Author Topic: Mech of the Week, 18/5/2012: C-SRP-O Seraph  (Read 7891 times)

Kopfjager

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Mech of the Week, 18/5/2012: C-SRP-O Seraph
« on: 16 May 2012, 03:45:25 »

Second largest amongst the celestials, the Seraph is also one that uses the least amount of the typical Word of Blake-employed internals. Using a Light Fusion Engine, and standard structure, armor, and gyro, it’s the least unique amongst the celestials in terms of structure combinations. The effectiveness of making the machine 3/5 instead of 4/6 at its weight is a debatable decision, though the presence of Triple-Strength Myomer does at least allow it to hit 4/6 speed at times. Like all other Celestials, it uses a small cockpit, which is of no consequence for an expected Manei Domini warrior with VDNI.

Clad in sixteen tons of armor, the Seraph is a pretty survivable mech. The rear armor is thicker than usual, which might suggest that the machine is expected to be in the thick of things – which is has to do anyway to make full use of its TSM – and while the front armor is slightly thinner than desired, it’s still plenty to take hits with. The arms and side torsos can all take a close-range Heavy Gauss slug and have armor to spare, the legs are proof against dual Gauss slugs and then some, while the center torso can handle a UAC/20 double-tap without breaching. The rear armor can take an IS LPL shot on the sides, while the center can take a pair of IS MPLs without breaching.

Forty-two tons of pod space grants the Seraph the ability to carry nearly half of its weight in weapons and ammunition, making it one of the heaviest-armed canon IS omnimechs. Combined with its pretty good durability and TSM, it is an assault mech in the old sense, perfect for use on assaulting enemy positions, yet also capable of stand-off battles, especially when the C3i computer that’s hard-mounted on the base frame is utilized to its fullest.

To date, there exists six common configurations, one experimental configuration, and two personalized configurations of the Seraph, as follows:

Invictus (Prime) – The Seraph Invictus is reasonably geared for all-range combat, with an Ultra AC/10 for its primary armament supported by a Snub-Nose PPC, two MML-5 racks, a Streak SRM 6 rack, and a retractable blade, all cooled by a dozen Double Heat Sinks. The main drawback of this armament package is that utilizing the TSM is difficult with the possibility of the autocannon jamming or the Streak launcher’s unreliable heat production. The easiest way to reach TSM heat is to shut off 2 DHS and fire everything at maximum rate of fire, at which point the most damaging firing mode that keeps the heat is to run while firing the PPC, UAC at ultra, the Streak SRM. Fire the Streak at the ground if you have to. All in all, the Seraph Invictus is a rather awkward mech to use. Up close it can dish out the damage pretty well, but its reliance on ammunition, poor heat control, and poor speed makes it a pretty hard machine to use properly.

Dominus (A) – Capable of jumping 150 meters at a time thanks to its Improved Jump Jets, the Seraph Dominus carries an armament of a Heavy PPC, Plasma Rifle, ER Medium Laser, Medium Pulse Laser, TAG, and a Retractable blade. As could be guessed from its armament, it works best when it’s mixing it up with the enemy at close range. It is also one of the easier Seraphs to heat up and keep heated. To start the TSM, walk and fire the HPPC/PR/ERML, and to keep it, either jump and pick from the HPPC or PR + ERML together with the MPL, or run and fire the HPPC and ERML. Its high mobility for its size allows it to be a great brawlers/spotter, and TAG further helps if you happen to bring homing artillery rounds or semi-guided LRMs. Never be afraid to get up close and personal with this Seraph, and dish out those 34-point kicks as often as you can – though if an enemy is on a higher elevation and you use the TacOps rule, punching then extending the Retractable Blade might also be a good idea.

Infernus (B) – Another case of “What the HELL was the designer smoking when making this!?”. The Seraph Infernus is armed with a Heavy PPC, Snub-Nose PPC, and an LB-20X AC – all tied to a Targeting Computer. It also has an AMS. It is utterly incapable of easily getting to the ideal TSM heat or keeping. Despite those flaws, this Seraph would still perform decently when playing to its strengths. Use it as a mid-range gunner in a C3i team and watch it punch BIG holes into whatever you point it at. It could also serve as a spotter, but it is bound to attract a lot of attention in that role.

