Author Topic: ProtoMech of the Week: Hydra  (Read 4397 times)

GreekFire

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ProtoMech of the Week: Hydra
« on: 14 December 2014, 14:47:42 »
The Hydra, as with the many other first-generation ProtoMechs, was born from the last gasp of Smoke Jaguar creativity before their death. Described as an assault unit, the design has since spread to a handful of other Clans. The Hell’s Horses would bring forth the Hydra 2, the Mandrills the Hydra 3, and the Spirits the Hydra 4. Each would specialize the Hydra in completely different ways, turning them into what would be most needed by their Clan.

6-ton ProtoMechs are comparable, in many ways, to 60-ton BattleMechs. They are the lightest of the heavies, reaping both the inherent advantages and drawbacks of this choice. Jump Jets now weigh more than they do for ProtoMechs 5-tons and lighter, making them less than attractive choices for the 6-tonners. On the other side, internal structure is increased by 1 in every location, which is more important than it sounds: the head and arms now sport 2 points of structure each, which plays a larger difference than it might sound. Additionally, frenzy attacks now deal 2 damage instead of 1.

This weightband is also the first to be able to survive a 15-point gauss slug to the torso region, a 5-point hit to the arms, or a 10-point hit to the legs. Indeed, arm armor alone is doubled compared to anything lighter, and we go from needing 3 points to tear off a 5-ton Proto's arm to needing a total of 6 points. This substantial increase in survivability makes 6-tonners the lightest ProtoMechs that can be thrown into direct combat and still have a chance of coming out alive.


From TRO: 3060

The initial Hydra is a solid design, although one that suffers in a few subtle ways. The 4/6 movement reflexively appears to be a bit slow for a 6-ton Proto, but is ultimately the heaviest one can go without having to start referring to the master engine table. This is backed up by a respectable, but not fantastic, 29 points of armor set out 3(head), 10(torso), 3(arms), 7(legs), 3(MG). The Hydra would be the lightest ProtoMech able to survive a Gauss slug straight to the torso for 8 years, a feat only later matched by the Chrysaor. The legs are able to take a 7-point hit without going internal, or even 2 5-point hits without crumbling. These are the most important locations for any ProtoMech, so having a good amount of toughness there is definitely attractive. The arms, main gun and head aren’t as good. 5-point hits can smash through any of them, and three 7-point hits can tear through the head/an arm and just barely core out the torso afterward. Nothing can really be done about this, though, unless design choices are sacrificed in a chassis rebuild.

The remaining weight is put towards a very nasty duo of weapons: 1800 kg are invested in a Streak SRM-3 with 10 rounds of ammo, and another 750 kg go into the first recorded use of a Micro Pulse Laser. The amount of firepower here is pretty staggering - the accurate nature of both weapon systems means that at close range, the Hydra has a high chance of landing 9 points of damage per turn. Streak SRMs also have quite good range for a ProtoMech weapon system, while the Micro Pulse Laser gives it added options against infantry.

Both of these make the Hydra a brilliant partner to heavy bruiser ‘Mechs or vehicles. A few of them can add dedicated anti-vehicle, anti-infantry and critseeking options to more imposing holepunchers. It plays very well in secondline formations, supporting Clan mainstays such as the Ku, Ishtar, Oro and Athena. Common standard ’Mechs like the Marauder IIC, Warhammer IIC, Rifleman IIC and Glass Spider can also take advantage of the critseeking an AI abilities of any supporting Hydras. Each costs a pretty reasonable 209 BV, not too hefty a price to pay for what it can bring to a force.

~ ~ ~

As I said earlier, the Horses eventually rolled out the Hydra 2 in 3066. This variant isn’t the best. At all. Honestly, I hate it. First, the good: three jump jets are added to give the Hydra 2 a semblance of mobility, adding on the option for hit-and-fade engagements in broken terrain. The Micro Pulse Laser is ditched, instead replaced by two additional missile tubes to give the Hydra 2 a very intimidating Streak SRM-5 with an exorbitant ten shots of ammo. The bad: all of the extra weight needed to improve those launchers comes straight from its armor. Only 14 points are left, with 2(head), 5(torso), 1(arms), 3(legs), 2(head). The Hydra 2 is one of those travesties that relies more on internal structure than armor for survivability, but at least it can still take a 10-point hit to the torso without dying. That upside is counterbalanced by many downsides; a 7-point hit rips apart the legs, while two 7-point hits core it even when coming from the arms or main gun.

