Author Topic: How much armor for a VTOL  (Read 2199 times)

Daryk

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Re: How much armor for a VTOL
« Reply #60 on: 05 April 2024, 16:46:08 »
I, for one, will take a Yellow Jacket at 8s over a Hollander at 6s.  I'm WAY more likely to drop the YJ than the 'mech...

Cannonshop

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Re: How much armor for a VTOL
« Reply #61 on: 06 April 2024, 09:45:16 »
Well, even the 'slow' VTOLs are expected to have 7/11 at least, to take the skirmisher/harrasser role. And those are still better to have 10/15 or more as well. Yellow Jacket is fine as 6/9 but that's only acceptable because it's primary role is the sniper, and it is stupid to push those to roaming the enemy around as if it's a Warrior - I doubt that you ever expect this, though. Not to mention that you can buy about four Yellow Jackets while you can only buy a Hollander with the similar C-Bill.

And as the niche unit it would be expected to have some flaws. And being the sniper means it doesn't have to be that fast either. Actually 6/9 as well as being airborne means it's a very fast sniper. It is not so slow for put them on the middle of the line or behind of the frontline of your formation too, and in this case they are quite survivable. Not to mention that its nature of airborne unit makes it better suited for the position than Hollander, and it causes more to hit modifier who targets it. Nothing says that the Yellow Jacket should be stay in a place either; it could advance backwards, which I did mentioned repeatedly.

It is the problem that try to using a sniper as the skirmisher and argue that 'Why this skirmisher does not works as it should be.' It's nothing different to put the armored howitzer to the front and says that "Because it's tracked and is armored so it is a tank and it must be placed on the frontline." For frontliner skirmishers and 30 tonner it would be expected to have cruising MP of about 7~10 as minimum, but is not a virtue for a sniper. And low engine rating requirement for VTOL could be abused for gather more spare tonnage too.

Anyway, even those armored VTOLs are should have enough speed as well, to take the role efficiently. Sure that means lower firepower, but seriously, will just some tons makes that much difference? On the case of medium battle armor, I understand that putting lower armor on them for the maximum armor point may results them to only fitted with a single MG if they had better armor such as improved stealth armor. Yes VTOLs have low weight so every spare ton does counts. but will only have 3.5 ton of standard armor have that much firepower, if you could spend 3.5 tons more and fitted with far better armor points? With ten spare heat sinks(assumed that it have at least fusion engine), that would be enough for having three medium lasers and a small laser so it would makes the difference, indeed, but what if you have enough tonnage to already adds something like that? After then I don't think that 3.5 spare tons could be used to increase its firepower dramatically.

Perhaps it could be used for enhance its speed? A fusion engine for a 30 tons VTOL weights 3 tons for cruising 7, 9 tons for cruising 10, 19 tons for cruising 13. Perhaps it does matters for the VTOLs with cruising 7, but for the others it doesn't looks so good enough.

And I don't understand why you are complain about rotor despite what you advocate does not expect the chance to suffer the destroyed rotor result. Is there any reason why you think that the VTOL that is could be destroyed quickly by any type of weapons is better than the VTOL that is only susceptible to LB-X and some other weapons? Despite both would have the same cruising MP and also same to hit modifier? Is there any meaning for 'destroyed rotor' if the said VTOL is explodes instantly by struck by a PPC, for example? Rotor does not saves your VTOL as if it's an energy shield. It only struck by about 30%. The other 69+% are hits on the other parts, remember, and those parts does not enjoys 1/10 damage reduction but those parts are not subjected to be capped at 2 armor points either. That means you should plate the armor on it.

Yes it is also true that VTOL is hard to hit, due to its high to hit modifier. Even LB-X are not that easy to hit those either, for although it gets -1 for cluster round and also -2 for aims the airborne unit VTOL's high cruising speed still causes considerable to hit modifier to the attackers. But even if you are fully armored it, that doesn't reduce the to hit modifier either. And as I said above you do need several LB-X fragments that was hit the VTOL to kill it.

Anyway, you better think the battle as the teamwork, rather than duel. It is not the duel at all, and you have several units to control. You should acknowledge that anything shoots something cannot shoot the another at the same time. Anything that shoots them to death means, the same firepower does not touches all the others. Thus durable unit makes the opponent to think twice before which one to shoot, they will gives some time before perished and split fire does little to them. And because Battletech rules requires you to declare all the shots and its targets, after then resolve all the attacks, so durable units may cause overkill and wasting the enemy firepowers as well.


Susceptibility is RELATIVE.  Properly used VTOLs are in constant motion, and if you have a high cruise, that means they're both highly controllable (avoiding sideslip, which makes it easier to do clever things with them) and have an easier time landing shots (You're not eating a flanking penalty with your weapons).

