Author Topic: Mech of the Week: HMR-XX Hammer  (Read 15982 times)

The Eagle

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Mech of the Week: HMR-XX Hammer
« on: 13 November 2015, 09:25:37 »
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.


Variants

The 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 Hammer

If 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 Pairing

In 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.
« Last Edit: 13 November 2015, 14:30:41 by The Eagle »
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UnLimiTeD

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Re: Mech of the Week: HMR-XX Hammer
« Reply #1 on: 13 November 2015, 10:03:44 »
A mech that would have profited immensely from a more liberal use of newer tech.
Certainly looks good, though the knee-joints might collect some dirt.
Solid article.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #2 on: 13 November 2015, 10:13:49 »
I like idea of Hammer, teamed with the Anvil.  I've had mixed results using the original models in team, so i can't say it works most of the time.

Aside from not having CASE, the original and Slammer are good campaign machines. I though newer variants got away from what primary mission of a light and fast fire-support and sniper with designers caving into desire to bring more guns to the fight. 

With Gibson glassed due to it's Word of Blake occupation, Hammer's future looks bit cloudy.  Newer machine may be better with new tech out there.

Thanks for the well-rounded article, The Eagle!
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Re: Mech of the Week: HMR-XX Hammer
« Reply #3 on: 13 November 2015, 10:28:12 »
Good article, I always liked the Hammer, using it like a lighter Apollo.

Its deep ammo bins make it perfect for indirect fire support missions where its low speed does not really matter anymore- just park it somewhere and let the rain begin, using its Semi guided LRMs hammer the targets its buddies TAG.




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Re: Mech of the Week: HMR-XX Hammer
« Reply #4 on: 13 November 2015, 10:31:06 »
I love the Hammer. Durable, fast enough to keep pace with cavalry formations, and providing reliable fire support while still able to defend itself.

For me, the best uses for the Hammer are either to carry the alternate missile loads you normally wouldn't because you don't want to lose the damage of a larger rack, or as part of a heavier fire lance, where it can contribute to the overall salvo, or use those medium lasers to discourage close attackers.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #5 on: 13 November 2015, 13:00:48 »
I was under the impression that SG LRMs do not benefit from Artemis and vice versa.

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Re: Mech of the Week: HMR-XX Hammer
« Reply #6 on: 13 November 2015, 13:13:09 »
I kind of like the Hammer´s concept as a light fire support platform and its looks, but I struggle to find a reason to field a lighter Treb if you could have a real Treb.

If I have to bring one of them I mostly use it as a special ammo carrier and, well, little else.



...Certainly looks good, though the knee-joints might collect some dirt. ...

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« Last Edit: 13 November 2015, 13:16:29 by Molossian Dog IIC »

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Re: Mech of the Week: HMR-XX Hammer
« Reply #7 on: 13 November 2015, 13:41:27 »
I was under the impression that SG LRMs do not benefit from Artemis and vice versa.

You are correct. However, this in no way prevents you from loading a ton of S-Gs into such a launcher if you think that the situation might warrant it. On turns firing Artemis missiles, you'll get no benefit from TAG, and any turn you fire S-Gs, you just don't get the +2 from Artemis.
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The Eagle

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Re: Mech of the Week: HMR-XX Hammer
« Reply #8 on: 13 November 2015, 14:29:32 »
I could have sworn the two were compatible, so I went back and re-read that section in TW and you're right.  Whoops.  I'll correct the article.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #9 on: 13 November 2015, 14:36:27 »
I really wish there had been a Hammer that ditched the Art-IV for other things...ah well, can't win them all.

I've gotten the most mileage out of the Pein and Claw, they're both good light zombies that can dish out some pretty intimidating damage. The lack of CASE has never been an issue for me, both models have their single ton of ammo well padded and it's not like the Hammer has a lot of internal structure for other 'Mechs to crit in the first place.

The original and the Slammer, though? Ehh...they've never really impressed me. They are dirt cheap, but I'd prefer to use an LRM Harasser given the choice. It might be more fragile, but it works better with alternate ammos and indirect fire.

Great write-up, by the way! Hope to see you doing more.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #10 on: 13 November 2015, 15:33:56 »
...They are dirt cheap, but I'd prefer to use an LRM Harasser given the choice. It might be more fragile, but it works better with alternate ammos and indirect fire...
This here.

