Author Topic: 'Mech of the Week: Jaguar  (Read 10863 times)

wantec

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'Mech of the Week: Jaguar
« on: 02 June 2016, 15:18:56 »
‘Mech of the Week: Jaguar


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This week ‘Mech of the Week is a follow on to my last MotW about the Ursa. This week I am covering the Jaguar. Both units appeared in TRO:3145 Lyran Commonwealth and in TRO 3150. Also, both units first entered the universe in MechWarrior Dark Age, with the Jaguar arriving in the Fire Power expansion. Again, like the Ursa, the Jaguar wasn’t a great unit in MWDA, although as a cheaper Light ‘Mech it was generally easier to use and improve in a force than the Ursa.


The speed and armor coverage are what you’d expect for a top-line 35-tonner. Speed of 8/12 give you a bit extra for turns, or following Paul’s advice, dropping prone at the end of movement. An armor layout of 9, 17/5, 11/5 on the head and torsos is solid and 16 on each leg makes it tough to bring down.

Each side torso carries a pair of ERMLs and an SRM 2, with a single ton of SRM ammo in the left torso to share. While the 10 double heat sinks are a few shy of what I’d prefer, I don’t see any easy places to squeeze out another DHS or two. Still, that’s a pretty good punch for a light ‘Mech when you remember these are Clan lasers. Oh and I almost forgot, in a Quad ‘Mech turret in the right torso is an ATM6 with two tons of ammo. My personal preference would be a ton each of ER and HE ammo. This allows you to hit at long range and carry a nasty surprise for anyone trying to get close outside your front arc. The 2 variant replaces all the weapons with an ERML, a MPL, and a 3MG array in each side torso along with a Light TAG and an Active Probe.


Opponents
Since this is a Lyran ‘Mech, let’s take a look at what it’s likely to face off against. First up is the Jade Falcon’s Eyrie. Both are 35 tons, while the Eyrie’s ground speed is slower at 6/9, in normal atmosphere if can jump 7 hexes. So while the Jaguar can close faster, it needs to worry about an Eyrie jumping in close, particularly outside of the Jaguar’s front arc. Looking at the weapons, both have 6 ATM tubes and a pair of ERMLs. The Eyrie adds 4 Micro Pulse Lasers, great to offset jumping penalties and better damage than the Jaguar’s SRMs, but at only 1/3 the range. The Eyrie does add Talons on its feet, “the better to kick/DFA you with my dear, muah-ha-ha...”. Knowing it would like to be in kicking range offsets the short range of the Micro Pulse Lasers. So looking at the Eyrie, the Jaguar is better at closing the range and has better weapons outside of 3 hexes. If the Eyrie gets within 7-8 hexes, the Jaguar pilot needs to watch out for a sudden jump into a bad location.

Looking at the Arion, the Hell’s Horses’ lightest QuadVee to date is a more interesting comparison. At 6/9 the Jaguar again has the speed edge. The difference is in the weapons and armor, with the Arion having an ERLL and a pair of SRM 4s, all turreted thanks to the QuadVee design. Ideally, this would make for an interesting fight, the Arion has the advantage at long range and if it can get outside the Jaguar’s front arc. However, the Hell’s Horses technicians forgot to armor the Arion, giving it less than half the Jaguar’s armor total. Sadly, even using only ER ammo in the ATM 6, the Jaguar is likely to be hitting internal structure in only a few turns.

Perhaps a more fair (for the Horses) comparison is the Parash. Moving slightly slower at 7/11, the Parash adds a big bonus with 7 jump jets to get right where it wants to be. While it only has a single weapon of it's own, the Clan Large Pulse Laser should be a big red warning light of a 'Mech to avoid. An Active Probe, ECM Suite, and TAG round out the Parash. The TAG will be useful for any artillery attacks the Horses want to unleash. The Jaguar pilot's best hope is to get within weapons range and hope the number of weapons at it's disposal can wear down the Parash faster than its more accurate weapon can take down the Jaguar.