Thus, more likely to do damage, than to take it-because missed shots don't hurt, and landed shots do.

Third, mobility lets you GET those good shot positions and postures more easily without flanking, or at lower risks when you MUST flank, which will be less frequently.  thus you can go with lighter weapons with longer ranges and be more useful than a big gun on a flying bunker.

How so? the shot you can't make? it does no damage, it's like missing, only you don't even get the chance to TRY.

Two points that hit, do more damage than a thirty point miss.  It's easier to get that hit, if you can cruise and be harder TO hit, than that Yasha or Yellowjacket that had to flank and still had to get inside the range of weapons that can TAC or generte PSRs.

Further, is your LBX thing-let's say you only got one pellet to the rotor.  a Warrior goes from 9/14 to 8/12.  That's still a decent mobility for a light unit.  A Yellowjacket goes from 6/9, to 5/8.  That's a column shift down toward 'easy to kill' and forces flanking where you used to cruise.

Two pellets and your H-7 is suddenly in Yasha's starting territory, but your Yellowjacket? that's into 'about as frequently as a Patton gets hit', only with less ability to make use of it.

Three? that's about the time the H-7/H-8 or Cavalry needs to be moving off the board, but for a YJ or Yasha, it's about the time the pilot needs to find a nice clearing to evacuate himself from, because he isn't going to be able to fly out under his own power for long.

Armor, or not.

(examples from TRO 3039, not 3026 versions, as the devs decided they couldnt have the H-7 outperforming the Donar...or even being peer level to a Clantech machine on the tabletop...and they excused it in a game that uses LOTS of math, by declaring the build method too complicated for ordinary players to grasp.)

See, the problem you're still not seeing, is that a 'team' that can make your slow VTOL useful, is usually better off without it AT ALL.  Even if you don't reallocate the  BV points, the rest of the team is going to be more effective if they aren't distracted keeping a Yellowjacket alive.

We've TESTED this.  Whether it's an objective based scenario, or "Kill everything" the YJ is...well, deficient, and it's not because it's underprotected.

a 6/9 tank, that loses its motives, can still shoot, and still hold a position until the armor's exhausted.  It may need to be craned out of there, but it's still a combat asset unless, or until, it is destroyed outright.

a 6/9 'mech, can lose whole sections and keep going as a viable combat unit unless it's saddled with an IS XL or XXL engine.

A VTOL can't do that.

A VTOL that loses its motive system, becomes one-with-the-terrain, and it's a lot easier to hit a 6/9 or 7/11 VTOL, than it is to hit 8/12 or better, meaning it WILL lose its motive systems fairly quickly, whereas something lightly armored and fast, may never get hit at all, has an easier time getting into position to DO damage, and can maneuver to force reactions your slower VTOL simply can't.

Battle IS teamwork-part of that, is that your team members are there to create tactical dilemmas for your opponent.  Mobility is a key ingredient in doing that, and the slower vTOLs aren't nearly as capable as VTOLs with what you might call 'laughable' armor-because THOSE VTOLs have mobility-they can position and reposition against an enemy force's flanks, isolate or draw off THEIR team members into pursuits with less risk of being caught.

OR cornered.

Like I've said before, you should get another player, set up a string of mountainous maps, and play out the Goat Path scenario.  (Equal BVs 'mechs on one side, VTOLs on the other).

The only time I've seen a VTOL player LOSE that scenario, he was running Yellowjackets and variants with the same idea you're promoting-that is, "LOTS OF HEAVY ARMOR AND BIG GUNS!" instead of mobility and range.

Thick armor tends to make players sloppy, at least until they've actually RUN the class a few dozen times and really internalized what VTOLs do well, versus what other unit types do well, and where they are fundamentally disadvantaged.

and, as I've also said more than once in here, there are maps and scenarios where I wouldn't take a VTOL at all-because it's the wrong tool for the job, the wrong kind of scenario to use it.

Not all tools are equal on all maps.  You probably wouldn't take a Hetzer on a water map, would you?  or a Hydrofoil on a map where the only water is two hexes? Hovertanks on dense forest?  Of course not.

Two mapsheets for VTOLs is a telephone booth for anything else.  VTOLs as a unit aren't very useful there, even when they're carved from a block of ferro-somethingorother.  The only scenario where that isn't true, is facing an urbanmech in hip-deep mud.





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PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #62 on: 09 April 2024, 05:40:30 »

Susceptibility is RELATIVE.  Properly used VTOLs are in constant motion, and if you have a high cruise, that means they're both highly controllable (avoiding sideslip, which makes it easier to do clever things with them) and have an easier time landing shots (You're not eating a flanking penalty with your weapons).