Comminus (C) – One of the few Seraph designs where the TSM is more of a threat to keep enemies from closing with it while it does its job. Armed with a Heavy PPC, Plasma Rifle, 2 ER Meds, 2 Flamers, a massive MRM-40, and packing an ECM suite, the Seraph Comminus is almost custom-made to be the middle man in a C3i team. Keep it at 15 hexes away from a target and keep raining havoc on it as long as you can. If something is thinking of getting too close for comfort, simply activate TSM and kick its legs from under it. This is one of the Seraph Designs where getting to TSM heat and keeping it is rather easy thanks to the various heat combinations present.

Luminos (D) – Packing TWO Heavy PPCs, a Light PPC, three MPLs, two SLs, and a flamer, the Seraph Luminos combines the all-energy setup with 5 IJJs, giving it great mobility. With its weapon array, it is equally capable of acting as the middleman and mobile harasser – where it gets to punch holes with its PPCs – or as the spotter where it gets to abuse its TSM and close-in array of lasers. If you cannot get to optimum TSM heat and keep it in this thing, then I don’t think I have anything I can say at all. One of the nastiest Seraph configurations.

Eminus (E) – One look at the Eminus should tell right away how it is best used. TWO Thunderbolt-20s with a single snub-nose PPC is all the weaponry it carries. Let something spot for it and let loose with the Thunderbolts from long range until it’s almost out of ammunition, at which point turn off a heat sink, walk, and alpha, then turn off more heat sinks until only six are left and start kicking things. Simple, ain’t it?

Caelestis (S) – The mixed-tech experimental configuration of the Seraph is also one of the nastiest Word of Blake machines around. Three Streak-LRM 10s combined with two each of clan-tech Medium and Large pulse lasers gives it brutally effective firepower at all ranges. The 3-hex jump capability is not much, but better than nothing especially in rough terrain. This configuration is equally effective at both sniping things from long range or getting down and dirty with its opponent.

Ravana – Precentor Ravana from Warrior House Rakshasa’s personal ride, this customized Seraph sports an armament package of a Large Variable Speed Pulse Laser, a Laser AMS, a Retractable Blade, a Thunderbolt-20, and a Snub-Nose PPC, turning it into an all-rounder leaning to close range combat. It does have serious problems getting to TSM levels and keeping it there though, and the Laser AMS is actually more of a hindrance than a help to it in this case. Probably best used to snipe with a spotter’s aid until the Thunderbolts run dry before charging into the fray with guns blazing and TSM online.

Havalah – The personal ride of Opacus Venatori member Havalah Carver, this configuration is a close-range monster. Ultra AC/20, Large VSPL, Medium VSPL, all linked to a targeting computer, makes this thing an utter beast at close ranges. Consider activating TSM as soon as possible and charge right into the fray with this thing. It has no weapons capable of reaching farther than 15 hexes.

To use a Seraph to the utmost, try to have a C3i network to work with it. With most configurations packing medium-range weaponries, it really really needs the aid of a C3i network to bring out its full potential as either a shooter or a spotter. Some configurations work pretty well on their own, but a C3i network is still highly advised. Also consider shooting at one target while physically attacking another, because that is a tactic the Seraph will often have to employ.

When fighting against a Seraph, never, ever close into physical combat range with one, especially if it’s a variant with hand actuators. Even if you’re using a fellow TSM monster, the damage the Seraph can deal at point-blank is more often than not not worth risking. Abuse the minimum range of the weapon systems often used on it, or their relatively poor maximum ranges. And to drive home the point, never, ever melee one unless it’s already down on the ground.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #1 on: 16 May 2012, 08:47:35 »
It was put forth in the Archangel MotW that the Infernus configs were designed to soak up heat or fight in high-heat environments. If you're planning to fight in Death Valley, or if you expect you enemy to bring a lot of infernos or plasma to the field, this one would be a good guy to bring. Hard-hitting, and either your opponent is loathe to shoot at you for fear of heating you up, or he forgets and shoots at you anyway. While hitting the 9-heat sweet spot is unlikely, you can still close at your normal speed and make with the physicals, making him regret shooting at you.
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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #2 on: 16 May 2012, 10:46:01 »
I disagree on a couple minor points of this article, and not coincidentally, they all stem from TSM comments.  A 'Mech that mounts TSM doesn't need to use it.  It's part of the base config, and doesn't take up any tonnage on a 'mech that is hardly lacking any crit space anyway, so it's not that big of a deal if it can't.  That "What the hell were they smoking" comment through me for a loop, because if you look at it as if it were any other 'Mech without TSM, it is an absolute beast at short range, and will ruin just about anybody's day.  Deciding to not bother utilizing the TSM that comes standard on a 'Mech and doesn't get in the way is not a "flaw".
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Maelwys

