Author Topic: Dropship house rules  (Read 3965 times)

LifeLongDavion

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Dropship house rules
« on: 06 February 2011, 02:04:06 »
1)  An Overlord has 6 mech doors
2)  A mech can drop out of each door every 6th turn (either in pods launched in orbit or with jj or booster packs from high orbit)
3)  Drop set as follows:  Turn 1:  mechs 1-6 /  Turn 7:  mechs 7-12 / Turn 13: mechs 13-18 / Turn 19: mechs 19-24 / Turn 25: mechs 25-30 / Finally, Turn 31:  mechs 31-36

Problem:  It takes over half an hour to drop a battalion from an Overlord?  Really?  Even if you disagree with point 3 and shorten the turns to 1 / 6 / 12 / 18 / 24 / 30 - it still takes exactly half an hour.

Please tell me someone smarter than me notices a flaw in either of the three above points or has come up with a house rule work-around that seems to address this problem.

Many thanks for your helpful suggestions!
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Cannon_Fodder

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Re: Dropship house rules
« Reply #1 on: 06 February 2011, 03:51:22 »
The problem is you are trying to 'hot drop' the whole battalion with one Overlord. Typically an Overlord would 'hot drop' a company to secure the LZ then disembark the rest of the 'Mechs on the ground.

The time to drop 'Mechs seams fine to me.

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Medron Pryde

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Re: Dropship house rules
« Reply #2 on: 06 February 2011, 09:59:04 »
Now you are looking at a difference between BattleTech turns and AeroTech 2 turns.

BattleTech turns, in which I think 2 'Mechs can leave through a door, are 10 seconds long.

AeroTech 2 turns, in which 2 'Mechs can leave through a door, are 1 minute long.

There is a disconnect.  :)
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Shatara

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Re: Dropship house rules
« Reply #3 on: 06 February 2011, 15:23:26 »
I'm a bit confused myself, without StratOps to reference. AFAIK from discussions with the MegaMek devs (having recently implemented such rules), you can drop one 'mech per door per turn. Not sure where this 'one per six' is coming from, unless the 'one per one' is space turns, which would imply 1 per six for ground turns, meaning either way it takes one minute to drop a 'mech.

Of course just to make things confusing, Tech Manual says you can drop two mechs per door per turn.

Cannon_Fodder

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Re: Dropship house rules
« Reply #4 on: 06 February 2011, 16:30:57 »
Code: [Select]
Strategic Operations pg 22
Dropping Troops

A carrying aerospace unit can drop a number of units each turn
equal to its operational door capacity (though if a door is damaged,
either through a critical hit or through dropping a unit, no
units can use that door for the remainder of the scenario).

That is 1 minute/turn Aerospace turns.

I think the one per every 6 turns is a carry over when converting AT 60 sec turns to BT 10 sec turns to keep the 1 per minute drop rate.

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Medron Pryde

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Re: Dropship house rules
« Reply #5 on: 06 February 2011, 17:43:46 »
In the Way Back Days, it was 1 unit per door.

A while back, they changed it to 2 units per door.

Have they gone back to 1 unit per door again?
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Cannon_Fodder

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Re: Dropship house rules
« Reply #6 on: 06 February 2011, 17:46:31 »
In the Way Back Days, it was 1 unit per door.

A while back, they changed it to 2 units per door.

Have they gone back to 1 unit per door again?
1 per door/minute is how I read the entry in SO.

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