Author Topic: 'Mech of the week: Neanderthal NTL-**  (Read 9811 times)

lucho

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'Mech of the week: Neanderthal NTL-**
« on: 05 June 2015, 05:09:22 »



Battlemechs are the dominant force in 31st century warfare, the boss of the battlefield. Other units simply cannot match the 'mech's blend of mobility, toughness, and firepower. Or so goes the official line; while certainly dominant, battlemechs can be dealt with by proper tactics. One advantage that 'mechs DO possess is flexibility. Having arms and legs allows for a wider and faster response to the chaos of the battlefield, as exemplified by the ability to pick up and carry things. And use those things to smash others.

Physically attacking other units instead of shooting them has been part and parcel of Battletech from the beginning. Who doesn't enjoy the chance to demonstrate the superiority of 'mechs by crushing a tank like an empty beercan with a single kick? Or the infamous "Highlander burial?" Basing an entire tactical doctrine around multiton fisticuffs and equipping cutting edge warmachines with large metal rods fashioned to look like swords and axes for the sole purpose of bashing enemies into the dirt seems like something out of a B-movie. But it is hard to argue with crushed cockpits and ripped off limbs. In the future that is Battletech, success tends to gives things notable longevity.

Physical attacks by battlemechs, while a long established practice, has undergone considerable evolution in its application. From the beginning, throughout the Star League era and the first three succession wars, hand-to-hand combat by battlemechs was more situational than a specific tactic. One exception was the aforementioned highlander burial. Outside of that combat tended to reflect the state of weapon technology: engage at range. Physical attacks tended to occur in restricted environments or, inasmuch as is documented, were not common in more favorable terrain. Then, in the early years of the 31st century there was a tectonic shift in the paradigm.

The development of the Hatchetman made a mark on battlemech design far out of proportion to its actual performance. The addition of a dedicated melee weapon was unique, and certainly ahead of its time in light of what would follow. A century later, the battlefield of the 32nd century sees companies and battalions armed with more melee weapons than the average street gang.

Ok, enough of the history lesson. What we all want to know is if the Neanderthal lives up to the hype.

In a word, yes. It is within this context that the Regulan assault class NTL-UG/AG Neanderthal finds itself. Even the name speaks volumes about the mech's reason for being. That is not a criticism; modern archeology has shown the Neanderthal to have been far more sophisticated than the lumbering brute of the old stereotypes. And the 'mech bearing its name is also anything but a one-trick pony. Originally intended to replicate the Lyran Berserker, albeit on a lighter frame, the NTL is actually superior in a number of ways.

Designed on Regulus by Tactical Advantage LLC. all of the major components seem to be produced on Regulus itself, which undoubtedly helps maintain its Regulan identity. The original -UG model made its debut in 3124, and the -AG model followed four years later. A standard eight ton internal structure is combined with triple strength myomer fibers and protected by a generous thirteen tons of ferro-fibrous armor. Despite a claim to be "near maxed-out" this level of protection is only a touch under 94% of the theoretical maximum, or roughly one ton less than the maximum possible. Even so, that much armor is enough to resist a fair number of hits, and is arranged to give special attention to the rear armor. Every frontal location (except of course, the head) can shrug off a hit or even two from Gauss Rifles and a direct hit from class 20 autocannons, but sustained fire will penetrate the arms and/or torso. This is something to pay attention to, given that most missions will place the Neanderthal directly in the enemy's midst. An example of this ocurred in 3130, when Neanderthals of the 21st Regulan Hussars faced off against the 25th Marik Militia on Wallis. The Regulans inflicted a heavy toll on the raiders, but lost five of the eight NTLs in the process. The DCMS' mania for hardened armor on melee equipped mechs begins to make a lot more sense.

The heart of the NTL is a gargantuan LTV 400 extralight engine. There have been many, many debates about the utility of mounting such a large engine in an assault mech. Many feel that it is a waste to 'overengine' a mech. The Neanderthal is my response. That much power allows the mech to do things other assault mechs simply cannot. When combined with the boost from the 3x myomers, the NTL becomes a holy terror in the right hands. Extralight engines are much more expensive than standard fusion motors, and damage magnets to boot, but sometimes the payoff outweighs the risk. The LTV extralight carries a steep pricetag, but the ability to run down 'mechs half the size and crush them in a single blow is priceless. Speed is NOT armor when facing the Neanderthal.