A Mech´s main advantage (besides physical attacks) is its sustained mobility under fire. If you are not going to make use of that anyways why not use something cheaper and more expendable? In fact a vehicle has an easier time finding a hiding spot.
And for the harasser/kite role at long range its firepower and speed aren´t nearly enough.

I haven´t got much experience with the Pein and Claw, but on paper they look like something the opponent would take out early on as an easy way to hurt your offensive potential with little effort.

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Re: Mech of the Week: HMR-XX Hammer
« Reply #11 on: 13 November 2015, 16:06:00 »
When compared to their closest competitor, the old Valkyrie, the original Hammer and the Slammer are reasonable improvements on the light fire support concept.  They're as fast, solidly armored, have greater LRM flexibility and accuracy, and, in the case of the Hammer, better laser backup.  All for a minimal increase in C-bill cost and the Valkyrie's jump jets.

But the light fire support concept has always been weak one, providing little fire support and easily cut down by other lights or mediums fielding large lasers or peepers.  In their fluff pairing, the original Hammer or the Slammer deliver anemic fire support that adds little to the Anvil's close-range laser battery.  The inefficient use of Artemis compounds this issue.  As Molassian Dog already mentioned, Leaguers are better off just pairing the Anvil with old Trebuchets.

The Clawhammer and Peinhammer variants are basically light Swaybacks -- they'll bring those massed medium laser or SRM batteries to bear somewhat faster than a Swayback thanks to their higher speed, but unlike a Swayback, they may not survive long enough to close.  Again, Leaguers may just be better off fielding old Swaybacks.

Outside of flavor or extreme BV or tonnage limits designed to force all-light units, it's hard to rationalize fielding the Hammer or its variants.

« Last Edit: 13 November 2015, 21:36:57 by Natasha Kerensky »
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Re: Mech of the Week: HMR-XX Hammer
« Reply #12 on: 13 November 2015, 19:56:00 »
Which is why I prefer the Pein Hammer, personally, and employ it as a TAG monkey in support of a medium fire lance.  You still have to play cagey with it to avoid being focused down on, but TAGging for the likes of Apollos, Yeomans, and Trebuchets to increase their missile accuracy is never a bad thing.  You also end up with enough missile tubes that losing the HMR'S TAG and Streaks isn't going to hose you over.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #13 on: 13 November 2015, 20:03:58 »
I could have sworn the two were compatible, so I went back and re-read that section in TW and you're right.  Whoops.  I'll correct the article.

Happy to be of service.

I've gotten the most mileage out of the Pein and Claw, they're both good light zombies that can dish out some pretty intimidating damage.
...
I'd prefer to use an LRM Harasser given the choice. It might be more fragile, but it works better with alternate ammos and indirect fire.

Those two are decent in a cav lance, where they can be overlooked until they chew somebody's face off.

And might I recommend the Stygian for your LRM hover needs?

Outside of flavor or extreme BV or tonnage limits designed to force all-light force, it's hard to rationalize fielding the Hammer or its variants.

This, assuming you're playing someone who won't forget about them. I assume that most people are not foolish enough to ignore them entirely.

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Re: Mech of the Week: HMR-XX Hammer
« Reply #14 on: 13 November 2015, 20:05:59 »
So basically the HMR-3M is a lighter Whitworth? (Not really a fan of this design. Just doesn't do anything for me.)

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Re: Mech of the Week: HMR-XX Hammer
« Reply #15 on: 13 November 2015, 22:27:59 »
So basically the HMR-3M is a lighter Whitworth? (Not really a fan of this design. Just doesn't do anything for me.)

Ehhhhhhh. . . I still think the Trebuchet is a better comparison in terms of "big versus little version of the same thing."  The Hammer is, to me, a viable alternative to the Whitworth.  The Hammer is faster, though with less armor and fewer missiles.  It's better close-in though, because a comparable-time frame Whitworth swaps two-thirds of its lasers for Artemis.  The Hammer and the Treb are the same speed with the same laser armament; the biggest difference being the armor and throw-weight.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #16 on: 13 November 2015, 22:34:23 »
But the light fire support concept has always been weak one, providing little fire support and easily cut down by other lights or mediums fielding large lasers or peepers.  In their fluff pairing, the original Hammer or the Slammer deliver anemic fire support that adds little to the Anvil's close-range laser battery.  The inefficient use of Artemis compounds this issue.  As Molassian Dog already mentioned, Leaguers are better off just pairing the Anvil with old Trebuchets.

