Mongoose 2: Do advanced fire control and launch control software stack?

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Unless a missile is command controlled from the launching vessel it would receive no ship-based bonuses. Basically once launched it's the missile attack value vs. the ships defensive modifiers (ECM, point defense).

A controller and the necessary equipment (additional sensors, communication control channels, personnel) would be required on the launching ship.

So I would say no, it should not be allowed.
 
Advanced Fire Control cannot be used with missiles or torpedoes because they do not use the Gunner skill or related DMs in their attacks. Launch Solutions provides a similar DM to missile and torpedo salvos.

Note that Launch Solutions IMO, is not worth the cost. It only provides a useful bonus for salvos in the range of three to 12 missiles. It can allow tiny salvos a better chance to hit, but since the Effect of a hit is not directly added to missile damage you get no benefit from pushing that Effect number over the number of missiles in the salvo. Larger salvos have high enough bonuses that the program will no help them hit any better, nor do they really need the Effect boost to multiply the damage. MCr. 10 to 16 for the software, plus the added cost of a bigger computer that can run the program without dumping other critical programs, is way too much to pay for so little gain. Again, just my opinion.
 
DickTurpin said:
Note that Launch Solutions IMO, is not worth the cost. It only provides a useful bonus for salvos in the range of three to 12 missiles.
A battleship launching many small salvoes against e.g. fighters is a case where it's probably worth it.

But agreed, in general small ships can't afford it, and large ships won't notice it.
 
Not only command guidance, but any assisted terminal guidance like picking up a signal from a friendly radar or laser wand after launch.

In Traveller I think it's significant that missiles don't go away or suffer any bonuses or penalties if the launching platform is or is not deleted, which tells me they might not have the ability to do this for space combat. Maybe it's the distances involved and maybe I haven't read Naval Campaign which supposedly has more missile rules.
 
Launch Control adds DM as it creates a dope table to provide to the missile before launch, which would allow the missiles to use the table to speed up resolving the paths to intercept a target.

There is also sensor lock which provides boon on gunnery rolls if it isn't broken.

And as others have said, fire control and advance fire control don't stack with each other or launch control.

I have a few ideas on handling launch control.

Ship scale> Resolve each launchers salvos independently and apply the launch control bonus.
Fleet scale> Add DM per launcher to the salvo

If you want finer tuning, total the DM bonus and compare that to the remaining salvo.
If the remaining salvo is less than the DM total +1, then salvo is treat as being negated.
 
Unless it's mentioned, you have to assume you can't compartmentalize the shipboard computer.

Since I'm not going to specifically look this up, well equipped destroyers seem the likely candidates, as | would suppose destroyer escorts are built on least cost price models.
 
Resolve each launchers salvos independently and apply the launch control bonus.

I've considered this, mainly because I hate the concept of missile barbettes and how they break the design rules vs. missile bays. Treating each barbette salvo separately as opposed to one large bay salvo would give a tremendous advantage to the bay, even if it doesn't make much sense.

It's mostly a theoretical exercise, however, because the big capital ships don't really engage in ship based combat in any campaign I've ever been part of. Perhaps the naval campaigns will change that.
 
Old School said:
I've considered this, mainly because I hate the concept of missile barbettes and how they break the design rules vs. missile bays.
I don't really see any problem. Bays are more effective per hardpoint, fixed mounts (and turrets) are more effective per Dton. Missile barbettes are somewhere in between, neither very effective per hardpoint, nor very effective per Dton.

Generally a combination of bays and fixed mounts are totally more effective than missile barbettes.
 
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