Author Topic: Alpha Strike Unit of the Week: Wasp Land Air Mech  (Read 12876 times)

glitterboy2098

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Alpha Strike Unit of the Week: Wasp Land Air Mech
« on: 24 August 2015, 00:22:50 »
(posting this early because i have an unexpected work day in the morning and will probably be too worn out tomorrow afternoon. this is my first attempt at a MOTW type review, so if it's a bit unpolished, that's why.)

Alpha Strike Unit of the week: Wasp Land Air Mech

Today we will be looking at one of the more unique, and sadly almost extinct, units ever created by the Star League. Land Air Mechs were, on the surface, a simple idea. combine an Aerospace fighter and a Battlemech to create a unit with the strategic mobility of a fighter and the durability of a mech. Naturally of course, this proved much harder to pull off in practice, requiring the development of an entirely new area of technology, and the resulting unit proved to be inferior to both Fighters and mechs in their respective elements. but used correctly, the Land Air Mech offers some unique capabilities not available to either mechs or aerospace fighters.

first, lets take a look at the special rules?



if you look, you'll notice the "LAM" special rule, followed by some numbers in parentheses. the presence of that special rule means that this unit is a Land Air Mech, and thus actually has three different movement modes. yes, i said three. a standard Land Air Mech has three forms it can shift between. Aerospace fighter and Battlemech, which are about what you'd expect, and Airmech mode, a hybrid between the two which operates as a Wing in Ground Effect Vehicle or WIGE.

for a LAM, it can choose to move as any of it's three modes at the beginning of it's movement phase

In Battlemech mode, a LAM operates exactly like a standard mech, with all the standard rules.

in Airmech mode the LAM operates as a Battlemech with the WIGE movement mode, and is pretty much restricted to the same terrain as a normal WIGE. this means that, first and foremost, unless it takes off it has a ground movement of only 2 inches. takeoffs require 4" of movement to be used up before any distance is travelled, but after being in the air it can move it's full remaining amount, and they do not have to land so they can stay up in the air and not lose any distance the next turn. they skim along the ground, and have to go around any terrain higher than 2" tall, because elevation changes are limited to 1 inch up or down per inch traveled. and if the unit wants to stay airborne, it has to move at least 4 inches of distance. (thankfully landings are free). that said, in this mode because of it's much higher movement and the status as a WIGE unit, it can generate a much higher TMM while airborne (it is +1 to hit when airborne, and the higher movement means a larger TMM to start with in that mode). which is good, since the WIGE movement also puts the unit at one inch higher than the underlying terrain. something that for a battlemech makes it a very visible target. one that is going to attract a lot of enemy fire. as Schlock mercenary points out:



and the high TMM's, while adhering to the fighter pilot's adage "speed is life", aren't a sure thing for survival. they certainly help a lot, but while high TMM's mean that most of those enemy shots are likely to miss, the odds being what they are mean that at least a few will get through, and given LAM's weights and tech limits, it won't take too many hits to bring one down.

Aerospace mode operates exactly like a standard Aerospace fighter. a LAM that converts from Aerospace fighter mode to airmech obviously needs to be in the central zone of the aerospace combat map at the start of that movement phase, and one converting to aerospace fighter mode will just as obviously start it's movement in the central zone as well. also, you cannot convert directly from Fighter to mech mode (and presumably vice versa), if you do you'll crash. you'll need to spend a turn in airmech first.


Now on to the Mech!


the Wasp series of LAM's was created by the Harvard company, out of Epsilon Eridani. Similar to how the Stinger battlemech was developed off the original Wasp Battlemech, the Wasp LAM found itself copying much of Lexatech's Stinger LAM technology. the first prototypes were prone to difficulties in converting between modes and suffered targeting and tracking problems, which required bringing in an outside expert to fix. once the design flaws were solved, the Wasp LAM had the fastest conversion rate between modes of any LAM. (although this is not represented in actual gameplay) very few of the models used advanced technology originally, aside from the conversion equipment, which made them easier to maintain by the SLDF. the Wasp LAM's first battlefield use was in 2690, in the Sol system's Oort cloud, a strike on a nuclear weapons facility. it would go on to see extensive use by the SLDF, earning the nickname "angels on our shoulders."


so let's go back to that stat card, shall we?
the WSP-100 Wasp LAM is the first Wasp LAM the Star League produced, and the most common one in Royal Regiment hands.

