Tell The World That We Tried (Battletech CYOA) (Complete)

They could be boarded however, and being sacrosanct, 'should' either surrender without a fight or bug out when the first boarding craft starts angling for them. The mercenary jumpships would have a full charge. Best place to jump to would probably be the other point if they're worried about being available for extraction-or they could jump somewhere where they can offer their services to some Suns unit who might want to move to reinforce the defenders of Hoff without their own jumpships. Hell, they can probably beat HPG traffic to sound the alarm in this case.
But that's the thing - they can in fact simply leave immediately with no way of being followed. And the other side knows so as well, so what's the point? They can jump out and then jump in again. There isn't even a need for your "get hired" stuff and all that. It would only make sense to threaten jumpships if you want to cut off the enemy's retreat route, but generally people didn't do that in the late Third Succession War, as battles generally weren't fought to destruction anymore, but indeed to retreat.
 
At some point, Asha will be looking to buy disarmed Partisan chassis to weld the tubes into to create self-propelled guns, for survivability and shoot-and-scoot reasons. In the meantime, dragging a Long Tom and its caisson are some of the most useful things you can do with a Scorpion.
I prefer Hetzers, at least for Thumper carriers. Just rip out the AC20 and replace it with artillery.
 
As far as the Jumpships go, I did consider that the defenders would make a play for the Monolith, but decided against it. It'd be charged and able to flee before any dropships could arrive, and probably none of the other jumpships in system carry boarding teams or shuttles. Also, we know by canon/Sarna that Hoff has one charging station - at the zenith point. I figure that all the FedSuns traffic concentrates there, and that jumping straight across the deepest part of a star's gravity well is... nominally possible, but unwise. Heading to a pirate point in-system would probably be safer.

As for standard procedure re: standby drive charge, AFAIK canon doesn't say. For my purposes, I'm figuring that holding a drive charged doesn't really have any wear and tear penalties, but does make certain forms of routine maintenance impossible. So, it'll depend on if those fixes are needed, and/or if the crews figure there's a chance they'll be leaving in a hurry. In this case, see above about the risks of in-system jumping.

Artillerywise, the Blackwings have twelve Sniper pieces (20 tons each), and six Long Toms (30 tons each). Hetzer won't take it. Partisans have four AC5s, or 32 tons of space in the turret, making the Long Toms a straight-ish swap and leaving room for something like an LRM20 for self-defense on top of a Sniper.
 
Jesus. That's some artillery. Getting the 400ish artillery crew you'll need is gonna take some time.
if they're second succession war vintage pieces, they might have automated shell handling, gunnery computers slaved to servomechanisms, etc. 1 cerwmember per ton equals 240 for the Snipers and 180 for the Toms, so uh...yeah, that's a mite excessive unless we're including cooks and security guard, maintenance, truck drivers, etc.

And I was more concerned about the Monolith carrying an assault dropship or a couple infantry carriers in terms of boarding actions than the other way around.
 
if they're second succession war vintage pieces, they might have automated shell handling, gunnery computers slaved to servomechanisms, etc. 1 cerwmember per ton equals 240 for the Snipers and 180 for the Toms, so uh...yeah, that's a mite excessive unless we're including cooks and security guard, maintenance, truck drivers, etc.

And I was more concerned about the Monolith carrying an assault dropship or a couple infantry carriers in terms of boarding actions than the other way around.

My estimate of the makeup of a towed battletech artillery piece is that about a third of any given crew is involved in aiming and serving the piece itself, and the rest are ordinary infantry whose job is to keep enemy jump infantry and the like honest. That said, the actual-gunner third do need to be skilled specialists, and in most units their bodyguards will be in-training apprentices in the art.

And no, the Monolith wasn't carrying any infantry elements; it wasn't on that kind of mission.
 
Okay, looking at sarna.net...

Mobile Long Toms have a crew of 15
Marksman vehicles (SL tech vehicles with Sniper artillery pieces) even only a crew of 4.
Vehicles with Thumper artillery (Thumper and Thor) even only one of 3.

...so what gives? Why would the crews suddenly be so much more massive just because there aren't wheels under the tubes?
 
My estimate of the makeup of a towed battletech artillery piece is that about a third of any given crew is involved in aiming and serving the piece itself, and the rest are ordinary infantry
...so what gives? Why would the crews suddenly be so much more massive just because there aren't wheels under the tubes?
I know nothing about artillery aside from how to supposedly take cover from it, but... according to the power of the Internet, real-world modern artillery batteries would have six to nine guns or rocket launchers - fewer if they're towed, more if they're self-propelled. And somewhere between 100-200 people.

For the sake of argument, let's take the low numbers, six guns, 100 people, that's about 17 per weapon. Probably more since the 100 is unlikely here. So the BattleTech numbers for something like a towed Sniper are basically right... for twentieth and twenty-first century technology. But BattleTech is quite archaic in many things.

EDIT: The issue is that these real-world figures include a bunch of roles that BattleTech might not logically have, e.g. those manpower numbers include forward observers that might be embedded with infantry, advance parties to secure the artillery battery's intended location, etc... in BattleTech terms those numbers may not count towards the towed artillery weapon's crew. However other roles would remain, e.g. somebody looking at the battlefield with binoculars and rangefinders, someone, folks running the communications, commanders, then literally the people operating and reloading the things.