Thus, more likely to do damage, than to take it-because missed shots don't hurt, and landed shots do.

Third, mobility lets you GET those good shot positions and postures more easily without flanking, or at lower risks when you MUST flank, which will be less frequently.  thus you can go with lighter weapons with longer ranges and be more useful than a big gun on a flying bunker.

How so? the shot you can't make? it does no damage, it's like missing, only you don't even get the chance to TRY.

Two points that hit, do more damage than a thirty point miss.  It's easier to get that hit, if you can cruise and be harder TO hit, than that Yasha or Yellowjacket that had to flank and still had to get inside the range of weapons that can TAC or generte PSRs.

Further, is your LBX thing-let's say you only got one pellet to the rotor.  a Warrior goes from 9/14 to 8/12.  That's still a decent mobility for a light unit.  A Yellowjacket goes from 6/9, to 5/8.  That's a column shift down toward 'easy to kill' and forces flanking where you used to cruise.

Two pellets and your H-7 is suddenly in Yasha's starting territory, but your Yellowjacket? that's into 'about as frequently as a Patton gets hit', only with less ability to make use of it.

Three? that's about the time the H-7/H-8 or Cavalry needs to be moving off the board, but for a YJ or Yasha, it's about the time the pilot needs to find a nice clearing to evacuate himself from, because he isn't going to be able to fly out under his own power for long.

Armor, or not.

(examples from TRO 3039, not 3026 versions, as the devs decided they couldnt have the H-7 outperforming the Donar...or even being peer level to a Clantech machine on the tabletop...and they excused it in a game that uses LOTS of math, by declaring the build method too complicated for ordinary players to grasp.)

See, the problem you're still not seeing, is that a 'team' that can make your slow VTOL useful, is usually better off without it AT ALL.  Even if you don't reallocate the  BV points, the rest of the team is going to be more effective if they aren't distracted keeping a Yellowjacket alive.

We've TESTED this.  Whether it's an objective based scenario, or "Kill everything" the YJ is...well, deficient, and it's not because it's underprotected.

a 6/9 tank, that loses its motives, can still shoot, and still hold a position until the armor's exhausted.  It may need to be craned out of there, but it's still a combat asset unless, or until, it is destroyed outright.

a 6/9 'mech, can lose whole sections and keep going as a viable combat unit unless it's saddled with an IS XL or XXL engine.

A VTOL can't do that.

A VTOL that loses its motive system, becomes one-with-the-terrain, and it's a lot easier to hit a 6/9 or 7/11 VTOL, than it is to hit 8/12 or better, meaning it WILL lose its motive systems fairly quickly, whereas something lightly armored and fast, may never get hit at all, has an easier time getting into position to DO damage, and can maneuver to force reactions your slower VTOL simply can't.

Battle IS teamwork-part of that, is that your team members are there to create tactical dilemmas for your opponent.  Mobility is a key ingredient in doing that, and the slower vTOLs aren't nearly as capable as VTOLs with what you might call 'laughable' armor-because THOSE VTOLs have mobility-they can position and reposition against an enemy force's flanks, isolate or draw off THEIR team members into pursuits with less risk of being caught.

OR cornered.

Like I've said before, you should get another player, set up a string of mountainous maps, and play out the Goat Path scenario.  (Equal BVs 'mechs on one side, VTOLs on the other).

The only time I've seen a VTOL player LOSE that scenario, he was running Yellowjackets and variants with the same idea you're promoting-that is, "LOTS OF HEAVY ARMOR AND BIG GUNS!" instead of mobility and range.

Thick armor tends to make players sloppy, at least until they've actually RUN the class a few dozen times and really internalized what VTOLs do well, versus what other unit types do well, and where they are fundamentally disadvantaged.

and, as I've also said more than once in here, there are maps and scenarios where I wouldn't take a VTOL at all-because it's the wrong tool for the job, the wrong kind of scenario to use it.

Not all tools are equal on all maps.  You probably wouldn't take a Hetzer on a water map, would you?  or a Hydrofoil on a map where the only water is two hexes? Hovertanks on dense forest?  Of course not.

Two mapsheets for VTOLs is a telephone booth for anything else.  VTOLs as a unit aren't very useful there, even when they're carved from a block of ferro-somethingorother.  The only scenario where that isn't true, is facing an urbanmech in hip-deep mud.








That explains nothing, and is even not so related.