After detailing the chassis and powerplant, the offensive payload is something of a mixed blessing. A Guardian ECM suite is mounted in the center torso, which in the modern era is always an asset. Depending on the ruleset that is used, the electronic warfare gear can hinder the effectiveness of enemy hardware. Naturally, there is the six ton hatchet. Six tons of refined malice yearning to bury itself in a cockpit. Both models carry the same weapon, and it is always the primary threat. One strike will penetrate nearly anything: even the center torso of most 'mechs cannot withstand a TSM-enhanced hit. Even without the triple strength myomers operating at the proper temperature the hatchet deals more damage than a Gauss Rifle. This is why it is standard procedure when dealing with a Neanderthal to engage and hold the 'mech at range, where it is rendered far less dangerous.

The rest of the offensive payload depends on the model. There are two models of Neanderthal, the -UG and newer -AG. The older -UG generally does in fact elicit groans from users, as it relies on more traditional weapons. No "shiny new toys" here: a battery of tried-and-true lasers, two large and two small, and backed by a Large Pulse Laser this model has only the base ten double heatsinks to regulate the heat. It is the newer -AG model that most prefer. Sporting twin Snub-Nosed PPCs and PPC capacitors, and supported by three anti-Mech M-pods and eleven double heatsinks, this Neanderthal goes for broke. Personally, I have never warmed up to PPC capacitors; the idea of firing only every other turn, even for increased damage, just doesn't work for me. Others disagree, and are perfectly comfortable with the firing delay and extra heat for the chance to have twin headcappers. Six of one, half a dozen of the other I guess. The M-pods are pure "shiny new kit" syndrome, and sink three tons of payload in one-shot weapons. Shoot your shot, and gone just like that.

The finer points of using the Neanderthal :


Need I say more?

What do you mean, "A more nuanced response?" Well, looking at the numbers many possibilities present themselves. 97kph- 6/9 in hexes- with TSM properly heated, and combined with three headcappers (twin capacitor-enhanced SnPPCs and the hatchet)... When used properly, the Neanderthal can end most fights quickly. This is important, since the armor, while heavy, will not stand up to prolonged fire. Nor does the eighty ton mech carry long-range weaponry. This in turn orients potential users toward quickstrike and blitz missions. Battlefields that restrict line of sight are the preferred environment. Cities and other areas with ample cover that allow the Neanderthal to close are good choices. My personal preference is to send the NTL on headhunting missions. Using the speed to bypass troopers and bodyguards, or by cutting your own hole in the enemy line, the 'mech can (literally) decapitate a unit by quickly (certainly faster than the classic Exterminator of the SLDF) eliminating enemy command elements. The risk, of course, is getting there; A Neanderthal on the board will draw a disproportionate amount of fire, as the 21st Regulan Hussars found out the hard way on Wallis. Using the mech as a skirmisher or point man is not advisable, unless the objective is to use the NTL to control where the opponent shifts attention.

While the 'mech is an excellent duelist, most missions will depend on support from teammates to avoid being dead on arrival. Remember the ECM suite. The NTL also works well for disrupting C³ networks, often  permanently. Above all, it is important to take full advantage of the speed to manoever into a position that ends the fight as quickly as possible. The longer the Neanderthal remains engaged in combat, the higher the odds that the enormous LTV engine is taken out of action. Again, quick and violent is the rule of thumb.

For those who make use of quirks, the Neanderthal has three: Stable, Distracting, and Nonstandard parts. For all that the mech looks as if it used a torso-mountd cockpit, it is easy to comprehend the distracting quirk. A six ton hatchet is quite distracting. Stable is a good choice for a mech that will be making many a piloting roll. Nonstandard parts is more fluff than anything, but could be an issue in a campaign. The Master Unit List shows both models to be rather limited in distribution. The Lyran Commonwealth possess a few, as do some mercenary units. The majority however, remain in Regulan territory. A bit of a shame, as I would enjoy seeing a Neanderthal combined with the DCMS totem mechs. Possible, but not likely. There are also at least two NTLs on Solaris, although their current status is not known.

In both versions, the Neanderthal is a fairly forgiving 'mech when it comes to activating the triple strength myomers. The -UG model may not be imaginative or dynamic in the choice of weapons, but the lasers do allow precise control of the heat curve. The flashier -AG also possesses a workable, if inflexible heat curve. Perhaps the only argument I agree with in favor of PPC capacitors is that the heat they generate while charging is good for the 3x myomers. Nevertheless, this is another reason why I personally feel the tonnage spent on those one-shot M-Pods could have been better used elsewhere; some secondary lasers would be welcome.

In conclusion, the Neanderthal is indicative of the evolution of battlemech combat. Technological advances allow for combat at greater and greater distances, while the trend has been to take the fight closer and closer. The eighty ton mech exemplifies this trend, using advanced materials to get as close to the enemy as possible. This is not a criticism; in an era of extended range lasers, PPCs, and long-range missiles, sometimes the fastest and surest way to kill an enemy is to beat him into the ground with a large piece of metal. And the Neanderthal certainly lives up to the hype.

A workshop thread in the fan designs section is the place for variants. I know I have an idea or two for that thread.
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A. Lurker

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #1 on: 05 June 2015, 06:30:35 »
Despite a claim to be "near maxed-out" this level of protection is only a touch under 94% of the theoretical maximum, or roughly one ton less than the maximum possible.

"Only", he says. I think that says more about what one personally considers the acceptable minimum -- in most contexts other than specifically BattleTech armor (and design software with convenient "automatically max out protection" buttons), I think it's safe to say that being over 90% would handily qualify as "near maximum". ;)

And really, 232 points out of 247 possible makes for a satisfyingly tough protective shell. Most of us don't exactly complain about getting "only" 231 points on a design all of five tons lighter...

lucho

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #2 on: 05 June 2015, 06:41:43 »
It's a matter of perspective. Most of the time, I agree with you. But on a 'mech designed specifically to get up in the enemy's face, and will draw a disproportionate amount of enemy fire I would want every last bit of armor I can beg, borrow, or steal
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A. Lurker

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #3 on: 05 June 2015, 07:24:53 »
It's a matter of perspective. Most of the time, I agree with you. But on a 'mech designed specifically to get up in the enemy's face, and will draw a disproportionate amount of enemy fire I would want every last bit of armor I can beg, borrow, or steal

I honestly think the number of times those specific fifteen points might have made a meaningful difference isn't going to be all that impressive. By dint of its in-your-face-melee tactics, any fights it manages to have its way in are going to be pretty brief and so its armor doesn't need to protect it forever...and in any fights where the opposition is such that 232 points and its mobility aren't enough to save it (and its pilot is dumb or desperate enough to rush in anyway), chances are 247 wouldn't do the trick either.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #4 on: 05 June 2015, 09:36:35 »
I rather like the M-Pods on this design. They're great crit-seekers to follow up the massive holes opened by the hatchet and charged PPCs and also good backup for those maddeningly common turns where you're trying to close to melee range, but end up just a hex or two short. Light them off, and you're at least still putting out assault-level firepower, instead of just the two PPCs.

What I really want to do someday it's charge a Neanderthal at a heavy tank lance. Peepers on one tank, an M-Pod on each of the others, and kick the nearest one if you're still up after their return fire. Actual results may vary off course, but you've still got the potential to cripple an entire tank lance in one turn, and the odds of getting at least half of them are pretty good. At this point you're probably better off pulling back to friendly company, but your opponent will likely fixate on that Neanderthal for at least a little while after, something your other units can take advantage of.
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lucho

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #5 on: 05 June 2015, 09:49:15 »
I rather like the M-Pods on this design. They're great crit-seekers to follow up the massive holes opened by the hatchet and charged PPCs and also good backup for those maddeningly common turns where you're trying to close to melee range, but end up just a hex or two short. Light them off, and you're at least still putting out assault-level firepower, instead of just the two PPCs.

The gripe is just my personal preference. What I don't like is the one-shot nature of the M-Pods. I would prefer a MG array, or for fun 6 ER small lasers. You still get the crit-seeking, and more times. The M-Pods themselves are nice, but only once (well, three times in this case).

Quote
What I really want to do someday it's charge a Neanderthal at a heavy tank lance. Peepers on one tank, an M-Pod on each of the others, and kick the nearest one if you're still up after their return fire. Actual results may vary off course, but you've still got the potential to cripple an entire tank lance in one turn, and the odds of getting at least half of them are pretty good. At this point you're probably better off pulling back to friendly company, but your opponent will likely fixate on that Neanderthal for at least a little while after, something your other units can take advantage of.

Don't forget to paint your Neanderthal green  :D
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #6 on: 05 June 2015, 10:01:32 »
The gripe is just my personal preference. What I don't like is the one-shot nature of the M-Pods. I would prefer a MG array, or for fun 6 ER small lasers. You still get the crit-seeking, and more times. The M-Pods themselves are nice, but only once (well, three times in this case).
Definitely a matter of taste. Me, I've got no problem with one-shot weapons, provided their placement makes them useful, and they make sense on the unit in question. It doesn't matter if something else would be more efficient our last longer, as I appreciate being able to fire off that one salvo that gets you out of trouble and afterwards you're in the clear, and besides, if I wanted efficiency, I'd never field anything other than Hellstars.
Quote
Don't forget to paint your Neanderthal green  :D

Hmmm...green and people are both very common colors in Marik space... ^-^
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #7 on: 05 June 2015, 10:50:09 »
I rather like the M-Pods on this design. They're great crit-seekers to follow up the massive holes opened by the hatchet and charged PPCs and also good backup for those maddeningly common turns where you're trying to close to melee range, but end up just a hex or two short.

At the same time, because of the way the phases work, they aren't particularity well served.  The example of immobilizing a tank is about as functional as it gets.    I say this because the Neanderthal has the luxury of inflicting horrendous damage with TSM.  Yeah, you might open up a location.  You are more likely to destroy it.  I'm sure there are situations in which you kick or hatchet something, it survives without crippling damage and no other unit is around to finish it off... I dunno... I feel like i've done something wrong.  It is nice that the M-Pods are there for these situations with minimal tonnage investment. 

What I do like about the Neanderthal is that 400 rated engine.  If it was 5/8 with a hatchet alone i'd be sort of happy about such a mech.  But yikes with TSM.  It fits the movement profile of the Sarath while being more traditional in application than Sarath being a quad.  The Regulans appear at a glance to be going heavy on the melee mechs.  They always had that melee fixation in their tactics, but now it seems to be going gleefully overboard.

Stable and Distracting.... excellent.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #8 on: 05 June 2015, 12:07:40 »
I'm not sold on the M-pods.  Having one strong blast (or at best three) and then being left with two snubbies and a hatchet....meh.  I'd rather have a battery of medium or small lasers.  Even RL pods would give a little more ammo longevity.  The capacitors, on the other hand, I like.  If I'm in the thick of things, I just leave them uncharged.  Any turn that I wouldn't have fired them, I charge them.  In a city fight where I'm using a lot of cover, repeatedly breaking contact, I oughta be able to charge them up pretty regularly.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #9 on: 05 June 2015, 12:38:50 »
I think the M-pods would serve to swat any bug 'mechs while you're focused on smashing somethings face in. At least enough to avoid a few kicks. The bigger bodyguards are still going to hurt, but you can only do so much without giving up the face smash.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #10 on: 05 June 2015, 12:44:30 »
I warmed up the Snub Nose PPCs with capacitors consider the damage of 15/13/10 with no minimal range but I never really warmed up to the M-Pod. It's not a bad thing to have when facing another Hatchet swinging mech and I'm not sure if 3 Medium lasers would be any better with 11 DHS.   
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #11 on: 05 June 2015, 13:43:43 »
The Charged Snubbies are exactly what you need to get the TSM in the perfect zone, and then the uncharged snubbies keep it running. You'll obviously have trouble with Plasma or Inferno stuff, but...I honestly don't care. The Neanderthal is interesting enough for it to not matter to me all that much.

As for the M-Pods, I'm hugely sold on them. I've found that if the Hatchet and Charged Snubbies don't finish off a target, a follow-up of triple M-Pods (if something like a vulnerable side torso is open) will.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #12 on: 05 June 2015, 15:03:24 »
All I saw was the Hulk smash part...

Sign me up, finally and Inner Sphere mech I really like a whole lot!  Two capp'd snubbies and hatchet... running 9 hexes!!!  Dude this thing has to be fun!


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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #13 on: 05 June 2015, 15:54:51 »
Oh my goodness, in Alpha Strike this thing is a beauty.

