Author Topic: Vehicle of the Week: Giggins APC  (Read 5823 times)

Moonsword

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Vehicle of the Week: Giggins APC
« on: 28 March 2011, 07:56:36 »
Vehicle of the Week: Giggins APC

The Giggins is another answer to the seemingly eternal question of moving battle armor en masse in safety with some degree of speed.  The basic design decisions date back to MW: Dark Age, although the dossier's information is kind of suspect when you actually know something about the BattleTech movement rules.  First getting extensive BattleTech coverage in TRO3085, the Giggins is built by Duncan Enterprises on Moore.  Moore was gifted to the Republic of the Sphere with a "...request that the dead soldiers of the DCMS be remembered for their sacrifice."  It was designed in response to a Republic APC contract that the Pandion also competed for and chosen over the Pandion, reportedly due to the superior anti-infantry firepower.  Given that the name honored a Sho-sa killed in the Day of Fire on that world and the way Moore came into the Republic's arms, GM was rather incensed.  They weren't the only ones, though.  Two of the heirs of Charles Giggins filed suit over royalties from the use of his name, a matter that was still out for the courts to settle as of TRO3085.

Overall, the Giggins reminds me strongly of a larger, fusion-powered version of the heavy wheeled APC.  At 40 tons, it's 60% larger, but the DAV 220 fusion plant drives it to the same 97 kph top speed.  6.5 tons of ferro-fibrous armor are arranged in a nearly equal arrangement of 28/25/25/25, enough to stop any single cluster short of a Piranha, even a point-blank hit from a heavy Gauss rifle.  The turret contains a pair of heavy machine guns.  The firepower from the guns is impressive, especially against infantry, but the fact that even conventional rifle platoons (or a Locust with nothing but a small laser left) can stand outside its range and fling damage in without any return fire doesn't recommend them to me as a unit's sole armament, especially not something this large.  The lack of CASE and the tonnage they take up doesn't do a whole lot for my opinion, either.  ECM was added for defensive purposes, allowing a range of defensive tricks and giving the Giggins an interesting sideline as a reasonably tough, cheap, and fast interdictor.  All of this is in support of the 8 ton infantry bay that consumes a full 20% of the unit's tonnage.  That's enough capacity to move motorized platoons or a full squad of assault battle armor under TacOps rules, two squads of BA under normal rules, or two platoons of jump infantry.  Fireangel made a few points about that in the heavy APC article that I suggest reviewing.  Generally, it's a reasonable high-end replacement for the heavy APC if you've got C-Bills to spend or need to move an entire squad of assault armor under Tactical Operations rules.

Well aware of the fact that this is not, in any sense, an infantry fighting vehicle and that people like me regard killing APCs as a good solution to the problem of ground-slogging footmen in their glorious 'Mech-on-'Mech combat, Duncan Enterprises introduced a fire support variant.  Half of the infantry capacity, the ECM module, and the heavy machine guns were removed.  In their place we get a pair of ERMLs and an MML 5 with two tons of ammo.  The remaining tonnage was added to the armor, now 34/28/30/28.  Still no CASE though.  This is pretty decent for what it is and compares reasonably well to the original Maxim.

Once again I'll recommend Fireangel's tactical primer for infantry operations as something to peruse but I'll add something else.  This is an infantry transport.  The fire support variant is more of a Maxim-esque IFV but its primary job is still moving infantry, not duking it out, and it definitely doesn't have the firepower to force medium 'Mechs (or, for that matter, a lot of the heavier lights) to find someone else to harass unless operating in groups.  Move in, get the job done, and get back under cover if the APCs aren't offering direct fire support.  The fastest way to cut foot troops' ability to threaten them for many, many 'Mechs is to pop the transport and out maneuver them, not attack the infantry, so don't let the enemy do that.  Outside of combat, you can use it to move larger numbers of infantry, transport some cargo, or replace city buses when they break down.  Those of you playing with the various Tactical Operations electronic warfare rules may also find the basic model useful as jammers, counter-jammers, or for flooding the battlefield with ghost targets.

Stopping a Giggins is simple and reasonably easy.  The basic model is, against most non-infantry units, probably better described as a target than a combatant.  Killing it is mainly important if it's an objective or you suspect there's infantry (or battle armor or what have you) in the back.  Otherwise, elimination is a matter of opportunity and whether or not you see a need to strand whatever it might have been transporting.  The fire support version is more of a nuisance since it has the range to actually threaten something outside of two hexes away.  In either case, it's going to simplify your job to apply crit-seekers to slow the Giggins down, then hammer it hard enough to crack the armor.

Art Reference: The Master Unit List has its usual information, including confirmation of the fact that this is a Republic exclusive.  Sarna has a copy of one of the Giggins dossiers and the original artwork.  No current miniature is available and I was unable to locate a picture of the older Dark Age sculpt.
« Last Edit: 17 June 2011, 11:44:06 by Moonsword »

Kit deSummersville

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Re: Vehicle of the Week: Giggins APC
« Reply #1 on: 31 March 2011, 07:05:07 »
The design is pretty 'meh', but at least your article was good.
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Moonsword

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Re: Vehicle of the Week: Giggins APC
« Reply #2 on: 31 March 2011, 07:12:59 »
The design is pretty 'meh', but at least your article was good.

Well, the more I come back to it, the more I feel like that first line of description nailed it.  It's a bigger, pimped-out heavy wheeled APC.  All it needs is the outrageous paint scheme and the spinners on the wheels.