First you don't explain how a VTOL without enough armor survives non-LB-X weapons. The only thing that dispatch the armored VTOL faster would be using LB-X and cut its rotor, indeed, but since those have all the same speed, then is there any advantage of the VTOL without enough armor? They forcing the same to hit modifier anyone targets them, they are susceptible against LB-X alike, but while the VTOL without armor can be killed by any random non-LB-X weapons faster, such as ACs, PPCs, and more realistically, pulse lasers, it is inevitable that VTOL with high armor points would be survives better against those weapons and the opponent have to aim the LB-X to them. Sure LB-X enjoys more higher chance to hit against them, but no one can ensures that the only weapon you have is LB-X and nothing else, isn't? Remember, it is NOT a duel, but war. Your idea of keep saying LB-X only applies when it's actually a duel, and also with bad matchup by chance and/or intended counterplay.

Simply put, if you have, say, a 30 tonner VTOL with armor point of 2 on rotor and 5 on all other parts, and an another VTOL with same weight, but armor point of 2 on rotor and 15 on all other parts, and they have the same speed of 10/15 MP. Then, is there any reason why the latter could be downed as fast as the former, despite both can enjoy +5 to the difficulty against anyone aims them even if they just moves 10 hexes each round? Yes LB-X does exists on the ground and against those it would be almost same, indeed, for it is not so likely that the former losts all the internals on the other parts before it losts its rotor(still far higher chance than the latter, though), but will it the only type of weapon you could face? Didn't you have think about the possibility that any other weapons can deal the damage and kill the VTOLs, especially for anything with bonus on the accuracy?

Also will the LB-X you bring would be always enough, both for the numbers, and the positions, to aim the enemy VTOLs and kill it instantly? And you should think about the numbers of VTOLs and the other units to deal with as well. Do you ensures that there would be countless of LB-X and also brings those all to the each VTOLs by playing god? Or at least make your army enjoys far higher BV total than your opponent and play the unfair game only, thus have more spare point to put more and more AA guns? If not, how to do that?


Second, is that really meaningful to compare 'reduced speed' of Warrior and Yellow Jacket? A skirmisher that is expected to be exposed to the enemy and a sniper that is expected to be out of the range ideally? If you really want the armored howitzer to be take front as if it's a tank, then I can't help it, but please note that this is just wrong. Or you better make your armored howitzer as durable as the tanks for frontline. I wonder how you can only and will attack the Yellow Jacket while leaves anything else as well. Perhaps you could with the series of LB-2X, though, but will it really effective? Even your idea of VTOL with pathetic armor would be sustains several shots against that.

Not to mention that, only aim for Yellow Jackets first and foremost only makes your opponent smile. Is it so fun to let your opponent to win easier by put a handicap on yourself for nothing, than just have a fair fight?


Last, if the armored VTOL with good MP did struck several blows and got its MP reduced, didn't you think about how many shots are required to do that? Didn't think that what if those shots are aims the other your stuffs?
« Last Edit: 09 April 2024, 06:02:53 by PuppyLikesLaserPointers »

Cannonshop

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Re: How much armor for a VTOL
« Reply #63 on: 09 April 2024, 08:16:10 »

That explains nothing, and is even not so related.

First you don't explain how a VTOL without enough armor survives non-LB-X weapons. The only thing that dispatch the armored VTOL faster would be using LB-X and cut its rotor, indeed, but since those have all the same speed, then is there any advantage of the VTOL without enough armor? They forcing the same to hit modifier anyone targets them, they are susceptible against LB-X alike, but while the VTOL without armor can be killed by any random non-LB-X weapons faster, such as ACs, PPCs, and more realistically, pulse lasers, it is inevitable that VTOL with high armor points would be survives better against those weapons and the opponent have to aim the LB-X to them. Sure LB-X enjoys more higher chance to hit against them, but no one can ensures that the only weapon you have is LB-X and nothing else, isn't? Remember, it is NOT a duel, but war. Your idea of keep saying LB-X only applies when it's actually a duel, and also with bad matchup by chance and/or intended counterplay.

Simply put, if you have, say, a 30 tonner VTOL with armor point of 2 on rotor and 5 on all other parts, and an another VTOL with same weight, but armor point of 2 on rotor and 15 on all other parts, and they have the same speed of 10/15 MP. Then, is there any reason why the latter could be downed as fast as the former, despite both can enjoy +5 to the difficulty against anyone aims them even if they just moves 10 hexes each round? Yes LB-X does exists on the ground and against those it would be almost same, indeed, for it is not so likely that the former losts all the internals on the other parts before it losts its rotor(still far higher chance than the latter, though), but will it the only type of weapon you could face? Didn't you have think about the possibility that any other weapons can deal the damage and kill the VTOLs, especially for anything with bonus on the accuracy?

Also will the LB-X you bring would be always enough, both for the numbers, and the positions, to aim the enemy VTOLs and kill it instantly? And you should think about the numbers of VTOLs and the other units to deal with as well. Do you ensures that there would be countless of LB-X and also brings those all to the each VTOLs by playing god? Or at least make your army enjoys far higher BV total than your opponent and play the unfair game only, thus have more spare point to put more and more AA guns? If not, how to do that?