right off the bat we can see that the WSP-100 is a light mech at size 1, and it's mech mode movement is not exactly stellar. 10 inches will certainly get you around, but the jump movement is smaller at only 8 inches. a TMM of 2 in either method of getting around means you need to pay close attention to terrain mods for the best survivability.
a 1/1/0 damage scale is also rather limited, though since that translates to 24" of range, you can stay a decent distance away while defending yourself.
Armor of 2 and Structure 3 means this thing fails the Thud-test, and two such hits will destroy it outright.
the Specials are where this mech lives. first up, and a first for ASUotW, is BOMB-1. the WSP-100 has a bomb bay, which really defines it's role. Bomb bays can only be used in aerospace fighter mode in Alpha Strike, to carry various area effect bombs, one use rocket pods, or target acquisition gear (TAG). (while the standard battletech rules allow it to carry arrow-IV missiles,the rules for Alpha Strike prevents the WSP-100 from using them, as in AS an air launched Arrow IV counts as two bombs forthe first one loaded or if carried singly. also, in standard BT, a LAM can use rocket pods and TAG in all three modes, and bombs in both fighter and airmech, but currently AS does not cover such.) the downside of having bombs in alpha strike? despite the fact that the LAM's bomb bay is internal, and thus under normal rules doesn't effect flight speed/thrust, the abstraction of alpha strike saddles the LAM with -1 to it's thrust rating/aerospace fighter movement value.
FUEL4 gives it some range in aerospace fighter mode, but is largely unused in airmech and battlemech modes.
Rear 0*/0*/- is handy for scratching your back, but probably won't do much.
LAM(24"g/4a) this is where the real fun begins. 4a is it's aerospace fighter movement. it is rather slow so don't think you can go around dogfighting. laden with bombs it's brought down to a lethargic 3a. 24"g is it's airmech WIGE movement, and with two feet of movement it can really get around. it also means that (if I'm reading the rules correctly) it can do so with a TMM of +5, which will really help keep it alive while moving from place to place.
how do you use a WSP-100? well, the limited ground firepower and the BOMB1 means that this LAM model is more of a fighter than a mech. load up bombs or rocket pods and make an attack pass, then come back and land to harass the enemy. that said, never operate it without aerospace fighter cover because any kind of real aerospace fighter is going to make mincemeat of the LAM. (if errata comes down allowing the use of Rocket pods and TAG in non-fighter modes, this unit will become a bit more flexible in how it can be used.)



next up is a simple variant, the WSP-100A. basically a -100 with it's bomb bay replaced by an LRM-10, this model is most notable for being the original inspiration for the Valkyrie battlemech.
at first glance, pretty much the same as the WSP-100. same armor and structure, so still fairly fragile. TMM stays the same, though the movement is now a full 10"j, so if it jumps it can push the TMM to +3.
the big difference is in damage and range. 1/2/1 is fairly impressive for a light mech,  letting it hit out to 48 inches away, and doing it's best damage between 18 and 24 inches.
specials see some change as well. FUEL4 is right where you'd expect it, but IF1 comes as an automatic for the LRM's, letting it shot over interveining terrain.
movement in airmech and fighter mode also went up, to 30"g and 5a. this really doesn't change the airmech mode TMM any from the WSP-100 (still a +5 while airborne) and fighter mode is still fairly slow.
this one gets used rather differently than it's brother. while you can still use fighter mode to approach or escape the battlefield, it is definitely a ground unit. use it much like you would a Valkyrie, for fire support of other light units, only with much better 'shoot-and-scoot' options.


and the last of this brotherhood of early LAMs is the WSP-100b. this one really doesn't have much detail on it's background.. it's a variant indicated to have been used by the SLDF's 77th Special Operations Group, the "Blackhearts." presumably during their operations during the Reunification war and Amaris Civil War. they may have had some left over or cached away during the early succession wars (after they went Mercenary) but it seems unlikely they had many, survive till the Jihad. the parts of the 77th SOG which followed Kerensky into the Exodus however probably brough any LAM's they had left with them, so you might find a few in old Brian Cache's or being experimented with by the Society. in SLDF service, it seems likely that if one special operations unit has access to a specific variant, other similar units would have access as well. The WSP-100b is more of a scout mech than the two we have covered previously, with the weapons pulled for a medium pulse laser, a streak SRM, and an ECM system. it is the clear predecessor to the WSP-105, which will be covered later in this article.
first up, you'll notice that the armor is improved. it can now survive the thud-test, although two such hits will still kill it. movement is the same as the WSP-100A, at 10"J, 30"g, and 5a.. fairly mobile on the ground, but still slow in the air.
the major difference is the damage. a 2/2/0 bracket means this LAM can actually bring the pain, albeit only within 24 inches.
the ECM special gives it the ability to shut down sensors and electronics in a 12 inch radius, and lets it sneak around when using blip counters and the other concealing data rules. (in more modern games it also gives it the ability to sever C3 links, but since C3 came around long after this model went extinct, the combination is unlikely.)