And thanks for the response.  It's always nice to get some feedback on these things.

Martius

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Re: Vehicle of the Week: Giggins APC
« Reply #3 on: 31 March 2011, 12:41:44 »
The Giggins is all right. A workhorse design that gets the job done and at least its weapon load will not tempt the user to use it as a tank. Too bad the Hegemony has none of those.

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Re: Vehicle of the Week: Giggins APC
« Reply #4 on: 31 March 2011, 14:56:03 »
Well, the more I come back to it, the more I feel like that first line of description nailed it.  It's a bigger, pimped-out heavy wheeled APC.  All it needs is the outrageous paint scheme and the spinners on the wheels.

And thanks for the response.  It's always nice to get some feedback on these things.

:( - the Giggins certainly is a tough thread to start.

That said, I kinda dig the vehicle for exactly the reason you stated above - it's nuts-n-bolts. Really strangely, its place in 85 reminds me of the Saxon in 75 a little bit. Both are just slightly modern takes on very basic concepts. Both are the most base of troop movers.
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Maelwys

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Re: Vehicle of the Week: Giggins APC
« Reply #5 on: 31 March 2011, 18:02:01 »
Its one of those "meh" designs. I mean, its so generic that there isn't much to say. Would I use it even without the CASE? Probably. Its also one of those designs that I'd be willing to throw into the force without really bothering to take up any space in the unit, not expecting to use it for much other than infantry transport (admittedly, as a ECM carrier or rammer it might have some future) but I wouldn't give it much thought.

Fallen_Raven

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Re: Vehicle of the Week: Giggins APC
« Reply #6 on: 31 March 2011, 23:35:29 »
I like this design. It's an infantry transport that doesn't try to do anything but transport infantry. And since it doesn't try to get fancy it gives a nice reasonable BV for what it does.
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Moonsword

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Re: Vehicle of the Week: Giggins APC
« Reply #7 on: 01 April 2011, 06:53:23 »
That said, I kinda dig the vehicle for exactly the reason you stated above - it's nuts-n-bolts. Really strangely, its place in 85 reminds me of the Saxon in 75 a little bit. Both are just slightly modern takes on very basic concepts. Both are the most base of troop movers.

This is a step past that for me.  The most basic one is the APCs, but those aren't terribly useful for moving normal tactical units (squads of BA, platoons of conventional infantry), so we use heavy APCs as are starting point.  The next step up is a modernized heavy APC, applying FF or HFF and maybe a fusion or fuel cell engine to boost capacity and armor in light of battlefield trends, which is where I'd really say the "base of troop movers" goes even in the Jihad/post-Jihad environment.

The Giggins and Saxon are both beyond that.  They're both practical looks at the problem - you need size to get cargo capacity, reasonable armor, and any extras that are seen to be useful (speed for the Saxon, ECM for the Giggins).  They're both the deluxe model, though, just very practical ones.

On the other hand, what we're arguing about is a matter of nomenclature.  For what the Giggins is intended to do, it's very well executed, and I really can't find anything to ding it over other than the use of HMGs, but then, for slinging lead at point-blank range, HMGs do the job reasonably well.  I'd just rather have the extra machine guns and that smidge of extra range.

EDIT: And the lack of CASE.  I keep forgetting about that.  It's one of my most common gripes about vehicle survivability, especially on new-build units that don't have the "limited refit not requiring factory-level resources" excuse that I'd let pass with a refit kit that isn't already doing something that intrusive.
« Last Edit: 01 April 2011, 07:23:57 by Moonsword »

Degman

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Re: Vehicle of the Week: Giggins APC
« Reply #8 on: 01 April 2011, 07:06:06 »
Not sure whether I'm the only one, but every time when I see it's name I read it as 'Giggles'  :D

Otherwise, not too bad APC.

Maelwys

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Re: Vehicle of the Week: Giggins APC
« Reply #9 on: 01 April 2011, 07:46:29 »
I have to wonder just how bad off the design is without CASE. While I personally would rather the design have CASE, it only protects the design (And the infantry) in what...two rolls on the Critical hit chart? (11 on the Rear and Turret locations). And after that, each infantry unit only dies on a 5 or a 6.

While I think CASE is great for an IC reason (crew and infantry definitely survive it), and I would probably want (and include) it, I wonder if the numbers really back it up at all.

Though of course ,with CASE, the vehicle also survives to continue to transport your infantry (for however long a 40 ton vehicle will survive with no rear armor), so I guess that may skew the results for CASE...

Moonsword

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Re: Vehicle of the Week: Giggins APC
« Reply #10 on: 01 April 2011, 09:02:41 »
Though of course ,with CASE, the vehicle also survives to continue to transport your infantry (for however long a 40 ton vehicle will survive with no rear armor), so I guess that may skew the results for CASE...

Bingo.  Prolonging unit survival is a good thing and CASE might give the opportunity to retreat or get to a good position to get the infantry off before the APC goes up in a puff of smoke.  The fact that as the chosen transport of a faction that emphasizes the individual infantryman, CASE would make a great deal of sense for fluff reasons only adds to this argument.  There are times CASE simply can't be fit into the tonnage budget for a design, of course.  The Giggins is not one of them, particularly on the standard version because three standard machine guns would be lighter, have more ammo endurance, hit out a little farther, and offer comparable performance.

It's not a big enough flaw to keep me from using the design, especially since a lot of the other transport options out there also don't have CASE and the Giggins has excellent survivability in other respects.  It's just a common but annoying flaw on vehicles.