Second, is that really meaningful to compare 'reduced speed' of Warrior and Yellow Jacket? A skirmisher that is expected to be exposed to the enemy and a sniper that is expected to be out of the range ideally? If you really want the armored howitzer to be take front as if it's a tank, then I can't help it, but please note that this is just wrong. Or you better make your armored howitzer as durable as the tanks for frontline. I wonder how you can only and will attack the Yellow Jacket while leaves anything else as well. Perhaps you could with the series of LB-2X, though, but will it really effective? Even your idea of VTOL with pathetic armor would be sustains several shots against that.

Not to mention that, only aim for Yellow Jackets first and foremost only makes your opponent smile. Is it so fun to let your opponent to win easier by put a handicap on yourself for nothing, than just have a fair fight?


Last, if the armored VTOL with good MP did struck several blows and got its MP reduced, didn't you think about how many shots are required to do that? Didn't think that what if those shots are aims the other your stuffs?

Let's go to your last question first:  Slower vtol will be hit more often.  Period.  That means more rotor hits, more motive crits, which means next round it's hit even MORE often.

it's the difference betwen THN of 11 or more versus THN of 8 or possibly less. with the majority of locations being "motive system" (rotor) that's losing 1MP about every 3 hits.  Not every 3 firing cycles, every three HITS.  One firing cycle can deliver a LOT of hits, a lot MORE hits, than will be delivered against something faster.

Armor really doesn't help this much, until you get below a certain limit.  Thus, in turn, your duration of usefulness is a LOT shorter.

Teamwork, right?  Okay, your team includes a player that will not only DRAW lots of fire (Headcapper on a decently mobile platform) but also skylines himself (so he's easy to see even in double-blind play) and becomes easier to hit the more you  hit him.

in turn, he also has to flank more often, so he's giong to have problems lining up shots to hit you back, especially after the first collection of hits.

It's a compounding problem, not linear the way it is when you park a tank to hold a pinch point.  The tank can sit there until eough fire's been wasted to get through its thicker armor, it benefits from having most crits and hits going to the treads, because it doesn't need those treads to LIVE.

The VTOL DOES need rotors to remain viable-it can't bunker, so tank-thinking and tank-tactics don't work.  More often it will become tactically useless except as a kill mark long before the armor's damage even reaches the Internals anywhere but the rotor.

but it's also becoming more vulnerable to regular body hits.

The more hits, the more crits, and with the bulk of crits ALSO going to the rotor?

Cancelling the slow vtol's life insurance goes a lot faster than with anything else you can field.  This is the trade-off for having a disproportionately good weapons and payload capacity for the movement curve compared to other, non-VTOL units.

This also means that it's more ATTRACTIVE to take out than a 'mech with similar weapons fit, slightly lower speed, and slightly thinner armor.  The 'mech is a lot HARDER to outright kill, it can weather damage and retain effectiveness and mobility better than a slab of armor hanging under a rotor.

High mobility is critical to making a VTOL useful-because it reduces the amount of chances the other side has, of reducing that mobility, and provides a cushion to making hits that do, less effective across the entire scenario.

while retaining the ability to hit back.  Only hits, do damage, only hits, do criticals.  a 2 point hit, is worth more than an infinity of 30 point misses.  Positioning means you create tactical dilemmas-the other side has to react to what YOU are doing, rather than dictating the engagement to THEIR best advantage.  Low mobility for a VTOL is anything below an 8, because below an 8 and you're not going to be able to create those dilemmas unless you're on a playing surface small enough that a VTOL is a poor choice from the get-go.  why? because you're going to be flanking a LOT, and therefore, missing a lot of shots that you'd be making if you were cruising.

Only hits count, only hits can do damage.

also, only suckers and fictional characters 'fight fair'.  Players take every advantage the rules will let them take if they're aware of it, and every tactical advantage that presents itself, because there is nothing more honorable than victory isn't just a Klingon saying.








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PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #64 on: 10 April 2024, 04:34:50 »
Let's go to your last question first:  Slower vtol will be hit more often.  Period.  That means more rotor hits, more motive crits, which means next round it's hit even MORE often.

it's the difference betwen THN of 11 or more versus THN of 8 or possibly less. with the majority of locations being "motive system" (rotor) that's losing 1MP about every 3 hits.  Not every 3 firing cycles, every three HITS.  One firing cycle can deliver a LOT of hits, a lot MORE hits, than will be delivered against something faster.

Armor really doesn't help this much, until you get below a certain limit.  Thus, in turn, your duration of usefulness is a LOT shorter.