When using one of the 'optional' rules from the companion, most damage is subject to randomization: you roll a d6 for each point and on a 1-2 that weapon 'misses'. This means that while units like the Clan Battlemaster or Hydaspes MIGHT deal 9 points of damage at some range, more often than not it's less than that - and sometimes much less, depending on Hellbie's Law.

Melee, on the other hand, is not subject to this - it's risky to get close, but it pays off. Melee hits deal damage equal to the Size of a unit - so an assault 'Mech like the Neanderthal deals 4 point hits to start with. TSM, when active, adds +1 to this (and 2" to movement!), and the MEL special adds another +1, giving a total of 6 damage. Two pilot Special Abilities in particular also work well - Melee Master and Speed Demon. Melee Master adds a flat +2 to melee damage, and Speed Demon gives +2" of movement (without adding to the unit's defensive modifier). Eight points of damage subject to no random rolls can destroy a significant amount of units outright, trucking along at 14" a turn will get at least a few hits in, and only the heaviest units will have enough armor to avoid suffering a critical roll.

Not only that, the Neanderthal, particularly the -AG, is a PV bargain thanks to its garbage ranged damage. At 36 points it fits into the 7 PV per Skill increase category, and because you need to be Skill 3 to have 2 SPAs, you've got to upgrade Skill at least once. The ECM and a very good Armor/Structure 8/4, are just fringe benefits. It does one thing, and does it well: Kill whatever's within reach of its hatchet.

So, yes, call me a fan. If the mini looks good (and the art does!) it's probably something I'll add to my collection.

Thankfully, though, this wasn't designed with Alpha Strike in mind - if it had been, it would have included MASC as well, which translates into another flat +2" movement. At MV 16" (with Speed Demon) this thing would lose you friends TOO fast. Frankly, my worry with Alpha Strike nowadays is the idea of people designing 'Mechs in straight BT for AS; even if you get exactly what you pay for on the card, there are minor loopholes (like the MASC) which can change the paradigm of units around.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #14 on: 05 June 2015, 16:17:04 »
Oh yeah, I forgot about the ECM. Having a Hatchet-weilding 'Mech use Ghost Targets creates a nice synergy that increases with piloting improvement.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #15 on: 05 June 2015, 16:18:20 »
Oh my goodness, in Alpha Strike this thing is a beauty.

When using one of the 'optional' rules from the companion, most damage is subject to randomization: you roll a d6 for each point and on a 1-2 that weapon 'misses'. This means that while units like the Clan Battlemaster or Hydaspes MIGHT deal 9 points of damage at some range, more often than not it's less than that - and sometimes much less, depending on Hellbie's Law.

Melee, on the other hand, is not subject to this - it's risky to get close, but it pays off. Melee hits deal damage equal to the Size of a unit - so an assault 'Mech like the Neanderthal deals 4 point hits to start with. TSM, when active, adds +1 to this (and 2" to movement!), and the MEL special adds another +1, giving a total of 6 damage. Two pilot Special Abilities in particular also work well - Melee Master and Speed Demon. Melee Master adds a flat +2 to melee damage, and Speed Demon gives +2" of movement (without adding to the unit's defensive modifier). Eight points of damage subject to no random rolls can destroy a significant amount of units outright, trucking along at 14" a turn will get at least a few hits in, and only the heaviest units will have enough armor to avoid suffering a critical roll.

Not only that, the Neanderthal, particularly the -AG, is a PV bargain thanks to its garbage ranged damage. At 36 points it fits into the 7 PV per Skill increase category, and because you need to be Skill 3 to have 2 SPAs, you've got to upgrade Skill at least once. The ECM and a very good Armor/Structure 8/4, are just fringe benefits. It does one thing, and does it well: Kill whatever's within reach of its hatchet.

So, yes, call me a fan. If the mini looks good (and the art does!) it's probably something I'll add to my collection.