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #3 on: 16 May 2012, 12:32:12 »
While a `Mech with TSM doesn't have to utilize it, when the Seraph first appeared, we only had the Invictus (and maybe the Dominus, but I think that was released later) to look at. A TSM Omni was a novelty, and so the configuration was judged on how it worked with the TSM. And it was found lacking. Another point is that alot of the variants seem geared towards overheating to take advantage of the TSM..in questionable manners.

I think we judge the Invictus/Prime variants as what the design would be if it wasn't an Omni, and the ammo based weaponry and  the odd heat issues (UAC and Streak) were definite head scratchers. Even the Retractable blade somewhat got a pass due to the TSM, even though it still has all the problems the Retractable Blade has (even worse back then, since it pre-dated the rules in TacOps).

The other issue of with the Invictus is that the RT has 6 tons of ammo, a giant bomb that if its hit, won't destroy the `Mech due to CASE and a Light Engine, but will leave the design with only a Retractable blade, c3i and head-mounted SNPCC (Which is probably enough for aggressive MD `MechWarriors).

The Dominus is odd. I don't know why, but it always seems underwhelming. I know it has 42 tons of pod space, but with a Heavy PPC and only 11 double heat sinks, you begin to quickly use up your heat capacity. A Plasma Rifle as a secondary weapon puts you over your limited heat sink capacity. When you get in close you can utilize your TSM as most likely you're going to be overheated and fire the Plasma Rifle, ERML and MPL, leaving off the HPPC due to minimum range. But even this doesn't last long, since the Plasma rifle only has 10 rounds. A MD with the TC MIGHT be able to handle the HPPC at Physical attack range, but its certainly not guaranteed.

The Infernus is the same really. Heavy firepower that's limited by heat sink capacity, and accurate firepower that's going to be inaccurate due to heat issues.

I like the Comminus. Its got heat issues as well, but you can juggle between the various weapons to keep yourself from running out of ammunition. The ECM helps with enemies trying to jam your own c3i links if you're playing with advanced rules, and the flamers+plasma rifle means your enemy might not be able to run away very quickly next turn.

The Luminos seems geared towards "I don't care if I lose an arm." Atleast if you go for an dual HPPC shot on an easy target you can get away next turn with the Improved Jump Jets as you cool down. Oddly it seems to be the first design built to let you easily control the heat with its dual small lasers. The design sounds really good, until you realize it only has 12 DHS for the 2 HPPCS, 3 MPLs, the flamer and 2 small lasers.

As for the Eminus, maybe its just me with bad luck with Thunderbolts, but I can't help but think that if I swapped the Thunderbolts for Gauss Rifles I can have a little less upfront damage for more damage over the long run. I suppose the best use is to sit back, pound away for 9 turns, then run in and suddenly your Level II has a fresh, almost zombie spotter.

Caelestis - Who doesn't like Clan pulse lasers? The Streak LRMs are an interesting addition, and while they have limited ammo, the Streak factor means you'll make the most out of it. Its also possibly the easiest design to control your heat, as long as your streaks always fire. Just got to remember that the Streak LRMs have minimum ranges.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #4 on: 16 May 2012, 12:54:05 »
The first time I met a Seraph was in an RPG campaign. It was an Invictus. Being ignorant of what the thing could do I got into melee range with it in my HCT-5S. That didn't last long and it really cemented this idea that the WoB was unstopable for all the players. Since learning more about the Seraph it has lost some of its intimidation value, but I still get nervous when an Invictus overheats.
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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #5 on: 16 May 2012, 15:23:55 »
The small LFE sure opens up a lot of pod mass on the Seraph, but the mech as relatively few crits free to use that mass (thanks to the TSM, fixed C3i and LFE). The size of IS DHS further compounds this issue. The TSM makes me want a lot of high heat energy weapons, but its hard to pack on the DHS to use a lot of them. I would have preferred to see more configurations like the Invictus that combine ballistic and energy weapons (minus the retractable blade). I see the TSM as more of a bonus for when things heat up after sustained combat on configurations like that.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #6 on: 16 May 2012, 17:02:48 »
Is it just me - or does the introduction of MML's & plasma weapons make TSM almost worthless?   It seems like there are a ton of effective inferno options now, which just mean that the TSM mech is much more likely to be facing a really difficult shut down roll instead of kicking the crap out of something.  Or at least that's my experience.

