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BattleTech Game Systems => General BattleTech Discussion => Topic started by: Black_Knyght on 09 October 2018, 13:26:23

Title: Conventional Aircraft Combat Assets?
Post by: Black_Knyght on 09 October 2018, 13:26:23
I'm kinda of curious just how often players here utilize conventional aircraft as combat assets? Not VTOLs, or even basic Transport aircraft, but actual conventional combat aircraft in any combat role? And if so, what specific types and how do you best utilize them?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Kit deSummersville on 09 October 2018, 14:10:29
If you load up a MechBuster with flechette ammo you'll find that infantry want to stay hidden.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 09 October 2018, 14:24:24
If you load up a MechBuster with flechette ammo you'll find that infantry want to stay hidden.

Quote
(http://i.imgur.com/XbYPtPy.jpg)

This is the only appropriate reaction image i have to this.



Now, i don't really play with vehicles, much less with aerospace stuff, but i've got an impression from various articles etc. that conventional fighters tend to be treated as disposable things. And bomb-trucks. Basically they force people to react and/or make their lives miserable for few seconds, then the planes are shot down.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 09 October 2018, 15:03:16
I went with a mixed squadron doing a bombing pass on a pair of companies- 4 mechs, some work mechs, 2 lances of armor, lance of scout vehs, and a company of infantry in flatbed trucks.  It was to test bombs & RL pods in MM to see what happened . . .

Two conventional fighters had heavy damage but flew off.  One of the armed workmechs became a crater, one mech took a hip hit, tank was immobilized, and I think another two were destroyed.  They hit the enemy force in a route march rather than being spread out in movement to contact.

I used some Rubvogels, Boeing Jump Bombers, I think Katyas, some Guardians and other strike fighters.  Might have only sent 8, I cannot clearly remember- it was a topic on here.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Lorcan Nagle on 09 October 2018, 15:10:32
I use a pair of Guardians with my shitbox militia battalion, they work OK in BattleTech but are pretty killer in Alpha Strike. 
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 09 October 2018, 15:19:00
Main thing is, do not loiter . . . come in, drop your load and then GTFO back to base to re-arm for the next strike.

I still want to see what happens when a limited number of ASF brought to the fight by dropships they are escorting to landing run into a bunch of CFs carrying Light AAM.  Or CFs armed with Plasma Canon for superiority work.  Then perhaps more CF carrying loads of RL pods to pummel any Dropships trying to land.
Title: Re: Conventional Aircraft Combat Assets?
Post by: AlphaMirage on 10 October 2018, 05:56:36
Main thing is, do not loiter . . . come in, drop your load and then GTFO back to base to re-arm for the next strike.

Million Times Plus this, Conventional Fighters cannot take a hit.  Wait till their targets are engaged at close range with something unpleasant (preferably something within the medium range of an AC/20) then attack and get off the board evading his fellows.  If they are still around circle back and wait for that to happen again (abstract RADAR map from TacOps? is your friend)
Title: Re: Conventional Aircraft Combat Assets?
Post by: Dapper Apples on 10 October 2018, 21:34:54
maximize bombs-per-bv
Title: Re: Conventional Aircraft Combat Assets?
Post by: Hellraiser on 10 October 2018, 23:23:49
Not really a "Merc" unit asset, or even a Line House unit.

More planetary guard stuff.

They can't tangle with more than 1 fighter, if even that, and the best use of them, as stated above, is to do some high altitude bombing.

For fluff they also make great recon assets.

I don't think I've ever used one in an actual game & the only time I ever considered having them on the TO&E is when I simply didn't have enough ASF (4) to fill out the Cubicles of an Overlord & considered adding a pair of conventional fighters just to have as much air power as I could.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 10 October 2018, 23:37:18
They are fine for merc or line units, but IMO its not for raids- its for planetary invasions.

To operate, you will need a place for them to land.  They will have to be unloaded from cargo and prepped . . . or you stuck them in a ASF/SC bay instead of one of those craft.

