|
What's this about rocket artillery needing guidance? Unguided rocket artillery is the best way to put a lot of ordnance downrange at once. The best howitzer crews can fire what, 3 rounds per minute? 10 kilo rounds? So they can put 30 kilos of ordnance on a target per minute. A truck-mounted tube launcher can fire a dozen rockets in two seconds. Assuming the same warhead that's 4 times the ordnance weight on target. Mass them into multiple batteries and they can saturate an area with warheads before the enemy even knows what's happening. Sure they take a while to reload but they can move around very easily too since the launcher weighs very little unloaded. So why is there all this talk about tubes being better?
|
# ? Sep 28, 2011 06:21 |
|
|
# ? Jun 2, 2024 10:49 |
|
Arglebargle III posted:What's this about rocket artillery needing guidance? In :battletech: The innersphere doesn't invent rocket artillery until '44 (Maybe indrectly fired LRMs count but the range isn't long enough). So it's not so much 'better' as 'that's what we've got, like it or lump it' Anyway, in the WWII context the main problems are poor range (1/3rd that of similar artillery), low RoF (high burst though, agreed), poor accuracy that prevents them knocking out gun positions and the like and difficult logistics caused by issues 1 and 2. For the yanks who had VT rounds rocket artillery is a bit of a joke to boot. The 'same warhead' thing is a pretty big assumption btw, the warhead was typically smaller in rockets. So they are a bit awkward to employ, you need to bring them right forward and they are hard to supply when you do, and a big case can be mounted that you'd rather have a mortar battery 7 times out of 10. If you're the Americans who can afford to build half tracks to carry mortars, and who's only practical limitations on supply were how fast you could get rounds over the beachheads and your cability to find things to shoot at, you're not going to bother. Soviet logistics and C&C issues makes them look much better by comparison because they struggled to employ mortars responsively, and couldn't supply them even if they wanted to, so some of the advantages of mortars evaporate and rockets low production costs and ease of employment comes to the fore. Modern artillery is a different ballgame. Precision targeting and improved warheads changes the game completely. To bring it back to Battletech, they'd much prefer to have Arrow IV carriers because they are excellent vs mechs, tanks and anything else you might ever want to shoot at (and have FASCAM rounds!), but simply cannot make them. Cthulhu Dreams fucked around with this message at 07:03 on Sep 28, 2011 |
# ? Sep 28, 2011 06:53 |
|
Centurium posted:I'm a bit baffled by the goonlance's actions. What's the goal here? They don't seem to be concentrating to fight a divided enemy.
|
# ? Sep 28, 2011 09:11 |
|
Goons have exceptional tactical minds. It is just us who are not capable of truly understanding their capacity to fully destroy their enemy and snatch victory from the jaws of battle.
|
# ? Sep 28, 2011 09:48 |
|
Nah, we will die horribly to PTNs superior forces.
|
# ? Sep 28, 2011 11:05 |
|
Most likely.
|
# ? Sep 28, 2011 11:06 |
|
Tarquinn posted:Nah, we will die horribly to PTNs superior forces. Yeah, but the fun part is doing the dying with STYLE.
|
# ? Sep 28, 2011 14:19 |
|
Yeah, but to win all you have to do is take out 1 mech, and have the Thunderbolt play Hide and Seek for 25 rounds.
|
# ? Sep 28, 2011 15:46 |
|
jng2058 posted:I'd actually forgotten that part, but Jaime did lead the assault that broke the back of Anton Marik's forces in revenge for Joshua's death. Though I think they said at one point that Natasha was the one who actually killed Anton, come to think of it.
|
# ? Sep 28, 2011 15:48 |
Arquinsiel posted:Have you read that story? It's pretty epic. They just marched through the forest fire Anton Marik lit to prevent anyone coming from that side, kicked down a city wall, killed the few random dudes around the place and then smashed the palace. Hadn't actually, but that sounds very Dragoon.
|
|
# ? Sep 28, 2011 17:27 |
|
Orders sent. I hope we all don't die!
|
# ? Sep 28, 2011 17:30 |
|
Orders sent too.
