Morning PDT Alayne Leung,
Here are additional comments and clarifications to those that I may or may not have made
Alayne Leung wrote:
Crazy Strafey Expendable Aerospace Fighter (should be using TechManual & Strategic Operations rules)
1. Fusion 400 XXL tonnage
On the first readout the engine is listed as being 26.5 tons and in the second readout the weight is 17.5 tons in Catalyst Game Labs Tactical Operations Mech Engine Type Modifier Table [Addendum] p. 381 an Inner Sphere XXL Fusion Engine has a Modifier of .25
Std. Fusion 400 Engine is 52.5 tons
XXL Fusion 400 Engine = 52.5 x 0.25 = 13.1 rounding to 13 or 13.5 tons
2. Double Heat Sinks
a. On the first readout the fighter has 35 double heat sinks: 45 heat: 92 of thirty lasers & max thrust
Catalyst Game Labs Classic BattleTech TechManual p. 193
"Conventional fighters may only use single (standard) heat sinks. Aerospace fighters, Small Craft and DropShips may use standard (single) or double heat sinks. Aerospace units constructed under these rules may not combine heat sinks of different types. If the designer chooses standard (single) heat sinks for a unit, the unit’s bonus “weight-free” sinks are automatically considered standard heat sinks; if double heat sinks are chosen, the bonus sinks are considered double heat sinks."
My calculation below is based on the 10 free engine heat sinks plus 25 more heat sinks.
35 Double Heats dissipate 35 x 2 = 70 heat points
The weapons rules for conventional and aerospace fighters allow a maximum of 5 weapons in each arc. Conventional and aerospace fighters arcs are: nose, left wing, right wing, and aft. If a conventional fighter or aerospace fighter uses ferro-aluminum armor each wing can mount only 4 weapons. Since the fighter mounts 5 weapons the fighter appears to be using standard armor.
A medium laser generates 3 heat points. The fighter carries 5 medium lasers per arc for a total of 5 x 4 = 20 which generate a total of 20 x 3 = 60 heat points.
I am not sure why the fighter would be going in at max. thrust, but I think 35 double heat sinks cover the heat build-up.
b. The second readout the fighter has 0 double heat sinks: 10 heat: 92 of thirty lasers & overthrust
I believe that the listing should be 10 double heat sinks: 20 heat: 92 of thirty lasers & overthrust should be changed Max. Thrust.
3. Fuel, fuel pumps, and thrust points
Catalyst Game Labs Classic BattleTech TechManual p. 186
"All aerospace units burn fuel by Thrust Points. The number of “fuel points” provided per ton is shown for all fighters, Small Craft and DropShip units on the Aerospace Fuel Table at right. This value is based on the unit’s type and its total weight. Regardless of unit type, fuel may only be added in full or half-ton lots. Furthermore, an additional 2 percent of weight applies to all non-fighter aerospace units, to reflect the weight of fuel tanks and pumps (rounded up to the nearest half-ton)."
I personally do not track fighter fuel pump tons since the additional 2% weight applies to non-fighter aerospace craft.
Alayne Leung wrote:
Tom said or typed or wrote:
Classic BattleTech TechManual p. 186 Determine Fuel Capacity
The Aerospace Fuel Table indicates that an aerospace fighter has 80 fuel points per ton.
The first Crazy Strafey is listed as having 975 fuel points. Dividing 975 by 80 yields 12.1875 tons of fuel. The TechManual smallest weight unit is 0.5 tons and the book does not mention any calculations for fuel pumps. By the TechManual 12.5 tons of fuel yield 1,000 fuel points.
The second Crazy Strafey is listed as having 234 fuel points. Dividing 234 by 80 yields 2.925 tons of fuel. By the TechManual 3 tons of fuel yield 240 fuel points.
I was using Strategic Operations fuel rules; 78 points of fuel plus 2% of total fuel tonnage of 80 points is approximately one ton of fuel & pumps, so 12.5 tons multiplied by 78 points of fuel = 975 fuel points:
From the quoted reply the fuel and pumps calculations done here also used Strategic Operations to determine the thrust points
Catalyst Game Labs Strategic Operations:
General Rules: Fuel Consumption (Aerospace Units) pp. 34-35
General Rules: Fuel Consumption (All Units) p. 35
Designing Advanced Aerospace Units pp. 144-161 Step 2: install Engines and Control Systems Determine Fuel Capacity p. 147
I have not taken a look at the rules or figured out how to apply them.
However, from what I see for General Rules: Fuel Consumption (Aerospace Units) pp. 34-35 and Fuel Consumption (All Units) p. 35 the rules are applied during game play not during construction. A closer look at Fuel Consumption (All Units) p. 35 appears to apply to only non-aerospace units.
The rules in Designing Advanced Aerospace Units apply to Space Stations, JumpShips, and Warships not to the aerospace units in the TechManual.
Using the rules in the TechManual the first fighter, without calculating fuel pump tons, the 4 tons of fuel supplies 4 x 80 = 320 thrust points.
Applying the 2% fuel pump rule and the rounding to the nearest half-ton the first fighter's fuel capacity is total fuel & pumps 4 - 0.5 = 3.5 x 80 = 280 thrust points.
