In this article I will introduce one of my favorite Force Commander custom
figure, a Mobile Proton Torpedo launcher driver, and the vehicle itself. The
machine costs 550 command points, and with this price it is the most expensive
rebel vehicle. However that is not enough to build a dozen of this, and attack
the enemy, it is important to know its advantages and disadvantages. It has a
powerful attack strength, and shielded (150 HP, and 150 shield), but in close
combat it is vulnerable against anybody. From distance, the
MPTL
can destroy anybody or anything, so it is a perfect choice against both infantry
or armored vehicles. Rebel anti-armor and anti infantry warfare was created by the need to seek technology and tactics to destroy
walkers and other imperial armored vehicles and their supporting infantry during the Galactic Civil War. Because
walkers represent an enemy's greatest force projection, anti-walker warfare has been incorporated into the doctrine of every combat arm and service.
The Rebellion could fight against armored vehicles before the MPTL has been
developed, but that vehicle brought the best solution.
There are 3 different ways in the Star Wars:
Force Commander game to fight against the walkers. The rebel infantry had highly
destructive grenades used by their heavy troopers, which were great to demolish
AT-PTs, to damage AT-STs, but were ineffective against AT-AT walkers. But
against ATATs there were the infiltrators. Their task was to shot a harpoon into
the walker's bottom as Luke did on Hoth. But this unit does not put a detonator in the walker, but
infiltrate into its interior, takes out the crew, and gets, or maybe we can
say steals the walker. So the first method against imperial walkers was using
specially trained, and equipped rebel infantry units.
The second method was installing turrets.
Both the Rebellion and the Empire had
anti-infantry
and anti
vehicle
turrets. They had great firepower, but they were static, and stood there were
they were planted.
But keep in mind, you cannot bring your turrets with you on mission, since they
are ground based installations, but your mobile units, such as heavy infantry
and vehicles can escort you into enemy territory, and they can keep your army
relatively safe. MPTL can follow you while you attack, or while you retreat,
however they were not as strong as a turret can be. Anyway, turrets are the
second method.
The third method the
Loratus Mobile Proton Torpedo Launcher, or the MPTL-L itself. The word "mobile"
is in its name, showing us it can move, while the turrets are static, the MPTL
can follow your army. The Mobile Proton Torpedo Launcher was a crawler-type artillery mobile weapons platform fitted with a proton torpedo launcher used by the Rebel Alliance during the early stages of the Galactic Civil War.
MPTLs can be used against tanks, armored infantry units, and also functioned as
cannon, siege machinery, being able to destroy turrets, walls, or even complete
structures, such as command centers, or other buildings. Heavy artillery
warfare
developed rapidly, particularly in the Imperial Army, the Rebel Alliance were
lack of that technology before the MPTL has been developed. The crawler type
vehicle could advance many types of terrains, sand, snow, ice, rocky ground, no
matter, so the MPTL could be used almost everywhere. However this vehicle was a
typical rebel armed vehicle, one of the units was brought along with a New Republic strike team during the early portions of the Battle of Hanoon in 6 ABY.
It was manufactured by Loratus that was made for taking out enemy units at far range with the help of a spotter.
The Mobile Proton Torpedo Launcher has a fair line of sight and target distance,
but if we play with fog of war, we can make benefit applying a scout, or
artillery observer. The artillery fire may be directed by a probe droid or a
speeder biker scout for the Empire, who has a great line of site, detecting the
enemy much earlier, and much further, but the Rebellion had none of them. Swoop
bikers are also good for this purpose. Or
a
single trooper in camo outfit with a binocular, lying on the ground, hiding in
the bush, or on top of a hill, does not matter, just have somebody in visual
contact with the enemy. So transferring the reconnaissance data with a Mobile
Proton Torpedo Launcher can help us destroy the incoming threats from a great
distance, earlier then they can even react. The only combat in which a Mobile
Proton Torpedo Launcher is unable to take part in is the close quarters combat,
and air defense. The same way, as in every strategy games, if a unit gets to
close to a ranged unit, it stops firing, retreats, until it has the needed
distance again to launch its projectiles, be it an arrow in Age of Empires, a
plasma bolt in Galactic Battlegrounds, or a plasma blast in Force Commander. So the best way to fight against a
Mobile Proton Torpedo Launcher, to move within its attack range, getting to is place it will stop attacking us, and retreat. But
while it retreats, we will have plenty of time to destroy it from direct close. Also, attacking
Mobile
Proton Torpedo Launcher from the air is a good idea, since it cannot do anything
against imperial Tie fighter and Tie bombers, which can quickly tear them apart.
So defending your artillery platforms is highly recommended! While standing by
the briefing room table Taskeen warns us, telling us the Mobile Proton Torpedo
Launcher is great against infantry, good against armored vehicles, but has no
use against air units.