Honestly depends on your play/game style . . . I do war-game style personally, so they have a place.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Col Toda on 11 October 2018, 03:53:37
Mech Buster with Precision Ammo can get nasty but you have to target relatively lightly armed targets along the corners or edges of the map otherwise you invite a lawn dart issue .
Title: Re: Conventional Aircraft Combat Assets?
Post by: I am Belch II on 11 October 2018, 06:49:56
They are a fast quick and cheap attack unit. With the lack of armor they have become kinda useless for a good ground attack plane. Now they are about 1/10 as much as a aerospace fighter and even cheaper compared to mechs. I would try to swarm units and run away the best you can.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 11 October 2018, 11:20:44
If you load up a MechBuster with flechette ammo you'll find that infantry want to stay hidden.
Mech Buster with Precision Ammo can get nasty but you have to target relatively lightly armed targets along the corners or edges of the map otherwise you invite a lawn dart issue .

Illegal. Aero units(conventional fighters included) can never use alternate ammo.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Kit deSummersville on 11 October 2018, 11:24:24
Illegal. Aero units(conventional fighters included) can never use alternate ammo.

They can with...

...Author Fiat!!!!
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 11 October 2018, 12:08:53
What does the Plasma Cannon do to buildings?

Cause I think a conventional fighter armed with a single Plasma Cannon rigged out to be a bomb truck would make a great Sea Fox export in the 3100s.  Melt armor, battle armor, fry infantry and do whatever to buildings . . .

IMO, conventional fighters suffer the spotlight penalties of ASF, just multiplied.  The game is about stomping robots . . . ASF are kept trimmed back by rules (lawn dart HO!) and fluff (harder to find pilots than mechwarriors) because they (like warships) have the power to break the universe setting.  We rarely see ASF in fiction and outside of TF Serpent boarding operations I am not sure of Small Craft in action- let alone the armed gunships like Tigress and Aquarius/Lyons.  Conventional Fighters would be the militia equivalent of ASF, and thus get even less time in fiction . . . so they act in the background, just like the swarms of light & medium armor along with plain infantry.

I also think its a excellent reason for AA vehicles, and to have them stationed with any field repair base . . .

 . . . imagine how annoying it would be to be sitting under a tarp eating a meal from the field kitchen while the techs reload your mechs ammo bins (hence wide open breaches in armor) and repair armor only to hear the jet engines of a Meteor Strike Fighter before it came roaring in at tree top level.  The big gun in the nose going BRRRRAAPPPPPPPP at your mech in the gantry as it scattered SRMs, inferno bombs and rockets across the field base.  Staying at tree top level the fighter-bomber scooted out between a gap in the hills . . . all before the four Vedette LBX could even slew their cannons around to fire at the intruder.


Actually, interesting point . . . would you rather have a Conventional Fighter playing the Wild Weasel role for bombing strikes, or a ASF?  The more disposable craft would keep the more valuable ASF from being as damaged or even lost.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Lorcan Nagle on 11 October 2018, 12:53:20
Illegal. Aero units(conventional fighters included) can never use alternate ammo.

Plus, for anti-infantry you can just drop a bomb on their hex.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Retry on 11 October 2018, 16:27:11
Illegal. Aero units(conventional fighters included) can never use alternate ammo.
I was extremely disappointed when I first learned of that.  It put a bit of a damper on my... more ambitious ideas.

Wasn't the Angel strike fighter fluffed to be dangerous with inferno ammo in TRO 3039?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Black_Knyght on 11 October 2018, 16:54:53
Wasn't the Angel strike fighter fluffed to be dangerous with inferno ammo in TRO 3039?

More than a few times something that's fluffed doesn't coincide with how the rules are actually written. :D
Title: Re: Conventional Aircraft Combat Assets?
Post by: DOC_Agren on 11 October 2018, 17:30:16
Illegal. Aero units(conventional fighters included) can never use alternate ammo.
Can I ask where and when that was stated, note it been a while since I got use Aero Units, so I might have missed that change.