The relegates the Hydra 2 to two roles in my eyes: ambushes, and urban combat in heavily built up terrain. In ambush situations, it can quickly disengage before reengaging when heavier and more intimidating elements enter the fray, while urban combat gives it the armor it needs to survive. It is basically the very definition of a glass canon, so use it as such. It does, however, synergize well with the other ProtoMechs in the Horse roster; it has comparable armor to the Orc, Centaur and Procyon, so using one to give some added oomph to a Horse Point can be interesting. Having a 223 BV cost, more than the standard Hydra, does make it less disposable, and its payload makes it a priority target. Be extremely careful when using it.

~ ~ ~

The Hydra 3 is a Mandrill innovation, beginning to enter their forces by 3067. It is a radical departure from the other variants. The 5/8/5 movement is reminiscent of the Roc, although the upgrading of the engine and jump jets costs it a scary 2000 kg, a third of its weight (same as the Siren). It is worth noting that the engine is also suboptimal; a 6/9 engine weighs exactly the same on a 6-ton ProtoMech chassis. The firepower is also quite different: a single LRM-6 with 10 shots. This isn’t a terrible choice, and the weaker 24 points of armor [3(head), 9(torso), 3(arms), 6(legs)] isn’t as big of a deal. It can no longer take a 15-point hit to the torso, but it does still pass the double 7-point hit threshold. The point stripped from the legs kind of sucks, but jump jets mostly invalidate that drawback. The remaining loss of armor was taken from the now non-existent main gun, an intelligent sacrifice.

The Hydra 3 is easy to use, and it suits the Mandrills well. The Clan leans towards using ProtoMechs that can accurately engage at range, and the Hydra 3 plays straight into that strength. Use the jump jets to find the best vantage points, and rain away. Remember that your firepower is very limited, stay in your medium range or at the edges of short range to get the most bang for your buck - as long as you have something more attractive for your opponent to hit. It’s a bit pricy at 247 BV, make those missiles land where you need them. You can’t afford to jump around every round and boost up your own to-hit numbers too often.

~ ~ ~

The Hydra 4 is what the Spirits brought forth in 3072. All of the weaponry is once again switched out, although it is a sort of refinement of the original Hydra. The Hydra 4 triples-down on the anti-infantry role with three AP Gauss rifles loaded onto it, 10 shots for each. This gives it the ranged critseeking options of the original, while keeping up the same overall DPS rate. Range is somewhat cut, but a dramatic increase in armor makes it more than worth it in my eyes: armor is now nearly maxed at 35 points, with 4(head), 12(torso), 4(arms), 8(legs), 3(MG). This is fantastic. The Hydra 4 can now survive a 5-point hit to any location except for the now less important main gun, while able to take more 7-point hits to the arms (or even a 7-point followed by a gauss slug) without dying to a cored torso. It is solid, without a doubt.

BV is a bit more expensive, but at 221 it is still cheaper than the Hydra 2. It’s a very good design, and one that I would consider over the standard Hydra given the choice (and spare BV). Padding out a heavy lance with the Hydra 4 makes you near-invulnerable to infantry assaults while able to stay relevant at range. While not entirely the same kind of unit, I’d suggest to any players used to fielding AP Gauss Elementals to give the Hydra 4 a shot. Three of them costs less BV than a 3/4 APG Elemental Point, while mostly maintaining the same weight of fire and having more overall durability. It works well for the Spirits; the other anti-infantry designs they have are the Chrysaor 2 and the Satyr 2, so having another with more range (while still being more than useful in a non-AI role) is great.

~ ~ ~

All in all, I would suggest using Hydras to shadow larger units. They're difficult to swat with secondary weapons, and keeping them close to something larger increases their longevity even more - something you want, considering the deep ammo bins of all of the variants. They create an additional threat bubble, preventing opponents from trying to close to knife-fighting range where they'll become entrapped by the slower ProtoMechs. Another option is sometimes using them as a part of a ProtoMech anvil, but only in a support role; they don't have any holepunching weapons of their own, so they would have to be matched up with Minotaurs, Gorgon 2s, and the like.


~ ~ ~

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Prince of Darkness

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Re: ProtoMech of the Week: Hydra
« Reply #1 on: 14 December 2014, 15:38:59 »
Another excellent writeup Greekfire- you're really making me want to dust off the outline for a Sprite PotW that I had until the errata.

It's kinda funny to me that so early on in the unit's lifetime that so many good ones were made almost by accident, and then right after that so many sucked. The Hydra 2 is practically a travesty and is a proto that really should have dropped ammo for armor just so it could live long enough to expend it all.
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Dragon Cat

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Re: ProtoMech of the Week: Hydra
« Reply #2 on: 14 December 2014, 16:02:49 »
A unit I can't remember ever using  :-[

Liam's Ghost

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Re: ProtoMech of the Week: Hydra
« Reply #3 on: 14 December 2014, 16:19:21 »
Okay, I'm going to say it. The society should have fielded large numbers of Hydras built in secret.

