Author Topic: Design Challenge: Company, Binary, or Trinary - Artillery Fire Support  (Read 763 times)

Karack Blackstone

  • Lieutenant
  • *
  • Posts: 1005
Hello.
Search doesn't find the artillery designs in here, so...

Design challenge: Company, Binary, or Trinary - Artillery Fire Support
You must build a force of at least one of the following, each if willing:

Artillery Fire Support for:
  • An IS Company, 12 'Mechs, 3 Lances of 4 each
  • A Clan Binary, 10 'Mechs, 2 Stars of 5 each
  • A Clan Trinary, 15 'Mechs, 3 Stars of 5 each

If it's Arty, it's available!
Using stock is a good idea, however this thread is based on the PLG-1T thread, so refits based on designs where some arty option could be mounted are in as well!

The idea here is to have a self contained and Artied force.
Both the Artillery Fire Support, the AFS, and the force it's within should be designed to fight together!

If it's an issue, start of by designing your Arty Lance or Star, then this thread is meant for filling out the rest of that Company/Binary/Trinary!

If Clan, Nova/Supernova/Hypernova are available for OmniMechs only!
Nova - Star of Elementals, Star of carrying OmniMechs
Supernova - Binary Nova
Hypernova - Trinary Nova

Here's a quick example:

IS Company, 3050's:

1st Lance
2 PLG-1T Pillager Thumpers
2 TI-1A Titans

2nd Lance
1 MAD-5D Marauder
2 WHM-6D Warhammers
1 AWS-9M Awesome

3rd Lance
1 RVN-3L Raven
1 PNT-10K Panther
1 WLF-2 Wolfhound
1 CN9-D Centurion

---
---

Clan Supernova Binary, Clan Wolf/WIE, 3050's:

Alpha Star:
2 Naga(h) Primes
3 Gargoyle A's (Or, if able, 3 Guisarme A's, simply an ES & FF Gargoyle with max AV and +2 tons omnipod space available)

Beta Star:
2 Linebacker Primes (Or 2 Tiger Primes, my own design)
3 Timber Wolf A's

---
---

Clan Hypernova Trinary, also Clan Wolf/WIE, 3050's:

Alpha Star:
2 Naga(h) Primes
3 Gargoyle A's (Or, if able, 3 Guisarme A's, simply an ES & FF Gargoyle with max AV and +2 tons omnipod space available)

Beta Star:
5 Linebacker Primes (Or 5 Tiger Primes, my own design)

Gamma Star:
5 Timber Wolf A's

---  ---

Your turn!
Again, start with your AFS Lance/Star!

What Artillery piece do you want?
AFS and FS come in many forms, so consider your options!

As above, the entire idea is to have:
AFS for your company
FS for the same force
Enough fighting 'Mechs to keep the above alive long enough to make a difference!

One more quick AFS & FS Company:

IS Company, 3050's:

1st Lance:
2 PLG-1T Pillager Thumpers
2 TI-1A Titans, close in bodyguards

2nd Lance:
1 ARC-4M Archer
1 CTLP-1Cb Catapult
2 AWS-9M Awesomes

3rd Lance:
2 WHM-6D Warhammers
2 MAD-5D Marauders

---

In closing:

- Stand-alone skirmish force
- AFS & FS within said force (AFS is Artillery Fire Support, FS is Fire Support, as normal)
- Your unit has a Union or Union-C
- IS is meant to be a Company
- Clan has Binary/Trinary, or instead, Supernova Binary/Hypernova Trinary

The idea is a quick reaction or skirmish unit!

Please have at!
Let's see your ideas!

Daryk

  • Lieutenant General
  • *
  • Posts: 37922
  • The Double Deuce II/II-σ
For me, I'd go with three lances composed of two Arturions and two Civil War Special Hunchbacks each.  That's a full battery of 6 Thumpers with 2 tons of ammo each, and the entire company is 4/6/4 and can thus get just about anywhere.  The six Blazer Cannons should be more than enough to deal with anything trying to hunt the artillery down.

