Author Topic: Mech of the Week - Kintaro  (Read 14551 times)

marauder648

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Mech of the Week - Kintaro
« on: 27 October 2016, 17:03:15 »
Kintaro..WINS! kinda…

Whilst the art of the Kintaro makes you go "Dem hips!” the Mech is a potent addition to any force.  Designed at the height of the Star League it was built to support missile heavy units and aid them with target designation and then destruction.

Like many 55 ton Mech’s of the era the Kintaro can hit 86kph but lacks the flexibility of the classics like the Shadow Hawk due to its lack of jump jets.  Although this is rectified on some variants.  Central to its spotting role was a NARC beacon mounted in the chest.  The Kintaro would advance, tagging hostiles with a beacon whilst its fire support comrades did the heavy work of flattening a target. 

Normally this kind of work could be done by a smaller, faster Mech but the SLDF, seemingly with its love of odd ideas went for a heavy scout approach.  A heavy scout/spotter built around a single weapon system and concept.  Quite typical of the SLDF. 

The Mech was a mix of Hegemony and more commonly available technology.  Whilst its engine and skeleton were standard ones with no advanced materials in them, the armour was of Ferro-Fibrous plate which gave increased protection whilst saving weight.  Still protection is not light with 10 tons of Ferro-Fibrous plate used to let the Kintaro weather the fire it would take as it closed to the NARC’s short range.

This makes the Kintaro well protected with an armour scheme as follows;
9/18/26/18 (8/10/8)
18/18/23/23

Which by any standard isn’t bad and with the standard engine the Kintaro’s rugged and difficult to kill, requiring you core its chest, or rip a leg off.  Also the designers were good enough to fit the Mech with double heatsinks, the ten in the engine were double strength models and this was more than enough cooling.

Sadly the Amaris Civil War and then the Succession Wars were not kind to the Kintaro.  Because of their role the Kintaro in SLDF service suffered heavy casualties and those taken by the Houses soon ran into problems.  As the First and Second Succession Wars boiled on, the capacity and knowledge to build the advanced Ferro-Fibrous armour, double heatsinks and NARC beacon was lost. As well as the advanced seeker heads for missiles that would react to a NARC’s signal, these too joined the rapidly growing list of LostTech.  Apart from on Terra where Comstar retained the Kintaro in their depots on the homeworld. 

Whilst some lesser ‘monkey’ versions were made, the Kintaro remained rare, a simpler and stripped down version was produced by the Federated Suns but it was more a generic medium.  And then in the War of 3039 the Kintaro came to the fore again, this time in DCMS colours, a stripped down gift from Comstar who were rightly fearful of the new Federated Commonwealth juggernaught.  Along with other ‘lost’ Mechs the Kintaro’s and their kin rocked the FedSuns back on its heels and kept them from advancing into Combine space as they also ravaged the Capellan Confederation to near destruction.
Thanks to the Helm Memory Core the Kintaro was able to be produced again and it remained popular with Comstar, the Combine and later the Word of Blake.  Upgraded through its long career the Kintaro still serves in the modern era as a spotter and general purpose combatant.

Variants

KTO-19 – The grand pappy of the family the 19 set the Kintaro’s role.  With a NARC launcher buried in its chest fed by two tons of ‘ammunition’ the 19 was capable of designating a dozen targets for destruction.  It could also add to the barrage and also set another tone for the Mech and its long running love affair with missiles.  Equipped with a LRM-5 for long range harassment the 19 featured a pair of SRM-6’s for close quarters barrage work as well as a pair of medium lasers if ammo ran dry.  But with each SRM fed by a ton of ammo this would not happen quickly and the Mech was more likely to run out of NARC ammo before running dry of anything else.
Whilst not jump capable the 19 was fast, tough and whilst very role specific, it performs its role adequately whilst its firepower does not disappoint either.

KTO-19b – Of course being a SLDF design there was a Royal variant, step forwards the 19b, a far more up market model with all the bells and whistles you’d expect of a Royal Mech.  The 275 engine is swapped out for an XL version which frees up a lot of tonnage.  The armour weight goes up and is maximised and re-jigged, with thicker frontal plate vs weaker rear protection on the chest. 
Hitting power also goes up, the rather piddly LRM-5 is replaced with an LRM-15 fed by two tons of ammo whilst the SRM’s, NARC and lasers are also retained.  CASE was also fitted to save the Mech from an ammunition explosion but this would still gut the Mech’s engine and kill it. But at least there would be something left to salvage.