|
# ? Sep 28, 2011 17:41 |
|
Orders sent three. Let's do eet.
|
# ? Sep 28, 2011 18:41 |
|
raverrn posted:Orders sent three. Let's do eet. Need an update from you. Also, there's a quicker way to get where I expect you're intending to go (but since you guys are going all 'mystery plan' on me, I don't know if my expectations are correct). PoptartsNinja fucked around with this message at 19:16 on Sep 28, 2011 |
# ? Sep 28, 2011 19:00 |
|
Orders sent lets hope our 'master tactician's' plan holds out.
|
# ? Sep 28, 2011 19:10 |
|
|
# ? Sep 28, 2011 19:12 |
|
Tarquinn posted:What's the worst that could happen? Oh.
|
# ? Sep 28, 2011 19:20 |
|
raverrn posted:Oh. Odds are pretty good you're losing the Luthien Maru this turn. edit: Oh, and I forgot to ask, for the red/green colorblind people, was the last map any better? PoptartsNinja fucked around with this message at 19:46 on Sep 28, 2011 |
# ? Sep 28, 2011 19:30 |
|
PoptartsNinja posted:Odds are pretty good you're losing the Luthien Maru this turn. It's that drat Clanner up on that height-3 spire, isn't it? drat... That didn't take long.
|
# ? Sep 28, 2011 19:41 |
|
PoptartsNinja posted:Odds are pretty good you're losing the Luthien Maru this turn. Not really surprising. Slow vehicles have a very short lifespan in Battletech. This is a lesson everyone discovers when their heavily armed Demolisher or Behemoth is instantly combat killed by something half its weight.
|
# ? Sep 28, 2011 19:49 |
|
ShadowDragon8685 posted:It's that drat Clanner up on that height-3 spire, isn't it? drat... That didn't take long. I'm betting the Nova jumped to close range with the SRM's and just unloaded on it. The 70 tonner (Summoner??) probably added some long range fire as well.
|
# ? Sep 28, 2011 19:50 |
|
Krumbsthumbs posted:I'm betting the Nova jumped to close range with the SRM's and just unloaded on it. Clan Streak SRMs have a range of 4/8/12. Fortunately, the dice gods have decided the Luthien Maru deserves a chance to actually shoot at something. PoptartsNinja fucked around with this message at 19:59 on Sep 28, 2011 |
# ? Sep 28, 2011 19:52 |
|
PoptartsNinja posted:Clan Streak SRMs have a range of 4/8/12. Did I say close range? I meant jumped to a sniper platform and unloaded from beyond AC 20 range. Jesus, what a wonderful tank/machine killer, a long range crit seeker.
|
# ? Sep 28, 2011 20:01 |
|
I'm red-green colorblind and the last map read just fine for me.
|
# ? Sep 28, 2011 20:15 |
raverrn posted:What's the worst that could happen? You know, that's one of my favorite opening cinematics ever. It really sells the idea of a MechCommander, and the mix of CGI and live action actually works. Plus all the little details are right, all the way down to having a couple of Corsairs providing the air cover. Too bad MechCommander II's wasn't nearly as good.
|
|
# ? Sep 28, 2011 20:37 |
|
I love the "Oh no you didn't" look the Timber Wolf gives the Raven. Also, why don't we have our very own bait-Raven?!
|
# ? Sep 28, 2011 20:45 |
|
jng2058 posted:You know, that's one of my favorite opening cinematics ever. It really sells the idea of a MechCommander, and the mix of CGI and live action actually works. Plus all the little details are right, all the way down to having a couple of Corsairs providing the air cover. Too bad MechCommander II's wasn't nearly as good. The female commander had poo poo tons of make up on, though. I liked MechCommander II's gameplay.
|
# ? Sep 28, 2011 20:46 |
|
Tarquinn posted:I love the "Oh no you didn't" look the Timber Wolf gives the Raven. The Raven's a Capellan design, and very much a prototype right now.