Karack Blackstone

  • Lieutenant
  • *
  • Posts: 1005
Bonus points for the tiny logistical footprint!

Daryk

  • Lieutenant General
  • *
  • Posts: 37922
  • The Double Deuce II/II-σ
Only three kinds of weapons, one engine, one gyro, one kind of jiump jet, and virtually the same armor and IS... :)

Karack Blackstone

  • Lieutenant
  • *
  • Posts: 1005
Again!

/Nod on the tiny logistical footprint!

Do you have any way to test that force out?

Because I'd be curious if despite the relatively light overall tonnage, that looks quite sustainable over campaigns!

Daryk

  • Lieutenant General
  • *
  • Posts: 37922
  • The Double Deuce II/II-σ
Nobody I know would be up for that level of abuse...  ::)

Karack Blackstone

  • Lieutenant
  • *
  • Posts: 1005
MML has some kind of skirmish mode?

Well, to the ongoing thread, how about a force that's a more normal one?

HeavyArmorMecha

  • Master Sergeant
  • *
  • Posts: 211
My idea for a force in circa Clan Invasion era:

Augmented Artillery Lance:

Lance Leader - BattleMaster BLR-3L
Gunner 1 - BattleMaster BLR-3LS
Gunner 2 - BattleMaster BLR-3LS
Gunner 3 - BattleMaster BLR-3LS
Scavenger 1 - Sherpa Armored Truck
Scavenger 2 - Sherpa Armored Truck

The Lance Leader will be piloting a BattleMaster-3L manufactured by Earthwerks on Victoria. the -3L is armed with a Ceres Arms Smasher on the right arm, a trio of Martell Medium Lasers (2 forward, 1 rear) on the Right Torso, and the left arm Machine Guns was replaced by a Martell Small Pulse Laser to deter infantry. The Left Torso is completely redesigned from the traditional BattleMaster template to mount a Delta Dart LRM-15 w/ Artemis, also manufactured by EarthWerks. The mech is protected by 16 tons of Star Shield armor with CASE protecting 2 tons of ammunition. Rounding out the design is a Command Console installed in the head to coordinate fire missions.

Code: [Select]
BattleMaster BLR-3L

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3051
Dry Cost: 10,116,293 C-Bills
Total Cost: 10,236,293 C-Bills
Battle Value: 1,768

Chassis: Earthwerks BLR II Endo-Steel
Power Plant: Magna 340 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Star Shield Standard Armor w/ CASE
Armament:
    1 Ceres Arms Smasher ER PPC
    1  LRM-15 w/ Artemis IV FCS
    3 Martell Medium Lasers
    1 Martell Small Pulse Laser
Manufacturer: Earthwerks Limited
    Primary Factory: Victoria
Communications System: Datacom 60
Targeting and Tracking System: Dynatec Special

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   130 points                4.50
    Internal Locations: 2 CT, 2 LT, 3 LA, 3 RA, 2 LL, 2 RL
Engine:             Fusion Engine                340                      27.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             16(32)                    6.00
    Heat Sink Locations: 3 RT
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 256                 16.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           43       
                                 Center Torso (rear)                  8         
                                           L/R Torso     18           28       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     14           28       
                                             L/R Leg     18           34       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Command Console                              HD        -         1         3.00
2 Medium Lasers                              RT        6         2         2.00
(R) Medium Laser                             RT        3         1         1.00
LRM-15                                       LT        5         3         7.00
    Artemis IV FCS                           LT        -         1         1.00
ER PPC                                       RA        15        3         7.00
Small Pulse Laser                            LA        2         1         1.00
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 18
4          3       4       3       0      4     0   Structure:  7
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

Each Lance would be assigned with 3 BattleMaster-3LS Artillery 'Mechs to bring the pain to the enemy. Build upon the same chassis as the -3L, these BattleMasters retain the -3L's Martell Medium Lasers (but swapped to the Left Torso) and Martell Small Pulse Laser, though a Guided Technologies SRM-4 is added to provide some measure of self-defense. The entire Right Arm assembly and 6 Double Heat Sinks are ripped out in order to fit a Ceres Arms "Hammer" Sniper Artillery Piece (not the sawn-off cousin, the full-sized one). 3 tons of artillery ammunition is allocated in the CASE-protected Left Torso.

