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Mixed Turrets/Batteries in HG

Masconi

SOC-9
Hello!

According to the High Guard(2nd ed) construction rules, mixed turrets are allowed on ships with up to 10 turrets.
a) What weapon types can I mix in a turret? All?

b) Can I e.g. mix a Fusion Gun with a Sandcaster in the same turret?


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The rules for battery organisation allow one battery for each weapon type in a mixed turret.

a) If I have a 20 ton Fighter with 2 Fusion guns, can I then organize them into 2 Energy Weapon batteries, or is this not allowed?

Thank you

Fred
 
Hello!

According to the High Guard(2nd ed) construction rules, mixed turrets are allowed on ships with up to 10 turrets.
a) What weapon types can I mix in a turret? All?

b) Can I e.g. mix a Fusion Gun with a Sandcaster in the same turret?


-------------------
The rules for battery organisation allow one battery for each weapon type in a mixed turret.

a) If I have a 20 ton Fighter with 2 Fusion guns, can I then organize them into 2 Energy Weapon batteries, or is this not allowed?

Thank you

Fred

You can (HG2, p. 30, "Turrets") mix any kind of weapons in one turret, subject to the turret limits. Particle accelerators only fit in single-weapon turrets, for instance. Energy weapons go into dual turrets, so you could fit one energy weapon and one other weapon in there; another energy weapon, or a laser, missile rack, or sandcaster.

As far as your fighter goes, I don't think the rules specify what is possible, but I would say that you could make identical weapons in the same turret as separate batteries (HG2, p.29), since the rules do say that "Battery configurations are determined when the ship is built." If you have two different types of weapons, say a fusion gun and a plasma gun in the same turret, you would have to set them up as separate batteries, but otherwise I think you can make things how you want them.

OTOH, it does say that a battery "may be as few as one turret" but doesn't say that a battery can be smaller than "one turret," except for the specific case of a mixed turret, where each weapon is one battery. So it could also be argued that =only= mixed turrets can have separate weapons as separate batteries.
 
...
OTOH, it does say that a battery "may be as few as one turret" but doesn't say that a battery can be smaller than "one turret," except for the specific case of a mixed turret, where each weapon is one battery. So it could also be argued that =only= mixed turrets can have separate weapons as separate batteries.

That is the question...

The "High Guard Ship Yard" program for example, does NOT allow Energy Weapons in mixed turrets and it does not allow to organize 2 Fusion Guns on the Fighter into 2 batteries (only 1 battery).

Hmm....

Fred
 
One slight item, Oz, you can't have a plasma gun and a fusion gun in the same ship since there is only 1 energy weapon field......
 
Opening two sentences of 'Batteries', book 5 pg 29.

Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same weapon must group them into batteries.

As already noted the sentences immediatly following regarding turrents are 'fuzzy' and therefore IMO are guidlines not requirements.

So batteries are optional unless your have lots (11+) of mounts. Obviously single weapons are not considered a 'real' battery, which makes sense, altho the term is continued in use to cover single weapon batteries & others.

Which means the following options are fine;
Fighter (TL15) carrying 2 #5 Fusion guns
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #3 sandcaster
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #2 Pulse laser (1 gunner required)
Fighter (TL15) carrying 1 #2 Missile, 1 #2 Pulse, 1 #3 sand (1 gunner required)
1000tn craft (30 mounts) (TL11) carrying
1 #4 missiles (12 mounts, must be a battery), 2 #3 sand (6 mounts, battery chosen but optional), 6#1 beam (6 mounts, battery not chosen but possible) & 4#1 Plasma (4 mounts, in the same duel turret & taking the space of 6 mounts) for a total of 30 mounts (equivalent). The down side of this is the gunnery crew requirement which is not turret based but is "at least one per battery" making this 1000tn craft field a gunnery crew complement of 13. I don't use book 2, so that interpretation may be different.

If anyone has a contrary view, please speak up sooner rather than later as my entry in Jeff's HG tourny includes a design with single weapon batteries and if you are correct I may have to gracefully bow out (& review my last 20 years of assumptions!).

Cheers!
Matt
 
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1000tn craft (30 mounts) (TL11) carrying
1 #4 missiles (12 mounts, must be a battery), 2 #3 sand (6 mounts, battery chosen but optional), 6#1 beam (6 mounts, battery not chosen but possible) & 4#1 Plasma (4 mounts, in the same duel turret & taking the space of 6 mounts) for a total of 30 mounts (equivalent). The down side of this is the gunnery crew requirement which is not turret based but is "at least one per battery" making this 1000tn craft field a gunnery crew complement of 13. I don't use book 2, so that interpretation may be different.