|
# ? Sep 28, 2011 20:53 |
|
PoptartsNinja posted:Clan Streak SRMs have a range of 4/8/12. oh thank god for that
|
# ? Sep 28, 2011 20:54 |
|
Delaying Action: Tactical Update 3 Movement Phase C* Grand Dragon - must pass a skidding test in hex 0333 (3 base + 1 unbalanced + 0 distance traveled = 4): rolled 6, succeeds! - must pass a skidding test in hex 0433 (3 base + 1 unbalanced + 0 distance traveled = 4): rolled 6, succeeds! Combat Phase C2 Thunderbolt - Is unable to get a positive lock on to E Thunderchild (holds fire) E Thunderchild - Fires ER Large Laser at M River Monitor (3 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 7, miss! - Fires Streak SRM-6 at M River Monitor (3 base + 4 range + 3 movement + 1 enemy movement = 10): rolled 9, Streak SRM-6 fails to achieve lock and does not fire! - Fires Streak SRM-6 at M River Monitor (3 base + 4 range + 3 movement + 1 enemy movement = 10): rolled 5, Streak SRM-6 fails to achieve lock and does not fire! - Fires Streak SRM-6 at M River Monitor (3 base + 4 range + 3 movement + 1 enemy movement = 10): rolled 9, Streak SRM-6 fails to achieve lock and does not fire! Enemy Forces / Next Turn’s Movement: Clan Assault walked 3 to hex 0504, Designates Thunderchild as ‘Ace’ Clan Heavy A 1 walked 3 to hex 0405 attacked by mine in hex 0306 Clan Heavy A 2 ran 3 to hex 0608, attacked by mine in hex 0606 Clan Heavy B jumps 5 to hex 1212 Thunderchild is an Ace this turn, waits for player movement At this distance, the lance of the Clan machine’s laser was nearly invisible, a faint line of refraction that sprung to full, vivid life only when it boiled a patch of river less than a meter from the Luthien Maru’s flank to steam in an instant. “Luthien Maru is under fire,” Hohiro Satomi reported calmly. In his cockpit, Agaki bowed his head respectfully. He hadn’t expected much from the local planetary security, but Satomi ran a tight ship and her crew was exceptionally well trained. He wondered quietly how different things would be if they hadn’t lost the rest of the navy to Clan aerofighters. It was only a matter of time before those Clan aerofighters finished off the last few stragglers and turned their attention to the battered remnants of the 13th Rasalhague, and he wanted to be in a fortified position by then. The Clans would keep tearing his troops apart until they got some decent cover. The mountains themselves would make combat hazardous for the enemy Aerospace assets; and the maze of mineshafts and cave systems in the mountains would prove an adequate place for a last stand when the time came. Until then, he was surrendering ground—and if the Clans decided to leave his forces unmolested, rather than smoke them out, he would begin raiding their supply lines in earnest. Agaki’s radio crackled. “Really, Colonel?” Star Colonel Joshua demanded. “A few mines aren’t going to slow us down. Surrender. You and your troops will not be har—” Agaki’s reply simply flooded the airwaves with the sharp hiss of Brownian noise, cutting off the Clan commander’s reasonable-sounding death sentence. Mission Objectives Destroy one Clan ‘Mech and All 13th Rasalhague ‘Mechs survive until Turn 15 (0/1, 4/4) OR Destroy three Clan ‘Mechs by Turn 20 (0/3) OR Destroy 1 Clan ‘Mech and at least one 13th Rasalhague ‘Mech escapes via the bottom map edge on or after turn 25 (0/1, 0/1) Secondary Objectives The Mobile Long-Tom Heavy Artillery escapes via the bottom map edge (0/1) DRG-1Gs Grand Dragon "Ivar the Boneless" Weight: 60 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 16/16 (14/14) LT R A(S): 8/8 CT A(S): 27/27 (20/20) CT R A(S): 12/12 RT A(S): 16/16 (14/14) RT R A(S): 8/8 LA A(S): 14/14 (10/10) RA A(S): 14/14 (10/10) LL A(S): 18/18 (14/14) RL A(S): 18/18 (14/14) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Tai-sa Agaki Gunnbjorn Mechwarrior Player: Raverrn Mechwarrior Status: OK! Armament: Gauss Rifle – RA (Heat: 0, Ammo: 16, Range: (L:22 M:15 S:7 