Good CDT morning Tom,
Tom said or typed or wrote:
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From FanPro AT2 Revised Edition p. 66: Weapon Limits
Fighters (Conventional/Aerospace) are limited to 5 weapons per arc when using standard armor.
Nose: Max 5 weapons + Left Wing Max 5 weapons + Right Wing Max 5 weapons + Aft Max 5 = 20
Using ferro-aluminum the wings are limited to 4 in each location.
Nose: Max 5 weapons + Max 4 weapons + Right Wing Max 4 weapons + Aft Max 5 = 18
From Catalyst Game Labs Classic BattleTech TechManual Designing Aerospace Units (copy and paste) from PDF copies.
Step 1: Design the Chassis p. 183
Space
Unlike Combat and Support vehicles, aerospace units derive their space limits (weapon slots) from their unit type rather than their weight. For conventional and aerospace fighters, this limit is set at 5 weapons per arc (Nose, Left Wing, Right Wing and Aft). Though the use of certain armor types
may reduce this number, construction can never increase this quantity.
Step 3: Add Armor pp. 191-192
Space: Carrying ferro-aluminum armor in any form affects the allotment of weapon slots on conventional and aerospace fighter units. The amount of slots taken by a given armor type (and the locations affected) are shown under the Slots column (appropriate to the unit’s Tech Base) in the Aerospace Armor Weapon Space Table (Fighters Only) (see p. 192). An entry of “NA” indicates that units using that technology base may not install the listed armor type.
Aerospace Armor Weapon Space (Fighters Only) Table p. 192
Light Ferro-Aluminum: Inner Sphere 1 slot(Aft) Maximum of 19 weapons; Not available to Clan
Ferro-Aluminum: Inner Sphere & Clan 2 (1 slot in each wing) Maximum of 18 weapons
Heavy Ferro-Aluminum: Inner Sphere 4 slot( 1 slot per Arc) Maximum of 16 weapons; Not available to Clan
I think that those three variations of Ferro-Aluminum armor should be available to the Clans because their Scientists developed or reverse engineered them by probably at least 3080. Each Crazy Strafey uses standard armor.
Tom said or typed or wrote:
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FanPro AT 2 Revised Edition pp. 35-36 Strafing.
Page 35
"A unit making a strafing attack chooses from one to five consecutive hexes along the attack line."
Looking at the illustrations the attack line equals the flight path of the fighter which means to me the pilot is firing weapons pointing forward in the wings and nose.
Page 36:
"Make separate to-hit rolls for each weapon against each target. Apply weapon hits using standard Classic BattleTech rules."
The rule above only makes sense to me since the attack is using energy weapons (lasers, pulse lasers, or PPCs) is that if a weapon fails the To-Hit Roll the weapon gets another chance to hit the next target in the hexes being strafed. A weapon that makes the To-Hit Roll causes damage and would not be rolled again.
I'm not so sure that during a strafing attack, a weapon may only attack one target, and if that weapon misses a target, then said weapon may attack another target. There must be a strafing example, preferably an example that has 4 targeted units per hex of 20 targeted units total during strafing attack example and at least one building hex with one or more units inside said building of said strafing attack example like infantry squad(s) or platoon(s) inside that building for example.
Tom said or typed or wrote:
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From Catalyst Game Labs TW Air-to-Ground Attacks p. 243 (copy and paste) from PDF copies.
"Firing Arcs: Fighters, aerodyne small craft and aerodyne DropShips may only use the weapons in their nose and front wing locations."
Based on the type of armor and technology base fighters could fire 12, 13, or 15 direct-fire energy weapons in a strafing run.
Strafing p. 243
"A unit making this type of attack chooses from one to five consecutive hexes along the attack path. These hexes must lie in a straight line. The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when strafing.
The attacking player makes separate to-hit rolls for each weapon against each target. No matter how many targets are attacked, each weapon only fires once for the purposes of heat and ammunition tracking. Apply weapon hits using the standard rules for the appropriate unit type. Use the column of the appropriate Hit Location Table that corresponds to the attack direction, based on the direction from which the fighter entered the target’s hex, rather than the fighter’s position at the end of the Movement Phase.