the next three LAM's we cover are more like half-brothers to the ones already covered. not long after the first LAM's were deployed, the SLDF noticed they were taking a lot of extra fire because oftheir unique looks. so the SLDF commissioned new models, designed to more closely resemble each LAM's conventional Battlemech progenitors. (while the MUL gives these cards the art of the Royal LAM's, the actual art is currently Unseen.) these units never received advanced technology refits and were assigned to standard SLDF units. as a result, it was these later models which would survive to go on to serve in the armed forces of the Successor States during the Succession wars. the Wasp LAM saw use all across the Inner Sphere, but the biggest concentrations were found in the Capellan confederation.


Unseen WSP-105 Wasp LAM Miniature produced by Ral Partha. Image provided by Dave Fanjoy's Website.



first up is the WSP-105, which appears to be a reduced technology version of the -100b. Because the Production facilities on Epsilon Eridani were destroyed during the succession wars, the WSP-105 was a valuable but increasingly rare unit.
first thing you'll notice is that the movement is higher.. 12"J in mech mode, 36"g in Airmech, and 6a in fighter. this doesn't change the mech mode TMM any from the other models so far, but it does push the Airmech mode TMM to +6, which makes this model much harder to hit when airborne.
Firepower is back to being 1/1. this is fairly typical for a light mech the time and technology of it's heyday, so decent enough.
armor/structure is the same 3 by 3.. not bad for a light mech but you will be relying on being hard to hit more than anything.
the specials are pretty standard for a LAM.. FUEL4 and the LAM alternate movement.
the WSP-105 is definitely a scout. use it's airmech mode to look ahead and find the enemy, then to run away. if you have to stay and fight, stick to mech mode and use terrain for cover.



the WSP-105M is (as far as i can tell) a Pilot's custom machine, not a regular variant. Lieutenant Mandrake Matherson was a Combine LAM pilot in the 12th Air Lance, part of the Deiron Regulars. apparently he used his airmech mode to great effect during a campaign on the border planet of Capra in 3024 (most likely against the Fedsuns), and as a result was allowed to modify his LAM with armor found in a bunker on Galtor that brought close to a Mk.I's appearance, and gave it a minor weapons mod. the armor thing is pretty much just fluff, but the weapons change is minor enough that I'd be very surprised if it hadn't occurred more than once. it evidently swaps out the SRM2 for an LRM5, giving it longer range capabilities.
stats are pretty much the same as the regular -105. same movement, same armor and structure. the big change is the damage. 1/1/0* is only a minor improvement in damage, but the extra range is very handy for a unit this fragile, and the combination of high mobility and long range makes it useful as a harasser. IF0* again comes with the LRM's.
edit: and i just noticed.. the MUL has the -105M as a FWL only unit.. now i have no clue where this one came from.



the WSP-110 is one of the more bizarre platforms. serving as a testbed for the Word of Blake's redevelopment of Land Air Mech technology, it combined features of the different Wasp LAM's with cutting edge WOB technology, such as the Variable Speed Laser and composite structure. in terms of appearance this one is a bit of a mystery. while it's number matches that of the 'unseen' LAM models, since it was a completely new design it may well have been built with the Mk.I appearance.
on the surface, not much different. the mobility and firepower is the same as the WSP-100A, as is the presence of the BOMB1 special. the big difference is armor. Composite structure saves weight but makes the internal more fragile, so it results in a reduced internal score for AS. in this case, the same 3 armor is there from the WSP-105, but paired with only 2 internals. which doesn't make much difference to the thud test, but does make it somewhat more fragile.
use this one the same way you would the WSP-100. it's more of a fighter than a ground unit, so make use of it's airstrike ability.