Code: [Select]
BattleMaster BLR-3LS

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3051
Dry Cost: 8,706,501 C-Bills
Total Cost: 8,751,501 C-Bills
Battle Value: 1,472

Chassis: Earthwerks BLR II Endo-Steel
Power Plant: Magna 340 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Star Shield Standard Armor w/ CASE
Armament:
    1 Ceres Arms "Hammer" Sniper
    3 Martell Medium Lasers
    1 Guided Technologies SRM-4
    1 Martell Small Pulse Laser
Manufacturer: Earthwerks Limited
    Primary Factory: Victoria
Communications System: Datacom 60
Targeting and Tracking System: Dynatec Special

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   130 points                4.50
    Internal Locations: 2 CT, 2 LT, 2 RT, 4 LA, 2 LL, 2 RL
Engine:             Fusion Engine                340                      27.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA
Armor:              Standard Armor               AV - 256                 16.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           43       
                                 Center Torso (rear)                  8         
                                           L/R Torso     18           28       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     14           28       
                                             L/R Leg     18           34       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Sniper                                       RT/RA     10        10/10    20.00
2 Medium Lasers                              LT        6         2         2.00
(R) Medium Laser                             LT        3         1         1.00
SRM-4                                        LT        3         1         2.00
Small Pulse Laser                            LA        2         1         1.00
@Sniper (30)                                 LT        -         3         3.00
@SRM-4 (25)                                  LT        -         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 15
4          4       2       0       0      4     0   Structure:  7
Special Abilities: ARTS, CASE, SRCH, ES, SEAL, SOA

And rounding the Lance up is a pair of Sherpa Armored Truck, providing logistics support for the Lance, ensuring they have plenty payloads to unleash upon the enemy.


Two of such Lance may form an Augmented Artillery Company, with one of the Lance Leader as the Company CO, and the other Lance Leader as the Company 2CO. Doctrine-wise, it is advised that in a company, one Lance would conduct fire mission while the other would conduct maneuver and re-supply mission.
« Last Edit: 30 March 2022, 20:58:05 by HeavyArmorMecha »

Atarlost

  • Warrant Officer
  • *
  • Posts: 559
A Clan artillery support binary is simple.  One star of configuration V omnimechs and one star of elementals to ride along and bodyguard them.  Kit Fox Vs are a lot earlier and a bit faster while Mad Dogs can better take care of themselves in a fight.  Or create a V configuration for whatever omnimech you have on hand that has at least 15 or 16 tons of pod space.  Or use Nagas, I guess, but Nagas should not exist. 

A Star League artillery company is also pretty simple since they run homogeneous companies.  I don't like any of their artillery mechs so I present the Diet Helepolis.  It can jump narrow rivers and ravines and get up or safely down 3 level embankments, which gives it rough terrain mobility to go where Thors can't and it can keep up with a relatively fast regiment where the slowest company is made of Crabs or one of the 55 ton trio. 
Code: [Select]
Diet Helepolis HEP-3RD

Mass: 60 tons
Chassis: Standard Biped
Power Plant: 300 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Ferro-Fibrous
Armament:
     2 Medium Laser
     1 Thumper
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2750
Tech Rating/Availability: E/E-F(F*)-E-D
Cost: 11,440,480 C-bills

Type: Diet Helepolis
Technology Base: Inner Sphere (Advanced)
Tonnage: 60
Battle Value: 1,350