I can see that, compared to heavier platforms.  But there is a certain logic to using a light mech with LRMs.  It allows them to lurk far back in the battle, where as a more traditional load out, such as the Peinhammer, requires the light to either close on the enemy to contribute, or fall back and be a non-issue.

Also look at the Hammer along with another contemporary League design, the Apollo.  Both emphasis cheap LRM deployment, using weapons that can at least approach Clan ranges, and leverage League alternate missile ammo.  And because they are cheap, they can be deployed and risked without a huge loss if you need to replace them.

Quote
Outside of flavor or extreme BV or tonnage limits designed to force all-light units, it's hard to rationalize fielding the Hammer or its variants.

Most table top matches don't have much for continuing units, or room to maneuver with them.  I can see a roll for the Hammer as a cheap unit.  Less than 2.5 mil a pop, or 23 points in Alpha Strike, and still able to deliver three damage at medium range.  Which IIRC is considered something of a yardstick?

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Re: Mech of the Week: HMR-XX Hammer
« Reply #17 on: 13 November 2015, 22:45:21 »
...
Also look at the Hammer along with another contemporary League design, the Apollo.  Both emphasis cheap LRM deployment, using weapons that can at least approach Clan ranges, and leverage League alternate missile ammo.  And because they are cheap, they can be deployed and risked without a huge loss if you need to replace them...
This is the reasoning I struggle with. If you aim for cheap, why not go really cheap and take vehicles instead? I haven´t checked but I am confident you would even get more tubes for the BV or C-Bill price of a Hammer.
Most likely a faster unit too, except under very special circumstances and terrain.

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Re: Mech of the Week: HMR-XX Hammer
« Reply #18 on: 13 November 2015, 22:56:19 »
And might I recommend the Stygian for your LRM hover needs?

It's a nice hover for sure, but I like being able to field two Harassers for less BV than a single Stygian.

This is the reasoning I struggle with. If you aim for cheap, why not go really cheap and take vehicles instead? I haven´t checked but I am confident you would even get more tubes for the BV or C-Bill price of a Hammer.
Most likely a faster unit too, except under very special circumstances and terrain.

And...that's kind of how I feel about the Hammer/Slammer.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #19 on: 14 November 2015, 00:47:29 »
I like the original Hammer --- primarily because no one respects LRM5's -- I have had that thing out in the middle of a field, plinking away, and watched it get ignored for turn after turn, even when I am doing 4 and 5 point hits.
I have not used the other variants, but I do see a trend in Marik forces with this, and the Eagle......the concept of an escort mech.... a lighter design with just enough speed that you can keep it one range bracket back from your heavy mech, let that heavy mech engage, and then rush the escort up to provide that extra damage to overwhelm your opposition. I also see these working very well with other Marik designs, like the Hercules, or even paired with Apollos to provide some missile help, but also bodyguard the other unit with it's better short range firepower.

The thing with Marik designs, is that alone, none of them truly appear all that awesome... but together, there is a synergy that can really be used to great effect.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #20 on: 14 November 2015, 01:07:47 »
I can see that, compared to heavier platforms.  But there is a certain logic to using a light mech with LRMs.  It allows them to lurk far back in the battle,

I'd say that lights are better off relying on speed/mobility, rather than range, for survivability. 

Light fire support designs like the Valkyrie and Hammer are too slow to keep the range open, which means anything as fast or faster can quickly get under their LRM minimums and take them down.  Even a lowly Commando or Pegasus can advance about twice as fast as the Hammer can retreat and then splash the Hammer with ten-odd SRMs and a medium laser.  The Hammer has even worse odds against faster, better armored, or bigger recon/anti-recon designs like the Jenner, Javelin, Wolfhound, P-Hawk, etc.

And against heavier, slower designs in the era it was created, the Hammer is facing Gauss cannons and ER peepers, which negate its range advantage and can cripple it in a hit or two.

That might all be fine if the Hammer could deliver some serious fire support, but it doesn't.  I'd argue that the very limited fire support (a handful or so of LRMs) isn't worth the Hammer's risky combination of light mech and slow speed.

The Hammer is a more viable option in a low-BV or low-tonnage game or for 3055 Leaguer flavor for a GM's force.  But outside those special situations, we're better off with an old Trebuchet delivering triple the LRMs and better armor at the same speed.

Quote
where as a more traditional load out, such as the Peinhammer, requires the light to either close on the enemy to contribute, or fall back and be a non-issue.

