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Post by countvictor on Sept 27, 2020 3:41:21 GMT -4
I am using MekLab to build some new units, some of these need Crew for equipment they carry. Where can I find what equipment needs who and how many?
VTOLS are limited to 60 tons?
Can WIGE vechiles land in the field or do they need a runway?
There will be more of these as I stumble through this, thanks guys
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VonMountain
Groombridge Directorate
Mountain, King of Hills
Posts: 36
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Post by VonMountain on Sept 27, 2020 4:05:55 GMT -4
For your first question it usually quite handy to check Sarna.net to search for how man you need to crew it. What I usually do is just google search 'Battletech thing I want to know more about' and that search will almost always give you a search result for the thing in question on the Sarna site. Through this for example I found out that each ton of communication equiptment need a crewmember if it's a combat vehicle, support vehicle or aerospace.
VTOL's have a normal max of 30 tons, if you make them a super-heavy the max weight becomes double, so in the case of VTOLs that is 60 tons. Support vehicles work differently but your cannot make them in the version we use.
Aerospace units need a 12 or 16 straight line of uninterrupted land to take-off, no matter if it is just dirt or a runway. I think the same would apply to WIGE vehicles.
Hope that that answer your questions.
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Post by countvictor on Sept 29, 2020 19:50:44 GMT -4
Thanks for that, can we get a confirmation that aerospace and WIGE unit work that way?
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VonMountain
Groombridge Directorate
Mountain, King of Hills
Posts: 36
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Post by VonMountain on Sept 30, 2020 3:22:15 GMT -4
I noticed that I was not that clear on the take-off. In a battle on the map, so in megamek with the hexes, you need 12 or 16 hexes of uninterrupted land to take-off. On the strategic battle-map you only need 1 grid to take-off, the grid you start in or the airport.
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garyp
Junior Member
Posts: 71
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Post by garyp on Sept 30, 2020 6:02:30 GMT -4
The WiGE movement rules are at page 55 of Total Warfare (or there about depending on which edition).
That's the basics, it goes on to give special case rules for things like taxiing when on the ground (essentially all WiGEs have 1 point of hover movement when on the ground), flying through wooded hexes by following roads, maintaining an elevation above 1 when flying off the side of a cliff or hill etc.
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Post by Admin on Sept 30, 2020 22:34:36 GMT -4
Did this get straightened out for you "countvictor" or do you need further clarification from me?
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Post by countvictor on Oct 1, 2020 18:49:51 GMT -4
Thanks guys, if these can land on the strategic map that'll make them quite useful.
I see a lot of units with lifting hoist/arresting hoist, can these be used to pick up and move or salvage in the field any other units? And are there weight limits on how heavy a unit they can pick up?
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 2, 2020 2:28:05 GMT -4
Each lift hoist allows the unit to lift an object that weighs up to half the tonnage of the unit. Multiple hoists can be combined to increase the maximum load, for example the 70 ton JI-100 Field Repair Unit could lift a 210 ton object with its three hoists, but there are limits to the number of hoists that can be mounted on the various unit types (I think anything relevant to the campaign is going to have a maximum limit of 2 or 4 hoists). A unit with hoists has no movement penalty for carrying a load up to half its weight, for loads over that weight it has a penalty of one point of walking/cruising speed.
I haven't seen any campaign rules that use the lift hoists. There was a discussion about using them as part of the requirements for ammo reloading in the field, but the J-37 rule was chosen instead. Based on how the rules for hoists carrying cargo work on the table top I could potentially see how a campaign rule could be developed that uses hoist equipped units as recovery vehicles to transport units with damaged motive systems to MFBs, but it is quite possible that the rule wouldn't add enough to the game for it to worth the effort.
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Post by countvictor on Oct 2, 2020 10:01:21 GMT -4
Cheers for the reply garyp.
Your math for the example didnt add up for me, each hoist can lift 35 ton, 3 hoists 105 ton can be moved? Or I missed something there?
I have exactly that in mind. Ive seen a number of units to damaged to move so far, im thinking it will save time running MFBs all over the map.
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garyp
Junior Member
Posts: 71
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Post by garyp on Oct 2, 2020 10:53:44 GMT -4
Yes, you are right I stuffed up on the math. 105 tons is correct.
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Post by Admin on Oct 2, 2020 18:05:27 GMT -4
Yeah I am just sticking with the idea that immobile units just get moved to deployment structures "back home" and anything else has to trundle along at slow speed till it gets to where it is going or meets up with a repair unit (MFB). I can't keep track of tracking which units have Lift Hoists or ECM or banana lemon pies, or every second piece of listed equipment that might have a small effect on the game. Trust me I wish I could go in to more detail, but it would just slow us all down.
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Post by countvictor on Oct 2, 2020 20:14:31 GMT -4
Curses.
Ok ill buy 45 MFBs then...
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