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How many mechs per planet in canon?
#21
Posted 02 April 2012 - 10:37 AM
#22
Posted 02 April 2012 - 10:39 AM
#23
Posted 02 April 2012 - 10:49 AM
William Petersen, on 02 April 2012 - 10:23 AM, said:
The irony is that we've already had 2 'global conflicts,' so we should understand the concept.
There are plenty of instances where attacking forces are mentioned as taking months to completely take a planet, despite the fact that combat between large forces can often end in decisive results within hours (Such as at the Battle of Luthien). It's just that BattleTech planets are often much more sparsly populated and built up, so once major objectives such as planetary capitals, spaceports and factories are in the attacker's hands then they have essentially taken the planet for most purposes.
#24
Posted 02 April 2012 - 10:56 AM
Seabear, on 02 April 2012 - 10:12 AM, said:
It is not that simple. If an enemy Jumpship jumps into a Jump Point in system it would create an Emergance Signature:
"When materializing at their destination point (whether or not it was the intended destination of the jump), the JumpShip causes tidal stresses similar to those caused when jumping. It also advertises its presence with an electromagnetic pulse that can be detected billions of kilometers away, and an infra-red signature that can be detected from a relatively close range of up to 50,000 km. Together these are called the Emergence signature, and are determined by the total mass of the JumpShip and all attached DropShips. It is even possible to assess the mass or size of an arriving JumpShip from its emergence signature."
If there is no one at the Jump Point, which is possible, the only to see this jump is from sensors in system. A small jumpship may come into system without even being seen. Remember some Jumpship may just be stopping to recharge, which takes days, then be on there way. I think it only takes a few hours for the Emergence Wave to reach the planet. ten it up to the sensor operator to detect it.
Jump Point to planet will be 5 to 12 days. Terra is 9 days. The attacking force may be halfway to planet when they are noticed. A single dropship may not be seenuntill less than a day is left. Some planets may not see them at all.
As a defender you need to determine if you can handle the incoming forces. I am not sure how long it would take for friendlies to get your
HPG . Lets say hours because you paid allot of money. The responding forces will need days to rally their forces. Most planets had to wait weeks, or months, before help arrived.
Also, Jumping into a Pirate Point is ok for a small or singe jumpship, but, not a large force. Even Warships use standard Jump Points and then fly closer to the planet.
Here are the Jump Points connections as of 3040
Edited by Skylarr, 02 April 2012 - 11:16 AM.
#25
Posted 02 April 2012 - 11:01 AM
When you're dealing with so little real estate, you don't need major forces to garrison it.
Now, this isn't the case everywhere, major planets can and do approach Earth-like populations, and usually have major military forces stationed in system. But a lot of places exist solely because of the jump range of jump ships.
#27
Posted 02 April 2012 - 05:49 PM
Jacob Carlyle, on 02 April 2012 - 11:01 AM, said:
When you're dealing with so little real estate, you don't need major forces to garrison it.
Now, this isn't the case everywhere, major planets can and do approach Earth-like populations, and usually have major military forces stationed in system. But a lot of places exist solely because of the jump range of jump ships.
This hits the nail on the head pretty well. Some planets have value ONLY because it's a good stopping off point to recharge the jump ship before going somewhere else, and will have minimal industry and population.
Often times though, the mechs will be deployed for high value targets, like space ports, and other major industral/military targets like mech factories. However, despite the power of a battle mech, conventional ground forces tend to be more cost effective over all. 3 guys in a 1mil C-Bill tank with a medium laser on it isn't much of a problem. 30 guys with 10 tanks with a mix of medium lasers and PPCs is a whole mess of speedy dakka that can seriously put the hurt on an assault mech.
#28
Posted 02 April 2012 - 06:06 PM
The SLDF had 486 Divisions, or 1458 brigades, or 4374 regiments when the fight to reclaim terra started.
At other times it had been this size:
At the birth of the Star League, the SLDF was comprised of ~270 regiments of ground forces (conventional armor, infantry and BattleMechs), as well as a fleet of greater than 500 capital vessels. At the outset of the Reunification War the SLDF was divided into 10 Corps. Each Corp was named based on its theater of operations and recruitment
Older history....
By 2764, the SLDF had over 15,000 regiments and just as many WarShips, JumpShips and DropShips.[3] This force was organized into 125 BattleMech divisions, 200 mechanized infantry divisions, 75 jump infantry divisions, and 50 infantry divisions, with the rest fighting as independent regiments.[4] These formations were further combined into 20 armies divided between several military regions.[5]
Many of my role playing days with BT were about an offshoot of the SLDF that had been left behind.
Remember this: The better part of 113 divisions left with General Kerensky. Once the coup started he was at 486 divisions. I kinda give the guy grief for leaving town with his army. Considering what he started with he was down to 23 percent give or take a warship. No wonder he could put some dependents on the ships, they lost most of their manpower but had most of their fleet.
Another little twist of the words can be played this way. General Traitor Kerensky (I just like to rib the guy due to role playing) left with 6 million people. I call it propadanda if he said he left with 80 percent. Probably 80 percent of the ships that were left is more like it.
If he had 100 million, and left with 6.. Pretty low headcount per the divsions that left.
#29
Posted 02 April 2012 - 06:13 PM
In terms of the game, standard battles are going to be company vs. company instances, so I don't think we need to really worry about server size on a by-planet basis.
#30
Posted 02 April 2012 - 06:14 PM
SquareSphere, on 02 April 2012 - 04:36 AM, said:
Paladin1, on 02 April 2012 - 06:09 AM, said:
IIRC, that's not a good overall picture for Inner Sphere during wartime even before Clan invasion. I think I'll need to re-read the 4th Succession War Military Atlas to confirm that, but 200-500 I stated is based on what I recall of those books (I don't have the books available where I'm now). There are planets that only have several battalion slugging out (up to 100 'mechs or so, both sides combined) but I'd say there are less important planets rather than 'normal' ones.
Edited by Gigaton, 02 April 2012 - 06:15 PM.
#31
Posted 02 April 2012 - 06:17 PM
With a company you are also sending the tech staff if there is one(most merc companies dont have indivdual mech techs but maybe one or two for the whole unit). More than a company for anything other than a raid and you need not only the mechs and pilots, you need ground security(possibly including armored vehicles), full tech staff for more than just fixing a slab of armor, commo people, aerospace support(and their tech staff). Supply and support people and stuff. Possibly ground or heli recon forces. Not a cheap proposition by any means for whoever is sponsoring it.
Edited by Kael Tropheus, 02 April 2012 - 06:19 PM.
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