And do Conventional Aircraft have a place, yep.  Mostly with Planetary Militia Units and some of the Cargo Units in your support forces, if you are planning on being on the planet a while.  Otherwise most Merc and house units would be better served by Aerospace Designs, which mostly will eat Conventionals for lunch snack and survive better on the battlefield and VTOLs. 
that being said I once saw a pair of my Sabres get bounced by a single Mechbuster,who the 1st time they knew was when a AC20 round smack it in the rear and it didn't end well for that Sabre.  Of course the Mechbuster didn't make it back either as the other Sabre played cat and mouse with it, dart out of range when lost init, and closing in for safe shooting when won it.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 11 October 2018, 17:44:18
Can I ask where and when that was stated, note it been a while since I got use Aero Units, so I might have missed that change.

Total War, when it first came out.
Title: Re: Conventional Aircraft Combat Assets?
Post by: DOC_Agren on 11 October 2018, 20:57:07
Total War, when it first came out.
Thanks, that means no more Infernos SRM strike from the air
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 11 October 2018, 23:24:44
That's what Inferno bombs are for.

Also, fun fact: Sprayers are not weapons. Since the rule in question does specify weapons, aeros can load their sprayer tanks with whatever they want. Yes, I checked with the Rules Forum on this. :)
Title: Re: Conventional Aircraft Combat Assets?
Post by: PsihoKekec on 12 October 2018, 00:28:40
I am sure whoever this setup was tested on, was thankful for the rules.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 12 October 2018, 07:57:04
That's what Inferno bombs are for.

Also, fun fact: Sprayers are not weapons. Since the rule in question does specify weapons, aeros can load their sprayer tanks with whatever they want. Yes, I checked with the Rules Forum on this. :)
Sometimes i wonder if Xotl and others in the rules team are like "oh god, what now" when they see you've made rules question.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 12 October 2018, 09:49:09
I am sure whoever this setup was tested on, was thankful for the rules.

An airship used acid rain to blow the leg off an Omni-Blackjack while acting in support of a Disney princess. I called it a successful test. :)

Sometimes i wonder if Xotl and others in the rules team are like "oh god, what now" when they see you've made rules question.


StratOps, page 7. I'm Zug. >:D
Title: Re: Conventional Aircraft Combat Assets?
Post by: Daemion on 12 October 2018, 19:25:16
I've used a mix of all three Strike Fighters (Angel, Defender, and... ?) found in TRo '39.  A lot of the games we play are around larger events and every now and then, the local air defense gets to make attack runs on fixed positions, like artillery nests. Then the hero team gets to fend them off on the ground.

Sometimes I may throw in a mission where they're ground objectives, caught on the ground.



Title: Re: Conventional Aircraft Combat Assets?
Post by: Fallen_Raven on 13 October 2018, 01:30:39
Drake Stealth Fighters have done good work for me. They don't carry the raw firepower that aerospace fighters do, but the stealth bonus/range penalty make it surprisingly hard to hit with AA fire. Its enough to convince people not to wander off unsupported, and that means no end runs around my flanks. I don't win games off the Drake, but it does give me more freedom to worry about my plans while my opponent is pushed into being more reactive.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Wolf72 on 13 October 2018, 14:04:02
Total War, when it first came out.

Ok, so no alt AC munitions.  Does that include alt SRM and LRM ammo (someone mentioned Infernos ... guessing the answer is standard ammo only).

I used to use the word alternative for Artemis-4 and ATM ammo's [Narc too for that matter], would they be considered alternative or a type of 'normal' ammunition?

Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 13 October 2018, 14:12:15
Ok, so no alt AC munitions.  Does that include alt SRM and LRM ammo (someone mentioned Infernos ... guessing the answer is standard ammo only).