Counting on TSM is the same as counting on normal C3.   If your opponent is not smart, it's going to be really effective.   But unless your opponent showed up to the game on the short bus, those strategies aren't going to take you very far. 

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #7 on: 16 May 2012, 17:58:19 »
On TSM I totally agree.  I generally avoid using TSM mechs anymore and will gleefully wait for an opponent running one to heat up.  As for C3 that would depend on if you were playing with ECCM or not. 

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #8 on: 16 May 2012, 18:36:02 »
Depends on what he brought to the table/rolled up.

Frankly, I love TSM 'Mechs. Then again, I usually like them to have jump jets so I can pick my spots.

The look on some people's faces when my Berserker jumps behind them and takes out their engine...  >:D

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #9 on: 16 May 2012, 18:46:06 »
Oh, don't get me wrong.  TSM can be wonderfully used, and when it does get used, even as a threat in place of an actual usage, it's worth it.  I just don't really think that not utilizing it really detracts from the design.  It masses nothing, and doesn't actually need to be used for the 'Mech to be effective.
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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #10 on: 16 May 2012, 19:13:27 »
No, not using it does not detract.

Frankly, I'm beginning to consider not firing to 9, just because some of my foes tend to do my heat job for me...

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #11 on: 16 May 2012, 19:40:22 »
Is it just me - or does the introduction of MML's & plasma weapons make TSM almost worthless?   It seems like there are a ton of effective inferno options now, which just mean that the TSM mech is much more likely to be facing a really difficult shut down roll instead of kicking the crap out of something.  Or at least that's my experience.

Counting on TSM is the same as counting on normal C3.   If your opponent is not smart, it's going to be really effective.   But unless your opponent showed up to the game on the short bus, those strategies aren't going to take you very far. 

The advent of TSM and Plasma based weaponry does make TSM less dependable than it was before. Does it make it useless? Not necessarily.

No, not using it does not detract.

Frankly, I'm beginning to consider not firing to 9, just because some of my foes tend to do my heat job for me...

Of course, with the Seraph, its very hard NOT to overheat, even before your opponent helps out.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #12 on: 17 May 2012, 11:50:58 »
I like the IJJ one the best. No surprise there; I love IJJs, but the main thing for me is how well they go with the TSM. Sure, the sweet spot is nine and most of the configs seem almost deliberately aggravating for getting there, but physical damage gets doubled at nine and ABOVE. With the IJJ, it can still be mobile enough to catch almost any heavy or assault 'Mech (along with a fair few lighter than that). Also, nine heat becomes a threshold, not a goal, so unless your opponent starts spraying you with coolant trucks enemy interference with your heat levels is not a big deal. 34-point kicks will cripple a lot of 'Mechs outright, and even the stuff that survives will certainly know it's been kicked.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #13 on: 17 May 2012, 16:09:51 »
One benefit of the Retractable Blade with the Seraph is that the -2 from the Retractable Blade helps to cancel out any heat induced penalties.

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #14 on: 17 May 2012, 16:53:31 »
One benefit of the Retractable Blade with the Seraph is that the -2 from the Retractable Blade helps to cancel out any heat induced penalties.

Heat does not affect physical attacks.  TW pg. 144

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #15 on: 17 May 2012, 23:07:04 »
Ooops. Teaches me not to read all the way down. Well then. Lets erase that from under the "pro" column :)

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Re: Mech of the Week, 18/5/2012: C-SRP-O Seraph
« Reply #16 on: 17 May 2012, 23:40:03 »
The advent of TSM and Plasma based weaponry does make TSM less dependable than it was before. Does it make it useless? Not necessarily.

Now you can threaten an opponent with "Go ahead, shoot me with the Plasma Rifle. I could us the TSM boost!"
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