we changed the damage effect of artillery. it is considerably under powered. we target a hex, not the unit in the hex. standard rules: the long-tom does 20pts of damage in 5pt groups. house rule: 20pts of damage to each armor location of the mech/vehicle in the target hex AND 10pts damage to each armor location of the mech/vehicle that is in any of the 6 adjacent hexes. infantry/battle armor reduces the platoon/squad size by the damage amount. a dropship takes the damage to a single facing and obstructs the damage from effecting the hexes on the opposite side of the dropship. this makes all artillery very deadly.
A turn in BT is 10 sec, and the distance of a map sheet is counted as 16 hexes, or 480m, so if it takes more than 1 round, it is literally moving about the speed of a professional baseball pitch. lol
Yep. Although, artillery can fire withing 17 hexes as a direct attack, but at a +4. And there are various max ranges, Sniper (18 maps), Thumper (20 maps) & Long Tom (30 maps). Travelling up to 8 maps (4km) in a 10 second round in a parabolic arc, which I calculate it to be 1440 km/hour in a direct line. I don't know much about Baseball, but F#*K your pitchers are lethal
The Thumper does not do much damage. In mass of 3-4 guns. Its useful to deliver smoke, flechette, AP, Illumination, cluster and mines. The rules used to have it only doing damage with normal rounds for a longest time. So most vets had little chance to get a better impression. With no love to mech mortars there must be a way to deploy the Illumination rounds for a night fight. Arty is one of my go to weapons to balance battle armor and fixed weapons like field guns and turrets. Field Arty is cheep as chips and could even generate a mission to hunt it down with a light lance mission for a campaign. Battle Armor likes to melt under cluster and shot rounds from the splash damage. The Thumper is like having a battery of LB-5s that have a chance to miss. Fritz covered the bits well. You will notice this commonality of players that use Arty. They only have one Long Tom to nuke static targets like a ammo/weapons factory or field base. But will have smaller calibers for utility. What I have learned from my games is the Sniper is best used with Areospace fighters because of its travel time is shorter than the Thumper. The Thumper should be used to utility and the long tom is like dropping an A-bomb with a copperhead round from the Raven -4L. I feel this was mentioned once before. But the battery of Thumpers mixed with a Cicada is bang for the BV. I love the Cicada as the Artillery Observation Mech for really bad places like a moon or no air planets. Yes you may be able to get a vehicle to do the job. In the Innersphere most of the planets are under developed. I recommend for field guns LB 5, mech mortar-2 , or LRM-5 to SRM-4. Note for helping others. Do not put a trailer hitch on a MBT, IFV or APC. The expectation is the Prowl that acts like an ammo carrier and defender.
I don't play with artillery but use field ACs very often. One AC/5 with two squads of motorized infantry (16 men) weights 12 tons and has a 101pts BV. Mobility is good - only 3 MP but you don't need to change facing to move. It is the best garrison unit you can have. There is no mentioning but also AC/20 field guns are very useful, specially in urban warfare, as motorized infantry can entry buildings like foot infantry. You only have 5 shots but it is enough. I use them in hidden position as well.
I bought my first Helepolis the other day and I plan on getting the other 3 so I can field a full Lance of them. The Sniper Artillery guns on them will be perfect.
The nice part about that too is if they don't have any anti-infantry weapons which that is something that can be easily overlooked by most people you have to deal with the fact that if you have to fight infantry you're going to be plinking away at them because they take reduced damage from normal weaponry and everybody dogs the AC 2 for only doing two points of damage but you get a horrendous amount of ammo for one ton and it has the longest range on the board put that in a Mach or a vehicle that can move really fast and they are going to have a hard time dealing with that shit. Not to mention You're not going to have to worry about much in the way of heat that would be a great use for a VTOL.
I once designed an scenario in wich you have to demolish buildings and you have to keep spotters (siren protomechs) alive in order to destroy it before the enemy fighters find the hex map where the artillery is hidden and destroyed
Field guns always get mauled by light and medium raiders, more so if the other guy deploys Air or VTOL assets. I like dropping some battle armor on em.
Let's just say the artillery gods hate me. That said, I will say don't underestimate arty-delivered smoke rounds. They can do awful things to the other guy's shooting mods with a handful of 'em dropped in early-mid game. Bonus: I can't "blue-on-blue" myself with 'em.
Smokin' my pipe on the mountings, sniffin' the mornin' cool, I walks in my old brown gaiters along o' my old brown mule, With seventy gunners be'ind me, an' never a beggar forgets It's only the pick of the Army that handles the dear little pets -- 'Tss! 'Tss!