Min:2), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: +1 penalty to piloting skill rolls, 1 hand TDR-5K Thunderbolt Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (15/15) LT R A(S): 8/8 CT A(S): 32/32 (21/21) CT R A(S): 9/9 RT A(S): 22/22 (15/15) RT R A(S): 8/8 LA A(S): 20/20 (10/10) RA A(S): 20/20 (10/10) LL A(S): 29/29 (15/15) RL A(S): 29/29 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-i Thorvaldsen Masaki Mechwarrior Player: Paragon1 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) LRM-15 – RT (Heat: 5, Ammo: 16, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: 2 hands Partisan Heavy Tank Weight: 80 tons (Heavy) Front A(S): 22/22 (8/8) Left A(S): 18/18 (8/8) Right A(S): 18/18 (8/8) Turret A(S): 22/22 (8/8) Rear A(S): 16/16 (8/8) Movement: 3/5 Crew: Driving 5, Gunnery 4 Driver name: Lance Corporal Wulf Ingmar Player: Paragon1 Motive System Damage: None! Critical Damage: None! Armament: Armament: Autocannon/5 – Turret (Ammo: 40, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Autocannon/5 – Turret (Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Autocannon/5 – Turret (Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Autocannon/5 – Turret (Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Machine Gun – Front (Ammo: 100, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – Front (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Notes: MAD-3K Marauder Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 17/17 (16/16) LT R A(S): 8/8 CT A(S): 35/35 (23/23) CT R A(S): 10/10 RT A(S): 17/17 (16/16) RT R A(S): 8/8 LA A(S): 22/22 (12/12) RA A(S): 22/22 (12/12) LL A(S): 18/18 (16/16) RL A(S): 18/18 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 20 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-I Eriksson Imperial Mechwarrior Player: Rumda Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) PPC – LA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: no hands River Monitor Luthien Maru Weight: 75 tons (Class) Front A(S): 22/22 (8/8) Left A(S): 22/22 (8/8) Right A(S): 22/22 (8/8) Turret A(S): 40/40 (8/8) Rear A(S): 22/22 (8/8) Movement: 3/5 Crew: Driving 5, Gunnery 4 Player: Rumda Driver name: Chu-I Hohiro Satomi Motive System Damage: None! Critical Damage: None! Armament: Autocannon/20 – Turret (Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/20 – Turret (Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) SRM-2 – Right (Ammo: 50, Range: (L:9 M:6 S:3), Status: OK!) SRM-2 – Right (Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) SRM-2 – Right (Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Notes: HBK-4G Hunchback Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (12/12) LT R A(S): 4/4 CT A(S): 26/26 (16/16) CT R A(S): 5/5 RT A(S): 20/20 (12/12) RT R A(S): 4/4 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 20/20 (12/12) RL A(S): 20/20 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Chu-i Luther Grist Mechwarrior Player: Tarquinn Mechwarrior Status: OK! Armament: Autocannon/20 – RT (Heat: 7, Ammo: 10, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: 2 hands Manticore Heavy Tank Weight: 60 tons (Heavy) Front A(S): 42/42 (6/6) Left A(S): 33/33 (6/6) Right A(S): 33/33 (6/6) Turret A(S): 26/26 (6/6) Rear A(S): 42/42 (6/6) Movement: 4/6 Crew: Driving 4, Gunnery 3 Player: Tarquinn Driver name: Talon Sergeant Gene Rakoszky Motive System Damage: None! Critical Damage: None! Armament: PPC – Turret (Range: (L:18 M:12 S:6 Min:3), Status: OK!) LRM-10 – Turret (Ammo: 12, Range: (L:21 M:14 S:7 Min:6), Status: OK!) SRM-6 – Turret (Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – Front (Range: (L:9 M:6 S:3), Status: OK!) Notes: LT-MOB-25 Mobile Long Tom Artillery Weight: 55 tons (Support Vehicle) Front A(S): 16/16 (6/6) Left A(S): 16/16 (6/6) Right A(S): 16/16 (6/6) Rear A(S): 16/16 (6/6) Movement: 2/3 Driver: Pilot 5, Gunnery 4 Support Vehicle Status: Armament: Long Tom Artillery – Front (Ammo: -, Range: (L:- M:- S:-), Status: