SylasGaunt wrote:Might I ask where you canon policy quote is regarding TRs overruling novels?
FASA former policy was that game mechanics is the lowest of canon, with novel fluff and game fluff being equivalent. However, in most cases, the novel fluff is self-contradictary, much less consistent with other novels. The novels are also badly inaccurate in terms of historical details. Therefore, as I told Batman before, I placed game fluff as being the highest canon, with game mechanics being slightly above novelisation.
Gunhead wrote:Mechs hit critical locations by chance. If we assume the model is accurate depiction of mech combat, all hits are rolled randomly on 2d6. Where 12 is a critical hit. Now I don't remember fight now what sort of penalties are incurred for aiming a specific hit location, but they were pretty steep. To a degree that the enemy mech would have to be immobilized and you'd have to be next to it for an aimed shot to any chance of success.
Okay. We have a misinterpretation of terms here. First of all, yes, your critical hit is by chance. If a dice roll of 2 is rolled, then, you score a centre torso critical hit chance. However, that actually underscores my model, in which ablative damage occurs when a successful hit is scored.
Btech outer armour works in two ways, one, it physicallys stops hits and prevent it from damaging the mech innards, secondly, it ablates off and thus absorb the damage itself. The evidence for the first can be seen in several novels quotes, for example, Dawn Orion from Duncan Demons was stated to have almost "bounced off" all the attacks scored by the Knight mech, a Dark Age novel also has the quote that the protaganist thought his armour will successfully deflect the attack until he saw it wrong. Similarly, we have the Mackie trial run to show this ability.
As such, one will need to score "precise" hits in order to penetrate this defensive ability itself. This will be similar to tank guns aiming at "weak" spots in an opponent tank armour so as to damage it.
Timing is dictated by range. At long range, time to aim increases, so yes, modern tanks can take part in split second firefights. A trained crew can squeeze a shot of in 7 seconds. This is from detection to action, while maintaining maneuver. In an up close brawl, it could be even less as there is no real need to aim. Just point and shoot.
Perhaps I should had rephrased my statement. Battlemechs engage in high intensity firefights for prolonged periods. It is specifically stated that mechwarriors has an enhanced initative and situational awareness and this crosses over to vehicles due to the technology involveds.
Battles of fire and maneuver are conducted so, that you advance in cover, out of enemy range, while other tanks/AFV's/AT-teams provide overwatch, if possible all of the the previous. Mechs suck at this. Mostly because they are walking targets that cannot make use of cover that will hide a tank, cannot provide a smoke screen and most of them have the pilot exposed even if most of the mech is on cover.
And this is tank tactics. Mech combat evolve around high intensity attacks with an emphasis on speed and maneveur, using speed and firepower to overwhelm its opponent (Third edition Battletech).
Nevertheless, this is neither here and there. The contention in question was over range. I argued that Battletech game range is short because of engagement timing. Increase the timing involved and range increases,aka, AT where a turn is measured in minute.
Engament range has nothing to do with armor penetration. It's a range where your FC gives you a real chance to hit the target. That SU-57 could engage an abrams at 2000m, but would have almost zero chance of doing any damage to it. You can also have target specific engament ranges that do tell you something about armor penetration.
That's effective range vs. x. But when speaking in general terms, engament range just tells you how far you can shoot and expect to hit.
Except for one thing. We already know that mechs can hit targets at "kilometers" plus. Hell, the missing piece Batman wants can be answered, depending on canonicity. The Somerset Strikers cartoon, in aka, the third episode where they were recruiting Jackson and Clan Jade Falcon attacked the settlement Adam was recruiting and was driven off by a FedCom Battalion that arrived as reinforcement had this quote "2.1km, that's thrice our range."(with regards to Clan mechs firing LRMs at them)
My contention was that armour may also provide a difference between the range seen in AT and BT ground combat. Nevertheless, the argument that mechs can engage at that range is already proven beyond doubt.
1000m I think is the extreme range of an AC/2. It has an ingame range of 30 or so hexes, but I can be generous here and give it a nice round range of 1000m. Do I mean that mechs can consistently engage targets at that range?
Actually, that's will be the Clantech Ultra AC/2.
Hell no. Unless you provide me a canon quote of a mech hitting an aerospace fighter at these modified ranges, I say their FC is craptastic.
What canon quote do you want? The fact that mechs can engage aerospace fighters in the toposphere? Done. Battletech conversion to Battlespace? "Mechs targeting computers are optimised for kilometers only."
What else do you want?
Here's another thing. A BMP-2 can fire at air targets. It can elevate it's cannon enough (from 0° to 80° or something in that order). This doesn't mean it's good at it. But it can do it.
So, you want proof that FC can engage aerospace fighters? Done.
For example, the mechs of the other Houses could not effectively fight attacks from the air, but the HAF could, aided by the Air Agressor Fire Control Adjustor(AAFCA) attached to their mech computers.
Star League Sourcebook.
This could be wrong, but I do remember few instances where a mech column was bombed to bits, because they didn't have AA-mechs or AA-tanks protecting them. I also recall that the fighters attacked with impunity, without fear from ground fire.
From? Even artillery like the Long Tom can engage enemy aerospace fighters.
Before they left, however, an aerospace fighter wing managed to cripple both Long Tom defenders. The Long Toms destroyed more than ten fighters before succumbing to the Kurita barrage.
This, even though aerospace fighters are supposedly its greatest threat.
However, the greatest threat to the mobile Long Tom are aerospace fighters. Rifleman 'Mechs, known for air strike support, are frequently stationed with this unit.
Technical Readout 3025.
Oh yes. A solid APFSDSDU-T will plow through a mech, exit from the back blowing everything in between to bits. If HMG fire be it .50 Cal or 14.5mm
or even 20mm can cause an entire armor face to crack, sabots don't have any trouble going through. Hell, a blast wave from an artillery shell can strip a mech from it's armor.
Entire armour face? The armour on the mech is centimeter thick at BEST. Yet, infantry HMG are ineffective against it. Prior to AP rounds, there exists a single operating parameter on armour effectiveness. Its not the deforming energy that counts, its the mass of the impactor. And before we talk about physics, this is Btech. Physics ended at the doorway.
As to lasers, well, that's why we have composite armors. They resist massive overpressures and heat centered on an area of 2 square cm. So give me one good reason why lasers that lack the mass to move that molten metal forward, have any chance of penetration.
The Large Laser melt half a ton of steel as a lower limit, ignoring the fact that the armour can and does conduct energy away. Why wouldn't it has the intensity to melt the armour?
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner