From The Wars of Reaving
Writer's Note: I know I'm putting this out rather quickly after my last write-up on the Triton, but my school is completely shut down due to student strikes and I've got a wealth of free time. Writing these up gives me something somewhat productive to do with my free time, so enjoy!I can’t believe that I’m saying this, but this week we’ll be looking at a Third Generation ProtoMech. Proto generations are a fairly straight-forward thing. For the first, we had those developed in secrecy by the Jaguar Scientists. These were followed by the batch designed by a multitude of different Clans; this second generation largely followed in the footsteps of their predecessors, bringing very little actual innovation to the battlefield. The true ProtoMech renaissance arrived with the third generation, the era where they took off and greatly tested the limits of their potential. Of course, this was all made possible through the hard work of rogue members of the scientist cabal, but them be the dice.
All innovation has to start somewhere, and in the Society’s case, it was with the Hobgoblin. The Society's first rebellious steps were taken with the Erinyes and (presumably) the Centaur 4, but the envelope was truly pushed with the arrival of the Hobgoblin. It shattered previous weight limits set by the Minotaur and Delphyne, rocking town at a hefty 10 tons. And as if wasn’t enough, it became a testbed for two other pieces of experimental technology: the Magnetic Clamp System and the Fusillade. But this Hobgoblin, at least as it was, was never supposed to enter production. This was a prototypal machine, through and through. Unfortunately, ilKhan Andrews and his Reaving calls pushed the Society timetable ahead of plan, and the Hobgoblin was forced into fullscale production. And as it stands, some of the surviving Homeworlders might still be making use of it in a post-Reaving environment; whether this would done by interest or simple necessity is up for debate.
HOBGOBLIN
INTRO: 3072
FACTIONS: The Society
WEAPONS: AP Gauss Rifle (40 shots), Fusillade, Magnetic Clamps
ARMOR INTERNAL
(7) (3) Arms -> Cored: 39 pts
/ \ / \ Legs -> Cored: 48 pts
(6 / 20 \ 6) (3 / 10 \ 3) Torso -> Cored: 30 pts
| | | | | | Legs -> Destroyed: 18 pts
( 12 ) ( 6 )
MG (4) MG (2)
Examining the Hobgoblin presents us with a bundle of inefficiencies. Its cockpit weighs a full 250 kg more than it would on a 9-ton design, while the MagClamps themselves cost an additional 500 kg. This results in a 10-ton ProtoMech that only truly has an additional 150 kg to spend on its design, rather than the typical 900 kg increase that each one-ton increment usually yields. The choice made here is a smart one; all of the additional weight goes straight towards increasing the Hobgoblin’s protection up to 2.75 tons of its hyper-efficient armor - something that would otherwise be impossible on a lighter chassis.
I don’t do this much nowadays, but I’m going to dwell upon the armor a bit. The differences between a 9 and 10-tonner are pretty substantial. Every location gets a one-point internal structure boost, and max armor jumps from 45 up to 57. Every location can tank a lot more damage if maxed out. And in the Hobgoblin’s case, it has 55 points, only two points shy of the max. The layout means it can:
- Take an ER Medium hit to the head without having it go internal.
- Take an AC/20 round to the torso without it going internal.
- Take an ER Medium hit to the arms without losing them.
- Take a Gauss Slug to the legs without losing them.
These are all thresholds that a 9-tonner can't achieve - an impressive increase in durability for the Hobgoblin. The Main Gun is probably the location that improves the most with a weight-jump, going from 3 to 6 points of maximum protection. The Hobgoblin doesn’t take full advantage of this, but this hardly hampers it. Why? Because of the main gun it carries.
See, the main drawback of the Hobgoblin is its anemic weaponry. It carries a total of 3000 kgs of firepower, truly low when you consider that the Delphyne has the same tonnage devoted to guns, and even the lighter Gorgon and Triton outgun it. This could be worked around through intelligent weapons choices, but we don’t quite get them here. An AP Gauss Rifle starts things off solid, but a whopping 40(!!) rounds is serious overkill and demands a horrifying ton of free weight to carry. This leaves 1500 kg to spend on the Fusillade, a two-shot weapon system that goes completely against the APGs ammo load. It’s carried in the Main Gun, giving it 360 degree coverage, so at least you’ll be able to land those shots on whoever you want, whenever you want.