If anyone has a contrary view, please speak up sooner rather than later as my entry in Jeff's HG tourny includes a design with single weapon batteries and if you are correct I may have to gracefully bow out (& review my last 20 years of assumptions!).

Cheers!
Matt

What I'm seeing is a ship with:
  • 4 triple missile turrets as one battery (factor-4)
  • 2 triple sand turrets as two batteries (factor-4)
  • 2 triple beam laser turrets as six batteries (factor-1)
  • 2 twin plasma turrets as four batteries (factor-2)

I don't think this is correct. Since the weapons don't seem to be mounted in mixed turrets the rule about "each weapon (in a mixed turret) is a battery" doesn't apply.

Now, this mix might give you most of what you want:
  • 4 triple missile turrets as one battery (f-4)
  • 2 triple sand turrets as two batteries (f-4)
  • 4 twin turrets, each with one plasma gun and one beam laser, each as separate batteries (beam lasers f-1, plasma guns f-2)

Other possible arrangements might be to put single sandcasters into the twin turrets with the plasma guns, giving you four f-3 sand batteries while the lasers go into the two triple turrets for two f-3 batteries.
 
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As already noted the sentences immediatly following regarding turrents are 'fuzzy' and therefore IMO are guidlines not requirements.


Matt,

They're requirements, not guidelines. GDW were wargame designers first and wrote their RPG rules accordingly.

You cannot group single weapons in a mixed turret with single weapons in other mixed turrets to create batteries. Each weapon in a mixed turret is a battery in and of itself.

That may sound counter-intuitive, a single weapon being a "battery", but it follows real world naval practices.

So batteries are optional unless your have lots (11+) of mounts.

No. Every weapon or group of weapons in HG2 is a battery. You fire weapons as batteries and weapons are damaged as batteries. This done both for "speed of play" game purposes and to model real world practices.

The down side of this is the gunnery crew requirement which is not turret based but is "at least one per battery" making this 1000tn craft field a gunnery crew complement of 13. I don't use book 2, so that interpretation may be different.

That's not a downside, that's a benefit. HG2's "one gunner per battery" requirement means your ship won't be swamped with gunners. You can have multiple turrets holding the same weapon collected together in a single battery and controlled by a single gunner.

If anyone has a contrary view...

Not contrary, correct.

... my entry in Jeff's HG tourny includes a design with single weapon batteries...

As long as you have gunners for each and every single weapon battery, your design will be valid.

LBB:2 required a gunner in each turret. That gunner could only fire one specific weapon in their turret per round however. HG2's battery rules allowed a gunner to fire weapons in other turrets and that meant gunners didn't need to be in the turrets holding the weapons they're controlling. The many gunners the batteries in your "all-mixed-turret" design require can be stationed anywhere in the ship, they needn't be sitting in a turret.


Regards,
Bill
 
LBB:2 required a gunner in each turret. That gunner could only fire one specific weapon in their turret per round however.

I am fairly certain that restriction only applies to weapons mounted on small craft (and even then it is one type, not one individual weapon); all weapons in a turret mounted on a 100dton+ vessel are operable within a combat round by the turret's Gunner (although ordinance launch and laser fire occur in different phases of a turn and are contingent upon available software running in CPU during that phase).
 
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I am fairly certain that restriction only applies to weapons mounted on small craft (and even then it is one type, not one individual weapon); all weapons in a turret mounted on a 100dton+ vessel are operable within a combat round by the turret's Gunner (although ordinance launch and laser fire occur in different phases of a turn and are contingent upon available software running in CPU during that phase).


Boomslang,

You are, of course, correct. I should have typed "round", not turn, and talked about weapon types.

However, Matt's interpretation that batteries are optional at 10- turrets and mandatory at 11+ batteries is incorrect. HG2 only disallows mixed turrets in vessels above 1000dTons and that is due more to "speed of play" concerns than anything else(1). All weapons in HG2 fire and are damaged as batteries and batteries can consist of only one weapon.

That last bit is where Matt got confused. He believed that the term "battery" equated "more than one weapon". It does not.

