The Question of Range in Space

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Requiem
04/13/19 05:54 PM
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A Naval Laser 55 has an Extreme Range of 54 – how far is that in meters?

Just wondering when it comes to Orbital Bombardment …..

Terra alone you would need well over 100Km from warship to surface - and I would assume this distance would increase upon different worlds.

Then we have Capital Missiles – 5,000Km range and 10,000Km range in atmosphere – so therefore in space there should be an increase in range to, what?
CrayModerator
04/13/19 10:59 PM
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Quote:
A Naval Laser 55 has an Extreme Range of 54 – how far is that in meters?



A high altitude/space hex is 18,000 meters.

Quote:
Terra alone you would need well over 100Km from warship to surface - and I would assume this distance would increase upon different worlds.



You need about 90-108km range (5-6 hexes). WarShips can readily skim along in the upper fringes of the atmosphere at 108km. Note that each full hex of atmosphere counts as 5 hexes of space for weapons fire, so weapons must have "long" or better range to hit the ground.

Tactical Operations covers the effects of differing atmospheric thicknesses.

Quote:
Then we have Capital Missiles – 5,000Km range and 10,000Km range in atmosphere – so therefore in space there should be an increase in range to, what?



Teleoperated missiles can have unlimited range if you let them coast.
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.
Requiem
04/14/19 02:05 AM
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Then can I ask how an aerospace fighters / Dropship weapons work in comparison - do they then need to be almost on top of their target to engage it in battle? or do we flip to another map?

Thus the need for small "caliber" weaponry as their point defense - as it were? .... In S___ Wars terms their small fighters are evading the "turbo lasers" thus the need to send out fighters to deal with them?

Plus - a hypothetical question regarding preference - do you believe it would be better to place say one Naval Laser 55 upon a smaller (less tonnage) / faster ship - thus costs decrease for this new type of pocket warship thus you can purchase a more larger carrier class warships with a large number of squadrons attached?

what gave me the idea was Gundam - were some had many small laser weapons that could attack independently of the main body - so now we have many small ships that could attack from multiple directions at once - hard to strike at when you are being attacked from three / four directions at once as it were.

ie. preference regarding - one carrier with many small escort ships or many destroyer / cruiser class - and very few carrier class as a basis for a designing a fleet?
ghostrider
04/14/19 04:42 PM
66.74.60.165

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I think looking into one of those books is necessary.
Normal weapons (non capital) have their ranges set in space. I want to say 3 is max, but been a while. 1 comes to mind.
In atmoshere, the ranges change for dropships and fighters. Normally, capital weapons aren't much of an issue. Dropships seem to be within range no matter what.

As for point blank weapons, warships do have them. Not all do, but during the Invasion, the clans seemed to be putting on anti fighter weapons as the IS sent hordes after them. Even using AMS on some.

Capital weapons can not target fighters with the exception of some of the missiles. So a horde of fighters is not going to stop a capital weapon from firing on any dropship or larger unit.

There is something that is missing from this.
Set up right, a large warship with fighter carrier dropships might be a good set up. Not saying a Potemkin, here, but there are a few ships that would work. The old McKenna comes to mind.

The hordes of smaller craft run into problems with extra costs to keep them going, as well as people to work on them. Also, unless they are in the system they are being used, moving them is an issue. 20 pocket warships (without jump core), is going to take a small fleet of jumpships.

hard to strike at when you are being attacked from three / four directions at once as it were.
This is the issue designers have to deal with, when making ships. Part of why you have weapons in all arcs. The issue is a single ship can always be overwhelmed by a fleet.
CrayModerator
04/15/19 06:15 AM
97.101.136.19

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Quote:
Then can I ask how an aerospace fighters / Dropship weapons work in comparison - do they then need to be almost on top of their target to engage it in battle? or do we flip to another map?



Non-capital weapons have half the range of the capital weapons. Check the range charts. Extreme range for capitals is 50 hexes; it's 25 for standard weapons.

Quote:
Thus the need for small "caliber" weaponry as their point defense - as it were? .... In S___ Wars terms their small fighters are evading the "turbo lasers" thus the need to send out fighters to deal with them?



Non-capital (standard) weaponry is useful because capital weapons (except missiles) have +5 to hit small targets like fighters.

Point defense weapons like an AMS are useful for shooting down capital missiles. You can try to fake it with small lasers and machine guns, but any AMS has superior anti-missile performance.

Quote:
Plus - a hypothetical question regarding preference - do you believe it would be better to place say one Naval Laser 55 upon a smaller (less tonnage) / faster ship - thus costs decrease for this new type of pocket warship thus you can purchase a more larger carrier class warships with a large number of squadrons attached?



Any assault DropShip is going to be very expensive because of DropShips' high cost multipliers. Engines and capital weapons have high costs.

If I was going to fit a DropShip with bombardment weapons then I'd look into TacOps' "sub-capital" weapons. A few of those are able to perform orbital bombardment.

Quote:
what gave me the idea was Gundam - were some had many small laser weapons that could attack independently of the main body - so now we have many small ships that could attack from multiple directions at once - hard to strike at when you are being attacked from three / four directions at once as it were.



WarShips and DropShips don't have penalties for engaging multiple targets per turn. They can easily use all their firing arcs and split up a firing arc against multiple targets. Multiple targets thus aren't really a complication. Fighters are useful because they gain a +5 to-hit penalty from a WarShip's capital weapons and can deliver enough firepower to sting.

Quote:
ie. preference regarding - one carrier with many small escort ships or many destroyer / cruiser class - and very few carrier class as a basis for a designing a fleet?



If I was designing a BattleTech fleet, I'd have:

*Some troop transport WarShips with orbital bombardment capabilities and few docking collars
*A smaller number of fighter carrier WarShips based on the same frame
*Some combat WarShips based on the same frame, but with a bunch of capital missiles added for long-ranged engagements and to provide anti-fighter defenses
*A high acceleration (5/8) WarShip to engage threats at a distance from the fleet, or to achieve space superiority before the troop transports enter the star system

Whether I'd call those cruisers, destroyers, battleships, or carriers depends on the whims of the faction I'm designing them for.

Unlike ground combat, thrust ratings don't matter for to-hit penalties. They just decide whether you can engage or break away from combat. 2/3 and 3/5 WarShips are thus fine in most circumstances and I'd build the fleet around a common hull and engine set to simplify manufacturing. Tonnage would depend on the faction's capabilities.
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.
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