Otherwise the 19b is unchanged from the standard 19, it still can’t jump but with the addition of the LRM-15 it can now hit hard as it closes, rather than irritate and tickle. 

KTO-18 – A Davion missile boat, the 18 is the stripped down ‘monkey’ version that was produced in limited numbers in the 3rd Succession War.  Unable to produce the advanced armour compounds, heatsinks or NARC beacon the Davions still produced a potent Mech.  A trio of SRM-6’s (one added in the NARC’s place) can deliver a brutal sand blasting and are backed up by the LRM-5 and dual medium lasers.  With only 10 single heatsinks and a somewhat thinner hide than the 19, the 18 can still punch hard for a Mech its size.  But difficulties in producing the Mech kept its production numbers low and it remained very rare.

KTO-20 That is until the War of 3039 where the DCMS fielded large numbers of Kintaro’s all be it altered from the SLDF ones in Comstar service.  Gone was the Narc beacon and in its place a large laser and perhaps most surprising of all, double heatsinks were installed.  Now more akin to a traditional Medium Mech the 20 could hit hard, and had next to no worries with regards to heat.  Even a full running alpha will barely cause a rise on the heat scale.  It was these powerful and efficient Mechs that helped scare the FedSuns forces into not pressing too hard against the Combine.  The 20 is a powerful machine, it’s a good solid Medium, and whilst it can’t jump, its near heat woes free, which is rare in 3039 and is tough too. 

KTO-C – Testbed time!  In this case the C is a 20 that was taken out of service to test the then brand new C3 slave system. This was done by simply pulling out a Medium Laser.  Whilst still lacking the NARC the C3 system allowed the Mech to perform its spotting role for other C3 equipped Mech’s.  The testing must have been successful, but the soldiers of the Draconis Combine looked down their noses at the C3 system and it wasn’t until Operation Bulldog that they finally realised that it was a very powerful tool.

KTO-K – The last Kuritan Kintaro the K (so many K’s in so little time) was a direct upgrade of the C model.  With more advanced weapons the K became a close to mid range brawler whilst also carrying out its spotter role.  To this end it lost the large laser and LRM rack but gained enough jump jets to throw it into 150 meter leaps.  Firepower was also not forgotten as three ER Medium lasers were installed as well as two Streak SRM-6’s allowing for the traditional barrage role.  Fitted with CASE and a C3 slave the K can provide targeting data whilst being able to flatten most smaller Mech’s that come after it.   Still firepower is a bit underwhelming, the Streaks are nice but due to the shotgun nature of the missiles, it lacks a solid knock down punch unlike the C and its simple large laser.

KTO-21 – You know I said that Comstar and the Blakists liked this Mech, well here it is!  The big change comes with the Mech’s skeleton, being built of Endo-steel to save weight, but that’s about it for major structural changes. The engine’s still a standard one and it comes with 10 double heatsinks.  The new toy is in the weapons outfit.  Going back to the NARC beacon the 21 features the then newly developed Improved Narc (iNARC) launcher.  More flexible, longer ranged and more advanced, but heavier for it.  This meant that something had to go, so no large laser, no LRM-5. Instead its somewhat meagrely armed with a pair of ER Medium lasers and the good ‘ol fashioned SRM-6’s.  The electronics thankfully got an overhaul and its fitted with a C3i computer as well making the 21 a fearsome spotter. 

Thoughts

The Kintaro is built to carry the NARC system and use it. It is its one goal in life.  Some designers build weapons for a vehicle, here the SLDF built a vehicle for a weapon.  Without the NARC in the 18 or 20 we get a solid if somewhat uninspiring Medium. The 18 stands out because I don’t think anything mounted 3 SRM-6’s until Omni’s come along.  But you still get a solid, hard hitting medium.  With the addition of C3 though the Mech becomes far more dangerous in its role and the SLDF would have no doubt squee’d with delight if they had ever developed such a system and mated it to the Kintaro. 

Fighting one is fairly easy, if it’s a 19 or 19b, don’t let it get close.  The NARC pod is very short ranged and limited ammo for it means you won’t probably be willing to waste shots at long range, trying to close the distance for better numbers.  The 18 and 20 are thuggish machines, they outgun the classic 55 tonners and perform far better at short ranges than they do, in the era they are introduced they are hard hitting machines that most Mech’s wont want to face.  But still long ranged firepower is limited, so don’t let them get close.

Against the Clans the Kintaro is at a disadvantage.  Its as fast as most Clan Heavies, and Clan Mediums can usually run rings around them whilst hitting hard at longer ranges.  Using one takes a bit of care, if you’re using it as a Medium trooper it’s fine, its not flashy but its fine, but as a NARC delivery system, I’d suggest something faster, but this can do the job none the less.  It might not make it out alive but it’ll do the job.