I used to use the word alternative for Artemis-4 and ATM ammo's [Narc too for that matter], would they be considered alternative or a type of 'normal' ammunition?
Art-IV launchers use Art-IV ammo in ASF combat. Narc beacons can be fired at ground targets, but i don't think ASF's can use Narc-capable missiles since they're alt ammo.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 13 October 2018, 14:26:20
Art-IV launchers use Art-IV ammo in ASF combat. Narc beacons can be fired at ground targets, but i don't think ASF's can use Narc-capable missiles since they're alt ammo.

Correct on all counts. And for fighters mounting normal LRMs/SRMs, only the basic ammunition, nothing else.

LB-X cannons always fire cluster, never slug.

ATMs see their damage curve change by range bracket to represent switching between the three standard munitions.

MMLs can switch between LRMs and SRMs, but basic missiles only. (Or Artemis only if the rack has that.)
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 13 October 2018, 14:49:12
Correct on all counts. And for fighters mounting normal LRMs/SRMs, only the basic ammunition, nothing else.

LB-X cannons always fire cluster, never slug.

ATMs see their damage curve change by range bracket to represent switching between the three standard munitions.

MMLs can switch between LRMs and SRMs, but basic missiles only. (Or Artemis only if the rack has that.)
I assume the rule exists for sake of simplicity rather than due to fundamental balance or other issue?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 13 October 2018, 15:09:33
Can't say for sure as that was before my time, but good odds, I think.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Wolf72 on 13 October 2018, 16:10:59
Can't say for sure as that was before my time, but good odds, I think.

I had high hopes for massed infernos on my CF design.  I mean, imagine if [when] it gets hit midair.  Now, that's a fireball.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 13 October 2018, 16:16:28
You mentioned NARC . . . but what about iNARC?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 13 October 2018, 16:54:31
You mentioned NARC . . . but what about iNARC?

(http://media.tumblr.com/1a9af324602a78ea6a54f427b8a9e45f/tumblr_inline_mkqvbbSuVj1qz4rgp.gif)

Nope. I'm done. The typing in this thread has already proven everyone in here to be far too intelligent for confusion regarding this concept to be possible. You know exactly how things work at this point.
Title: Re: Conventional Aircraft Combat Assets?
Post by: DOC_Agren on 13 October 2018, 21:11:08
That's what Inferno bombs are for.

Also, fun fact: Sprayers are not weapons. Since the rule in question does specify weapons, aeros can load their sprayer tanks with whatever they want. Yes, I checked with the Rules Forum on this. :)
Thanks for the news Weirdo, it has been a while since I've run Aerospace Assets.  Not sure why they made the change.  So many old uses no longer valid.   :(
any idea why LB-X on aerospace assets has to use cluster ammo only?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 13 October 2018, 21:38:10
Because aeros use standardized damage for all weapons, including cluster ones. You'd need two different damage values, something the rules writers of the time deemed unacceptable it seems. It's the same reason that when aeros mount variable-RoF weapons like Ultras or RACs, they MUST fire at full auto at all times. Having multiple damage values at a given range bracket are simply Not Allowed...except for MMLs. Those seem to be the ONLY exception.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 14 October 2018, 00:09:29
Which is why I asked about iNARC as they were a later invention like MMLs- besides their advantage IS stuff like Haywire, ECM, Nemesis.  Otherwise there is no reason for a aero unit to mount iNARC instead of NARC.  Even there, since you are not rolling on a missile chart how does it help?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 14 October 2018, 07:34:57
Narc's and iNarcs don't help Aerospace units in any way but who says dropping a beacon from sky for 'Mechs and tanks to take advantage of isn't useful?
Consider, LRMs have range of 21 hexes, but Narcs only 9 (iNarcs 15). An ASF can drop the beacon while 'Mechs and tanks are at their max range, while ground units need to approach first. Naturally you'd have a dedicated Narc carrier even on ground for this task, but it is easier from air.
That said, iNarc is pretty worthless for ASFs even for ground support duty (hell, iNarc is dubious device for ground units). Merely modest range increase, the beacon being capable of brushed off, greater tonnage requirements.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Luciora on 14 October 2018, 09:17:40
Slightly off topic, but now i'm greatly amused by the mental image of a panicked Stalker pilot attempting to brush off an iNarc pod stuck anywhere.   ;D
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 14 October 2018, 10:13:04
Slightly off topic, but now i'm greatly amused by the mental image of a panicked Stalker pilot attempting to brush off an iNarc pod stuck anywhere.   ;D
It walks next to a tree and scratches its butt on that?
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 14 October 2018, 12:12:01
Empyrus, which is why I was commenting that the usefulness of iNARC comes in the other 3 types of ammo it has . . . I could honestly see iNARC mounted on a Wild Weasel CF- hit a AA mech/vehicle with a +1 TH and it gets worse at its job.