Teamwork, right?  Okay, your team includes a player that will not only DRAW lots of fire (Headcapper on a decently mobile platform) but also skylines himself (so he's easy to see even in double-blind play) and becomes easier to hit the more you  hit him.

in turn, he also has to flank more often, so he's giong to have problems lining up shots to hit you back, especially after the first collection of hits.

It's a compounding problem, not linear the way it is when you park a tank to hold a pinch point.  The tank can sit there until eough fire's been wasted to get through its thicker armor, it benefits from having most crits and hits going to the treads, because it doesn't need those treads to LIVE.

The VTOL DOES need rotors to remain viable-it can't bunker, so tank-thinking and tank-tactics don't work.  More often it will become tactically useless except as a kill mark long before the armor's damage even reaches the Internals anywhere but the rotor.

but it's also becoming more vulnerable to regular body hits.

The more hits, the more crits, and with the bulk of crits ALSO going to the rotor?

Cancelling the slow vtol's life insurance goes a lot faster than with anything else you can field.  This is the trade-off for having a disproportionately good weapons and payload capacity for the movement curve compared to other, non-VTOL units.

This also means that it's more ATTRACTIVE to take out than a 'mech with similar weapons fit, slightly lower speed, and slightly thinner armor.  The 'mech is a lot HARDER to outright kill, it can weather damage and retain effectiveness and mobility better than a slab of armor hanging under a rotor.

High mobility is critical to making a VTOL useful-because it reduces the amount of chances the other side has, of reducing that mobility, and provides a cushion to making hits that do, less effective across the entire scenario.

while retaining the ability to hit back.  Only hits, do damage, only hits, do criticals.  a 2 point hit, is worth more than an infinity of 30 point misses.  Positioning means you create tactical dilemmas-the other side has to react to what YOU are doing, rather than dictating the engagement to THEIR best advantage.  Low mobility for a VTOL is anything below an 8, because below an 8 and you're not going to be able to create those dilemmas unless you're on a playing surface small enough that a VTOL is a poor choice from the get-go.  why? because you're going to be flanking a LOT, and therefore, missing a lot of shots that you'd be making if you were cruising.

Only hits count, only hits can do damage.

also, only suckers and fictional characters 'fight fair'.  Players take every advantage the rules will let them take if they're aware of it, and every tactical advantage that presents itself, because there is nothing more honorable than victory isn't just a Klingon saying.










It seems that you did not even understand what I have said at all.

Let's go to your last question first:  Slower vtol will be hit more often.  Period.  That means more rotor hits, more motive crits, which means next round it's hit even MORE often.

it's the difference betwen THN of 11 or more versus THN of 8 or possibly less. with the majority of locations being "motive system" (rotor) that's losing 1MP about every 3 hits.  Not every 3 firing cycles, every three HITS.  One firing cycle can deliver a LOT of hits, a lot MORE hits, than will be delivered against something faster.

Armor really doesn't help this much, until you get below a certain limit.  Thus, in turn, your duration of usefulness is a LOT shorter.

...Pardon? I did said,

Last, if the armored VTOL with good MP did struck several blows and got its MP reduced, didn't you think about how many shots are required to do that? Didn't think that what if those shots are aims the other your stuffs?

But how such an answer was born from nothing? It's not about my question at all; it is all about you have keep said but that is totally out of interest of the question. I did have seen this several times already but why it is an 'answer?'

To clarify this clearly, I did said, that, did not you have think about how much shots are required to got the VTOL its MP reduced. In short, did not you have think about the idea of the opportunity cost? I wish that it would make you understand my question.


also, only suckers and fictional characters 'fight fair'.  Players take every advantage the rules will let them take if they're aware of it, and every tactical advantage that presents itself, because there is nothing more honorable than victory isn't just a Klingon saying.

And also, I want a double check but, is that means you want to have an agreement to play the number of BV, say, 100,000BV points game, and you will bring an 200,000 BV worth of units and says that it is just because 'I can take the advantage'?

Only hits count, only hits can do damage.
And lastly, that is one of the point what I want to make you understand. Only hits count and is meaningful. That means you need more than what you can bring on the ideal situation, because the chance to hit is not 100%, and is also meaningful because your guns at an opponent's unit could be usually limited.

Cannonshop

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Re: How much armor for a VTOL
« Reply #65 on: 10 April 2024, 08:27:41 »
It seems that you did not even understand what I have said at all.

...Pardon? I did said,

But how such an answer was born from nothing? It's not about my question at all; it is all about you have keep said but that is totally out of interest of the question. I did have seen this several times already but why it is an 'answer?'

To clarify this clearly, I did said, that, did not you have think about how much shots are required to got the VTOL its MP reduced. In short, did not you have think about the idea of the opportunity cost? I wish that it would make you understand my question.