The second fighter's listing I feel would be: Thrust points without fuel pumps 5.5 x 80 = 440 and with fuel pumps 5 x 80 = 400.
The fuel consumption rules, in my opinion, would only be used during a scenario and does not apply to the construction information. As a suggestion if this information is desired, first calculate the fuel and fuel points for fighters per the rules then add in the notes section the information with fuel pumps and the rules from Strategic Operations.
4. The installed weapons in both of the fighter's readouts still exceed Catalyst Game Labs Classic BattleTech TechManual Designing Aerospace Units
Step 1 Design the Chassis p. 183 requirement.
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 p. 191
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.
A conventional fighter or aerospace fighter does not have left or right wing aft arcs per the Catalyst Game Labs Classic BattleTech TechManual Aerospace Unit Record Sheet Table on p. 182.
5 Inner Sphere Medium Lasers 5 left wing aft arc
5 Inner Sphere Medium Lasers 5 right wing aft arc
The quoted section does not, in my opinion, follow the rules for strafing as described in Total Warfare and Strategic operations.
Alayne Leung wrote:
Let's also remember that the Advanced Ability Traits (Weapon Specialist & range switching & I think Ground Attack) from A Time of War should probably make strafing attacking to-hit rolls easier I think.
TW pp. 243-245
Base To-Hit Number = Pilot Gunnery Skill
Modified To-Hit Number = Pilot Gunnery Skill + Strafing Attack Modifier 4 + Fighter Damage + Target Movement + the terrain in the strafing zone + other modifiers (prone and partial cover do not apply)
If the modified To-Hit number is > 12 the attack misses and may choose not to attack if the modified To-Hit number is <= 2 the attack automatically hits.
Damage from all 30 Medium Lasers simultaneously during a strafing attack for five hexes during a single turn is: 5 damage points *(4 units plus structure)*5 hexes *30 Medium Lasers =3,750 damage points total in one
Total Warfare turn. That's still
Damage from 20 Medium Lasers simultaneously during a strafing attack for five hexes during a single turn is: 5 damage points *(4 units plus structure)*5 hexes *20 Medium Lasers =2,500 damage points total in one
Total Warfare turn provided that the wing aft arcs aren't used. That's still
Total Warfare p. 243
1. 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.
2. The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when strafing. The player must roll for every target, hostile or friendly, in all of the chosen hexes. See Modified To-Hit Number, at left, to determine the target number for a strafing attack.
3. The attacking player makes separate to-hit rolls for each weapon against each target. Apply weapon hits using the standard rules for the appropriate unit type. No matter how many targets are attacked, each weapon only fires once for the purposes of heat and ammunition tracking. 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.
The rules suggest that the speed of the fighter across one to five 30 meter ground hexes acts like firing weapons once at a target in Aerospace combat.
Using 5 left wing medium lasers + 5 nose medium lasers + 5 right wing lasers the fighter has to determine the Modified To-Hit Number for each firing laser at every target, friendly or hostile, in the path being strafed.
Under normal ground combat and aerospace rules weapons that miss the target are no longer tracked to see if they might hit something else down range and do damage. In Strafing the rules do track that the energy from each laser continues to move down range the designated number of hexes before disappearing. Unfortunately, the wording suggests that the laser that hit a target will continue to go down range.
My solution in the case of 15 lasers a hit reduces the number of lasers that are used on the next target. In hex 1 there are two targets. The first target in the hex I have to roll 15 times to determine if I got a hit. One of the 15 lasers hit the target doing 5 points of damage. The second target has to avoid being hit by 14 lasers. Each hex in the strafing path repeats the cycle until the attack is done.
The firing of fifteen medium lasers generate 3 x 15 = 45 heat points and each does 5 points of damage on a successful To-Hit roll. However, I will reduce the number of weapons attacking the following targets by the number that succeeded in hitting a target.
From Strategic Operations pp. 235-236,
"p. 235: Strafing Attacks: In a strafing run, the craft fires its weapons repeatedly at the ground to saturate two contiguous hexes. A Unit making a strafing attack chooses two target hexes (which must be adjacent and follow the flight path of the aerospace Unit) and makes attacks against every Element (friend or foe) in both hexes. The attacking Unit must be at low altitude.
p. 236: Damage (Strafing Attacks): A successful Strafing attack delivers half of the attacking Element’s short range Damage Value (rounded normally, to a minimum of 1) to every Element in the hex struck by the attack. If overheating modifies a Strafing attack, add the Overheat Value to the short range Damage Value before reducing the damage by half. A Strafing attack that hits an Element from the rear delivers 1 additional point of damage, which is also added to the base Damage Value before halving takes place."
The rules modify the Total Warfare rules but I still not sure how to handle the heat build-up. However, the part about saturating the ground being strafed is, in my opinion, what one sees in the video clips of strafing on the Internet or in war movies/programs showing ground air-to-ground attacks.
Hopefully my understanding of the rules in Total Warfare for strafing is not totally out to lunch and I'll use them until I can figure out the modifications in Strategic Operation.