Which since CF cannot carry them usefully, makes VTOLs the iNARC'er of choice for aerial equipment.  Not sure if it beats the Tufana though . . .
Title: Re: Conventional Aircraft Combat Assets?
Post by: DOC_Agren on 14 October 2018, 18:48:52
Because aeros use standardized damage for all weapons, including cluster ones. You'd need two different damage values, something the rules writers of the time deemed unacceptable it seems. It's the same reason that when aeros mount variable-RoF weapons like Ultras or RACs, they MUST fire at full auto at all times. Having multiple damage values at a given range bracket are simply Not Allowed...except for MMLs. Those seem to be the ONLY exception.
another bit I missed, question do RAC still run the same jamming rules
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 15 October 2018, 13:53:39
I think so? I've never actually used any flying RACs.

The answer would be in Total War.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Daemion on 16 October 2018, 00:06:49
I knew those stats were set in AT-2.  Why didn't the devs of Total Warfare take the golden opportunity to make some improvement?

It would be a simple mod to Aero Weapon stats.

[shrug] House rules, I guess. That, or fanfic explanation as to why not.  Like maybe the beacon isn't strong enough outside half a kilometer under combat ECM effects.  Or at the longer ranges, Missiles lose their capacity to correct their path due to the expenditure of fuel.

Title: Re: Conventional Aircraft Combat Assets?
Post by: Iceweb on 17 October 2018, 16:33:57
Just double checking a Narc question since there is a slight chance I am getting confused a little bit. 

If you can get a Narc beacon on a fighter (ignoring how) then a unit that is not an aircraft which was loaded with Narc homing rounds would get the bonus that the beacon gives. 

Because some people are saying Narc is useless on ASF, and I wanted to double check that I didn't have something wrong in my understanding. 

If it does work the thought of a cheap conventional fighter equipped with an iNarc to tag other fighters so that ground units could get the hit bonus on them might not be a horrible idea, even if likely to be wasteful on Cbills.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 17 October 2018, 17:01:35
Just double checking a Narc question since there is a slight chance I am getting confused a little bit. 

If you can get a Narc beacon on a fighter (ignoring how) then a unit that is not an aircraft which was loaded with Narc homing rounds would get the bonus that the beacon gives. 

Because some people are saying Narc is useless on ASF, and I wanted to double check that I didn't have something wrong in my understanding. 

If it does work the thought of a cheap conventional fighter equipped with an iNarc to tag other fighters so that ground units could get the hit bonus on them might not be a horrible idea, even if likely to be wasteful on Cbills.
I can't find (with a quick search) anything that forbids this.
However, this isn't ultimately particularly effective, as LB-X autocannons and HAGs are superior anti-air weapons, getting -3 to hit vs aerial targets. Narc-missiles vs iNarced target is only -1. Range also matters, LB-5X offer identical or greater range (depending on tech) than LRMs, as do HAGs.