Summing up HG2:

- All weapons fire and are damaged in batteries.
- Batteries can consist of one weapon.
- Mixed turrets are allowed in vessels up to 1000dTons.
- Each battery requires a gunner.

Taking things to an extreme, you can build a 1000dTon ship with 10 triple turrets each mounting three beam lasers. Each of those 30 lasers could be a single battery and each of those batteries would require a gunner.


Regards,
Bill

1 - Can you imagine rolling for 300 beam lasers in 100 triple turrets individually?
 
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Hello!

According to the High Guard(2nd ed) construction rules, mixed turrets are allowed on ships with up to 10 turrets.
a) What weapon types can I mix in a turret? All?

Yes, unless the combination is otherwise prohibited. For instance, you can't mix pulse and beam lasers on the same starship, so it would obviously be disallowed in the same turret. Also, you can't have turret weapons that you also have in bays, so if you have missile bays, no missile launchers in your turret.

I'd also note that the literal HG rule for gunners is "turret weapons should have a crew of at least one per battery. [emphasis added]". This implies that mixed turrets would require a separate gunner per weapon. However, if you use Book 2 crew rules -- which HG sanctions for 1000 ton or smaller ships, 1 gunner is required per turret.

HG small craft require a gunner for each weapon (the pilot can operate 1 weapon) other than sandcasters.

b) Can I e.g. mix a Fusion Gun with a Sandcaster in the same turret?

Yes. While energy weapons can only be mounted in dual or single turrets, sandcasters can be mounted in any turret. So a dual turret with a Fusion Gun and Sandcaster is permissable.


The rules for battery organisation allow one battery for each weapon type in a mixed turret.

a) If I have a 20 ton Fighter with 2 Fusion guns, can I then organize them into 2 Energy Weapon batteries, or is this not allowed?

EDIT: Conclusion changed.

No, but it wasn't immediately obvious to me.

1. The rule for batteries clearly states that weapons may be group into batteries of 2+ mounts; it is not required (unless you have >10 turrets):

Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same type must group them into batteries. A battery may be as few as one turret, or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor). Each bay weapon is automatically a battery. The spinal mount of a ship (if it has one) is a single battery. On ships 1000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.

2. So it looks like you could have two single Fusion Guns of factor-4 (or 5 if TL14+). Wrong. You can only do this if you have a mixed turret. Since Fusion Guns can only be mounted in dual or single turrets, you cannot have a mixed turret with 2 fusion guns.

3. Note that HG is a bit loose with terminology, but here are the points that are stated in this section:

--A "battery" can be 1-10 turrets ("A battery may be as few as one turret")

--On ships of 1000 tons and smaller, each weapon in a mixed turret is a battery.

Since your fighter does not have a "mixed" turret, you have 1 battery.

If I were referee, I'd let you have two batteries, but only if you added a gunner.
 
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Opening two sentences of 'Batteries', book 5 pg 29.

Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same weapon must group them into batteries.

As already noted the sentences immediatly following regarding turrents are 'fuzzy' and[/therefore IMO are guidlines not requirements.

Hey Matt. I agree that the text could be tighter, but I think that it's a rule not a suggestion:

Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same type must group them into batteries. A battery may be as few as one turret, or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor). Each bay weapon is automatically a battery. The spinal mount of a ship (if it has one) is a single battery. On ships 1000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.

Let's break this down by sentence:

1. "Ships with more than one weapon mount of a type may group them into batteries." This seems to imply that "batteries" are optional. However, the following sentence makes it clear that what's optional is grouping multiple turrets or mounts into batteries.

2. "A battery may be as few as one turret, or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor)." This sentence -- and the fact that the only way for a weapon to fire in HG is by battery -- makes it clear that batteries are not optional and that they ordinarily range from 1-10 turrets. What is optional is grouping more than one turret into a battery.

In other words, the term "battery" just means:

--1 to 10 turrets/mounts mounting the same weapon

--individual weapons in mixed turrets on 1000 ton or smaller craft

--individual weapons bays

--individual spinal mounts

Every weapon is organized into a battery.

