Author Topic: Clarifications on using CF/AS on ground maps  (Read 1517 times)

Flying Toaster

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Clarifications on using CF/AS on ground maps
« on: 27 February 2018, 10:13:25 »
Hello all!
I am planning to use some air assets (Conventional and aerospace fighters) in my batttletech games pretty soon, and am seeking some rules clarifications.
For context, I'll be running them using the 'movement on ground mapsheets', primarily because all AA units drawing range to one hex seems a bit weird, and moving models around the map is fun.
I gather from other posts here that strafing is a bad idea, so let's skip that.
Striking - in the air movement phase the air unit moves, and makes sure to trace its flightpath over its target. Then in the shooting phase, the air unit can strike at range 0, and ground units shoot at the air unit using the current range (from their position to the air unit's position at the end of the movement phase)?
Bombing works much the same as striking? I noticed in TW that it says 1 attack roll for all bombs, although Megamek does 1 roll per bomb. I'm thinking 1 roll per bomb to stop it being an all or nothing attack.
If the air unit takes any damage it makes a control roll, and if it fails it goes out of control and loses altitude / lawn darts? What page are these rules on, I haven't found them properly. If damage exceeds the threshold, it's a crit chance? Or something else?

Anything else that's good to know? The rules seem rather scattered throughout the book (mostly looking at TW, although I do have TacOps also). I'm planning to start it very easy with a couple of jumpBombers, and then introduce more things in later games.

Weirdo

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Re: Clarifications on using CF/AS on ground maps
« Reply #1 on: 27 February 2018, 11:20:28 »
Hello all!
I am planning to use some air assets (Conventional and aerospace fighters) in my batttletech games pretty soon, and am seeking some rules clarifications.
For context, I'll be running them using the 'movement on ground mapsheets'
You have my condolences. That ruleset is a horrible mishmash of exceptions and confusion, but if it's what you like, go right ahead, it's your game. :)
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primarily because all AA units drawing range to one hex seems a bit weird
This hasn't been the case for some time. You might want to check out the errata section of this forum.
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, and moving models around the map is fun.
Okay, I'll give you that. :)
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I gather from other posts here that strafing is a bad idea, so let's skip that.
You'll go far in this world. 8)
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*whole lotta stuff*
I'm reasonably certain that the ground units your bird attacked get to shoot back as it passes overhead instead of aiming at the final position, but aside from that it looks like you've got things spot on!
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Flying Toaster

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Re: Clarifications on using CF/AS on ground maps
« Reply #2 on: 28 February 2018, 05:33:03 »
I must be going dense, but I can't find where in the errata the change from drawing range to a certain hex is mentioned. :(

https://bg.battletech.com/forums/index.php?topic=33530.0 is the right document?

Weirdo

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Re: Clarifications on using CF/AS on ground maps
« Reply #3 on: 28 February 2018, 09:33:35 »
Way too much errata has been put out for TW for me to dig through it all, though I thought it was semi-recent.

Long story short, AA fire is directed to the closest point that the flight path passes to the firing ground unit. The moral of the sorry is to keep your flight path very far away from everything, except your actual targets.
My wife writes books
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"...finally, giant space panties don't seem so strange." - Whistler
"Damn you, Weirdo... Damn you for being right!" - Paul
"...I was this many years old when I found out that licking a touchscreen in excitement is a bad idea." - JadeHellbringer
"We are the tribal elders. Weirdo is the mushroom specialist." - Worktroll

Flying Toaster

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Re: Clarifications on using CF/AS on ground maps
« Reply #4 on: 28 February 2018, 11:28:17 »
Thanks, I'll do more digging :)