Overall the Wasp Land Air Mech is fragile, and not terribly powerful. it's high mobility in airmech mode gives it potential for use as a harasser, using shoot-and-scoot tactics to close on an enemy, sting it, and run away to a safe distance. even better, it makes a good recon unit, which can range ahead of your force, find out what the enemy has, then retreat back to safety. but remember it's a light mech still. hits from anything bigger than another light mech are going to mess you up, if not put you down for good. The Royal and WOB variants are pretty much the same, but the addition of the bomb capability makes for an interesting option, especially if you opponent skimps on air cover.

the biggest hindrance for the use of any LAM is the extinction issue. with them no longer in common use by the clan invasion era, and their revival by the WOB during the Jihad being so brief, you are not likely to encounter a LAM very often. that said, there were enough in use during the 4th succession war that a WSP-105 Wasp LAM could occasionally pop up in private or mercenary hands during the post-clan era's, and the setting certainly has enough examples of hidden star league caches that a few Mk.I's could even come into play in later eras. they'll just be rare cases of someone being willing (or forced by circumstances) to deploy a hard to maintain museum piece.
« Last Edit: 11 March 2017, 01:00:07 by glitterboy2098 »

Scotty

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #1 on: 24 August 2015, 00:44:46 »
You appear to have used the -100b card a couple extra times here, and I'm not seeing the -105.  I'd definitely go over the formatting next time before you post, but this is a good article in terms of content and explanation of the unit in general. O0
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glitterboy2098

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #2 on: 24 August 2015, 00:59:57 »
cards are fixed. probably copy/paste errors when writing it up in word. i seem to get those a lot.

glitterboy2098

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #3 on: 08 September 2015, 14:21:27 »
ASUotW: Wasp LAM Part2

Swatting the bugs.


Now that we've examined the capabilities of the Land Air Mech, i'm sure the big question on everyone's mind is "well, how do we kill it"? a valid question. the high mobility and protective TMM's an airmech mode LAM can generate makes that mode tempting as a combat option, and certainly with clever planning the skeet-factor of being so high above the underlying terrain can be dealt with. But Alpha Strike does offer several options for dealing with fast flying units.

first, is the obvious approach, and by far the least efficient. "fire everything!" even a high TMM cannot prevent all enemy attacks from striking, so swamping a target with lots of shots from many different sources leaves a chance for some to get through. and given the relative fragility of LAM's, any hit from a unit larger than a light mech has a good chance of crippling the LAM. however there is a drawback to this method, in that it requires you to devote much of your forces firepower to a single opponent, one that in the scheme of things will be more annoyance than true threat, given the limited firepower of the LAM. it also opens up your own forces to damage from the Enemy's Non-LAM units.

second, is FLK(#/#/#), or Flak damage. Units with tube artillery or LBX autocannons gain the FLK special rule. When attacking an airborne Aerospace, VTOL, or WIGE unit, a unit inflicts it's Flak damage if it misses the to-hit by 2. so if the target to-hit is 9, a roll of a 7 would still hit with the listed flak damage. while most units with FLAK damage do not do much damage using it, this ability gives them an edge against fast moving flying units. however, there are few units that do more than FLK(1/1/1) so if relying on flak for defense against fast flying units, quantity is still the key. given the proliferation of the LB-10-X in star league and early clan invasion era's when LAM's were still in use (and of LBX AC's and HAG's during the Jihad) it should not be difficult to find flak capable variants to include in your forces.

Third, the AC(#/#/#) ability, or Autocannons. Autocannons have a variety of special ammo abilities in Alpha Strike, much like in regular battletech. the two most useful in this case are Flak, which imparts the FLK ability described above, and Precision. Precision grants an extra 1 damage against targets with a movement of 10" or more during a standard shot. if it chooses to fire only it's autocannons, it inflicts the damage listed but has a -2 modifier to the to-hit/ in effect. against a LAM this pretty much cuts the TMM down by a third, greatly increasing the odds of hitting. the AC special is much more common than FLK, and if playing during the late succession wars it will be the main way to obtain FLK ability. (unlike the other special ammo types, Flak ammo was developed during the star league and it never became Lostech.) the drawbacks of the AC special though are much the same as with FLK above. few units mount enough standard autocannons to generate more than a 1/1/1 damage line, so while you will need quantity to bring down a LAM fast. an additional drawback is you are limited in how many special ammo types you can equip at once, so any unit you load with Flak ammo will detract from  more anti-ground options. if you cannot devote a fair number of units to Anti-Air duty primarirly, loading precision would be the best approach, as it can boost both anti-air and anti-ground. if playing prior to the late clan invasion era, when Precision is not available, consider carefully how much of your force you want to devote to dealing with airborne units.

