Author Topic: Munchkins are invited.  (Read 972 times)

Cannonshop

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Munchkins are invited.
« on: 07 June 2024, 22:05:51 »
Your objective: To make the Munchiest exploitation of the rules you can formulate to generate the most damage and maximum BV on an aerospace fighter airframe.

Specifically looking for designs that exploit edge cases in the rules, or make the utimately most exploitive use of options for a design that would, ideally, get you thrown out of a venue for putting it on the table.

Restrictions:

1. It must conform to the construction rules, including book-legal options that you might have to ask permission to use.
2. Must be an Aerospace Fighter only.
3. must be as munchy and extreme and exploitive as you can manage, to the point that only a careful parsing of the rule books can prove you're not cheating.

have fun and good luck.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Smegish

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Re: Munchkins are invited.
« Reply #1 on: 07 June 2024, 22:46:41 »
*Walks into the meeting room for the presentation, shows a picture of the Hydaspes, and leaves*

DevianID

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Re: Munchkins are invited.
« Reply #2 on: 08 June 2024, 00:27:52 »
So a 5/8 100 ton mixed tech fighter.  40.5 tons of heavy Ferro alum for 800 armor, thanks to an xl engine.  1 ton of fuel, cause tracking fuel is optional rules.  30 double heat sinks powering 3 clan er PPCs with capacitors, cause aero get to use them every turn no charging needed. Targeting computer to actually hit those 60 damage shots at long range.

PPC capacitors is the main exploit I know about for aero so I went with it.  3x20 damage PPC blasts should be pretty effective/cheaty, and 800 armor is just silly.  Also 1 ton of fuel cause tracking fuel isnt a thing is very exploity feeling.

Daryk

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Re: Munchkins are invited.
« Reply #3 on: 08 June 2024, 05:54:01 »
I like the cut of your jib, sir... ;D

PuppyLikesLaserPointers

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Re: Munchkins are invited.
« Reply #4 on: 08 June 2024, 05:59:07 »
Code: [Select]
Attacker Plan 1 (Ver 0.1)

Mass: 100 tons
Frame: Unknown
Power Plant: 400 XXL
Armor: Ferro-Aluminum
Armament:
     13 Improved Heavy Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 86,434,100 C-bills

Type: Attacker Plan 1
Technology Base: Mixed (Advanced)
Tonnage: 100
Battle Value: 3,968

Equipment                                          Mass
Engine                        400 XXL              17.5
Safe Thrust: 6
Max Thrust: 9
Structural Integrity:         10                       
Heat Sinks:                   33 [66]                23
Fuel:                         160                   2.0
Cockpit                                               3
Armor Factor (Ferro)          710                    37

                           Armor   
                           Value   
     Nose                   191   
     Wings                191/191 
     Aft                    137   


Weapons
and Ammo                        Location   Tonnage  Heat   SRV  MRV  LRV  ERV
5 Improved Heavy Medium Laser     NOS       5.0      7     10    0    0    0 
4 Improved Heavy Medium Laser     RWG       4.0      7     10    0    0    0 
CASE II                           FSLG      0.5      -      -    -    -    - 
Radical Heat Sink System          FSLG      4.0      -      -    -    -    - 
4 Improved Heavy Medium Laser     LWG       4.0      7     10    0    0    0 

I wonder that it looks like quite exploiting, but my theory on this are;
  • ASF just need 2/3 before you deliver the bombing run, and a 100 tons is the only ASF class that have 20 bomb hardpoints.
  • Usually ASF cannot attack all the turn and only once per each two turns, because they have to turn and return to the target before make an another attack.
  • Damage threshold of each parts are 1/10 of the STARTING armor point on each parts and rounding up, rather than current unless you take the optional rule that does so. Thus, 191+ armor points makes the part immune to the damage threshold against raw damage of 20 or less against the part.
  • The problems of an XXL engine have minimal effects on the ASF and is effectively nothing other than +6 heat if you don't care for put any weapons on its rear.
  • Striking attack doesn't care for the weapon's range at all.

So, it can either take 20 small thermobaric bombs or 20 rocket launcher 10s, and dive bombing on the first attack and striking after then or keep striking per each two turns. Aside the bombs it can cause up to 130 damage on its striking damage. Since it just needs to attack once per two turns, you can simply cool it by radical heat sink and activate it each two turns, rather than take full amount of raw heat sinks.


