Dev909, on 03 February 2012 - 12:34 PM, said:
I think ams rules are poorly done in TT.
They should be 1 "round" of ammo per activation, roll number of missles to hit as per normal then 2d6 to see how many are shot down.
lams should be a set heat scale.
Durant Carlyle, on 03 February 2012 - 01:00 PM, said:
It is actually only one AMS shot per activation, according to Total Warfare rules. I was unaware of this, as I don't have the Total Warfare book. I don't remember off-hand how the number of missiles shot down was calculated.
And LAMS do have a set heat scale -- 5 heat per activation for Clan, 7 heat per activation for IS.
Dev909, on 03 February 2012 - 09:09 PM, said:
1990 compendium rules:
IS AMS 1d6 shot down 1d6 x 2 ammo used
Clan AMS 2d6 shot down 1d6 x 2 ammo used
subtract missiles before determining number that hit, reduce table accordingly
once per turn, only for missiles shot at you, no thunder, swarm etc.
Max Tech revised
Laser AMS 2d6 shot down, same number used for heat generation.
If they changed the numbers since then, good!
What it says in
Total Warfare:
Quote
Anytime a missile weapon makes a successful to-hit attack
against a unit carrying an AMS, and the missile weapon strikes
in the attack direction covered by the firing arc where the
AMS is mounted, the AMS will automatically engage with the
following results:
• The attacking player applies a –4 to the die roll result
when rolling on the Cluster Hits Table (an AMS never
reduces a roll on the table below 2)
• If the missile weapon is a Streak launcher, treat the launcher as
though the controlling player rolled an 11 on the appropriate
column of the Cluster Hits Table, then apply the –4 modifier
to determine how many missiles struck the target.
• If the missile weapon normally fires only a single missile
in a shot (such as a Narc Missile Beacon), roll 1D6: on a
result of 1-3 the missile is destroyed, on a result of 4-6 the
missile strikes the target.
The player cannot choose for the AMS to not engage, as it is
always active until it runs out of ammo or is destroyed; 1 shot of
ammunition is marked off each time the AMS engages a missile
weapon.
If, in a single Weapon Attack Phase, more than one missile
weapon successfully strikes the target in the attack direction
covered by the firing arc where an AMS is mounted, the defending
player can choose which missile weapon to inflict the modifier
against.
Only 1 AMS can engage 1 missile weapon in a turn, regardless
of how many AMS cover the attack direction. If a unit mounts
more than 1 AMS that covers the same attack direction, the
defender chooses the order in which they activate and against
which missile weapons they inflict their modifiers.
Cluster Hit Table Modifiers: The AMS Cluster Table modifier
is cumulative with other Cluster table modifiers, for instance the
bonus generated by NARC or Artemis IV-equipped missiles. In
that instance, the net effect on the Cluster Table would be –2.
Critical Hits: Anti-missile system ammo explodes for Damage
Value 2 per shot of ammo.
Aerospace Units: AMS against missile attacks from aerospace
units operates as described above, with the following exceptions:
for each AMS in the appropriate attack direction from an attacking
aerospace unit, roll 1D6 and subtract that number from the
missile’s standard-scale Attack Value before generating Damage
Value groupings (see Determining Hit Location, p. 238, in Aerospace
Units); AMS has no effect against Capital Missiles.
The paragraphs with "Only 1 AMS can engage 1 missile weapon in a turn..." and "...more than one missile weapon successfully strikes..." makes it sound like a single AMS can only engage one missile set per turn (10-second period) - if one simultaneously launches salvos from one LRM-5, one LRM-10, one LRM-15, and one LRM-20 at a 'Mech with a single AMS, that AMS can engage the missiles from any one of the launchers, but not from
all of them, yes?
How would/should MWO implement it - should AMS engage based on some priority system (proximity/"nearest missiles first" or "largest clusters first")?
How will ammo be handled - will it be like the ACs where "1 shot" represents a magazine/clip containing multiple bullets/flechettes (where the in-cockpit ammo counter shows the number of magazines)? Or will AMS have a large number of bullets/flechettes shown in the in-cockpit ammo counter?
Should AMS be "always on" and active until destroyed or out-of-ammo (even if the 'Mech is shut down), or should players be able to turn it on and off via an in-cockpit toggle?