And also, I want a double check but, is that means you want to have an agreement to play the number of BV, say, 100,000BV points game, and you will bring an 200,000 BV worth of units and says that it is just because 'I can take the advantage'?
And lastly, that is one of the point what I want to make you understand. Only hits count and is meaningful. That means you need more than what you can bring on the ideal situation, because the chance to hit is not 100%, and is also meaningful because your guns at an opponent's unit could be usually limited.

PPLP, I"m an Empiricist-I base my opinions on what I've tested, or seen tested, or had tested against me, and I've been doing this for quite a while through several variations of the rules, generations of line developers, and versions and interpretations of stats.

Certain trends, bear out, when you test in live, that to a pure theorist don't test out.  One of those, is this.

Slow VTOLs tend not to succeed without the mutual cooperation of both sides in an engagement.  That is, they die, usually early, often without doing anything significant.

The sole break I've seen with this, is when someone popped up a Jellowjacket Arrow IV with nukes off-board, but that's a situation where anything with an artillery piece firing nukes would have the same advantages.

Urbie with Nukes is just as good.  an unarmored artillery tractor moving 2/3 with the same weapon would get the same result.

I have NOT seen a base model Yellowjacket give good results, even where both sides have nearly identical BV (the YJ's owner had about 50 more than his opponent).

If you want to bring up the "We finally made one that works" version with the energy weapon, XXL engine, and jet boosters? that's a completely different conversation, because that one actually moves 9/14...and costs as much as a decent medium 'mech for a platform you can obtain most of the same abilities minus the massive armor, with 17 tons and a standard fusion engine (and it will still be better protected than a 3026 H-7, even with the lower internal structure numbers in the rotor).

Thus, what I keep hammering on.  Don't Theorize, Test!!  TEST your assumptions, test them against other players, have other players use your assumptions and see if you can break them.

Play. The. Game.

My results are MY results, I'm confident in them after decades of playing and testing, but...they're still only MY results.

I've run roughshod over Clanners with Elites in Kustom Omnis at full pulseboat with dirty militias that didn't add up to HALF their calculated BV, I've also had it done to me.

When we go back and look at the original post in this thread, and my first response was?

"PLAY IT OUT!!" Playing is the only way you can get a doctrine that will work-you have to pit it against other players and see what survives and what sinks.

also, BV is a 'floor' condition.  You really missed the point I was making.  Once you're rolling dice, and sliding units, the only 'rules' that matter are the rules that were set ahead of time in the book, and what you're allowed to bring in or use.  That is, anything legal in the rules agreed to outside the match, is legal, there is no requirement for you to be a gentleman, nor for your opponent, provided you don't outright cheat.

This means initiative scumming? perfectly fine.  Do it, if you can.  It means nobody is following Zell unless it's THEIR idea, you don't have to, it means fi I want that cheap kill, and I ignore your annihilator to get it? yeah, that's kosher.  Likewise for going after your poorly protected sniper instead of your flushed out center line.

There are any number of games I've won while losing initiative nearly every turn.  Not because I moved 'least valuable' elements first either-I moved units that I wanted to be in a certain position, into that position and forced my opponent to react to me making those moves.

This is called 'creating dilemmas' and it's called 'making your opponent react to YOU instead of letting him call the tune' and you'd be shocked how few people in the community grasp that idea.

VTOL units are excellent units for doing that-on an appropriately sized map.

but no matter HOW fearsome they are, they're not something that wins it outright on their own unless the scenario is very limited.  (Goat Path scenario is very limited, but it is also quite fun-from either side).

But to make best use of them, you need to interalize their advantages and disadvantages and recognize their limitations as a class.

same way you have to do it with any OTHER unit in the game.  There are situations where you WANT to park the tank-because a parked tank is the most ideal thing you can put in that spot on the map, better than a 'mech even.  with VTOLs, it's Movement.  Hovertanks are okay movers but they're more or less for showing off, and end up being bunkers more often than not.  VTOL units CANNOT bunker-at least, and still be useful.  They're PURE Mobility.  It's both how they survive, and how they do their job.











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PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #66 on: 10 April 2024, 11:24:01 »
You just does not even try to listen. It seems that what the others says is not the matter at all to you, for you just copy and paste what you want to say but nothing else. If what you did was kept your own opinion then it wasn't that bad, but it was that bad because you just does not reads the posts. Disappointed.
« Last Edit: 10 April 2024, 11:36:07 by PuppyLikesLaserPointers »

Maingunnery

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Re: How much armor for a VTOL
« Reply #67 on: 10 April 2024, 11:36:54 »
Ironically you are both right in a way. The standard YJ can work against a specific type of player, so ones own experiences will influence your opinion. The specific type of player is generally one with issues that someone with a YJ can use to make safe shots. Should a shot hit then you often get a response from them that can also be exploited, such as them bunching up (making them give up speed or terrain), or them sending something out (and into a trap). But eventually such a player should improve and the standard YJ will no longer work, so in many ways the standard JY is a teaching tool. 

