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Author Topic: (Answered) IO - AirMech Movement costs in flight  (Read 1398 times)

RifleMech

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(Answered) IO - AirMech Movement costs in flight
« on: 18 November 2021, 02:21:37 »
Interstellar Ops pages 106,108, and 114.

This also effects this question here.
https://bg.battletech.com/forums/supplementary-rules/wording-mismatch-for-lam-wige-movement/


page113
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Minimum Jumping MP: LAMs must be constructed with a minimum Jumping MP of 3
page 108
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A LAM’s AirMech Cruise MP is equal to its BattleMech Mode Jumping MP times 3. A LAM’s AirMech Flank MP is equal to its AirMech Cruise MP times 1.5 (rounded up).

That makes the slowest legally constructed LAM's AirMech Cruise/Flank Speed at 9/14. Cruise 3JJx3=9. Flank 9x1.5=14. Before any damage. This isn't the question but is important.

page 106
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During the turn of conversion the LAM maintains its previous movement type, but at half the normal movement rates (rounded down).

also page 108
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AirMech Mode LAMs expending AirMech MP must reach 8 or more elevations above the underlying terrain by the end of their movement to convert to Fighter Mode while remaining airborne.
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A LAM must also pay 5 MP for take-off required of WiGE vehicles, and must move a minimum of 5 hexes each turn to remain aloft (see Hovering, below, for an exception).
and
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Hovering: A LAM using AirMech movement may hover by spending 5 AirMech MP to do so. Because of this ability, an AirMech need not move 5 hexes in order to remain airborne, like a normal WiGE. The AirMech may move 0-4 hexes in this fashion while remaining airborne, spending the normal WiGE MP costs—as long as it then spends an additional 5 MP to hover. A hovering AirMech is never considered an immobile target.
and
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Gaining Elevation: Whereas a WiGE vehicle may only gain elevation by “climbing” terrain, a LAM using AirMech movement may increase its elevation by spending 1 additional MP per elevation change as a VTOL, and may continue to do so up to a maximum elevation of 25 above the underlying terrain. As with normal WiGE movement, any AirMech moving at more than 1 elevation above its underlying terrain must spend 2 AirMech MPs per hex of movement to do so.



Question 1)
After take off the AirMech is physically at Elevation 2 with 1 elevation between it and the ground. The AirMech can't convert until it reaches Elevation 8.
So does the AirMech have to physically reach Elevation 8 in order to convert or does it have to climb Elevation 9 with 8 Elevations between it and the ground before it can convert to fighter Mode? Does it spend 6 or 7 MP climbing?

Question 2)
How many Elevations can the AirMech climb in a single hex?

Question 3)
previous movement at half the normal rates. What does "half the normal rates" mean?

It seems normal to presume that it's half the previous mode's MP. A 6/9/3 LAM going from BattleMech to AirMech has 4 MP. The 9/14 AirMech has it's MP reduced to a total of 7MP, or just 1 MP depending on how it was moving the previous turn. Which is okay when going from AirMech to BattleMech Mode. The problem is when converting from AirMech to Fighter Mode.

When adding up the MP spent on moving the required 5 hexes, at the increased MP cost when flying at elevation 8, the LAM would need a minimum Cruise/Flank of 15/20 which requires 5 jump jets. Half the MP would be spend on converting and the other half just moving forward to stay in the air. Doesn't that mean that LAMs with the minimum (3), or just above (4), required jump jets couldn't convert while flying in AirMech mode, unless they can convert while Hovering?

Question 4)
Does it still cost 2 MP per hex at elevation 2+ while hovering? 
While hovering, does the AirMech still pay 1MP for gaining elevations?
Is there a limit to how high it can climb this way? 
Can an AirMech gain enough elevations while hovering in order to convert to Fighter Mode?


Thanks. :)

« Last Edit: 09 December 2022, 14:39:39 by Xotl »

Xotl

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Re: (Research) IO - AirMech Movement costs in flight
« Reply #1 on: 09 December 2022, 14:39:30 »
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During the turn of conversion the LAM maintains its previous movement type, but at half the normal movement rates (rounded down).

The hypothetical slowest possible LAM with Cruise/Flank 9/14 would therefore be 4/6 when converting.

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AirMech Mode LAMs expending AirMech MP must reach 8 or more elevations above the underlying terrain by the end of their movement to convert to Fighter Mode while remaining airborne.

Get to elevation 8, or you convert to Fighter Mode but do not remain airborne.  Crash immediately, do not pass go, do not collect $200.

The answer to these questions, in order:

1) See above.  Build a faster LAM.

2) Maximum elevation of 25 above the underlying terrain.

3) "Normal rate" means the normal rate, it does not mean what the conversion-reduced number was if you converted the prior turn.  9/14 Cruise/Flank goes to 4/6 (9 reduced by half rounding down, recalculate flank accordingly).  In order to successfully convert without crashing while airborne don't start to convert until you're already at elevation 7 or 8.  If you can't do that, convert on the ground.

4) Yes; Yes; 25 (see answer 2); yes, but enjoy becoming a fighter at altitude 1 and velocity 0.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

RifleMech

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Re: (Answered) IO - AirMech Movement costs in flight
« Reply #2 on: 10 December 2022, 00:55:54 »
The hypothetical slowest possible LAM with Cruise/Flank 9/14 would therefore be 4/6 when converting.

Thanks :)


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Get to elevation 8, or you convert to Fighter Mode but do not remain airborne.  Crash immediately, do not pass go, do not collect $200.

So the AirMech occupies elevation 8. Thanks. :thumbsup:


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The answer to these questions, in order:

1) See above.  Build a faster LAM.

Good idea but in case of lost jump jets, convert on the ground.


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2) Maximum elevation of 25 above the underlying terrain.

Thanks :)

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3) "Normal rate" means the normal rate, it does not mean what the conversion-reduced number was if you converted the prior turn.  9/14 Cruise/Flank goes to 4/6 (9 reduced by half rounding down, recalculate flank accordingly).  In order to successfully convert without crashing while airborne don't start to convert until you're already at elevation 7 or 8.  If you can't do that, convert on the ground.

So half the normal rate is what the LAM can do, not what it's currently doing? I just want to be sure because the 9/14 AirMech would already be moving at 4/6 be the time it gets to Elevation 8 or higher. So would the LAM keep moving at 4/6 or would the speed it's moving be reduced to 2/3? I ask because IO: AE page 101
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(If the Aerospace Units on Ground Mapsheets rule—see p. 91, TW—is in use, these units may continue expending AirMech MP to remain aloft.)


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4) Yes; Yes; 25 (see answer 2); yes, but enjoy becoming a fighter at altitude 1 and velocity 0.

Wouldn't the LAM start at velocity 0 any way?  ???

Thanks :)



 

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