Spada SPA

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Karagin
04/01/14 11:10 PM
70.118.139.48

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Code:
           BattleTech Vehicle Technical Readout
VALIDATED

Type/Model: Spada SPA
Tech: Clan / 3060
Config: Wheeled Vehicle
Rules: Level 2, Standard design

Mass: 40 tons
Power Plant: 180 XL Fusion
Cruise Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type: Ferro-Fibrous
Armament:
2 ER Small Lasers
1 Arrow IV System
1 TAG
1 ER Medium Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Spada SPA
Mass: 40 tons

Equipment: Items Mass
Int. Struct.: 20 pts Standard 0 4.00
Engine: 180 XL Fusion 1 3.50
Shielding & Transmission Equipment: 0 2.00
Cruise MP: 5
Flank MP: 8
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.00
Crew: 3 Members 0 .00
Turret Equipment: 0 1.50
Armor Factor: 134 pts Ferro-Fibrous 1 7.00

Internal Armor
Structure Value
Front: 4 40
Left / Right Sides: 4 25/25
Rear: 4 20
Turret: 4 24

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
2 ER Small Lasers Turret 4 2 1.00
1 Arrow IV System Turret 0 20 2 16.00
1 TAG Front 0 1 1.00
1 ER Medium Laser Front 5 1 1.00
1 Targeting Computer 1 1.00
1 C.A.S.E. Equipment Body 0 .00
--------------------------------------------------------
TOTALS: 9 9 40.00
Items & Tons Left: 4 .00

Calculated Factors:
Total Cost: 3,396,000 C-Bills
Battle Value 2: 1,191 (old BV = 904)
Cost per BV: 2,851.39
Weapon Value: 771 / 771 (Ratio = .65 / .65)
Damage Factors: SRDmg = 25; MRDmg = 16; LRDmg = 12
BattleForce2: MP: 5W, Armor/Structure: 0 / 5
Damage PB/M/L: 3/3/2, Overheat: 0
Class: GM; Point Value: 12
Specials: tag, artA
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/02/14 01:00 AM
66.27.181.1

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would save some weight having the arrow IV in the front instead of the turret.
Retry
04/02/14 01:10 AM
76.7.236.208

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I second that.
Karagin
04/02/14 06:23 AM
70.118.139.48

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I think it works better in the turret and allows for 360 degrees of firing. Front locks you into always moving the vehicle to fire. For an idea of what I am going for on this Ghostrider, look at the US Militarys' HIMAR or the MLRS.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/02/14 07:42 PM
66.27.181.155

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Turning the vehicle to fire sound weird. The front firing arc should encompass a large enough range to cover most firing solutions.

Now I can see the turret when firing on the run.
Though if you were self targetting with the tag, you do have a problem with it being in the front.
Retry
04/02/14 07:49 PM
72.214.204.166

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If you are close enough that you can self target with tag, it's location is the least of your worries for this unit.
KamikazeJohnson
04/02/14 08:58 PM
24.114.27.113

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Quote:
ghostrider writes:

Turning the vehicle to fire sound weird. The front firing arc should encompass a large enough range to cover most firing solutions.

Now I can see the turret when firing on the run.
Though if you were self targetting with the tag, you do have a problem with it being in the front.



Remember the Front arc for a tank is much narrower than for a 'Mech. Although if the Arrow is being fired from the next mapboard, I guess the arc should be broad enough if front-mounted.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
04/02/14 10:41 PM
66.27.181.155

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think about what you said retry. If you can see the target, you would want to hit it with everything you could.
Now if you are running from them, and the tag is in the front of the unit, why would that not be high on your list of worries?

And Kj, that is what I was thinking. If you are talking about a map sheet or 2, it should not matter.
It was food for thought.
Retry
04/02/14 11:43 PM
166.147.104.45

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TAG is for the spotters. If artillery pieces themselves get to TAG range the commander has probably failed.

Same reason why missile boat + narc on said boat = bad idea.

And KJ, not quite. It is the mech's ability to twist that artificially enhances the firing arc. Quads and vee front arcs are basically the same.