Next up is the Havoc, from the former FWL. The Havoc is surprisingly similar to the Jaguar. The Havoc is a biped ‘Mech that adds an 11th double heat sink, 5 jump jets, and CASE II in exchange for the ATM 6, turret, and a slight bit of armor that comes with a quad ‘Mech chassis. The Havoc is also built from Inner Sphere tech, giving up range and damage on the ERMLs as well as a less survivable engine. My first reaction is to give the edge to the Havoc, due to the jump jets, torso twist, and CASE II. While I can overlook the shorter range and damage of IS ERMLs, I can’t overlook the extra vulnerabilities of an IS XL engine versus a Clan one in such a close comparison. Much like the Eyrie, pilots of a Jaguar should expect a Havoc to get close into weapons range and use its jump jets and torso twist to get into positions where only the Jaguar’s ATM 6 can fire back.

Lastly, we’ll take a look at a recent rival, the Wulfen. At 5 tons lighter, the Wulfen carries less armor, but is only a single point shy of maximum. The problem is that the armor is Stealth Armor, a shock to see on a Clan Wolf OmniMech, but a headache to deal with nonetheless. Using a XXL engine as well as an XL gyro the Wulfen gets up to a 10/15 speed (with options in some variants). Without considering Omni configurations, the Jaguar is at a deficit in speed and combat outside short range.

Rather than list each variant I will group them somewhat. The Prime and D variants aren’t much of a concern due to weapon choices, although outside of a Circle of Equals either one could attempt to plink a Jaguar to death at long range. The A and B variants will be the most worrisome. Each one features a heavy long range weapon (ERPPC or ERLL w/ TC) and the heat sinks to fire them at range. Combine the speed advantage and a Jaguar will have serious trouble against these two. Last are the C, E, and H variants, which feature mostly short-ranged weapons. The C only has 3 ERMLs, but the 10 jump jets will make it neigh impossible to hit if it chooses. The E has a similar weapons profile to the Jaguar, but the Supercharger will help put it out of reach of most of the Jaguar’s weapons. Lastly the H’s Improved Heavy Lasers and extra heat sinks will make quick work of a Jaguar.


In summary, the Eyrie and Parash and Havoc are good matchups, the Arion is under armored, and the Wulfen is the thing that haunts the nightmares of Jaguar pilots.
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Re: 'Mech of the Week: Jaguar
« Reply #1 on: 02 June 2016, 18:34:40 »
Nice write up

The Jaguar is a good recon mech. First variant allows you to murder BA and infantry (just load those SRM 2s with infernos) and that ATM 6 on a turret is enough firepower for any other mech it runs across while Variant 2 is more traditional load out for IS load out for IS recon pilots, light tag and active prob to help hunting and spotting for larger mechs and still enough firepower to murder any infantry lying in wait.   
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Re: 'Mech of the Week: Jaguar
« Reply #2 on: 02 June 2016, 18:47:36 »
Nice article, I like the focus on likely opponents. That makes it useful for future reference.

Also, at least IMO, the Jaguar 2 is the superior of the two variants. Both better anti-'Mech firepower and anti-PBI firepower, plus the electronics suite make it a really valuable utility player for light forces.


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Re: 'Mech of the Week: Jaguar
« Reply #3 on: 02 June 2016, 19:37:45 »
I prefer the standard to an almost unfair extent.  I will never use a 2 unless it is forced on me.  Four Clan ER Mediums plus an ATM-6 and two SRM-2s, versus two ER Mediums, two Medium Pulse, six Machine Guns, and a TC with non-ECM EW Gear.  The Machine Guns don't do it for me at all; I'd rather use Fragmentation Ammo on the SRMs for infantry and keep the Jaguar out of infantry-friendly terrain when at all possible.
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Re: 'Mech of the Week: Jaguar
« Reply #4 on: 02 June 2016, 22:04:05 »
Machine Guns generate 0 heat (unless your using rapid fire rules to chew threw armor) which is a nice addition considering the Jag only has 10 DHS for all 4 Medium Laser.

I prefer the Standard myself because that ATM 6 on a turret gives you options other than 'face towards enemy' but it's nice that the Jag 2 was built to preform almost any role a IS light is usually be task to do. Kill infantry? 6 Machine Guns, check! Spot for fire support? Light tag, check! Search for hidden units? AEP, check! Engage enemy mech? 2 ER MLs and 2 MPLs, check and check!