As always thoughts and comments are most welcome!
« Last Edit: 27 October 2016, 23:05:41 by marauder648 »
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Decoy

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Re: Mech of the Week - Kintaro
« Reply #1 on: 27 October 2016, 17:55:09 »
Huh. I thought the KTO-18 had single heatsinks. it's what pretty much kept me away from it ><

Giovanni Blasini

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Re: Mech of the Week - Kintaro
« Reply #2 on: 27 October 2016, 18:23:43 »
MUL lists the KTO-18 as Intro tech, and has TRO 3039 as the source. Pretty sure it was SHS too.
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marauder648

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Re: Mech of the Week - Kintaro
« Reply #3 on: 27 October 2016, 23:03:05 »
Megamek said doubles, 3039 says singles, i'll edit it now :)
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Re: Mech of the Week - Kintaro
« Reply #4 on: 28 October 2016, 07:36:48 »
Huh. I thought the KTO-18 had single heatsinks. it's what pretty much kept me away from it ><

Oh man, if that thing had doubles I'd never use anything else. That would be SWEET.

Oh- the KTO-18? Dumbed-down version or not, if you want to make someone's tank forces absolutely miserable, this is the ride for you. It's a Commando on steroids- rush in, deliver laser/SRM spam of justice, immobilize target, dash to the next one and let other units pick the cripple apart from a safe distance. It's probably the best of the 'downgrade' 2750 refugees, just a sickeningly effective unit. Watch the heat a bit, but if you're playing in '39 you probably are pretty used to that anyway. This is simply THE Mech to use if you want to make an enemy Demolisher go away- just don't get too attached to it, because it's a very dangerous job that you're sending it to do.
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Re: Mech of the Week - Kintaro
« Reply #5 on: 28 October 2016, 09:05:22 »
Oh the -18 is sweet in a '3025' battle. All those infernos or SRMs, this guy is a great team player. Don't want him to get close? Too bad, this is 3025 and he's a 5/8 so unless you spend a few turns with a fire support lance or two, it's gonna get close.

The Kintaro also led to the Hyena IndustrialMech. There's even record sheets for the converted Kintaros that were modified in RS 3075.
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Re: Mech of the Week - Kintaro
« Reply #6 on: 28 October 2016, 09:16:47 »
Nice write up, Marauder.  Good to remind us what kind of machines the Kintaro.

I was originally put off by the mech because mini for it was so darn ugly and unmovable. One-piece thing.

Despite the KTO-18 being real gem hidden in rarity during the Succession Wars, i was not big fan of replacing the Unseens with Star League Mechs that were suppose to be extinct. 

That's being said, i like the Mech. Its nice brawler, the K is interesting. I didn't recall that one before.
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Re: Mech of the Week - Kintaro
« Reply #7 on: 28 October 2016, 11:20:12 »
Oh the -18 is sweet in a '3025' battle. All those infernos or SRMs, this guy is a great team player. Don't want him to get close? Too bad, this is 3025 and he's a 5/8 so unless you spend a few turns with a fire support lance or two, it's gonna get close.

The Kintaro also led to the Hyena IndustrialMech. There's even record sheets for the converted Kintaros that were modified in RS 3075.

Dang it, you're making me want to do a Hyena MotW for next week, when I've already got the Chaffee done and ready to post, with the Diomede in the request queue.
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Re: Mech of the Week - Kintaro
« Reply #8 on: 28 October 2016, 13:07:53 »
Dang it, you're making me want to do a Hyena MotW for next week, when I've already got the Chaffee done and ready to post, with the Diomede in the request queue.

I'll give you a cookie. And any questions about the creation of the Hyena that I can remember. I mean, it's been a decade. Yikes.
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Re: Mech of the Week - Kintaro
« Reply #9 on: 28 October 2016, 21:40:34 »
Oh man, if that thing had doubles I'd never use anything else. That would be SWEET.

Oh- the KTO-18? Dumbed-down version or not, if you want to make someone's tank forces absolutely miserable, this is the ride for you. It's a Commando on steroids- rush in, deliver laser/SRM spam of justice, immobilize target, dash to the next one and let other units pick the cripple apart from a safe distance. It's probably the best of the 'downgrade' 2750 refugees, just a sickeningly effective unit. Watch the heat a bit, but if you're playing in '39 you probably are pretty used to that anyway. This is simply THE Mech to use if you want to make an enemy Demolisher go away- just don't get too attached to it, because it's a very dangerous job that you're sending it to do.