OK!) Machine Gun – RS (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – RS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LS (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Notes: Enemy Status Clan Assault Weight: 90 tons (Assault) Overheat Penalty: None Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 2 Mechwarrior Name: Star Colonel Joshua Mechwarrior Status: OK! Armament:Unknown Critical Damage: None! Notes: Clan Heavy A 1 Weight: 75 tons (Heavy) Overheat Penalty: None Movement: 5/8/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Tara Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: Clan Heavy A 2 Weight: 75 tons (Heavy) Overheat Penalty: None Movement: 5/8/0 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Cameron Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: Clan Heavy B Weight: 70 tons (Heavy) Overheat Penalty: None Movement: 5/8/5 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Boers Mechwarrior Status: OK! Armament:Unknown Critical Damage: None! Notes: Thunderchild Weight: 50 tons (Medium) Overheat Penalty: None Movement: 6/9/6 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: Mechwarrior Capella Mechwarrior Status: OK! Armament:Large Laser, unknown missile systems Critical Damage: None! Notes: PoptartsNinja fucked around with this message at 04:08 on Sep 29, 2011 |
# ? Sep 28, 2011 20:57 |
|
PoptartsNinja posted:Odds are pretty good you're losing the Luthien Maru this turn. Much better, thank you.
|
# ? Sep 28, 2011 21:00 |
|
So did the mines do any damage??Nevets posted:Yeah, but to win all you have to do is take out 1 mech, and have the Thunderbolt play Hide and Seek for 25 rounds. Uh.. yeah good luck with that when the clan ace with jumpjets starts chasing you.
|
# ? Sep 28, 2011 21:21 |
|
Affi posted:So did the mines do any damage?? Unless we take out Joshy boy V we won't with any luck next turn we'll be ready to do some damage with it
|
# ? Sep 28, 2011 21:23 |
|
Surprise! You didn't lose the Luthien Maru! Now try not to leave it so exposed again. That canyon up ahead looks like it could provide great cover.
|
# ? Sep 28, 2011 21:23 |
|
Affi posted:So did the mines do any damage?? Well, if you have to take out one enemy mech to win... and one enemy mech can keep up with you better than the others...
|
# ? Sep 28, 2011 21:36 |
|
Nevets posted:Well, if you have to take out one enemy mech to win... and one enemy mech can keep up with you better than the others... Dude we're not going to win by playing hide and seek with the clanners for 25 rounds.
|
# ? Sep 28, 2011 21:51 |
|
Affi posted:Dude we're not going to win by playing hide and seek with the clanners for 25 rounds. And in any case that would take forever.
|
# ? Sep 28, 2011 21:56 |
|
Well forgive me for having some perspective, but I doubt they are all going to survive for 15 turns, or are going to kill 3 mechs, so it seems like the most likely way to achieve a victory.
|
# ? Sep 28, 2011 22:00 |
|
Well, two mines out of three ain't bad. PTN are you going to let us in on what they did, or wait until we can actually see the enemy for a damage assessment?
|
# ? Sep 28, 2011 22:11 |
|
|
# ? Jun 2, 2024 10:49 |
|
Lucky break for the Maru there. But goonlance appears to be getting into position - only serious worry I see right now is that Thunderchild sniping. But there's not much to do about that at the moment, and that's almost a good thing. If the Ace is up there in a sniping nest, he's not moving around to use that Ace. Also - after getting it cleared by Slowbeef, I've got a present related to the previous conversation: the 1986 sourcebook/comicbook The Spider and the Wolf, which has been out of print for 25 years. The scenarios in the back are ignorable, but the first 75% of the book is taken up by one of the earliest pieces of Battletech fiction and the story of Joshua Wolf's death at the hands of Anton Marik. Up on Google Docs here.
|
# ? Sep 28, 2011 22:23 |