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SAMs in BT...or the lack of them...
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Karagin
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PostPosted: 08-Dec-2006 13:52    Post subject: SAMs in BT...or the lack of them... Reply to topic Reply with quote


A few months ago, during a game, my aerospace fighter was taken out by a SAM, which was nothing more then an Arrow IV uses as a SAM.

Now do you folks think this a good idea or should something like the Thunderblot missiles be used?

Any ideas on rules for this usage?

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Vagabond
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PostPosted: 08-Dec-2006 14:19    Post subject: RE: SAMs in BT...or the lack of them... Reply to topic Reply with quote

Quote:

On 2006-12-08 13:52, Karagin wrote:

A few months ago, during a game, my aerospace fighter was taken out by a SAM, which was nothing more then an Arrow IV uses as a SAM.

Now do you folks think this a good idea or should something like the Thunderblot missiles be used?

Any ideas on rules for this usage?



i'd say that in addition to those possabilities, an atmospheric variant of the Barracuda missile could be used.

If you were going to use this, however, i would insure a way for a pilot to avoid them with evasive manuvers and flip the restriction on such missiles not being able to fire into space. In addition, i would convert its range from AT2 space to AT2 atmospheric, but that is kinda a duh coversion isn't it.

The Barracuda is the only missile that can target fighters and gets a -2 to-hit. You would also do 20 pts of damage [standard] and force a crit chance. And they could fired at their target from 50 atmo hexes away, which is some major interdiction. It should be too with a 30t missile fired from a 90t launcher, which means it will be an immobile launcher unless you use lvl3 super heavy tanks and trailors.

But I will agree that BT, which has only grown more obvious since i started messing with AT2, has a distinct lack of what we would consider more conventional missiles and this is fine for BT but is not so much in AT2.

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Rudel Gurken
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PostPosted: 08-Dec-2006 14:31    Post subject: RE: SAMs in BT...or the lack of them... Reply to topic Reply with quote

Some ideas of mine (a bit disarranged though )

A Thunderbolt can be used with the normal rules concerning ground units attacking aerospace units.
Its somewhat hampered by its range though as the range to an airborne target is counted in a different way as normal (I've the Total Warefare rules before my eyes here). So Thunderbolts would have acceptable odds only against fighters at an altitude up to about 5 (on the low altitude map).

Maybe you can introduce a special Arrow IV ammo that only can target jet driven (I mean things with a really hot exhaust!) units at altitudes from 4 up.
I would reduce the damage to 15 or maybe 10 because it needs some guiding equipment as you can't fire it without at that ranges!
There has to be some to hit roll for the missile itself (As the firing unit won`t have much influence at the time of impact) maybe something like the actual to-hit roll for teleoperated missiles.
Guidance from the firing unit isn`t a good idea at that ranges (except you want to introduce some long range radar equipment) and a true "fire-and-forget" missile would be too powerfull!

Edit: Oh, and maybe some automatic crit!

Seems like Vagabond can write faster than I


[ This Message was edited by: Rudel Gurken on 2006-12-08 14:36 ]
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Gunslinger Patch
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PostPosted: 18-Dec-2006 05:23    Post subject: RE: SAMs in BT...or the lack of them... Reply to topic Reply with quote

What I did was just make up a missile, a 10 pointer built to be a SAM. And then built a vehicle to shoot them out of a box laucher, one that has to be externally reloaded. I gave it good targeting at aircraft, and less good targeting at mechs and tanks.

And I used the same missile on fighter wing mounts, give conventional aerospace some better punch against space aerospace fighters. And I think somewhere I made a rule for a mech shooting it from a one-shot tube.

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Seraph
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PostPosted: 18-Dec-2006 17:58    Post subject: RE: SAMs in BT...or the lack of them... Reply to topic Reply with quote

Sounds like an excellent mod for a Rifleman or JagerMech. Fluff-wise at least as they had the super tracking systems capable of tracking such fast moving targets with any real hope of hitting. But as someone here constantly points out..."Fluff has nothing to do with the game what-so-ever."

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Rarich
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PostPosted: 19-Dec-2006 07:45    Post subject: RE: SAMs in BT...or the lack of them... Reply to topic Reply with quote

I would agree with the Barracuda for the Planetary defense batteries. Maybe attach a booster to it if you want to get shots at capitol ships......(another 5 tons worth?) but I like them as outlined against fighters.

I would think something along the lines of an Arrow IV modified specifically for anti aerospace duty would do nicely. Nothing below altitude 4 and no ground target capability, maybe a bonus Vs the speed modifiers of a fighter?



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