If we assume that forward observers and advance parties, maybe HQ/FDC people wouldn't be counted, in BT terms, we end up with crew numbers per gun, especially for things like Long Tom, that are probably way more than even twentieth-century tech demands. However if the BT numbers DO include these people (similar to @Valles ' notion of the figures including infantry whose job it is to guard the battery), then, yeah, sure.

It's worth noting that, I think in tabletop terms, the artillery section can fight like mechanised infantry if they are attacked close range - indeed they just use rules for mechanised infantry, merely with a big honking gun attached. But then, that doesn't say anything one way or another, since anyone in any vocation can carry a gun.
 
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The thing is, given the sheer size of a Long Tom, from what I can see...it might be worth noting that the Paris Gun required a crew of 80.
 
RL comparisons are one thing, but much more to the point (IMO)is that we do have numbers for artillery, and those are much smaller than bandied around here. For the Sniper artillery pieces, it shouldn't be more than 4 men per tube, because that is the crew for a mobile Sniper piece. If we do take the crews for their mobile variants, which is more like the upper end, then the artillery section should just be 98 people.
 
RL comparisons are one thing, but much more to the point (IMO)is that we do have numbers for artillery, and those are much smaller than bandied around here. For the Sniper artillery pieces, it shouldn't be more than 4 men per tube, because that is the crew for a mobile Sniper piece. If we do take the crews for their mobile variants, which is more like the upper end, then the artillery section should just be 98 people.
Mobile ones are vee-mounted and autoloaded, though.
 
IIRC, fluff has stated that the Long Tom is supposed to be the same kind of 155mm currently in use.

Ahahahano.

I'm already rationalizing canon with autocannon ammo; saying that Long Toms are 250mm guns is hardly going to make anything weirder.

For the record - and this'll probably get exposited in-story at some point - I'm playing it as the salvage/game rules are closer to right than the fluff is. The Star League rationalized its standard autocannon production into four calibers; 50mm, 80mm, 105mm, and 165mm.

(I misremembered the size of the Demolisher's AC20s, which turn out to be the only ones given a canonical measurement, then decided to just roll with it.)

Most ACs of a given 'class' will use the matching ammunition type; AC2s are usually 50mm, AC10s are usually 105mm, etc. Hence the ability to talk about the ammunition as a generic matching the damage designator. Some guns, though, will mess around with fire rates to get a nonstandard 'damage class' out of a given ammo type. The Marauder's is one of them; the 'standard AC5' would be 80mm in a six-round burst, but the GM Whirlwinds use 105mm in three-round bursts. Which is very convenient for the Blackwings, since it means that all of their battlemechs take the same autocannon ammo.

The Scorpions, once they're online, will kind of spoil the symmetry, but oh well.
 
...
*tow artillery, require 20 men*
*put same artillery on a vehicle, require only 4 men anymore*
Alright then.

Correct. It's an abstraction, but it also represents that the same gun, stripped of its autoloader, turret mechanism to aim it, needs more people to set it up, aim it, fire it, keep it fed, and move it than when mounted on, say, a tracked vehicle or BattleMech.

As I recall, infantry with field guns aren't stationary by game rules. They can still move each turn. Given motorized infantry used things like ATVs, FAVs/Jeeps, Segways, etc. to get around, one soldier per ton of gun to do that every 10 seconds doesn't seem unreasonable.
 
Picture this, Valles pings me on Discord with early chapters of this story. So I naturally look at the CYOA album as well, as you do. If it were choice-based, I'd probably have stopped there. As it was, I looked at the results of my rolls, started laughing, and messaged Valles. "Oh wow, look at this, if I wrote my own story based off this, it would be a clusterfuck". And Valles is all, yeeeeees, do it. And so.


I'd love to read a nice clusterfuck. Having no signature that sends people to relevance places and a restricted profile do make finding where you've been posting it a tad difficult. And yes, a cursory search doesn't yield anything noticeable either.
 
On a slightly off subject?

The CYOA options.

Step 9

Anyone know what the 2nd chart means '1d2 military equipment ( all L1 )' means?

Double Heatsinks or Fero-Fib armor? That sort?
 
Anyone know what the 2nd chart means '1d2 military equipment ( all L1 )' means?

Double Heatsinks or Fero-Fib armor? That sort?
The opposite.

Level 1 is Succession Wars era and pre-Star League era tech. Single heat sinks, standard armour, standard lasers, etc.
Level 2 is Star League Era tech, as became common again after the find of the Helm Memory Core. Double heat sinks, ferro-fibrous armour, pulse lasers, etc.
Level 3 is Clan tech.
 
The opposite.

Level 1 is Succession Wars era and pre-Star League era tech. Single heat sinks, standard armour, standard lasers, etc.
Level 2 is Star League Era tech, as became common again after the find of the Helm Memory Core. Double heat sinks, ferro-fibrous armour, pulse lasers, etc.
Level 3 is Clan tech.

It also means 1 complete item, such as whole mechs, ASF or Ships?
 
I'd love to read a nice clusterfuck. Having no signature that sends people to relevance places and a restricted profile do make finding where you've been posting it a tad difficult. And yes, a cursory search doesn't yield anything noticeable either.
I've got weird feelings on self-promotion, but since this is a direct question, and since I know Valles won't mind, and Valles is responsible for a lot of direction for it anyway - False Prophets (BattleTech CYOA), SB thread and SV thread.

Fair point on the sig and so on, though, this is the second time someone's said something like that, I should probably do something.
 
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