Most strafing attacks must take into account only the terrain in the target’s hex. However, units flying at Altitude 1 (NOE) find it harder to establish a clear line of sight and so must also take into account the terrain in the hex adjacent to the target and along the flight path in the direction that the attacking unit entered the target’s hex. If the hex in front of the target is two or more levels higher than the level of the target unit, the target is in a dead zone and cannot be attacked."
In Catalyst Game Labs BT strafing rules my understanding is that the strafing fighter mounting 15 medium lasers, as stated small and micro lasers cannot be used, has to decide how many weapons will be used and that the strafing attack will hit 1 to 5 hexes. Opting for maximum effect the fighter fires 15 lasers in a strafing run five hexes long.
Each weapon determines if it hits each target, friendly or hostile, in the five hexes. Every hit causes damage to a target. If one follows the rules as written the energy from each weapon, that hit a target or not, passes through to the next four hexes the process of rolling To-Hit and damage for all weapons being fired.
See #2 The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when strafing.
http://www.heavymetalpro.com/forums/vie ... 25#p246725
#2 seems to say that a strafing attack can't be done with ammo-dependent weapons.
Tom said or typed or wrote:
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The idea that the energy from a laser that hit a target has a chance to damage to more targets does in my opinion pass the common sense test.
Even without generating additional heat for the multiple targets, and also without increasing an aerospace fighter's BV for all those attacks that can be done during a strafing attack? Seriously?
Tom said or typed or wrote:
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My understanding is that when the laser beam hits a target the firing weapon would not get another chance to hit any more targets. Laser beams that fail the To-Hit roll get another chance until they hit a target or the strafing run ends.
I think that contradicts your previous quote of "The idea that the energy from a laser that hit a target has a chance to damage to more targets does in my opinion pass the common sense test.".
Tom said or typed or wrote:
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I think, even if the all the firing weapons get chances To-Hit in all hexes, the strafing rule works, but does not unbalance the game as suggested or that it should be moved to Tactical Operations.
Even without generating additional heat for the multiple targets, and also without increasing an aerospace fighter's BV for all those attacks that can be done during a strafing attack? Both of those don't unbalance BT games? Seriously?
Tom said or typed or wrote:
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Of course I do have a quibble since ammo-dependent direct-fire ballistic weapons being used for strafing is well documented and can be viewed on the Internet.
I would say that such an attack is perhaps a multiple strike attack like how in Tactical Operations there is I think a rule that allows an autocannon to simultaneously attack two targets in a turn provided that both targets are adjacent to each other (I think).
Regarding how that an aerospace fighter may only use weapons in its nose and front wing locations for a strafing attack, I have redesigned Crazy Strafeies to not include aft mounted medium lasers (each Crazy Strafey now has fifteen medium pulse lasers: 5 per nose, 5 per left wing, 5 per right wing). So a 100 ton Crazy Strafey aerospace fighter has the potential to do: 2,625 damage points (when using 15 Clan Medium Pulse Lasers) in one Total Warfare turn, xor 2,250 damage points (when using 15 Inner Sphere Medium Pulse Lasers) in one Total Warfare turn? Here is a website that talks about BT Medium Pulse Laser(s).
http://www.sarna.net/wiki/Medium_Pulse_Laser
2,625 damage points per turn and 2,250 damage points per turn are each a

high number of damage points from an aerospace fighter, and they get even more

when Tactical Operations advanced abilities to-hit modifiers and A Time of War quirks to-hit modifiers are used in addition to targeting computer and pulse laser to-hit modifiers when doing strafing
per each turn, and they get even more

because ammo and heat isn't accounted for each of those strafing shots per turn of strafing attack nor is BV accurately adjusted for all that damage.