Which brings us to our next point. In order to get the most out of the Hobgoblin, you have to get the most out of its Fusillade. I’ll start off by firmly arguing against using any of the standard ammo loads. ER missiles aren’t worth it if you only have two shots, while Standard missiles are outperformed by your normal LRMs. That leaves HE missiles, and while they have a nice damage profile, SRMs offer roughly the same damage output and more munition flexibility. Most of the time, you'll want to pass on them. That leaves us with the two newest munitions: IIW and IMP. Improved Inferno Warheads do have a solid use; they’ll let you engage and damage enemy ProtoMechs and Battle Armor before many of them are able to bring their weapons to bear. I’d consider them to be an “anti-conventional” option, and one that you should avoid using against ‘Mechs. If you’re playing as the Society, you’ll have plenty of (better) options to overheat them with. Improved Magnetic Pulse Warheads do some rather interesting effects as well, and that’s why it’s my number one choice. I’d use them in the completely opposite way as IIWs - against Mechs and Vehicles only. They’re a good ambush weapon, slowing down and hampering return fire to give friendlies (eg: Basilisk-Qs) an easier time of taking them down. It’s important to note that the MP and accuracy penalties *stack* with those imposed by heat-causing weapons. Combining a few Fusillade shots with a blistering array of Plasma Cannons or Infernos can literally stop an Assault ‘Mech in its tracks.
So in the end, we have a unit that acts as a very sturdy force-modifier, and one that’s easily shipped around the battlefield. Using them as command units isn’t a bad idea, although another idea (for once they’re done shooting those Fusillades) is simply using them as ablative armor for your Omnis. You won’t get much more out of them, unless you really need the AP Gauss or initiative sink. If you haven't done so already, you might want to read this excellent article by wantec that discusses MagClamps in more detail over here:
http://bg.battletech.com/forums/fan-articles/protomech-of-the-week-supplemental-protomech-magnetic-clamp-system/HOBGOBLIN 2
INTRO: 3072
FACTIONS: The Society
WEAPONS: AP Gauss Rifle x4 (20 shots), Magnetic Clamps
ARMOR INTERNAL
(7) (3) Arms -> Cored: 39 pts
/ \ / \ Legs -> Cored: 46 pts
(6 / 20 \ 6) (3 / 10 \ 3) Torso -> Cored: 30 pts
| | | | | | Legs -> Destroyed: 16 pts
( 10 ) ( 6 )
The Hobgoblin 2 takes the standard model and runs it towards a pure combat role - only to trip at the final step. Replacing the Fusillade with three more AP Gauss Rifles is a huge increase in damage potential, albeit one that could largely be achieved through the use of individual SRM tubes (Orc? Did you call?). But that’s really not worth complaining about, not with the amount of AI damage it can put out. No, the problem is the low ammo count for its guns. 20 total shots gives it the same endurance as that old Orc, but on a unit that’s more than two times tougher.
Fielding one of these is a race against running out of ammo - you’re basically hoping your opponent targets it so it isn't relegated to wandering around aimlessly later on. Playing them extremely aggressively works the best (the harder they are to ignore, the better), so don’t put any commanders in this ride.
~ ~ ~ ~ ~
Using both of these ProtoMechs can be very interesting. The standard model is great as part of a larger Trey; three of them have a good chance of landing at least 3 Fusillade missiles on any individual target (the sweet spot for IIW and IMP shenanigans). They also work well as command Uns for lighter ProtoMech Treys or Septs. As low-priority/high armor units, they’ll be able to act as solid anchors for lighter Procyon/Centaur/Roc Z Uns. That's as far as I'm going to go for now - there'll be a dedicated Society ProtoMech article later down the road that'll examine potential teams in more detail.
It’ll be a bit longer before we see if the Hobgoblin survives the passage of time. The Fusillade is a noted experimental weapon, one that could improve in leaps and bounds (both in and out-of-universe), while the base chassis could stand some reworking. But I can say that I for one enjoyed the appearance of this very good looking - if suboptimal - Super-Elemental.
MASTERUNITLIST:
http://masterunitlist.info/Unit/Filter?Name=hobgoblinNo Iron Wind Metal figure exists for it yet, and as such no CamoSpecs examples are available either.