Eh... I would argue against it being the best of the 2750 downgrades... but only because the Crab and Guillotine exist.

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Re: Mech of the Week - Kintaro
« Reply #10 on: 28 October 2016, 21:59:33 »
The Highlander downgrades aren't terrible either.


Unsure what to think of the Kintaro. It does belong in the 2750 'Mechs, so i like it just because of that but otherwise... I guess it works as a Narc 'Mech. Lack of CASE in the base model bothers me, but then there are very few times when i'm really OK with lack of CASE (it is just too logical and sensible piece of equipment).
Looks slightly odd, has odd name (What language is it and does it mean something? Or is it just a name?).

Not really a fan of the variants as they remove the core system, the Narc launcher. The ComStar/WoB model's OK upgrade though the iNarc's drawbacks (namely the ability to remove the pods) doesn't impress. But that is the system's problem, not the 'Mech's.

The Royal variant i don't like just because. There aren't many Royal variants i actually like, they're often too good for my tastes.

EDIT In the original's case, the art not matching stats (or vice versa?) bothers me a bit too. Annoying.
« Last Edit: 28 October 2016, 22:07:55 by Empyrus »

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Re: Mech of the Week - Kintaro
« Reply #11 on: 29 October 2016, 05:23:44 »
I'll give you a cookie. And any questions about the creation of the Hyena that I can remember. I mean, it's been a decade. Yikes.

Oooh, but that's a good story! O0
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Re: Mech of the Week - Kintaro
« Reply #12 on: 29 October 2016, 06:36:05 »
I like the 18 is a Super Commando, ya not basically wrong :) In its enviroment and year its a fearsome thing for sure. 
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Re: Mech of the Week - Kintaro
« Reply #13 on: 29 October 2016, 07:18:55 »
Kintaro is a Japanese folk hero.

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Re: Mech of the Week - Kintaro
« Reply #14 on: 29 October 2016, 09:27:06 »
Its a great flavour Mech for the lesser-regarded regiments of the DC, so I'm putting a couple of these in the DC unit roster I'm trying to draw up.

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Re: Mech of the Week - Kintaro
« Reply #15 on: 29 October 2016, 11:34:54 »
Some people bemoan the lack of speed on the Regular SLDF's only NARCmech, but I think the intent wasn't an advance scout like most folks like their NARCs, but a skirmisher, fast enough to range ahead of its 4/6 brethren, but heavy enough to survive staying in a 4/6, and also carrying it's own armament powerful enough to justify the NARC even if there aren't that many missile-equipped buddies nearby.

(I'll try to get the AS article up tomorrow. Spoiler: The Kintaro is one of those units that hit all the rounding points just right, and is downright scary in Alpha Strike.)
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Re: Mech of the Week - Kintaro
« Reply #16 on: 30 October 2016, 09:59:44 »
In my head, if the timeline timing worked out, I could see a lance of Kintaros being used in conjunction with either 2 lances of Kyudos or a lance of Kyudos and a lance of Crabs...
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Re: Mech of the Week - Kintaro
« Reply #17 on: 30 October 2016, 10:11:25 »
In my head, if the timeline timing worked out, I could see a lance of Kintaros being used in conjunction with either 2 lances of Kyudos or a lance of Kyudos and a lance of Crabs...

...so using the only SLDF Narc-hauler in conjunction with lances of Mechs without missiles?

I'm not arguing your point, mind you, but I'm curious why you picked these particular designs instead of Trebuchets or Bombardiers.
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Re: Mech of the Week - Kintaro
« Reply #18 on: 30 October 2016, 11:19:54 »
...so using the only SLDF Narc-hauler in conjunction with lances of Mechs without missiles?

I'm not arguing your point, mind you, but I'm curious why you picked these particular designs instead of Trebuchets or Bombardiers.

Kyudos have LRM-20's...

(The Justification for the Crabs is a little thin as the Kyudos are equipped with an ER Large Laser and an LRM-20)

EDIT - More importantly, the Kyudo was a design that originated in the Terran Hegemony, so logic would dictate that at some point, Kintaros would be working in concert with Kyudos...
« Last Edit: 30 October 2016, 11:21:42 by Redshirt »
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Re: Mech of the Week - Kintaro
« Reply #19 on: 30 October 2016, 11:48:40 »
The Kintaro is a decent support mech.

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Re: Mech of the Week - Kintaro
« Reply #20 on: 30 October 2016, 12:01:45 »
Kyudos have LRM-20's...