Fourth, and only in play if the players agree to use it, is Anti-Aircraft Targeting. this special rule gives any unit it is assigned to a -2 modifier to shots against flying Aircraft, VTOL's, and WIGE's, similar to the precision ammo listed above. however it also gives a +1 to hit modifier against all other targets (as well as non-flying aircraft, VTOl's, and WIGE's), and like all of the special targeting system options, must be active during the whole game. This system effectively turns any unit into a dedicated anti-aircraft vehicle. if combined with one of the options above, such as AC or FLK specials, the resulting unit can be murder against flyers. This rules allows designs like the Rifleman, Jagermech, and Partisan to acheive the effectiveness that the fluff proscribes to them.

Fifth, Minefields. according to Pg102 of the Alpha Strike rulebook, Minefields effect flying units that are below 2" above the underlying terrain. as WIGE vehicles and LAM's in Airmech mode are limited to 1" above the underlying terrain, this means that Minefields are as effective against them as they are against non-flying units. While pre-placed minefields are a scenario dependent option, this weakness of WIGE's and LAM's means that FASCAM munitions for Artillery and Thunder munitions for LRM's will be an excellent deterrent, as well as creating no-go zones to funnel the LAM's movement. however with Thunder and Thunder-Augmented munitions only appearing in the late clan invasion era, for games set in the star league and succession wars era's your only source of remote deployable minefields is Artillery.


As you can see, a Land Air Mech is only highly effective against an unprepared enemy. it is relatively simple to arm your force with weapons capable of reducing the threat of a LAM's mobility, particularly in the Jihad era when all of the above options are not only available, but in widespread use.

ColBosch

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #4 on: 08 September 2015, 14:36:08 »
This was posted too early. The LAM rules in ASC will likely be revised due to changes in Interstellar Operations.
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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #5 on: 08 September 2015, 15:23:22 »
and it is just as likely that the many valid arguments against those rules will see the IO rules changed. but this is not the place for that debate, and frankly, i am rather annoyed that you even bothered to bring them up. personally i think even mentioning the IObeta LAM rules issue should count as trolling right now.
i wrote this article and posted it because i wanted to write it, and used the rules that exist. i was writing it well before the IObeta rules were released and the whole issue came up.

if you do not have a constructive comment about the unit or how to use it or fight it using the current Alpha Strike LAM rules, take it elsewhere.
« Last Edit: 08 September 2015, 16:32:19 by glitterboy2098 »

ColBosch

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #6 on: 08 September 2015, 19:47:50 »
I am not trolling. I am offering criticism, namely that you should've waited until we know what the final Alpha Strike rules for LAMs will be, as changes could affect your analysis. It appears you ignored the matter entirely, when one line ("these are the rules as they stand now, and may be revised due to changes from IO") was all you would've needed to address the issue. If someone looks to this post after the rules are revised, they're going to be given bad advice.

Further criticism: You used a comic strip but did not give credit nor a link back to its origin (but you did credit Fanjoy); it's also the opposite of how LAMs should be used, as if you're not flying then you've wasted the PV on the ability. You mention the "Thud test," but don't define it (never assume your readers know all the jargon, especially forum-specific); why you even mention it is beyond me, as that the Wasp LAM is weaker should be obvious given that it's a light 'Mech. You included no page references to any sources that I could see. It seems like most of this piece is just paraphrasing the rulebooks, with actual advice limited to the obvious. You even said "I don't know what this is" in the WSP-105M entry, when a quick question to the MUL Team could've cleared things up.

The final line of your anti-LAM analysis deserves its own criticism: "As you can see, a Land Air Mech is only highly effective against an unprepared enemy. it is relatively simple to arm your force with weapons capable of reducing the threat of a LAM's mobility, particularly in the Jihad era when all of the above options are not only available, but in widespread use." This is nonsensical. The very things that effect LAMs also effect other units in much the same way, and those units tend not to be able to rip across the battlefield two (or more) feet at a time.