I told you previously, that in close combat the MPTL cannot do too much, just to
retreat. Which is true. But while retreating, it can lay mines! It can not use
its primary weapons, the plasma cannons, but the secondary is still can be used,
that is why rebel engineers developed it a multifunction vehicle. These units were also capable of laying mines to blow up unwary Imperial units.
Not too much, but 6 mines were in each MPTL. There were several different types
of anti-personnel mine. Most were triggered by physical pressure, such as a
footstep. A land mine was an explosive device, concealed under or on the ground
and designed to destroy or disable enemy targets as they passed over or near the
device. he LX-4 proton mine was a self-detonating defensive mine. The mine was
buried to a depth of half a meter as part of creating an effective defensive
perimeter. It utilized two sensor suites: a gravity-sensitive sensor which
detected the magnetic disturbances of passing vehicles, and a thermal sensor
which detected body heat. An intruder detected within five meters of the mine
caused it to detonate.
These mines were rather good for setting
a trap. If we plant a mine or some mines in a narrow canyon where we suspect
enemy attack, we can prevent their advance on that area. We can be alerted if we
hear some mines detonating in the distance, knowing somebody is coming, and we
can even know their place too (where are they coming from, and how far they
are), hearing where the detonation sounds coming from. In better scenario we can
even get rid of them, if they were all blown up, and was killed, the fight can
be prevented.
But these mines are not only good for
setting traps, but they are great for self defense.
I told you previously, that in close combat the MPTL cannot do too much, just to
retreat. Which is true. But while retreating, it can lay mines! It can not use
its primary weapons, the plasma cannons, but the secondary is still can be used,
and if the chasing vehicle steps on a mine, it can be destroyed. Imagine that
situation, when an MPTL fires torpedos from a distance against an imperial
AT-ST. Let's say the distance is 8 squares. This is ideal for the torpedo
launcher, not too far to miss the target, an not too close to be able to fire
ballistic missiles. While the AT-ST coming towards the MPTL the imperial walker
cannot fire back, because this large distance is only good for the MPTL, which
is a kind of artillery that fires just on large distances, and unable to fire
short ranges. That is the only chance of a walker, if it comes so close, that
the MPTL cannot continue firing, but to retreat a bit, to gain back its optimal
fire range. But if a walker gets close to the MPTL, it can fire against it
finally, and some shots can be lethal. So the MPTL cannot retreat forever, since
4-5 great shots can destroy it. Its only chance is to drop some mines while
retreating, hoping that the AT-ST step on some. If it really step on one mine,
it may be destroyed, especially if the previous plasma attacks from the torpedo
launcher when the AT-ST was further damaged enough its armor, and the mine can
finish it off. And if it happens, the MPTL can continue the long distance
bombing of an other unit from its torpedo launcher.
They had an advantage over many other types of heavy artillery, such as being
able to fire their ordnance with reasonable accuracy while on the move useful
during raiding operations and in avoiding counter-battery fire simply by moving
away and the bomb falls there where the MPTL was a few seconds ago. You do not
have to deploy, then undeploy it as an imperial artillery, it can fire all the
time, when on the move. It has a great targeting system, so it can fire with a
great hit rate while traversing on almost all kind of terrains.
The MPTL-L was the precursor to the MPTL-2a vehicle, a medium artillery variant. Both, however, saw contemporary use throughout the Galactic Civil War.
The MPTL-L was capable of being upgraded to a heavier version
The MPTL appears in several Star Wars real-time strategy video games. Its role
is significant in the Force Commander game, that is why I study it in this
section. We can command our first MPTL in the battle of Endor mission, after the
ewoks, Han, and the rebels destroyed the shield bunker. Brenn Tantor then gets
reinforcements from the space, some tanks, repair droids, troopers, and some
MPTLs. But we can have mobile proton torpedo launchers in the game
Galactic Battlegrounds, too. It can be played if we select the Rebel Alliance as
our civilization. But in this game the MPTL has an other function, it is a kind
of anti air tank, which is weird. On its top we can see AA rockets instead of
the usual torpedo launcher.
Listen to some interesting comments and reporting ins from
the torpedo launcher driver of the game Force Commander!
All proton torpedos accounted for sir.
All torpedos ready sir!
Destination received.
Engines prime and ready.
Initiating ground assault!
Just point me to the right direction sir!
Beginning attack.
Torpedo launcher is mobile sir!
Torpedo launcher ready.
Moving into that area sir.
Opening the torpedo ports!
Torpedos_away!
Weapons firing sir!
Please take a look at my custom torpedo
launcher driver figure.
custom mobile torpedo launcher driver figure front
custom mobile torpedo launcher driver figure back
custom mobile torpedo launcher driver figure side
Thanks for your attention, come back to CustomStarWars soon.
written by: Norbert
Rostas 2014. 09. 12 the figure was made years before