(The Justification for the Crabs is a little thin as the Kyudos are equipped with an ER Large Laser and an LRM-20)

EDIT - More importantly, the Kyudo was a design that originated in the Terran Hegemony, so logic would dictate that at some point, Kintaros would be working in concert with Kyudos...

Doh! I had the Kyudo confused with a different design, the Phoenix. This is what i get for trying to participate in threads when I'm undercaffeinated.
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Re: Mech of the Week - Kintaro
« Reply #21 on: 30 October 2016, 12:50:06 »
We could always reinstitute your captcha... :)
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Re: Mech of the Week - Kintaro
« Reply #22 on: 30 October 2016, 12:59:49 »
We could always reinstitute your captcha... :)

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OK, ok. Thoughts on the 3050 'upgrade/downgrade' model. Drop the Narc and ammo for a large laser, right? Hey, a large laser is kind of a nice thing to have around, but heat sucks sometimes. So, suggestion for the hive mind here: Is that large laser the way to go, or would jump jets (5/8/5) be a better use of that weight? Lose some punch, gain some mobility.
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Re: Mech of the Week - Kintaro
« Reply #23 on: 30 October 2016, 15:54:37 »
I have yet to see a Kintaro where I see a non-SRM 6 weapon and don't immediately wish it was another SRM 6 instead.
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Re: Mech of the Week - Kintaro
« Reply #24 on: 30 October 2016, 16:38:58 »
I like the large laser more than jump jets. Now I would consider dropping the SRMs and LRM for a trio of MML5s.

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Re: Mech of the Week - Kintaro
« Reply #25 on: 30 October 2016, 17:39:39 »
"WHY DO I HAVE TO DO THIS FOR EVERY POST! HAMFISTED FASCISM!!!"

OK, ok. Thoughts on the 3050 'upgrade/downgrade' model. Drop the Narc and ammo for a large laser, right? Hey, a large laser is kind of a nice thing to have around, but heat sucks sometimes. So, suggestion for the hive mind here: Is that large laser the way to go, or would jump jets (5/8/5) be a better use of that weight? Lose some punch, gain some mobility.

I would go large laser. Considering that outside of Comstar, the DCMS are the principal users of the Kintaro, it would fit in nicely in a lance with one or more Dragons/Grand Dragons. I believe both designs share the same movement profile, with the Dragon being a little more of the standoff unit while the Kintaro becomes the in your face unit.
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Giovanni Blasini

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Re: Mech of the Week - Kintaro
« Reply #26 on: 30 October 2016, 23:08:48 »
The Griffin, Wolverine and Shadow Hawk, in most cases, already jump. The Kintaro doesn't need to too.

Began research on the Hyena article, but slowed down by being on call this weekend plus Ashenwelt's birthday party. I don't know that I'll have it done before Friday, so I'll probably post it as a MotW Supplemental whenever it is done, since the Chaffee article is finished and ready to go for Friday.
« Last Edit: 30 October 2016, 23:11:42 by Giovanni Blasini »
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Re: Mech of the Week - Kintaro
« Reply #27 on: 31 October 2016, 02:31:03 »
The Griffin, Wolverine and Shadow Hawk, in most cases, already jump. The Kintaro doesn't need to too.
Yup.
The KTO-20 is a standard trooper and so needs the token 'long' range weapon, JJs optional
However the KTO-C is a spotter/brawler and so needs the extra survivability and manoeuvreability of JJs

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Re: Mech of the Week - Kintaro
« Reply #28 on: 31 October 2016, 07:41:02 »
I would go large laser. Considering that outside of Comstar, the DCMS are the principal users of the Kintaro, it would fit in nicely in a lance with one or more Dragons/Grand Dragons. I believe both designs share the same movement profile, with the Dragon being a little more of the standoff unit while the Kintaro becomes the in your face unit.

If it's a DCMS unit, how about using an ERPPC? Gain the extra two tons you need by dropping two tons of armor and using FerroFibrous to make up the difference? Or for that matter you could make it a super Panther via an engine swap.
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Re: Mech of the Week - Kintaro
« Reply #29 on: 31 October 2016, 07:56:34 »
If it's a DCMS unit, how about using an ERPPC? Gain the extra two tons you need by dropping two tons of armor and using FerroFibrous to make up the difference? Or for that matter you could make it a super Panther via an engine swap.

Hell to the no. Short range weapons and you want to lose two tons of armor? Ferro only does so much to fix that problem. If you want to know how badly that turns out, try running a Loki C sometime. Same idea- you have a ridiculous amount of short-range muscle, and you'll survive to use it exactly once.
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