Which means the following options are fine;
Fighter (TL15) carrying 2 #5 Fusion guns
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #3 sandcaster
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #2 Pulse laser (1 gunner required)
Fighter (TL15) carrying 1 #2 Missile, 1 #2 Pulse, 1 #3 sand (1 gunner required)
1000tn craft (30 mounts) (TL11) carrying
1 #4 missiles (12 mounts, must be a battery), 2 #3 sand (6 mounts, battery chosen but optional), 6#1 beam (6 mounts, battery not chosen but possible) & 4#1 Plasma (4 mounts, in the same duel turret & taking the space of 6 mounts) for a total of 30 mounts (equivalent). The down side of this is the gunnery crew requirement which is not turret based but is "at least one per battery" making this 1000tn craft field a gunnery crew complement of 13. I don't use book 2, so that interpretation may be different.

If anyone has a contrary view, please speak up sooner rather than later as my entry in Jeff's HG tourny includes a design with single weapon batteries and if you are correct I may have to gracefully bow out (& review my last 20 years of assumptions!).

The small craftr all look legal to me. However, per my previous post, a fighter mounting 2 Fusion Guns will have 1 battery (and will look exactly like a fighter mounting 1 Fusion Gun).

I'd also note that the use of Book 2 crew rules for ships of 1000 tons or less is not optional:

If the ship is 1,000 tons or under, then the rules stated in Book 2 should be followed. For
ships over 1,000 tons, the rules given below govern.


Note also that HG speaks exclusively in terms of batteries when it comes to combat:

A. All batteries which will fire against that ship must be stated.

B. Dice are rolled for each battery to determine if it scored a hit.

C. For each battery that achieved a hit, dice are rolled to determine if it penetrated
the defensive fire of the target. Each battery fired by the target ship as
defense may not be fired again in the turn.

D. Dice are rolled to determine if the passive defenses of the target ship are penetrated.

E. If the battery has hit and then penetrated all defenses, then damage inflicted
is determined.

...

Each battery is allowed one roll on one or more damage tables, depending on weapon type.



No mention of individual weapons firing, although occasionally, weapon types are mentioned alone. However, the rules describing combat mechanics clearly require that fire is by battery, not individual weapon.

The 1000 ton ship is not legal IMHO, at least as it appears currently organized.

HG uses the term "mount" interchangeably with "turret". And a battery is 1 to 10 turrets, not 1 to 30 "weapons". The only way an individual weapon can be a battery is for it to be in a mixed turret on a 1000 ton- ship. There is no procedure for several individual weapons to be grouped into batteries, other than being grouped by turret into batteries So your ship must organize weapons into batteries by turret, not by weapon. Your 6 beam lasers can only form six factor-1 batteries if they were mounted in six single turrets. Assuming the ship has triple turrets, then only two configurations are possible -- one factor-4 battery or two factor-3 batteries.

You *could* get around this by mixing the lasers with other weapons. Say, three triple turrets each with 2 lasers and 1 missile. In that case, you'd have six factor-1 lasers and three factor-1 missiles. This exploits the rule that in mixed turrets, each weapon is a single battery.

Hope this helps.
 
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Some interesting views, thanks for the input all.

Oz, your example is better, ta.

Bill, you may be correct but you have missed the issue - can you mount 3 beam lasers in a triple turret (or on a fighter) and have 3 #2 beam lasers. I'm not confused over the meaning of a battery, nor GDWs rules writing. I am confused about how you came to the same conclusion as I late in your second post, but we agree. I guess this means we concur, but may or may not be correct and tbeard holds the contrary view :-)

I haven't used book 2 for years/decades, so I can't really comment on book 2 crew requirements. Reading the section you refer to tbeard, I vaguely recall deciding that needing two ship building systems was daft & stopped using book 2. I may have to dig out my old dog eared copy, just in case I need it...

However regards small craft book 5, pg 34 under 'Weapons'. "The pilot is assumed to be the gunner for one type of weapon on the craft." I would interprete this to mean our TL15 fighter with 2 #5 fusion guns does not need an extra gunner, both weapons obviously being of the same type.

On the core issue of our TL15 fighters with 2#5 fusion guns we appear to have agreement by all parties that yes it is legal (myself & Bill) or 'I would allow it' (tbeard's first post). So I'm happy with that. On the finer points tbeard raises, I'll reply shortly.

Cheers
Matt
 
Hey Matt. I agree that the text could be tighter, but I think that it's a rule not a suggestion:

snip...

Let's break this down by sentence:

1. "Ships with more than one weapon mount of a type may group them into batteries." This seems to imply that "batteries" are optional. However, the following sentence makes it clear that what's optional is grouping multiple turrets or mounts into batteries.