Towed artillery guns take too long to set up in my opinion I'd rather not take the two rounds to have to drop it off and set it up just a fire on the third round.
we changed the damage effect of artillery. it is considerably under powered.
we target a hex, not the unit in the hex. standard rules: the long-tom does 20pts of damage in 5pt groups.
house rule: 20pts of damage to each armor location of the mech/vehicle in the target hex AND 10pts damage to each armor location of the mech/vehicle that is in any of the 6 adjacent hexes. infantry/battle armor reduces the platoon/squad size by the damage amount. a dropship takes the damage to a single facing and obstructs the damage from effecting the hexes on the opposite side of the dropship.
this makes all artillery very deadly.
A turn in BT is 10 sec, and the distance of a map sheet is counted as 16 hexes, or 480m, so if it takes more than 1 round, it is literally moving about the speed of a professional baseball pitch. lol
Yep. Although, artillery can fire withing 17 hexes as a direct attack, but at a +4. And there are various max ranges, Sniper (18 maps), Thumper (20 maps) & Long Tom (30 maps).
Travelling up to 8 maps (4km) in a 10 second round in a parabolic arc, which I calculate it to be 1440 km/hour in a direct line. I don't know much about Baseball, but F#*K your pitchers are lethal
The Thumper does not do much damage. In mass of 3-4 guns. Its useful to deliver smoke, flechette, AP, Illumination, cluster and mines. The rules used to have it only doing damage with normal rounds for a longest time. So most vets had little chance to get a better impression. With no love to mech mortars there must be a way to deploy the Illumination rounds for a night fight.
Arty is one of my go to weapons to balance battle armor and fixed weapons like field guns and turrets. Field Arty is cheep as chips and could even generate a mission to hunt it down with a light lance mission for a campaign. Battle Armor likes to melt under cluster and shot rounds from the splash damage. The Thumper is like having a battery of LB-5s that have a chance to miss.
Fritz covered the bits well. You will notice this commonality of players that use Arty. They only have one Long Tom to nuke static targets like a ammo/weapons factory or field base. But will have smaller calibers for utility. What I have learned from my games is the Sniper is best used with Areospace fighters because of its travel time is shorter than the Thumper. The Thumper should be used to utility and the long tom is like dropping an A-bomb with a copperhead round from the Raven -4L.
I feel this was mentioned once before. But the battery of Thumpers mixed with a Cicada is bang for the BV. I love the Cicada as the Artillery Observation Mech for really bad places like a moon or no air planets. Yes you may be able to get a vehicle to do the job. In the Innersphere most of the planets are under developed. I recommend for field guns LB 5, mech mortar-2 , or LRM-5 to SRM-4.
Note for helping others. Do not put a trailer hitch on a MBT, IFV or APC. The expectation is the Prowl that acts like an ammo carrier and defender.
Wow that sounds so cool
I don't play with artillery but use field ACs very often.
One AC/5 with two squads of motorized infantry (16 men) weights 12 tons and has a 101pts BV. Mobility is good - only 3 MP but you don't need to change facing to move. It is the best garrison unit you can have.
There is no mentioning but also AC/20 field guns are very useful, specially in urban warfare, as motorized infantry can entry buildings like foot infantry. You only have 5 shots but it is enough. I use them in hidden position as well.
I bought my first Helepolis the other day and I plan on getting the other 3 so I can field a full Lance of them. The Sniper Artillery guns on them will be perfect.
The nice part about that too is if they don't have any anti-infantry weapons which that is something that can be easily overlooked by most people you have to deal with the fact that if you have to fight infantry you're going to be plinking away at them because they take reduced damage from normal weaponry and everybody dogs the AC 2 for only doing two points of damage but you get a horrendous amount of ammo for one ton and it has the longest range on the board put that in a Mach or a vehicle that can move really fast and they are going to have a hard time dealing with that shit. Not to mention You're not going to have to worry about much in the way of heat that would be a great use for a VTOL.
I once designed an scenario in wich you have to demolish buildings and you have to keep spotters (siren protomechs) alive in order to destroy it before the enemy fighters find the hex map where the artillery is hidden and destroyed
Field guns always get mauled by light and medium raiders, more so if the other guy deploys Air or VTOL assets. I like dropping some battle armor on em.
LAMs clear artillery fast
Let's just say the artillery gods hate me. That said, I will say don't underestimate arty-delivered smoke rounds. They can do awful things to the other guy's shooting mods with a handful of 'em dropped in early-mid game. Bonus: I can't "blue-on-blue" myself with 'em.
I do that.
Smokin' my pipe on the mountings, sniffin' the mornin' cool,
I walks in my old brown gaiters along o' my old brown mule,
With seventy gunners be'ind me, an' never a beggar forgets
It's only the pick of the Army that handles the dear little pets -- 'Tss! 'Tss!
9:10 Using Implacements, like feildguns, in the Movement part ofth eturn order just feels wrong.
i thought using a three wioth a yeoman as backup what do you think
Towed artillery guns take too long to set up in my opinion I'd rather not take the two rounds to have to drop it off and set it up just a fire on the third round.
LONG TOM !!!!
i chose 3 vrs a long tom