The combination of light mech and slow speed is again an issue with the Clawhammer and Peinhammer.  Depending on the opponent, they may not close fast enough to deliver much of their medium laser/SRM loving.  Jenners and Javelins do the same job better thanks to their higher speed and jump jets, while Swaybacks do it better thanks to their heavier weight and thicker armor.

Quote
Also look at the Hammer along with another contemporary League design, the Apollo.  Both emphasis cheap LRM deployment, using weapons that can at least approach Clan ranges,

I'd say the Apollo repeats the Hammer's mistake of being slow for its weight class, and while not expensive, is not necessarily cheap.  For practically the same BV or C-bills, an Archer will deliver 33% more LRMs and 13% more armor at the same speed.

Quote
and leverage League alternate missile ammo. And because they are cheap, they can be deployed and risked without a huge loss if you need to replace them.

If the purpose of the Hammer and Apollo is to leverage special LRM ammo, then they should have sunk their Artemis IV tonnage into bigger/more LRM launchers.  Again, old Succession War-era Trebs and Archers will deliver more special LRMs with more armor at the same speeds, for modest differences in BV or C-bill cost.  In some ways, the Hammer and Apollo are arguably a step backwards.

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Most table top matches don't have much for continuing units, or room to maneuver with them.  I can see a roll for the Hammer as a cheap unit.

Again, I agree if the game is highly constrained in BV, tonnage, or C-bill totals, the Hammer has a role.  But even then, as others have pointed out, you may be better off with a Harrasser (LRM) or similar vehicle.  Outside that situation (or GM flavor), I'd take an old Treb, Dervish, or Whitworth.

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Less than 2.5 mil a pop, or 23 points in Alpha Strike, and still able to deliver three damage at medium range.  Which IIRC is considered something of a yardstick?

I got the books, but can't speak to Alpha Strike yet.  The Hammer may benefit from some rounding up in AS rules.

My 2 bits... YMMV.
« Last Edit: 14 November 2015, 01:10:35 by Natasha Kerensky »
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Re: Mech of the Week: HMR-XX Hammer
« Reply #21 on: 14 November 2015, 07:07:36 »
A very nice article :) Well written and informative, without looking at it on Sarna or digging out my TRO I'd not have known the Hammer the laser heavy variant and that its not a bad machine :)
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Re: Mech of the Week: HMR-XX Hammer
« Reply #22 on: 15 November 2015, 18:52:12 »
The Hammer benefits a lot from Alpha Strike.  The LRMs become less impressive, but the secondary armament gains a lot of range to play with, and parity with other mid-range designs.  The Claw Hammer in particular is vicious for its size and points cost (at the trade-off of being fragile), dealing 4 damage at short and medium, which outclasses many Succession Wars era heavies.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #23 on: 15 November 2015, 19:11:55 »
The PeinHammer and the Anvil-8M do fulfill the requirements of a " team " in my book. The Hammer shoots and TAGs the opposing unit and the Anvil drops artillery ( Arrow IV in this case ) on target. No one mentioned this earlier? Makes the fluff true about these two.

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Re: Mech of the Week: HMR-XX Hammer
« Reply #24 on: 15 November 2015, 22:25:52 »
I'd like it better if it didn't mount Artemis IV: it's just not effective enough on LRM 5s and it discourages using indirect fire, which is my preference for light fire-support units.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #25 on: 15 November 2015, 22:29:45 »
Artemis doesn't hinder indirect fire in any way.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #26 on: 15 November 2015, 23:06:15 »
Using indirect fire with an Artemis-equipped launcher is less efficient since you lose the benefits.  I'd have liked a variant that removed the Artemis for more ammo so that I could take more types of specialty munitions.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #27 on: 15 November 2015, 23:12:07 »
I'm so glad the Hammer went for interesting instead of efficient.
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Re: Mech of the Week: HMR-XX Hammer
« Reply #28 on: 16 November 2015, 08:23:28 »
Personally I'd like to see one that uses MMLs myself. If my math is right I should be able to fit them in there if I drop the lasers. Surprise!
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Re: Mech of the Week: HMR-XX Hammer
« Reply #29 on: 16 November 2015, 10:24:17 »
I'm so glad the Hammer went for interesting instead of efficient.

And everytime I use them I'm a little annoyed that the Hammer went for ineffective instead of helpful.  You get an average of exactly one more missile for that Artemis system.    I'd honestly rather have had a single LRM-10 (with Artemis, even) than the paired LRM-5s.  And LRM-10s are hands down the least efficient LRM launcher, so we could both get our wish. :P
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