I'm not sure if air units get flak bonus vs other air units, if they do, then a conventional fighter with LB-X or HAG would be probably better anti-air hunter than using Narcs to support ground units.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Iceweb on 17 October 2018, 17:27:03
Sure but HAG is a higher tech level and may not be available to a force where iNarc has much less demand. 

LBX are great against air units with flak but the 10 does have shorter range than than LRMs, and the 2 and 5 while having equal or greater range do poor damage and are unlikely to threshold where the 5 point clusters on an LRM are fairly decent on getting a threshold check on a significant number of fighters. 

Also I can simply swap out a ton of ammo from a LRM rack to Narc seeking to get the bonus.  Where the LBX series may be less available, especially if I am reinforced by a duke with an intotech force.   

As for the fighter itself, the iNarc is lighter than the LBX and seen as much less of a threat by enemies, which I think are both in favor for a cheap fighter that is not really designed to dog fight.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 17 October 2018, 17:59:10
All of your questions have answers here (https://bg.battletech.com/forums/index.php?action=post;board=42.0).
Title: Re: Conventional Aircraft Combat Assets?
Post by: Natasha Kerensky on 18 October 2018, 08:57:41

Because they are just as vulnerable to lawn dart checks as aerospace fighters and die like flies against aerospace fighters, conventional fighters are best used in ground attack roles.  Save your aerospace fighters for air/space superiority, and bomb the heck out of the invader with your conventional fighters.

The Boeing Jump Bomber (created by my old gaming group years ago) was the first design to specifically exploit this, and the Saroyan Jump Bomber has kept the concept alive, although other, less specific, conventional fighters also do well in the ground attack role.

I've also used Boomerangs in the spotting role.

Other than that, I avoid conventional fighters.

Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 18 October 2018, 09:07:24
The Jump Bombers are no longer the go to b/c of rules changes- now you want a 40-50 ton frame to get the best bomb load.

I honestly think the Katyas are the best CAS conventional fighter now.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Empyrus on 18 October 2018, 09:26:21
Isn't the MechBuster a good bomber? IIRC it is 50 tons, so it can carry quite a few bombs, or does it slow too much? In any case, it also has AC/20 so it can do some further damage. Of course, that gun can be regarded as a problem as well, since it attracts attention (and increases BV).
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 18 October 2018, 09:29:26
It does give you one big hit . . . but how many RL20s can I put on a airframe for the same weight?  Especially when it should only be firing 1 or 2 times before RTB to reload external ordinance.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Natasha Kerensky on 18 October 2018, 12:59:21

I agree that the Katya and Mechbuster are good ground attack craft, and better one-for-one than the jump bombers.

However, the jump bombers may have an advantage if you can squeeze more of them under a BV or other cap.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Retry on 18 October 2018, 16:29:26
It does give you one big hit . . . but how many RL20s can I put on a airframe for the same weight?  Especially when it should only be firing 1 or 2 times before RTB to reload external ordinance.
Fifteen front-facing at most, but those RL20s always hit for 12 points because of the aerospace simplification thingy, and RLs are less accurate than other weapons in the first place which can be rather bad at the higher end of the 2D6 curve.  Go with a smaller airframe and RL10s IMO, it's 50% more rocket per mass and you still blot out the sun with a full load.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Nebfer on 24 October 2018, 23:24:42
In universe Mechbusters are interestingly rather rare, well outside of Kurita space that is. As such It would seem that Meteors is the most common heavy conventional fighter in most states and 90 point bomb loads is not to shabby.
Title: Re: Conventional Aircraft Combat Assets?
Post by: mbear on 08 November 2018, 10:02:07
On an almost unrelated note, didn't one of the SLDF books say that most SLDF divisions had a wing/regiment of conventional aircraft assigned to them? Not VTOL assets, but Hurricane/Defender/Guardian, etc.
Title: Re: Conventional Aircraft Combat Assets?
Post by: CVB on 08 November 2018, 11:35:57
On an almost unrelated note, didn't one of the SLDF books say that most SLDF divisions had a wing/regiment of conventional aircraft assigned to them? Not VTOL assets, but Hurricane/Defender/Guardian, etc.

