

Dropship Capacity: 8
Grav Decks: 4 (250 m, 250 m, 250 m, 250 m)
Escape Pods: 320
Life Boats: 320
Crew:  42 officers, 158 enlisted/non-rated, 61 gunners, 390 bay personnel, 216 marines
Passengers: 400 First-class / officers, 4000 Second-class       
Notes: Mounts 360 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (556 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)
6 Naval Laser 45                            420  27(270) 27(270) 27(270) 27(270)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
6 ER Large Laser                            72   5(48)   5(48)   5(48)     0(0)   Laser       
6 Streak SRM 6                              24   7(72)    0(0)    0(0)     0(0)   SRM         
    Streak SRM 6 Ammo (900 shots)
6 Ultra AC/10                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1200 shots)
FRS/FLS (136 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
6 ER Large Laser                            72   5(48)   5(48)   5(48)     0(0)   Laser       
6 Streak SRM 6                              24   7(72)    0(0)    0(0)     0(0)   SRM         
    Streak SRM 6 Ammo (900 shots)
6 Ultra AC/10                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1200 shots)
RBS/LBS (672 Heat)
6 Naval Laser 45                            420  27(270) 27(270) 27(270) 27(270)  Capital Laser
2 Naval Autocannon (NAC/25)                 170  50(500) 50(500) 50(500)   0(0)   Capital AC 
    NAC/25 Ammo (40 shots)
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
6 ER Large Laser                            72   5(48)   5(48)   5(48)     0(0)   Laser       
ARS/ALS (136 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
6 ER Large Laser                            72   5(48)   5(48)   5(48)     0(0)   Laser       
6 Streak SRM 6                              24   7(72)    0(0)    0(0)     0(0)   SRM         
    Streak SRM 6 Ammo (900 shots)
6 Ultra AC/10                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1200 shots)
Aft (556 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)
6 Naval Laser 45                            420  27(270) 27(270) 27(270) 27(270)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
6 ER Large Laser                            72   5(48)   5(48)   5(48)     0(0)   Laser       
6 Streak SRM 6                              24   7(72)    0(0)    0(0)     0(0)   SRM         
    Streak SRM 6 Ammo (900 shots)
6 Ultra AC/10                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/10 Ammo (1200 shots)

Recently I've been somewhat obsessed with LHDs, LPHs and their ilk. So naturally I wanted to see if something similar could be designed for Battletech. So here we are. It should be enough to carry the 15 Battlemechs (plus 30 techs), 39 ASF (plus 78 techs), up to 6 crew for all 54 tanks and 3888 infantry. Realistically, you'd probably need a couple hundred support personnel. But if you're moving any other kind of division, you'll have plenty of room for additional personnel. UAC-10s and ER LL are fitted for maximum ComGuard-ness.

Jude Melancon lives!

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #1 on: 15 December 2024, 15:19:28 »
Not bad, but I question UACs everywhere I see them.  The jam chance is just too much.

Gorgon

  • Lieutenant
  • *
  • Posts: 1067
  • The little duchy that could
Re: Mistral Division Support Ship
« Reply #2 on: 15 December 2024, 16:36:18 »
It just cuts down on ammo consumption  :laugh:
Jude Melancon lives!

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #3 on: 15 December 2024, 20:16:56 »
I'm with Daryk on this, I mean, the UA10 is like 6 months old at that point IIRC.  (Ditto the Streak-6)

I certainly wouldn't be cramming them onto a brand new WS that was probably a decade into development or more.

I'd swap them & the Streak-6's for a mix of Gauss & LPL.

You seem to have a mix of bays of 15-25-31 guns each.

You'd save yourself a boatload of FC tonnage by making them all 20.


See below, I tweaked your locations & #s a bit but I find you have better overall arc damage/coverage & ammo efficiency.

Quote
Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       

Nose (413 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
3 Gauss Rifle                               3    5(45)   5(45)   5(45)     0(0)   AC
    Gauss Rifle Ammo (72 shots)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)

FRS/FLS (487 Heat)
5 Naval Laser 45                            350  23(225) 23(225) 23(225) 23(225)  Capital Laser
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
3 Gauss Rifle                               3    5(45)   5(45)   5(45)     0(0)   AC
    Gauss Rifle Ammo (72 shots)
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser 

RBS/LBS (320 Heat)
2 Naval Autocannon (NAC/25)                 170  50(500) 50(500) 50(500)   0(0)   Capital AC
    NAC/25 Ammo (40 shots)
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser 
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)

ARS/ALS (487 Heat)
5 Naval Laser 45                            350  23(225) 23(225) 23(225) 23(225)  Capital Laser
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
3 Gauss Rifle                               3    5(45)   5(45)   5(45)     0(0)   AC
    Gauss Rifle Ammo (72 shots)
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser 

Aft (413 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
3 Gauss Rifle                               3    5(45)   5(45)   5(45)     0(0)   AC
    Gauss Rifle Ammo (72 shots)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #4 on: 15 December 2024, 21:23:45 »
If you can swing it, 4 NLs per bay is better than 5 in some and 3 in some...

