HMR-** Hammer
(My fist *otW article. Criticism welcome, just. . . be gentle?)
From TRO:3055U Light ‘Mechs. They’re generally used for reconnaissance, or as flankers. They need to be quick and nimble, placing higher on the “speed” category than the “firepower” or “protection” categories.
Note that I said, generally. While most light ‘Mechs are rapiers, some are hammers.
The HMR-series
Hammer light BattleMech, produced by Gibson Federated BattleMechs (a Free Worlds Defense Industries division), was introduced in 3053. Even with the Clan Invasion in full swing, the FWLM wanted to be ready for renewed action against the Federated Commonwealth, and desired a new light strike ‘Mech to serve as a counter for the near-ubiquitous
Valkyrie. To this end, FWDI built the
Hammer to match the
Valkyrie in terms of speed and firepower.
First, let’s look at its maneuverability. The base-line version, dubbed HMR-3M, is powered by a General Motors 150-rated fusion engine that pushed the ‘Mech to a stately (for a light) 86 kph, matching the VLK-series it was designed to counter. FWDI technicians considered slowing it down even further and attaching jump jets, but this overstressed the endo-steel frame and the idea was discarded. This means that if attached to light formations, the
Hammer is in danger of being outpaced by its lancemates; it is swift enough, however, to keep up with some medium and heavy lances, which makes it more of a light support ‘Mech than a true striker.
Speaking of armament, here’s where the
Hammer begins to shine. Its main battery consists of a pair of Coventry Far Fire LRM-5 racks, each mated to an Artemis IV fire control system, in the side torsos. This provides it, in theory, with an equivalent throw-weight to the
Valkyrie. Each launcher is fed by its own one-ton ammunition bin, giving the
Hammer superior battlefield longevity or, conversely, the ability to mount standard missiles as well as a ton of specialty munitions such as Thunder or Smoke rounds. For closer in work, three Martell medium lasers are mounted in the centerline (two in the center torso and one in the head), giving it a respectable short-range punch. Only eleven single heat sinks, packed into the engine, work to keep the ‘Mech cool, so bracket-firing is a must.
Looking at protection, it cannot be said that FWDI left their new ‘Mech undefended. Six full tons of Jolassa-325 standard armor sheath its limbs, providing some 91% of maximum coverage (again mounting the equivalent of the old VLK-QD’s armor protection). The cockpit boasts, as expected, the maximum protection, with the arms and legs both sporting ten points apiece. The front torso sections are protected by fourteen and eleven points for the center and sides, respectively, and five (center) and three (sides) on the rear. CASE would have been a good idea, but there simply wasn’t the mass available; as a result, the ‘Mech can withstand a few errant laser blasts and some missile clusters, but like most light ‘Mechs, a concentrated barrage will bring it down.
VariantsThe first variant of the
Hammer produced, introduced in 3054, is the HMR-3S and begins a tradition of nicknaming
Hammer variants. This one, called the
Slammer, was designed to give the basic HMR-3M even greater longevity on the battlefield. The -3S adds two extra tons of ammunition, but at the cost of two medium lasers. This variant was designed with a Third Succession War mindset, focusing on raiding and extended operations behind enemy lines. In open battle, having two tons of ammunition in each side torso covered by just eleven points of armor and without CASE to be seen anywhere seems. . . risky.
Entering service in 3056 was the HMR-3C, or
Claw Hammer. The first true upgrade of the design, the
Claw Hammer upgrades the heat sinks to double-strength freezers. One LRM-5 and its attendant FCS are pulled to make room for four more medium lasers. The
Claw Hammer ceases to be a long-range fire support ‘Mech and instead becomes a true striker. Unfortunately, while seven medium lasers is a blistering salvo, the ‘Mech’s low speed for its weight class means that it will struggle to engage comparable designs that can outrun it and its comparatively lighter armor means it is likely to die quickly when confronted with heavier designs that outmass and outgun it.
The final variant, the HMR-3P
Pein Hammer, entered production in 3060 and was apparently an attempt to keep the HMR-series relevant in the face of advancing technology. Again, the freezers were upgraded to double-capacity models (though one of them was pulled, reducing the total to ten) and the weapons suite was radically altered. The three lasers were replaced with two extended range medium lasers and two small pulse lasers, while the LRM-5s were swapped out for paired Streak SRM-4s and a TAG package. The
Pein Hammer, like its
Claw cousin, is designed more as a lightweight brawler, though the real beauty here is actually the TAG. It gives the HMR-3P the ability to spot for Semi-Guided LRMs, which had become increasingly popular in the FWLM throughout the later 3050’s. Interestingly, it’s possible that FWDI created the -3P to compete with Curtiss Militech’s EGL-2M
Eagle, which had been adopted in 3058. Both have the same speed and a TAG system, though the
Pein Hammer is both more heavily armed and armored, while the
Eagle is more maneuverable thanks to the addition of jump jets and has a longer effective range thanks to its ER large laser.
Fighting the HammerIf you’re piloting a
Hammer, how you operate is going to depend largely on which variants you’re driving. Terrain is the biggest factor in keeping
Hammers alive. Both the base version and the
Slammer want to keep the fight at long range; a lack of armor and fairly low agility mean that these ‘Mechs will be more comfortable in a “sniper’s nest” – partial cover or woodland hexes – than on an open field. The
Pein and
Claw Hammers, on the other hand, will want to use screening terrain to safely close with the enemy before attacking with their massed short-range batteries from ambush. If attached to a lance of other missile boats or Arrow-equipped artillery, the
Pein Hammer should come to rely more on its TAG than its weaponry. Oddly enough, a full lance of
Hammers isn’t a horrible idea. Two HMR-3Ms or -3Ss, one -3C to play bodyguard, and one -3P for TAGing for semi-guided LRMs makes for a decently armed light fire lance.
If you’re fighting a
Hammer, always remember that it is slow. Fast, well-armed designs able to close the distance and rip through its armor (especially the weak rear armor, so look for jumpers) to the ammunition underneath are going to be amongst the most effective.
The Hammer and Anvil PairingIn the fluff, a ‘Mech design called the
Stingray had its name changed to the
Anvil because it was thought that the two designs would work well when paired together. From the
Hammer’s perspective, this kind of fits. Both ‘Mechs are the same speed, allowing one to keep up with the other during both tactical and strategic maneuvers. The
Anvil was, in its initial production version, a close-range brawler, so it could be used to tie up enemies in the midfield while the
Hammer bombarded from the backfield. A later variant of the
Anvil also includes TAG, adding a semi-guided element to the
Hammer’s missile fire. However, this particular pairing looks better on paper than it works in practice . . . which isn’t to say that it’s
doesn’t work. To work properly, you really have to plan out not only how the pairing is going to work, but how the other two units in the lance fit into the equation. Unfortunately for the pairing, the best overall
Anvil variant is the ANV-3R, which swaps out its jump jets for extra armor and packs the standard energy battery and ECM, none of which synergizes particularly well with the HMR-series. I suppose an argument could be made for pairing the ANV-3R with the HMR-3C since both are close-range energy boats, but the
Hammer’s armor is just so weak in comparison that you’re practically begging your opponent to kill the
Hammer as a distraction so that the
Anvil can close and start literally punching holes in your opponent’s ‘Mechs. As previously mentioned, the TAG-equipped ANV-6M is probably the best variant to pair with the
Hammer to bring semi-guided LRMs into play, but overall, I’d recommend a
Trebuchet instead. It’s the same speed as both the
Hammer and
Anvil, but has better armor and a much higher throw-weight.