You appear to have interpreted 'mounts' & 'turrets' to be the same thing. Each weapon requires a mount and turrets can hold up to three. Ergo mounts and turrets are not one and the same. The first sentance as stands clearly states what it states and with a 'may'. The second sentance has a 'must' and must be complied with (ie: more than 10 mounts must form a battery).

Having been given the choice, I choose not to group my fighters two fusion guns into one battery.

In support of this (steering clear of book 2 designs!) I look again at the third sentence which gives a 'may' for the lower number of turrets and no clarification of or relating to weapon mounts. In the fighters case each #5 fusion gun battery is one turret strong. Yes they are sharing a turret, but that appears to be well within the rules.

The last sentance in the paragraph relates to mixed turrets on vessels under 1000tns, stating "mixed turrets are allowed; in such cases, each weapon is a battery." The context for this is given at the beginning where grouping mounts of the same type into batteries is optional. The difference is in the allowing mixed weapons, where every weapon is a battery, meaning they cannot be grouped into larger batteries. This makes a mockery of any interpretation that states you cannot do the same with same type weapons, which quite patently would be even easier to accomplish. There is no need to mix 2 weapons with a third to get 2#1 batteries of a type. I could also argue that my fusion gun from Interstellar Arms mixed with my fusion gun from the local manufacturer FusionGunsRUS counts as a 'mixed' turret, but I don't think I need to. Chances are Interstellar Arms has a fighter 'package' to sell me that has 2#5 fusion guns. I'm sure its possible within thier tech constraints... :-)

As further support, of course a single weapon mount recieves a USP Code Rating and is treated as a battery therafter. No mention of restrictions are mentioned in doing this aside from the limit of 10 mounts of one type already discussed and the bonus of mixed turrets in sub 1000tn vessels.

So far I am saying that any craft may field 10 fusion guns in 5 turrets and have 10#5 fusion gun batteries. My belief is that the limit of 10 mounts relates to the way damage allocation happens in combat, preventing easy access to vast numbers of small batteries on capital ships to act as ablative armour for weapon-n results. (Be sure you understand this concept before refuting it! Bill & tbeard excepted.)

Finally, relating purely to small craft, the small craft weapons section (bk5 pg34) refers to turrets in the abstract and relates the pilot firing 'one type of weapon'. Very carefully avoiding the use of the term battery and supporting the interpretation that our fighters 2#5 fusion guns are both legal and usable by the pilot alone.

Subject to contrary views :-), the only question left is whether mixed turret vessels can break the limit imposed in the first two sentences. If they have more than 10 weapons the same in mixed turrets it appears they have to be seperate batteries. A 1000tn vessel could use the system tbeard mentions to get 20#2 missile batteries and 10#3 sandcasters. I suggest this doesn't cause the game problems a capital ship would cause with a full cast of support weapons for ablative purposes, so I would conclude that I don't have a problem with this.

Good debates are few & far between :-)

Cheers
Matt
 
HG uses the term "mount" interchangeably with "turret". And a battery is 1 to 10 turrets, not 1 to 30 "weapons".

Tbeard1999,

Not quite. Remember, you count weapons and not turrets to determine battery factors. Because of that, I've always believed that batteries could be made up of single weapons sharing a multi-place turret with other weapon even of the same type.

I've never designed a ship like Matt is suggesting. I really don't see any benefit in having a high number of low factor batteries. You'll many To-Hit rolls, but they'll be at low odds. The same holds true for your To-Pen rolls. You might think an opponent will run out of active defenses before you run out of batteries, but you'll have so few hits in the first place that event will rarely happen. Every Weapon-N hit on your vessel will destroy N batteries too, quickly diminishing your combat power. Then, when you're down to your last battery, it too won't last long.

I just don't see the utility of the design, unless Matt's using some house rule that allows "area fire" on defense and he plans of his opponent is using lots of low factor missile batteries. Maybe it's a 57th Century version of an AA CL, but I can't figure what it can do in Jeff's tourney besides die without taking anyone with it.


Regards,
Bill

P.S. I'm going to run this question past ct_starhips as it's really got me buffaloed.
 
Bill, you may be correct but you have missed the issue - can you mount 3 beam lasers in a triple turret (or on a fighter) and have 3 #2 beam lasers. I'm not confused over the meaning of a battery, nor GDWs rules writing. I am confused about how you came to the same conclusion as I late in your second post, but we agree. I guess this means we concur, but may or may not be correct and tbeard holds the contrary view.