Thankfully, though, this wasn't designed with Alpha Strike in mind - if it had been, it would have included MASC as well, which translates into another flat +2" movement. At MV 16" (with Speed Demon) this thing would lose you friends TOO fast. Frankly, my worry with Alpha Strike nowadays is the idea of people designing 'Mechs in straight BT for AS; even if you get exactly what you pay for on the card, there are minor loopholes (like the MASC) which can change the paradigm of units around.
I don't know about AS, but in BT TSM and MASC are mutually exclusive.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #16 on: 05 June 2015, 16:39:06 »
I don't know about AS, but in BT TSM and MASC are mutually exclusive.
Well, Alpha Strike COMES from Battletech, so the same would apply in AS. I don't have my Tech Manual close to hand, I haven't designed a new unit in... (years?) and I hated MASC anyway, so I'd forgotten about that exclusion.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #17 on: 05 June 2015, 17:30:27 »
I actually am fine with the M-Pods in this scenario. The capped SNPPCs and hatchet can rip massive holes in the armor of a target, and for only three tons you have potentially 30 chances to critseek those holes in a priority target. Seems like a good deal to me.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #18 on: 05 June 2015, 19:01:36 »
I don't know about AS, but in BT TSM and MASC are mutually exclusive.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #19 on: 05 June 2015, 19:44:00 »
Supercharger.  O0
Sometimes I wonder if you're on the side of good or side of evil, Scotty. And with this post, I know the answer is yes.

Just, yes.

*hem, hem* Is the Supercharger incompatible with TSM? I see nothing gainsaying such a thing on Sarna... not that Sarna's always reliable. Like I said, Tech Manual is stored away. Curse this small house.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #20 on: 05 June 2015, 19:48:00 »
Superchargers go on anything with an engine (not counting some flying units here) and stack with both masc and TSM, though not at the same time for reasons outlined above.
It will obviously make the engine even more expensive, but you get what... you know.
It will, btw, work fine without AS, as in CBT a Charger could propel the Neanderthal to 7/11.
Speaking of which, beautiful mech.
In every sense of the word.
Elegant, lethal, sleek lines, absolutely brutal in a tussle.
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Scotty

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #21 on: 05 June 2015, 23:59:03 »
Sometimes I wonder if you're on the side of good or side of evil, Scotty. And with this post, I know the answer is yes.

Just, yes.

*hem, hem* Is the Supercharger incompatible with TSM? I see nothing gainsaying such a thing on Sarna... not that Sarna's always reliable. Like I said, Tech Manual is stored away. Curse this small house.

There's a Jade Hawk with both.  Funniest movement curve in the game

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #22 on: 06 June 2015, 12:11:39 »
What does it mount to boost the jump? Wings?
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Arkansas Warrior

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #23 on: 06 June 2015, 12:41:59 »
I was just wondering the same thing.
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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #24 on: 06 June 2015, 12:54:33 »
As horribly inefficient as a mace is, I would've loved to see a version with one just for the over-the-top-ness of it.
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Lyran_Rainboom

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #25 on: 06 June 2015, 14:58:56 »
This is one of my favorite Mechs from 3145. I've run it several times in my Lyran Guards company, and it never fails to make a big mess of things. Yeah, it's at a major disadvantage if you're out in the open and outranged (which it almost always is), but that's what your lancemates are for. Once it does get in range, however, it's the ultimate disruptor 'Mech; your opponent HAS to deal with it, lest they take some major damage from TSM-powered hatchet strikes and kicks, to say nothing of the snubs. It doesn't last long, at least in the suicidal way I use it -- but it's so damned entertaining.

Haven't tried using Ghost Targets with the Neanderthal, yet, but it sounds like it would make it even more annoying.

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #26 on: 06 June 2015, 15:07:47 »
So much like a pre-3050 Banshee, you use it as a linebreaker? O0
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Prince of Darkness

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #27 on: 06 June 2015, 16:42:49 »
What does it mount to boost the jump? Wings?

Most Jade Hawks have partial wings. I think that is the one with Claws, too.
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Lyran_Rainboom

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #28 on: 06 June 2015, 17:48:11 »
So much like a pre-3050 Banshee, you use it as a linebreaker? O0

I'm now imagining a Neanderthal with a giant football helmet.  :D

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Re: 'Mech of the week: Neanderthal NTL-**
« Reply #29 on: 06 June 2015, 21:25:30 »
As horribly inefficient as a mace is, I would've loved to see a version with one just for the over-the-top-ness of it.

The Cudgel already does that.  Quite honestly, my initial reaction to the Neanderthal was that it was a Cudgel knockoff, and I've yet to see anything change my mind on that.  What really bothers me is the inflexible heat curve for using TSM.  With how many Plasma and Inferno packing mechs there are these days, it seems like a bad idea to have a mech with TSM and so little control over its heat curve.
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