I think you're mistaken.
12 exchanges of fire? You only have three turns of fire from a turret missile launcher before reloading under LBB2. High Guard doesn't care about reloading, so it's not directly transferable.
LBB2 '81 is quite specific about this (p.32).
"Reloading: Each launcher (sand or missile) has an inherent capacity for three missiles or canisters. That means a triple turret with three missile launchers has a total of 9 missiles in ready position.
When a launcher's missiles or canisters are exhausted, it may be reloaded by the turret's gunner in one turn. Reloading three launchers would take three turns. A gunner engaged in reloading is unable to fire other weapons in the turret."
Some tasks can be done in parallel. Some can't. I'd argue that you could add gunners mates to speed the process (or, more likely, an autoloader), but LBB2 does not cover this so you'd need house rules.
I'd agree that you could have one or more turrets slaved to another, so that one person could aim all of them at a single target*. The drawback is that only one single missile could be the target during the anti-missile phase (but all lasers would fire at it), and the only choices the gunner would have would be to selectively not fire one or more turrets' weapons in a given turn (say, only firing one sandcaster round from one turret instead of one from every turret). And, of course, the -1 skill level penalty per turret.
To target multiple targets would require one gunner per turret, or to consider a gunner operating multiple turrets to be shifting fire (-6DM).
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*implemented either with a computer program as I described above, or with a linkage created using Electronics, Computer, Gunnery, and Mechanical skills in combination. Battery fire under High Guard rules requires High Guard manning levels in the absence of house rules declaring otherwise.
12 exchanges of fire? You only have three turns of fire from a turret missile launcher before reloading under LBB2. High Guard doesn't care about reloading, so it's not directly transferable.
LBB2 '81 is quite specific about this (p.32).
"Reloading: Each launcher (sand or missile) has an inherent capacity for three missiles or canisters. That means a triple turret with three missile launchers has a total of 9 missiles in ready position.
When a launcher's missiles or canisters are exhausted, it may be reloaded by the turret's gunner in one turn. Reloading three launchers would take three turns. A gunner engaged in reloading is unable to fire other weapons in the turret."
Some tasks can be done in parallel. Some can't. I'd argue that you could add gunners mates to speed the process (or, more likely, an autoloader), but LBB2 does not cover this so you'd need house rules.
I'd agree that you could have one or more turrets slaved to another, so that one person could aim all of them at a single target*. The drawback is that only one single missile could be the target during the anti-missile phase (but all lasers would fire at it), and the only choices the gunner would have would be to selectively not fire one or more turrets' weapons in a given turn (say, only firing one sandcaster round from one turret instead of one from every turret). And, of course, the -1 skill level penalty per turret.
To target multiple targets would require one gunner per turret, or to consider a gunner operating multiple turrets to be shifting fire (-6DM).
----------------------
*implemented either with a computer program as I described above, or with a linkage created using Electronics, Computer, Gunnery, and Mechanical skills in combination. Battery fire under High Guard rules requires High Guard manning levels in the absence of house rules declaring otherwise.