Matt123,

I must confess I didn't look at your designs at all. I found the format in which you wrote them rather confusing and didn't bother to "decipher" them. Besides, I felt my answers to your questions would be general enough that I wouldn't need to respond specifically to your designs.

We've two confusing bits here, so bear with me.

First it's a question of whether single weapons in multi-place turrets can be batteries. I'd say yes. Weapons, not turrets, are counted to determine battery factors and there's the quote you found regarding mixed turrets and single weapons within them being batteries.

The problem now becomes a manning issue. HG2 states that vessels under 1000dTons use LLB:2 manning requirements. This makes sense when you remember that the minimum sized command group HG2 requires for +1000dTon ships is eleven. Naturally, cramming eleven bodies aboard a 10dTon fighter even before you've assigned and pilot and gunner isn't going to happen, so you use the LBB:2 rules and that's where the problems begin. LBB:2 and HG2 just don't mesh very well when it comes to manning issues in sub-1000dTon vessels.

Remember Boomslang reminding me about how LBB:2 said a fighter crew would "spread out" the chore of firing weapons in a round? A gunner sitting in a mixed turret containing a laser and a missile could fire the laser in the Laser Fire Turn and launch a missile in the Launch Turn. Well, HG2 doesn't use different turns for different offensive fire options, they all fire at once, and HG2 also allows gunners not physically in turrets to fire weapons in those turrets.

If I were the GM and my player came to me with the design you're asking about, a fighter with a triple turret containing three lasers each of which is a single battery, I tell them that they'd need an extra gunner. The Pilot would fire Laser #1, Gunner A would fire Laser #2, and Gunner B would fire Laser #3.

I think that's legal, it's what I'd require in my game. It's just that your design is so odd and exists in a the gray area between LLB;2 and HG2 that I'm not sure. :(


Regards,
Bill
 
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I don't remember the exact wording of the rules, but I wouldn't allow energy weapons mounted in the same turret to act as separate batteries in the sense of aiming for different targets. No am I sure it makes sense to let different energy weapons in the same turret make separate attacks on the same target. Missile launchers... well, maybe they can make separate attacks, if you have another gunner (or reasonable facsimili) for each separate target.


Hans
 
I don't remember the exact wording of the rules, but I wouldn't allow energy weapons mounted in the same turret to act as separate batteries in the sense of aiming for different targets. No am I sure it makes sense to let different energy weapons in the same turret make separate attacks on the same target. Missile launchers... well, maybe they can make separate attacks, if you have another gunner (or reasonable facsimili) for each separate target.


Hans,

Again, it comes down to which rule set takes precedence, LBB:2 or HG2.

LBB:2 will only allow a gunner to fire weapons of the same type, so in a triple turret carrying two lasers and one missile, he'd have to fire both lasers. HG2 allows single weapons to act as batteries and, as long as a gunner is assigned, that single weapon battery can fire.

Because Jeff's tourney is using []iHG2's[/i] combat rules, I'd say HG2 takes precedence. As the vessel in under 1000dtons, HG2 will let you can man the vessel in accordance with LBB:2's requirements, but HG2 still requires you to have a gunner per battery.

It's confusing I'll admit. :(


Regards,
Bill
 
Again, it comes down to which rule set takes precedence, LBB:2 or HG2.
I think it comes down to common sense. You have a turret with three lasers divided into three one-weapon batteries. You have three gunners sitting at consoles somewhere, each controlling one battery. Gunner 1 fires at target 45 degrees ahead, gunner 2 fires at target at 90 degrees, gunner 3 fires at target 45 degrees behind. Question: What happens to the turret? How many of those targets get their paint singed?


Hans
 
I think it comes down to common sense. You have a turret with three lasers divided into three one-weapon batteries. You have three gunners sitting at consoles somewhere, each controlling one battery. Gunner 1 fires at target 45 degrees ahead, gunner 2 fires at target at 90 degrees, gunner 3 fires at target 45 degrees behind. Question: What happens to the turret? How many of those targets get their paint singed?


Hans

Well, my 2c is that a lot of stuff in HG is abstracted & it's quite plausible that our mixed turret is three independent movable, targeting weapon mounts all mounted on a single hardpoint. Its not a justification for the concept, but if you accept the concept, its not a leap to consider this as the way it could happen. Of course in HG this level of detail is glossed over and for our purposes (design & gaming) its just a triple turret.
 
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