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Re: 'Mech of the Week: Jaguar
« Reply #5 on: 02 June 2016, 22:34:11 »
I prefer the standard to an almost unfair extent.  I will never use a 2 unless it is forced on me.  Four Clan ER Mediums plus an ATM-6 and two SRM-2s, versus two ER Mediums, two Medium Pulse, six Machine Guns, and a TC with non-ECM EW Gear.  The Machine Guns don't do it for me at all; I'd rather use Fragmentation Ammo on the SRMs for infantry and keep the Jaguar out of infantry-friendly terrain when at all possible.

The heck with Frag rounds, give me Infernos.
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wantec

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Re: 'Mech of the Week: Jaguar
« Reply #6 on: 02 June 2016, 23:16:07 »
Nice article, I like the focus on likely opponents. That makes it useful for future reference.
Thanks. Working on it I hit a road block, wanting something else for the article that wasn't just a paraphrase of the TRO fluff or stats. That's when the idea came to me, how does it stack up against its enemies.
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Re: 'Mech of the Week: Jaguar
« Reply #7 on: 03 June 2016, 01:08:57 »
Jaguar was a mech I ended up disappointed in after hearing the barest fluff.  With all the White Flame and Blue Flame salvage available to the Kell Hounds and Warden Wolves, I wish they had actually made it a Clan improvement of one of those.

With that said, its decent at what it does . . . just makes me a bit sad.
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Re: 'Mech of the Week: Jaguar
« Reply #8 on: 03 June 2016, 01:25:55 »
The heck with Frag rounds, give me Infernos.

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Re: 'Mech of the Week: Jaguar
« Reply #9 on: 03 June 2016, 10:56:34 »
I prefer the standard to an almost unfair extent.  I will never use a 2 unless it is forced on me.  Four Clan ER Mediums plus an ATM-6 and two SRM-2s, versus two ER Mediums, two Medium Pulse, six Machine Guns, and a TC with non-ECM EW Gear.  The Machine Guns don't do it for me at all; I'd rather use Fragmentation Ammo on the SRMs for infantry and keep the Jaguar out of infantry-friendly terrain when at all possible.

To me, the Standard is definitely a superior multipurpose unit. The lasers and ATM provide plenty of firepower for dealing with almost any kind of armored unit, be it mech, tank, or suit. Meanwhile, the SRMs will indeed be most often loaded with frag or inferno rounds to hit infantry outside of their range, though smoke might also be useful, especially to provide easy cover for advancing Lyran fast suits.

The 2 can be used as a scout, but I actually see it more as a scout hunter. The TC-tied lasers can cut big chunks out of enemy fast units, and those machine guns aren't for hunting infantry, they're for crit-seeking, to finish off crippled units. The probe is for flushing out hiding scouts(or opposing scout hunters), and to give the Jaguar an edge in forested areas. To me, the light TAG is too short-ranged for this to be an effective spotter. This is defensive tonnage-filler, meant to eat up that last bit of space, and to discourage enemies from getting too close, lest they eat an Arrow or volley of S-Gs.
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Re: 'Mech of the Week: Jaguar
« Reply #10 on: 03 June 2016, 12:25:19 »
I'd use the Light TAG for ambushes- hide the Jaguar along a path, then when the enemy comes along you drop about 200 SG LRMs on them.
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Re: 'Mech of the Week: Jaguar
« Reply #11 on: 03 June 2016, 12:27:33 »
Or it is to dart in and hit fortifications with guided artillery.
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Re: 'Mech of the Week: Jaguar
« Reply #12 on: 03 June 2016, 13:02:15 »
Standard HE artillery is so superior to guided rounds in terms of anti-building performance that I'm having difficulty imagining a situation where a guided Arrow would do something that simply shooting your target with normal guns(such as those mounted on the Jag) wouldn't do far more easily.
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Re: 'Mech of the Week: Jaguar
« Reply #13 on: 03 June 2016, 13:22:39 »
You can fire the mech's guns and the TAG at the same time?  Guided rounds just keep the drift from hurting you . . . not saying its the ideal situation, but something you could do.
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Re: 'Mech of the Week: Jaguar
« Reply #14 on: 03 June 2016, 13:43:23 »
I suppose. I'd just rather spot for HE rounds from a distance, with drifting rounds still having a chance to hurt defenders it clear minefields in front of the building, and the knowledge that the first Arrow to land dead on will do up to four and a half times as much damage to a single hex as a guided round. Much more if our target is a multi-hex building.
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Re: 'Mech of the Week: Jaguar
« Reply #15 on: 03 June 2016, 15:05:43 »
TAG is for semi-guided LRMs, IMHO.   :)

