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Homebrew rules: missile salvo firing
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PostPosted: 14-Dec-2007 19:37    Post subject: Homebrew rules: missile salvo firing Reply to topic Reply with quote

One of the biggest drawbacks to large LRM launchers is the extremely limited ammunition reserve. Archers have only six rounds worth of ammunition at full rate, and Catapults and Crusaders only have eight rounds of firepower. Furthermore, the likelihood of having to fire a good proportion of that precious ammunition in unfavorable circumstances is high. At long range, the enemy is likely to be obscured by woods, smoke, or partial cover. This leaves the missile boat pilot with a difficult choice; fire away blindly with little chance of hitting, or wait for a more favorable opportunity to fire, and perhaps miss an opportunity to do some damage to an enemy before he can fire back.

I suggest allowing missile launchers to fire in racks of 2 for SRMs and 5 for LRMs. Now, that Archer pilot has the opportunity to pick away with 5 or 10 missiles.

There would be heat effects too; firing a quantity of missiles would create as much heat as that type of launcher normally does.
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Vagabond
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PostPosted: 15-Dec-2007 05:46    Post subject: Homebrew rules: missile salvo firing Reply to topic Reply with quote

interesting. a few questions...

how does heat work exactly?

how do you suggest altering ammo recording?

how is this better then packing on 4 lrm/5s or 3 srm/2s?

could u target multiple targets?


my suggestion on ammo would be to change all lrm ammo to 24 salvoes per ton and just mark off multiple salvoes for the bigger launchers. it would stop that pesky out of ammo on your lrm/20 but not on your lrm/5 on missile boats.
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Karagin
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PostPosted: 15-Dec-2007 14:35    Post subject: Homebrew rules: missile salvo firing Reply to topic Reply with quote

Once you answer Vagabonds questions, I think we can help you better with ideas and such.
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PostPosted: 15-Dec-2007 15:07    Post subject: Re: Homebrew rules: missile salvo firing Reply to topic Reply with quote

Vagabond wrote:
interesting. a few questions....

how does heat work exactly?


Each launch would generate as much heat as a missile launcher of that size normally generates. This, if you fire ten missiles, you generate as much heat as an LRM-10 does, if you fire fifteen, you generate the heat an LRM-15 generates, etc.

Vagabond wrote:
how do you suggest altering ammo recording?


A ton of LRMs contains 120 missiles, or 24 groups of five missiles.

A ton of SRMs contains 100 missiles, or 50 groups of two missiles.

When a player fires a missile launcher, he will just mark off the number of packs of missiles fired.

Vagabond wrote:
how is this better then packing on 4 lrm/5s or 3 srm/2s?


It really isn't, but I work from the assumption that people will use canon units.

Vagabond wrote:
could u target multiple targets?


That's an interesting idea, but battletech missiles are supposed to be kind of lo-tech, so I'm not really certain about it. I'd impose a -1 penalty for each additional target though, at least.
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Rarich
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PostPosted: 17-Dec-2007 06:35    Post subject: Homebrew rules: missile salvo firing Reply to topic Reply with quote

I would say no multiple targets. One launcher would not be able to fire at multiple targets. (an lrm 20 could not fire 10 missiles at target A and 10 missiles at target at B. If the mech had 2 lrm 20's then 1 could fire 10 missiles at A, the other could fire 10 missiles at B, with the standard multi target penalty)
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