Ultimately, I found this article less than useful, and I had high hopes for it given the subject matter.
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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #7 on: 08 September 2015, 20:07:31 »
While I might have waited if I were writing it, it's up to the writer to decide when to write it. You don't have to wait for errata that hasn't been written or even said it is being written.
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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #8 on: 08 September 2015, 20:33:47 »
I think all the attention LAMs have been getting around the forum makes them a topical subject for MotW. I enjoyed reading it.

I'd add a thought about the WiGE movement type though... yes it has to go around "terrain" 2" tall but hills actually don't apply here... they're not a terrain type. A hill in AS is only an increase in elevation.  So long as the hill's "terrain type" doesn't include stuff that stands 2" tall on the slope surface itself (like trees) the WiGe can not only traverse hills but its immunity to movement penalties for changing elevation make WiGEs (and AirMechs) ideal units for that terrain.

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #9 on: 08 September 2015, 20:57:10 »
Thanks for writing the article Glitterboy.

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #10 on: 08 September 2015, 20:57:42 »
Further criticism: You used a comic strip but did not give credit nor a link back to its origin (but you did credit Fanjoy);
clearly you should reread it closer..
"as Schlock mercenary points out:" is just as much credit as i gave Fanjoy.

for those who desire to read the comic, go heere: http://www.schlockmercenary.com/
but be warned, it has 15 unbroken years of daily strips to catch up on in the archive.


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it's also the opposite of how LAMs should be used, as if you're not flying then you've wasted the PV on the ability.
and you'll notice i never say "do not use this". i point out that that WIGE flight has many drawbacks, including the additional height and terrain limits, and that you should not rely on it for combat. that mech mode will be able to use terrain to better advantage and survivability.


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You mention the "Thud test," but don't define it (never assume your readers know all the jargon, especially forum-specific); why you even mention it is beyond me, as that the Wasp LAM is weaker should be obvious given that it's a light 'Mech.
and the MotW AC-20 test is trotted out even for light mechs which clearly cannot survive it. just because it's a light mech does not mean that it will be obvious that it is less survivable.


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You included no page references to any sources that I could see. It seems like most of this piece is just paraphrasing the rulebooks, with actual advice limited to the obvious. You even said "I don't know what this is" in the WSP-105M entry, when a quick question to the MUL Team could've cleared things up.
funny, but no other article has quoted direct from their sources either. i have actually gone one better than most by linking to rulings pertinent to an issue, like airmech TMM's, which no other article has done.
and i did ask several people about the -105M. they were the source of the first, faulty information, as they were under the impression it was the Kurita pilot's custom machine. if someone does know the source, they have not made themselves known.

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The final line of your anti-LAM analysis deserves its own criticism: "As you can see, a Land Air Mech is only highly effective against an unprepared enemy. it is relatively simple to arm your force with weapons capable of reducing the threat of a LAM's mobility, particularly in the Jihad era when all of the above options are not only available, but in widespread use." This is nonsensical. The very things that effect LAMs also effect other units in much the same way, and those units tend not to be able to rip across the battlefield two (or more) feet at a time.
actually, given that the biggest threat in most players minds will be the fact that high movement gives the unit high TMM's, it is not non-sensical. under standard AlphaStrike rules the LAM's gain those TMM's as long as they are airborne and moving the minimum distance. they do not have to cover two or more feet a turn to gain them, they just have to be airborne. this means that there are going to be a lot of players who perceive LAM's in airmode as units that cannot be hit and thus ideal for attacking things, despite their lower damages. even with the terrain limits and height issue. against such players the tactics outlined above will be most effective.
and yes they provide benefit against other units. i never say otherwise, and  point out frequently that they work against fighters, WIGE's, and VTOL's as well. the whole point of part2 was to bring attention to existing game rules that can help offset the mobility and high TMM's of Land Air Mechs. a force that goes up against LAM's that does not consider how they plan to deal with a LAM's airmech mode will have difficulty dealing with LAM's. the capabilities i list are fairly common ones, but ones that not all players may think of when facing a LAM the first few times.

While I might have waited if I were writing it, it's up to the writer to decide when to write it. You don't have to wait for errata that hasn't been written or even said it is being written.
and they may choose not to change the Alpha Strike rules at all, even if the battletech ones stay the same as IObeta. the Alpha Strike ones work very well for Alpha Strike, and balance very well in AS. AS handles many things differently than regular battletech, which have not been a big issues. look at the changes to the to-hit modifiers from woods for example. or how they removed WIGE unit's ability to 'hop' over terrain by raising elevation. or how they simplified firing arcs. etc.