Speaking of which, quad vee anyone?
ghostrider
04/02/14 11:53 PM
66.27.181.155

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If the enemy is in range of any artillery, it normally means something is wrong.
Being able to self spot it the whole reason for the arrow carrier to have a tag unit.
Being able to use it on the run would be a lot smarter then being a designator for someone else.

And having a narc on something that has alot of short range missles on it is the one exception to the bad idea.
I would question the narc's ability to have missiles lock onto anything but where the beacon is located ie. never hit the head when the beacon is on the leg.
Retry
04/03/14 12:41 AM
166.147.104.37

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I had LRM boats in mind when I mentioned narcs.

If missiles hit the location of the narc beacon it would be munchy.. Say you hit the CT or the head or anywhere with something important. Anything that is narc capable will core the component very very quickly.
ghostrider
04/03/14 03:46 AM
66.27.181.155

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It makes sense to me, since the narc attracts the missiles to it.
That would mean the area it is attached to.
On this same thought, after a few hits, I would assume the narc pod would be destroyed.

Having it technically hit a hand of a mech would mean it is almost useless to attract missiles to it. In some circumstances I can see missiles hitting the mech if the hand it held out in front, like firing an arm weapon in the standard pistoliers position.
CrayModerator
04/03/14 05:28 PM
71.47.91.0

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Quote:
Retry writes:

TAG is for the spotters. If artillery pieces themselves get to TAG range the commander has probably failed.



I don't agree. You can't plan for the best on the battlefield. Sometimes part of your LRM or artillery units get caught at close range, away from the forward-deployed TAG spotters. If every artillery unit in the force lacks a TAG (or Narc, depending on the case), then the whole force is screwed when things go sub-optimal. But if every unit is carrying a TAG, then you can use one or two of them as poorman's spotters while the rest of the force backs off and keeps doing what they do best: guided artillery or missiles on the intruders.

There's nothing like seeing the face of another player go from joy to disappointment when their raid on behind-the-lines arty goes inverted because the artillery can spot for its buddies. Daw, you thought your speedy raiders were going to get close to the arty force and shred them like defenseless targets? No, you just get point blank, guided artillery on your raiders.

Same thing with LRMs. They can be great self-defense weapons despite their high minimum ranges. You just need teamwork and the ability to turn some of the missile boats into spotters when they're needed.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Karagin
04/03/14 08:33 PM
70.118.139.48

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Having the TAG allows the vehicle to self spot or spot for other units further back.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
04/03/14 09:13 PM
71.47.91.0

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Quote:
Karagin writes:

Having the TAG allows the vehicle to self spot or spot for other units further back.



Exactly.

When I was allowed to use artillery, I stuffed TAGs on everything. They were one ton, one crit items, and you never knew when something might be perfectly positioned to be a spotter.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Karagin
04/03/14 10:37 PM
70.118.139.48

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Makes sense and it would also allow for a force multiplier in that it allows more to be used for less.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/03/14 11:25 PM
66.27.181.155

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that is why I asked about it being in the front, instead of the turret. The tag needs more range they just forward since it is limited range vs the arrow.
Karagin
04/03/14 11:30 PM
70.118.139.48

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It could be in the turret, but it worked out for it to be in the front. Ideas welcome on what to move around for it to go in the turret.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/03/14 11:36 PM
66.27.181.155

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quickest thought would be the 2 ersmall lasers.
Otherwise, it would require a little more playing with it.
Karagin
04/03/14 11:36 PM
70.118.139.48

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Then it loses it's close in stuff...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/03/14 11:40 PM
66.27.181.155

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the targetting computer is an oddity for an artillery tank.

and you would keep the ersl. They would just be in the sides or front or rear. Just move them. Granted firing arcs are limited. Kinda like the medium laser.
Karagin
04/03/14 11:41 PM
70.118.139.48

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The Targeting computer could go, not a huge loss, that frees up another ton...ideas...

Karagin

Given time and plenty of paper, a philosopher can prove anything.
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