Equipment                                          Mass
Internal Structure                                    6
Engine                        300 XL                9.5
Walking MP: 5
Running MP: 8
Jumping MP: 3
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          201                  11.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        30   
     Center Torso (rear)               10   
     R/L Torso               14        21   
     R/L Torso (rear)                  7     
     R/L Arm                 10        20   
     R/L Leg                 14        28   


Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Jump Jet                 CT        1        -       1.0   
Jump Jet                 RT        1        -       1.0   
Thumper Ammo (40)        RT        2        -       2.0   
Thumper                  RT        15       5       15.0 
Medium Laser             LA        1        3       1.0   
ER Large Laser           LA        2        12      5.0   
Jump Jet                 LT        1        -       1.0   
Medium Laser             RA        1        3       1.0

For the succession wars there are no artillery mechs at all.  Figure on a lance of Mountaineers, a lance of let's say two Blackjacks (with flak ammo) and two Enforcers or Vindicators for close protection and a lance of in order of preference Phoenix Hawks, Clints, Assassins, Wasps, and Stingers to patrol a bit farther out. 

The Mountaineer Mountainous Terrain Gun:
Code: [Select]
Mountaineer MTG-01

Mass: 75 tons
Chassis: Standard Biped
Power Plant: 300 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
     Jump Capacity: 120 meters
Armor: Standard
Armament:
     1 Thumper
     1 Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: D/X-E-D-D
Cost: 6,571,250 C-bills

Type: Mountaineer
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,240

Equipment                                          Mass
Internal Structure                                  7.5
Engine                        300 Fusion             19
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sink                     11                      1
Gyro                                                  3
Cockpit                                               3
Armor Factor                  231                  14.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            23        35   
     Center Torso (rear)               11   
     R/L Torso               16        24   
     R/L Torso (rear)                  8     
     R/L Arm                 12        24   
     R/L Leg                 16        32   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Jump Jet               CT        2        -       2.0   
Jump Jet                 RT        1        -       1.0   
Thumper Ammo (60)        RT        3        -       3.0   
Thumper                  RT        15       5       15.0 
Large Laser              LA        2        8       5.0   
Jump Jet                 LT        1        -       1.0

Daryk

  • Lieutenant General
  • *
  • Posts: 37922
  • The Double Deuce II/II-σ
I'm suprised you didn't go for 4 Medium Lasers and another HS instead of the Large Laser on the Mountaineer.

At almost twice the price of the Arturion, that would seem to have been the more logical choice...  ^-^

Atarlost

  • Warrant Officer
  • *
  • Posts: 559
I'm suprised you didn't go for 4 Medium Lasers and another HS instead of the Large Laser on the Mountaineer.

At almost twice the price of the Arturion, that would seem to have been the more logical choice...  ^-^

I can find no Arturion, nor any artillery toting Centurion that might have acquired such a nickname.  If my assumption that it's Centurion based is correct, it fails to meet my standards.  To justify putting legs on an artillery piece it must jump.  Centurions do not.  Clan formations get an out because their mech obsession is so extreme that artillery pieces without legs may be refused purely for their lack of legs.  All IS factions can use wheeled or tracked artillery pieces without someone challenging someone else to a lethal duel over the matter. 

Large lasers can shoot light mechs, but that's what the bodyguard lance is for.  They're on the Mountaineer for AA.  They allow the mechs to be in a looser formation while still being able to support each other against strike or dive bombing attacks at short range, and they pressure level bombers to release at greater altitude with correspondingly less accuracy.  They're not ideal, but ideal isn't an option in the era it's designed for. 

I picked a bodyguard lance with some AA, but because the formation is based on jumping mobility and the Rifleman is ground bound it is not sufficient on its own. 

Daryk

  • Lieutenant General
  • *
  • Posts: 37922
  • The Double Deuce II/II-σ
I linked the design in my first reply to this thread.

 

Register