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #5 on: 17 December 2024, 02:13:26 »
If you can swing it, 4 NLs per bay is better than 5 in some and 3 in some...

Oh it can fit, but I don't look at just the bracket rates.

In this case I was using the rounding up but more importantly I did 5 because I was pumping up the Broadsides to 10 then v/s what would be 4.

The 3 bays are just so you don't have Nothing in that single line of hexes off the Nose/Aft.  (Which I wouldn't mind but some folks do)

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #6 on: 17 December 2024, 18:40:56 »
Those are the exact lines you want to maximize your bracketing, in my opinion at least... :)

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #7 on: 18 December 2024, 12:23:50 »
Those are the exact lines you want to maximize your bracketing, in my opinion at least... :)

I'll admit I've never used anything larger than a DS in combat in 40 years, but why?
There are 2 bays of Anti-Fighter weapons in the same arc, so its not "unarmed" there.

How often/why do I need to be able to get a 1 better to hit at 21+ hexes along a single hex line that isn't likely to have anyone in it?

I'm just trying to picture why I would allow myself to stay in that rare perfect beam w/o presenting another facing or just shifting 1 hex row over.
I feel like short of rolling maps against a crazy faster opponent there just shouldn't be a huge need for me to fire out at 21-50 range in that single line of hexes very often & to the point that I need an extra -1 to hit.

I'm not saying it wouldn't be useful, or even that the design lacks the tonnage, I'm just trying to figure out why that distance & small row is going to be used that much?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #8 on: 18 December 2024, 21:03:57 »
When the ASF are packing nukes, you want ALL the range in every direction.

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #9 on: 18 December 2024, 23:44:53 »
When the ASF are packing nukes, you want ALL the range in every direction.

I can't say as I've ever used Nukes in 40 years.
But, from memory, isn't he ASF Nuke only matching an AC10 for range?

So the Enemy ASF need to clear 30 hexes of Triple NL-45s
Then 8 more hexes of ERLL/GR batteries AND the NL45s.
Then, when getting to 12 hexes or less, they let off a nuke that then has to defeat 3 pairs of AMS which trigger a -3 to hit, if I have my rules memorized.

Am I recalling that right?
If I am, that is some Skywalker-esq piloting/shooting right there.


But, fine, here goes, you made me go Chester Cheeto Cheetah on this layout.

Quote
Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       

Nose (382 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
8 Anti-Missile System  (In Pairs)        8   3(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)

FRS/FLS (634 Heat)
7 Naval Laser 45                            490  32(315) 32(315) 32(315) 32(315)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser

RBS/LBS (320 Heat)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
3 Gauss Rifle                               3    5(45)   5(45)   5(45)     0(0)   AC
    Gauss Rifle Ammo (72 shots)
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
12 Anti-Missile System (In Pairs)      12   4(36)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)

ARS/ALS (634 Heat)
7 Naval Laser 45                            490  32(15) 32(315) 32(315) 32(315)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser

Aft (382 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
1 Screen Launcher                           10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
7 ER Large Laser                            84   6(56)   6(56)   6(56)     0(0)   Laser       
8 Anti-Missile System                        8   3(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (7200 shots)

I dare you to get an Alamo to land successfully.   :evil:

6 Screens, 40 AMS, and enough bays to pulp most any fighter squadron.

Actually, I've never played w/ Squadrons, so what do I know, but, I think it's probably good enough.  :wink:
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #10 on: 19 December 2024, 04:21:43 »
My point is it only takes one, why leave it to chance? :)

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #11 on: 19 December 2024, 13:10:25 »
I hear you, in the end I'm not sure it's much different.

NL45 + 2 AMS
v/s
3 GR

The top one has a bit more range & some extra defense.
The bottom one had a hefty 3rd "bay" of outgoing fire.

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #12 on: 19 December 2024, 18:20:42 »
Any shot at them beyond their range is a win for you... ;)

Hellraiser

  • Colonel
  • *
  • Posts: 14733
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Mistral Division Support Ship
« Reply #13 on: 20 December 2024, 13:56:02 »
Any shot at them beyond their range is a win for you... ;)

Agreed, but as I noted way up, the 21+ hex band range of that single row, combined with the ability of a ship to turn/pivot means any ASF getting into that spot is basically pure luck.  There is no way they are staying there all the time.

(Actually, I'm curious now how fast a fighter has to be to turn, decel/accel, turn again, rinse repeat, to stay in that hex row.)


3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: Mistral Division Support Ship
« Reply #14 on: 20 December 2024, 17:40:05 »
If they're throwing fighters at your WarShip, they'll be throwing a LOT of them.  Again, it only takes one to get through with a nuke...