Code: [Select]
Attacker Plan 1 (Ver 0.2)

Mass: 100 tons
Frame: Unknown
Power Plant: 400 XXL
Armor: Heavy Ferro-Aluminum
Armament:
     12 Improved Heavy Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 86,542,100 C-bills

Type: Attacker Plan 1
Technology Base: Mixed (Advanced)
Tonnage: 100
Battle Value: 4,376

Equipment                                          Mass
Engine                        400 XXL              17.5
Safe Thrust: 6
Max Thrust: 9
Structural Integrity:         0                       
Heat Sinks:                   30 [60]                20
Fuel:                         160                   2.0
Cockpit                                               3
Armor Factor (Heavy Ferro)    753                    38

                           Armor   
                           Value   
     Nose                   191   
     Wings                191/191 
     Aft                    180   


Weapons
and Ammo                        Location   Tonnage  Heat   SRV  MRV  LRV  ERV
4 Improved Heavy Medium Laser     NOS       4.0      7     10    0    0    0 
4 Improved Heavy Medium Laser     RWG       4.0      7     10    0    0    0 
CASE II                           FSLG      0.5      -      -    -    -    - 
Radical Heat Sink System          FSLG      4.0      -      -    -    -    - 
Targeting Computer                FSLG      3.0      -      -    -    -    - 
4 Improved Heavy Medium Laser     LWG       4.0      7     10    0    0    0 


An alternative, that forgo one heavy laser and trade it with more rear armor to add the protection against ground to air fire, and targeting computer for more accurate shot. Since it doesn't need one slot on the front it changes the type of armor and gains even more armor points per ton as well.

Daryk

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Re: Munchkins are invited.
« Reply #5 on: 08 June 2024, 08:50:03 »
Ok, by exploiting the "don't track fuel" rule and the Internal Bomb Bay quirk, you can cram SEVEN Alamos onto a 100-ton ASF carrying enough armor to avoid thresholds from 10-point weapons (5 internally, 2 externally).  With the 4 remaining tons, I threw on quad AMS and two tons of ammo.  No DHS required, so it comes in under 5.5M C-Bills... ;)
Code: [Select]
Nuke Dump Truck Tons Cost
Tonnage 100 1.5
Cockpit   3   200,000
Life Support   0    50,000
Sensors   0   200,000
10 SI   0   500,000
Attitude Thrusters   0    25,000
Landing Gear   0     1,000
300 19 2,000,000 Fusion
Fuel Tanks   1       200
Armor 23   230,000 368
Single Heat Sinks   0    20,000 95 Nose
Internal Bomb Bay 50         0 91 Wings
AMS Ammo   2     4,000 91 Aft
4 AMS   2   400,000 (Nose/Aft)

Subtotal 100 3,630,200
Total 5,445,300

PuppyLikesLaserPointers

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Re: Munchkins are invited.
« Reply #6 on: 08 June 2024, 09:09:06 »
Note that, if you are really bothered to thirst for fuel, you can always take the external fuel tanks and hold 0.5 tons of fuel per one bomb hardpoint, as External Fuel Tanks, page 35 of SO. So while those fighters with extremely small capacity of fuel tank looks dumb on the reality, it DOES works actually if you want it to be even if you do track the fuel.

Yes to the end it results 'lower' effective engine rating and is inefficient compared by internal fuel tank, but after you have spend the fuel you can jettison the used fuel tank to save weight. Also with sacrifice 5 bomb slots you can buy 2.5 tons worth of fuel, and while that's not THAT much but is not so low consider those fighters does have its own internal fuel as well. About 3.5 to 4.5 isn't quite many but is at least usable.

And it is still possible to ready some dropships nearby to refuel.

Lagrange

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Re: Munchkins are invited.
« Reply #7 on: 08 June 2024, 09:34:03 »
My thoughts were along the lines of Daryk, except optimized for HSEs and more balanced around offence&defense.

Code: [Select]
Brick Eater Brick

Mass: 100 tons
Frame: Unknown
Power Plant: 300 Fusion
Armor: Heavy Ferro-Aluminum
Armament:
     4 Rocket Launcher 15
     8 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3064
Tech Rating/Availability: E/X-X-E-D
Cost: 6,432,900 C-bills

Type: Brick Eater
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 2,610

Equipment                                          Mass
Engine                        300 Fusion             19
Safe Thrust: 5
Max Thrust: 8
Structural Integrity:         0                       
Heat Sinks:                   10 [20]                 0
Fuel:                         40                    0.5
Small Cockpit                                         2
Armor Factor (Heavy Ferro)    800                  40.5

                           Armor   
                           Value   
     Nose                   277   
     Wings                191/191 
     Aft                    141   


Weapons
and Ammo               Location   Tonnage  Heat   SRV  MRV  LRV  ERV
4 Rocket Launcher 10     RWG       2.0      3      6    6    0    0 
4 Rocket Launcher 15     NOS       4.0      4      9    9    0    0 
Cargo (30 tons)          FSLG      30.0     -      -    -    -    - 
4 Rocket Launcher 10     LWG       2.0      3      6    6    0    0 

Features the following design quirks: Internal Bomb Bay
The internal bay can carry 3 Alamos, 5 ASMs, or 6 AAA and fire them all.  In a high speed engagement, we might have 5x ASMs + 28x RL-10s (20 external, 12 internal) +4x RL-15s with damage multiplied by 4, implying 1416 damage.  Against ASF-only opponents, you might use a loadout which is 28x RL-10s + 6x AAA +4x RL-15s "only' inflicting 1296 damage.  You could of course also go nuclear with up to 5x Alamos, although as a downside Alamos are relatively easily destroyed by point defense since they count as a Barracuda. 

