From: wolfone@ccwf.cc.utexas.edu (Patrick Chester)
Newsgroups: rec.games.board
Subject: Re: BTECH: On artillery
Date: 12 Nov 92 16:49:24 GMT
Reply-To: wolfone@ccwf.cc.utexas.edu (Patrick Chester)
Distribution: na
Organization: The University of Texas at Austin, Austin TX
Originator: wolfone@thumper.cc.utexas.edu




In article <1992Nov8.234600.6107@netcom.com> clarka@netcom.com (Andrew Clark) writes:
]phygod72@nic.gac.edu (Phil ) writes:



]No other weapons on that artillery, and minimum armor.  I could destroy
]your entire force with four VTOLs.  They run straight at you, keeping
]out of LOS from your VTOL spotters.  When they get on your mapsheet,
]they drop off four platoons of jump infantry.  Oh, I'm sorry, you can't fire
]Arrow IV guided missiles at infantry . . . 

The obvious solution for this is to have security for the artillery, say, a
lance of light/medium 'Mechs and/or a lance or two of tanks/AAA vehicles.
Of course, that means you have to deplete your frontal forces to provide rear
security.

]
]>Multiply that effect by five, due to five tanks (500 tons)...
]>
]>As to on-board/off-board, it doesn't matter too much...I'd take the off-board  
]>since ARROW IV is fired against a mapsheet, and not too many things can move a 
]>mapsheet per turn (in an attempt to out-run the artillery).  Off board also  
]>allows me to be safe from other nasties that might want to kill me...
]
]Against straight artillery, it makes all the difference in the world.
]With normal arty, you have to hit a hex, and I'm moving my forces so that
]you can't predict what hexes my forces will be in a few turns from now.

Well, you could try quantity. Aim at a whole lot of hexes or concentrate in
terrain that somebody is most likely to walk through. It's a logistical 
problem if you take it to that extreme.

]Off-board means that we're racing to get you.  Each board is (+/-) 30
]hexes; that's 150 hexes that I have to cover to get you.  Heavy VTOLs
]and medium hovers move about 10/15, as do some of my 'Mechs.  My pursuit
]'Mechs move 7/11 [14] or 7/11/7 -- they'll be there in 20 turns.  My
]fast units will arrive in fifteen turns.  Your units are only moving 1/2,
]thus are sitting ducks.

I mentioned in an earlier post that his vehicles were too slow. To destroy them
all you would have to do is use radar to trace back the shots and plaster the
area w/your artillery. I don't think they will get away.

]My artillery is usually 'Mech mounted (I use custom designs) and moves
]with my command element and reserves.  I haven't even mentioned hover
]artillery yet . . . VTOL artillery isn't practical (rats!)  It is well-
]protected from enemy threats by my reserve force (the heavy mecha I
]use to breach an enemy weak point, follow up a successful advance, or
]hold a key spot) and dedicated vehicle units.  I would never mount

It's a good thing you haven't limited your artillery to 'Mechs only. Artillery
is best mounted in vehicles though I do see the advantage in 'Mech mounted
artillery: it can drop w/the rest of the main assault.

]an artillery piece in a static installation!  (Move 1/2 is static.  By
]the way, how did you get your 100 ton dream tanks into the battle area?
]Almost all bridges would collapse under the weight, and you can't
]drop a tank from a DropShip (you can land the ship, but that gives me
]lots more possibilities . . .)  :) 
]
]>*BIG DEAL* you say...you still have to hit me.

[Phil mentions his VTOL TAGs of tin-foil here]


Andrew's response: 
]Sorry.  VTOLs on defense get a total of +5.  (+1 for jumping, +4 for max
]movement modifier.)  My attack VTOLs are cruising (+1) at twelve, firing
]large pulse lasers.  I agree that sixty spotters would be irritating --
]stepping outside the Btech universe for the moment, where the hell did you
]get SIXTY trained pilots/spotters?  And SIXTY TAG units?          

Sixty fanatical/stupid pilots. Plus replacements. There is going to be heavy
attrition in that unit.

]The attack helos and my air-defense vehicles set up an 4-hex perimeter
]around my key units; any TAG unit will have to enter their optimum fire
]ranges in order to get a shot.  By the way, your TAG gunner has to make
]her to-hit as well.  You're jumping (+3), medium range (base 6), I'm
]moving at least five (+2) . . . to-hit eleven.  You have to fire a 
]missile (or volley) to get that chance.  This assumes that you're at
]range ten from the target unit.  At eleven hexes or more, you cannot
]hit unless you hover to get rid of the jump bonus, at which point 
]you're dead.

Can you say flak trap? I knew you could. :)

Actually, the biggest problem with these formations is the time taken to move
and fire the weapons in the game. 45 min turns would not surprise me.




-- 
Patrick Chester            |----------------------------------------------------
wolfone@ccwf.cc.utexas.edu |"The earth is too fragile a basket in which to keep
Politically Incorrect      |  all your eggs." Robert A. Heinlein
Future Lunar Colonist      |"The meek shall inherit the Earth. The rest of us
#^%$!! Militarist          |  are going to the stars." Anonymous
(Of the Sun Tzu mentality) |----------------------------------------------------
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