The Star League (Fasa 1630), p. 134:
Quote
There were 54 AeroSpace Fighters in a GAW [Ground Aero Wing], arranged into nine squadrons. [...] Each GAW also had 54 combat aircraft and 54 transport aircraft.

The SLDF manual confirms this structure, while Liberation of Terra 1 says
Quote
In some cases, a GAW would also include full regiments of conventional aircraft (primarily for close air support, but often with two or three squadrons of reconnaissance craft) and transport aircraft[...]
(Emphasis mine)
Title: Re: Conventional Aircraft Combat Assets?
Post by: Colt Ward on 08 November 2018, 11:40:19
It would be interesting if the Blood Spirits used that sort of structure for their Aero units- since they do not have them included in any clusters- as a SL carry over?  Two Trinaries of ASF, two Trinaries of CF and two Trinaries of transport- one SC and one VTOL?  A Ground Aero Cluster . . .
Title: Re: Conventional Aircraft Combat Assets?
Post by: Hellraiser on 10 November 2018, 18:41:59
I think the Spirits use the FAW structure.

All their ASF, WS, Carrier/Titan DS combined into patrolling "Fleet Aero Clusters"

 
Title: Re: Conventional Aircraft Combat Assets?
Post by: Elmoth on 11 November 2018, 09:56:19
I am working on a merc unit for my own enjoyment,a and have been looking at common ASF and conventional fighters in Alpha Strike (MUL stats) to have an idea of what the hell are those and in case I
1. Decide to equip the mercenary unit with ASF or conventional fighters
2. Decide to throw ASF/Conv fighters to the the face of my players in our current RPG. This is quite likely.

Here come the Alpha strike stats in case anyone os interested in how they seem to be in AS terms:

Stats listed as Name / tons / damage per range bracket/ Movement / Armor+internal structure points / Cost.

Conventional Fighters
Angel (LSF).        10 1100  7a 04 10
Guardian (MSF)  20 1100  7a 14 11
Defender (MSF)  25 1110  6a 13 10
Meteor (HSF)      45 3300  5a 13 15
Mechbuster         50 2200  5a 13 12

Trush                    25 2200 12a 16 17
Cheetah               25 2100 12a 26 18
Sabre-27              25 2200 11a 26 19
Sparrowhawk       30 2100 10a 45 20
Centurion            30 2200 10a 45 21
Sholagar             35 2200 10a 35 19
Sai [drac comb]  40 3300   8a 44 22
Corsair (Sz 2)     50 3300   6a 63 26
Lightning (Sz 2)  50 4400   6a 63 26
Stingray (Sz 2)   60 3310   6a 63 25
Slayer (Sz 3)       80 4400   6a 84 30


The easiest way to counter what some of you say above about them dominating the game, well, if you restrict the heavy fighters (read: they do not exist) above 50 tons it is rather easy to downgrade their power in front of mechs.

I have to say that in Alpha Strike the Mechbuster is quite a bust itself, with the much more common heavy conventional fighters being more powerful than the mechbuster.  I was expecting more given how people talks about it.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 11 November 2018, 10:38:05
Just about all AC/20 units lose much of their luster when you transition to Alpha Strike, as being able to put two points of damage in one spot is nowhere near as impressive as a twenty-point slug in Total War.

It's one of those differences from Total War that Alpha Strike players have learned to accept and move on from.
Title: Re: Conventional Aircraft Combat Assets?
Post by: The_Caveman on 11 November 2018, 17:15:48
Just about all AC/20 units lose much of their luster when you transition to Alpha Strike, as being able to put two points of damage in one spot is nowhere near as impressive as a twenty-point slug in Total War.

It's one of those differences from Total War that Alpha Strike players have learned to accept and move on from.

I don't play AS, but it seems to me any rules set that makes an AC/20 lackluster is doing it wrong.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Tai Dai Cultist on 11 November 2018, 17:25:48
I don't play AS, but it seems to me any rules set that makes an AC/20 lackluster is doing it wrong.

It is unfortunate, but there are plenty of 'headcapper' house rules out there to represent the pure punch of big guns.

Regardless, smoothing over the impact of individual weapons in order to make a game playable with more mechs per side.. entire companies or battalions at a time.. makes for a price of admission I'm quite willing to pay.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Jellico on 12 November 2018, 00:46:27
I don't play AS, but it seems to me any rules set that makes an AC/20 lackluster is doing it wrong.

20 points is lackluster. AC20s are more psychological than anything.

That said one day I will perfect my Mechbuster IIC. With both AC20s.
Title: Re: Conventional Aircraft Combat Assets?
Post by: The_Caveman on 12 November 2018, 01:07:02
20 points is lackluster. AC20s are more psychological than anything.

Maybe in the current era of insane power-creep. A 20-point cluster in Tech 1 play still obligates a change of pants.
Title: Re: Conventional Aircraft Combat Assets?
Post by: mbear on 12 November 2018, 09:05:22
The Star League (Fasa 1630), p. 134:
The SLDF manual confirms this structure, while Liberation of Terra 1 says (Emphasis mine)

Thanks, that's exactly what I was looking for.

I am working on a merc unit for my own enjoyment,a and have been looking at common ASF and conventional fighters in Alpha Strike (MUL stats) to have an idea of what the hell are those and in case I
1. Decide to equip the mercenary unit with ASF or conventional fighters
2. Decide to throw ASF/Conv fighters to the the face of my players in our current RPG. This is quite likely.

Here come the Alpha strike stats in case anyone os interested in how they seem to be in AS terms:

Stats listed as Name / tons / damage per range bracket/ Movement / Armor+internal structure points / Cost.

Conventional Fighters
Angel (LSF).        10 1100  7a 04 10
Guardian (MSF)  20 1100  7a 14 11
Defender (MSF)  25 1110  6a 13 10
Meteor (HSF)      45 3300  5a 13 15
Mechbuster         50 2200  5a 13 12

Trush                    25 2200 12a 16 17
Cheetah               25 2100 12a 26 18
Sabre-27              25 2200 11a 26 19
Sparrowhawk       30 2100 10a 45 20
Centurion            30 2200 10a 45 21
Sholagar             35 2200 10a 35 19
Sai [drac comb]  40 3300   8a 44 22
Corsair (Sz 2)     50 3300   6a 63 26
Lightning (Sz 2)  50 4400   6a 63 26
Stingray (Sz 2)   60 3310   6a 63 25
Slayer (Sz 3)       80 4400   6a 84 30


The easiest way to counter what some of you say above about them dominating the game, well, if you restrict the heavy fighters (read: they do not exist) above 50 tons it is rather easy to downgrade their power in front of mechs.

I have to say that in Alpha Strike the Mechbuster is quite a bust itself, with the much more common heavy conventional fighters being more powerful than the mechbuster.  I was expecting more given how people talks about it.

IIRC there's a BattleCorps unit digest that deals with a pure conventional aircraft force. I think it's a CCAF unit. Maybe that would be a good place to start.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Hellraiser on 15 November 2018, 01:12:18
I'm curious.

How does 50% more Damage for the Meteor only calculate to 25% more PV?

Actually, I'm thinking I might be able to answer my own question.

Something along the lines of 1 point of SR Damage is 1, and 1 Point of MR Damage is 2 for 3 points more total?

Seems like it should be a bit more costly.
Title: Re: Conventional Aircraft Combat Assets?
Post by: Weirdo on 15 November 2018, 09:48:06
The point value calculation rules are in Alpha Strike Companion.