Remember kids, point defense weapons reduce the damage, so they apply after the x4 multiplier.   Even AMS which can fire infinitely on large craft pays heat and ammo (or much more heat for Laser AMS)  In particular:
  • 5x ASM + 28x RL-10 +4x RL-15 requires 236 double heat sinks + ~20 tons clan AMS ammo = 256 tons.
  • 6x AAA + 28x RL-10 +4x RL-15 requires 216 double heat sinks + 18 tons clan AMS ammo ~= 234 tons
  • 5x Alamo + 8x RL-10 +4x RL-15 requires ~123 double heat sinks + ~10 tons clan AMS ammo ~= 133 tons
to zero out damage (before rounding effects).

Defensively, of course this is a brick with a maxed out 800 points of armor, giving it a decent chance of surviving the HSE.  It's only decent of course because it has a good chance of destroying itself one-on-one in a HSE.  The design is also intentionally quite cheap(~=disposable) although we splurged on double heat sinks to keep the pilots from complaining about the burns.

The approach also ends up being pretty decent in a ground attack role if the optional rule in SO where lawn dart checks are only made if damage exceeds threshold applies.   Of course, fuel limits suggest you'll need to dedicate some of that internal cargo bay to carrying fuel.

Edit: I realized you could squeeze in just a bit more damage at a low price with some RL-15s. 

Hellraiser

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Re: Munchkins are invited.
« Reply #8 on: 08 June 2024, 14:14:48 »
Soooo, not totally cheesy w/ 1 ton of fuel or nothing but PPC Caps or 40+ Tons of Armor.

But, still pretty cheesy


Pitchfork

100T   
9.5   300xl
3   Ckpt
3   Fuel
25   HFA   (201/101/93)
8   2x ERLLc/Nose
14   2x ERPPCcCap/Nose
6   6x ML/RLWings
3   3x ERMLc/Aft   
5.5   3x AMS/RLWingsAft
23   33 DHS (66)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

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

Andras

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Re: Munchkins are invited.
« Reply #9 on: 08 June 2024, 22:01:20 »
My best in this vein was for Renegade Legion, a squad of six heavy fighters that could cut a battleship in half in one go. Ten EPC18s each, IIRC.





PuppyLikesLaserPointers

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Re: Munchkins are invited.
« Reply #10 on: 09 June 2024, 03:29:24 »
Well I have in mind to abuse the rules by an another perspective.

OP said;
Your objective: To make the Munchiest exploitation of the rules you can formulate to generate the most damage and maximum BV on an aerospace fighter airframe.

Specifically looking for designs that exploit edge cases in the rules, or make the utimately most exploitive use of options for a design that would, ideally, get you thrown out of a venue for putting it on the table.

Restrictions:

1. It must conform to the construction rules, including book-legal options that you might have to ask permission to use.
2. Must be an Aerospace Fighter only.
3. must be as munchy and extreme and exploitive as you can manage, to the point that only a careful parsing of the rule books can prove you're not cheating.

have fun and good luck.

But, you will note that OP didn't specified the target of the attack, nor how long you can sustain it.

Then, I think that this rules itself could be exploited instead.

Code: [Select]
Ridiculous Plan 01

Mass: 100 tons
Frame: Unknown
Power Plant: 300 XXL
Armor: Heavy Ferro-Aluminum
Armament:
     12 Improved Heavy Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 68,934,300 C-bills

Type: Ridiculous Plan
Technology Base: Mixed (Advanced)
Tonnage: 100
Battle Value: 3,568

Equipment                                          Mass
Engine                        300 XXL               6.5
Safe Thrust: 5
Max Thrust: 8
Structural Integrity:         0                       
Heat Sinks:                   10                      0
Fuel:                         80                    1.0
Small Cockpit                                         2
Armor Factor (Heavy Ferro)    436                    22

                           Armor   
                           Value   
     Nose                   151   
     Wings                121/121 
     Aft                     43   


Weapons
and Ammo                       Location   Tonnage  Heat   SRV  MRV  LRV  ERV
4 Improved Heavy Large Laser     NOS       16.0     18    16   16    0    0 
4 Improved Heavy Large Laser     RWG       16.0     18    16   16    0    0 
Drone Operating System           FSLG      10.5     -      -    -    -    - 
Targeting Computer               FSLG      10.0     -      -    -    -    - 
4 Improved Heavy Large Laser     LWG       16.0     18    16   16    0    0 


So, NOTHING on OP says that you need to do it more than once, right? Then why you need for a heat sink, for you just need to shoot only a single turn?

Also as I know nothing on the rules says the heat tracking unit immediately shutdowns after it reaches to certain heat level either.

Thus it is nothing wrong to making up to 192 points of alpha strike once with this.

And please do note that I am half kidding about this. I am half serious, though.