I think all the attention LAMs have been getting around the forum makes them a topical subject for MotW. I enjoyed reading it.

I'd add a thought about the WiGE movement type though... yes it has to go around "terrain" 2" tall but hills actually don't apply here... they're not a terrain type. A hill in AS is only an increase in elevation.  So long as the hill's "terrain type" doesn't include stuff that stands 2" tall on the slope surface itself (like trees) the WiGe can not only traverse hills but its immunity to movement penalties for changing elevation make WiGEs (and AirMechs) ideal units for that terrain.
since the rate at which a WIGE can raise elevation is limited, you'll need to go around any hill that goes up more than 1 inch of elevation in one inch of horizontal travel. so if there is a hill that is 2 inches high, and it has steep sides, you pretty much go around. if it is a shallow hill that rises fairly gradually, you can go over.

of course, tactically it will often be wise to go around the hill anyway, especially if it is tall enough or has woods or other terrain to provide cover to the flying LAM from enemy fire.
« Last Edit: 08 September 2015, 21:00:01 by glitterboy2098 »

Tai Dai Cultist

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #11 on: 08 September 2015, 21:34:27 »
...since the rate at which a WIGE can raise elevation is limited...

That's true in CBT but not in Alpha Strike.  There is no language in AS restricting the rate of climb for WiGE movement mode.  I presume this is the case because AS rules assume you might be playing with hills that look like this on the table:



It doesn't do to give a rate of ascent on hills that are terraced cliff faces for ease of delineating elevation levels, after all.  If you DID give a rule, it would have to envision all possible forms of terrain that simulate hills and that's a fool's errand.

Sure, someone might use AS's lack of restriction on ascents to argue that they can go up a long, sheer cliff.  Technically they'd be right, but technically they'd also be a tool.  It might be a blind spot in the AS rules but how steep is too steep is something that you have to maturely agree with your opponent. 
« Last Edit: 08 September 2015, 21:36:40 by Tai Dai Cultist »

glitterboy2098

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #12 on: 08 September 2015, 21:40:32 »
on the chart on pg 30 of the alpha strike main book:
"9 Infantry, ground vehicles, ProtoMechs, and WiGEs may not perform elevation changes greater than 1” per 1” traveled. ’Mechs may not make elevation changes
over 2” per 1” traveled"

since WIGE movement in AS does not have the option to climb in altitude at expense of MP (the way WIGE units in regular battletech do), and the superscript "9" is a note to "level changes up or down", with all the other entries being for climbing and descending hills, this seems very clear.

and it seems quite clear also that restricting the height change to the amount of forward movement (the slope or grade) is an effort to accomidate all forms of terrain that might pose as hills (or buildings, or anything else sticking up from ground level). so that you can use the flat slabs like you show in the pic, or the round sloping hills preferred by Microarmor gamers, or anything in between.

assumign the hills in the image you show are one inch tall, a WIGE unit like a LAM could climb the lower level with no problem, but the upper levels may be unattainable from some angles because after one inch of forward travel they are more than one inch high.
« Last Edit: 08 September 2015, 21:52:05 by glitterboy2098 »

Tai Dai Cultist

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #13 on: 08 September 2015, 21:55:02 »
Interesting catch in the small print.  That changes the issue of having to maturely ignore the rules from disallowing travel up cliff faces to allowing going up terraced hill pieces.

glitterboy2098

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #14 on: 08 September 2015, 22:01:55 »
pretty much. a "cliff" basically ends up informally defined as any change of elevation greater than the unit can make.

PGB

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #15 on: 06 March 2017, 00:10:42 »
Thank you GlitterBoy 8)

glitterboy2098

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Re: Alpha Strike Unit of the Week: Wasp Land Air Mech
« Reply #16 on: 03 May 2017, 19:03:55 »
Update:
http://bg.battletech.com/forums/index.php?topic=56412.0
Quote from: nckestral
Errata added, LAMs in AirMech mode have a +2 to-hit modifier.
Quote from: nckestral
The LAM as the attacker, in AirMech mode.

this does not really change things a lot, but it does help alleviate the potential for abuse. while an airmech can move around rapidly, it has a harder time hitting a target. It reinforces the Airmech Mode's use as a means of mobility, instead of fighting. it also makes standard mech mode more valuable in the bargain, by the same reasons.

 

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