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Re: 'Mech of the Week: Jaguar
« Reply #16 on: 04 June 2016, 00:15:33 »
wantec, that was really good article.  I think best part of it was the comparison to it's more like competition that it would encounter during it's initial appearance on the field.   

Jaguar is a interesting beasty, with a turreted missile launcher, it really isn't as bad of shape as others.
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Re: 'Mech of the Week: Jaguar
« Reply #17 on: 04 June 2016, 04:04:21 »
Really good article on a nasty bit of kit, the Jaguar looks mean as hell too!
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Re: 'Mech of the Week: Jaguar
« Reply #18 on: 04 June 2016, 10:02:28 »
I've noticed from pics that the click mini is pretty undersized compared to others of that line. Anyone know how it compares to metal? This might be one of those we don't have to wait for the IWM model...
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Re: 'Mech of the Week: Jaguar
« Reply #19 on: 04 June 2016, 11:21:39 »
I want to say that was the plastic mech folks were turning into the Sarath a few months ago . . . so . . .
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Re: 'Mech of the Week: Jaguar
« Reply #20 on: 04 June 2016, 11:40:04 »
This and the Ursa always confuse me because I think they're Clan 'Mechs and then they're not. Silly IS naming things after other things that sound like Clan 'Mechs!
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Re: 'Mech of the Week: Jaguar
« Reply #21 on: 04 June 2016, 11:46:05 »
The Jaguar is a Clan 'Mech.  It is built on a Clan techbase by Clan Wolf-in-Exile.
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Re: 'Mech of the Week: Jaguar
« Reply #22 on: 04 June 2016, 11:50:48 »
And Ursa has a Clan-tech version that basically only upgrades components to Clan-spec (and adds a heat sink).

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Re: 'Mech of the Week: Jaguar
« Reply #23 on: 04 June 2016, 14:07:34 »
I'm surprised they didn't strip out the SRM-2s and consolidate it into a larger ATM launcher with three tons of ammo.

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Re: 'Mech of the Week: Jaguar
« Reply #24 on: 04 June 2016, 14:28:26 »
You cannot light things on fire with ATMs, mores the pity.
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Re: 'Mech of the Week: Jaguar
« Reply #25 on: 04 June 2016, 14:33:41 »
Such a shame the iATMs never spread to the IS Clans. Wonderful toys, and they can set fires...

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Re: 'Mech of the Week: Jaguar
« Reply #26 on: 04 June 2016, 14:45:46 »
The SRMs add a huge amount of flexibility to the mech, just by virtue of not being advanced launchers, and thus capable of firing all of those delicious nonstandard munitions. Inferno, smoke, frag, gas, tandems...the possibilities are almost endless, and a fair number of them don't care that they're being fired out of a small rack.
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Re: 'Mech of the Week: Jaguar
« Reply #27 on: 04 June 2016, 15:32:21 »
The Jaguar is a Clan 'Mech.  It is built on a Clan techbase by Clan Wolf-in-Exile.

Well that explains it! Unless I'm thinking of something else...either way thanks.
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Re: 'Mech of the Week: Jaguar
« Reply #28 on: 04 June 2016, 16:14:06 »
It was first introduced in TRO 3145: Lyran Commonwealth, so that's probably what confused you.
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Re: 'Mech of the Week: Jaguar
« Reply #29 on: 04 June 2016, 16:28:54 »
EDIT NVM

 

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