The main problem with all VTOLs is that they can take only a limited number of hits in total, it does not matter if they were small hits or big hits, in general it will average out. So beyond a certain level of armor protection it will be better to invest any space tonnage into equipment that prevent hits: Bigger engine, stealth armor, longer ranging weapon, etc.
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Cannonshop

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Re: How much armor for a VTOL
« Reply #68 on: 10 April 2024, 12:02:43 »
Ironically you are both right in a way. The standard YJ can work against a specific type of player, so ones own experiences will influence your opinion. The specific type of player is generally one with issues that someone with a YJ can use to make safe shots. Should a shot hit then you often get a response from them that can also be exploited, such as them bunching up (making them give up speed or terrain), or them sending something out (and into a trap). But eventually such a player should improve and the standard YJ will no longer work, so in many ways the standard JY is a teaching tool. 

The main problem with all VTOLs is that they can take only a limited number of hits in total, it does not matter if they were small hits or big hits, in general it will average out. So beyond a certain level of armor protection it will be better to invest any space tonnage into equipment that prevent hits: Bigger engine, stealth armor, longer ranging weapon, etc.

as I said before, you need a cooperative opponent before a YJ isn't a liability.  That cooperative opponent has to cooperate with the thinking of the Yellowjacket's player.

Players that don't cooperate, tend to eat the side that brought Yellowjackets.

MOST players I've run with, don't cooperate...but that's MY experience, PPLP's is clearly quite different.

But it's all a matter of our individual experiences, which you've pointed out, and which I've insisted is the 'right' way to answer the OP's question-by trying things and seeing what works, and what doesn't.

Any 'recieved' knowledge is going to be worth what you put into learning it.  aka my advice is useless if it's not tested, so is anyone else's.

We can all go on at length about our theory-crafting, or bark up with our own anecdotal evidence, but for new players, the only sure thing, is that the rules are in the book, and you have to figure it out largely for yourself through playing.

Tabletop against live opponents is the only way anyone truly gets good, it's the only way anyone works up the methods and tactics that actually work for them.
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PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #69 on: 10 April 2024, 12:16:40 »
No one expects your opponent to be helps you to win, ever, as long as it would be considered as a proper player versus player game. So you better not to think that the opponent will do as you pleases. That is what you should learn.

PuppyLikesLaserPointers

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Re: How much armor for a VTOL
« Reply #70 on: 10 April 2024, 12:44:54 »
Ironically you are both right in a way. The standard YJ can work against a specific type of player, so ones own experiences will influence your opinion. The specific type of player is generally one with issues that someone with a YJ can use to make safe shots. Should a shot hit then you often get a response from them that can also be exploited, such as them bunching up (making them give up speed or terrain), or them sending something out (and into a trap). But eventually such a player should improve and the standard YJ will no longer work, so in many ways the standard JY is a teaching tool. 

The main problem with all VTOLs is that they can take only a limited number of hits in total, it does not matter if they were small hits or big hits, in general it will average out. So beyond a certain level of armor protection it will be better to invest any space tonnage into equipment that prevent hits: Bigger engine, stealth armor, longer ranging weapon, etc.

Well, I found that the sum of damage on the non-rotor hits ranges to about 30 to 80 points, before it got its rotor destroyed, for a 30 tonner. 80 points is very corner case(gauss or AC/20) so about 30~50 would be the case against most weapons. Assumed that about 1/3 of shots are hits the rotor, that would be the sum of damage on the non-rotor hits. Since a 30 tonner can have 145 armor points, even if it was fully armored it does not have too exceed armor point if you add a turret on it.

Maingunnery

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Re: How much armor for a VTOL
« Reply #71 on: 10 April 2024, 14:32:08 »
as I said before, you need a cooperative opponent before a YJ isn't a liability.  That cooperative opponent has to cooperate with the thinking of the Yellowjacket's player.
Why use cooperative, we both know that people aren't perfect. I have seen actual live players being lead around by standard JYs.
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Cannonshop

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Re: How much armor for a VTOL
« Reply #72 on: 10 April 2024, 19:29:46 »
Why use cooperative, we both know that people aren't perfect. I have seen actual live players being lead around by standard JYs.

I've watched otherwise good players get led around a map by an URBIE.  (Seriously, saw a Clan player iwth a Turkina spend six out of ten turns chasing an URBANMECH.)  It happens, on random occasion.  When it gets consistent, there's more to it than a single session's bad judgment.
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