And hailed them.
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Fallen_Raven

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Re: ProtoMech of the Week: Hydra
« Reply #4 on: 14 December 2014, 17:20:34 »
Not one of my favorite Protos. While the Hydra has all the firepower I could want, it doesn't have the speed I need to deploy it. Every single time I use them I'm up against speed machines that can dance around it, or over gunned assaults that can kill the whole point before I get in range. Hydras really need to have terrain that suits them or major support to shine. But the beauty of 25 SRMs hitting the rear armor of a Kodiak should convince you its worth the effort!  }:)
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Fletch

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Re: ProtoMech of the Week: Hydra
« Reply #5 on: 14 December 2014, 19:41:27 »
Looks like the Horses were going for a hit and fade type unit and happy to take 'acceptable losses'.  Looks a fun ambush unit in the right terrain.

Maelwys

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Re: ProtoMech of the Week: Hydra
« Reply #6 on: 14 December 2014, 22:50:59 »
A unit I can't remember ever using  :-[

I think many people take a look at the speed on the Hydra and either jump back to the Centaur for comparable firepower and a 50% increase in speed, or jump forward to the Roc which is faster and has jump jets as well.

And if you look at it like a `Mech, its not that surprising. Sometimes its really hard to forget that you'll be working these in points and have to consider it with 4 friends, instead of just by itself.

Arkansas Warrior

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Re: ProtoMech of the Week: Hydra
« Reply #7 on: 14 December 2014, 23:42:20 »
Ok, I've never been big on protos.  I don't like the idea of a warmachine that drives its pilots nuts.  So explain this to me: what's the advantage of a main gun?  Does it give a better field of fire or something?  With the limited armor of protos, it seems to me that you'd be better off never using a main gun so that you don't have to armor it.
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Re: ProtoMech of the Week: Hydra
« Reply #8 on: 14 December 2014, 23:51:51 »
360-degree firing arc(since it gets both arm arcs), and I'm not familiar with Proto construction, but I think it can handle larger weapons than arm mounts.
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Maelwys

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Re: ProtoMech of the Week: Hydra
« Reply #9 on: 15 December 2014, 00:31:31 »
With a torso twist, the Main Gun has effectively a 360 degree firing arc. The main gun also isn't limited by weight, where as on standard ProtoMechs, arm mounts are limited to weapons that are no more than 500kg, and the torso can take up to 2000kg (I forget off hand if Super/Ultra heavy ProtoMechs adjust these weight limits)

Prince of Darkness

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Re: ProtoMech of the Week: Hydra
« Reply #10 on: 15 December 2014, 01:05:40 »
With a torso twist, the Main Gun has effectively a 360 degree firing arc. The main gun also isn't limited by weight, where as on standard ProtoMechs, arm mounts are limited to weapons that are no more than 500kg, and the torso can take up to 2000kg (I forget off hand if Super/Ultra heavy ProtoMechs adjust these weight limits)

Protos dont torso twist.

Heavy/superheavy modify these amounts.
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Re: ProtoMech of the Week: Hydra
« Reply #11 on: 15 December 2014, 02:15:18 »
Protos dont torso twist.

Your statement would be correct if you removed the "don't".
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GreekFire

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Re: ProtoMech of the Week: Hydra
« Reply #12 on: 15 December 2014, 03:54:34 »
Another excellent writeup Greekfire- you're really making me want to dust off the outline for a Sprite PotW that I had until the errata.

It's kinda funny to me that so early on in the unit's lifetime that so many good ones were made almost by accident, and then right after that so many sucked. The Hydra 2 is practically a travesty and is a proto that really should have dropped ammo for armor just so it could live long enough to expend it all.

Awesome, thanks!! It's really true that the first generation of ProtoMechs excelled in many ways. I feel like this is one of the barriers that prevented further Proto growth later down the storyline, with a lot of them (re: Cecerops, Procyon, Basilisk) flopping by trying too hard to be different.

Okay, I'm going to say it. The society should have fielded large numbers of Hydras built in secret.

And hailed them.

Oh boyyyyyyyyy.

Not one of my favorite Protos. While the Hydra has all the firepower I could want, it doesn't have the speed I need to deploy it. Every single time I use them I'm up against speed machines that can dance around it, or over gunned assaults that can kill the whole point before I get in range. Hydras really need to have terrain that suits them or major support to shine. But the beauty of 25 SRMs hitting the rear armor of a Kodiak should convince you its worth the effort!  }:)

I really think that the Hydra is one of those Protos that should be taken with the expectation that it'll never reach the rear arc of any enemy 'Mech. It's quite solid, but as a supporting member of an assault force - not as a machine to be taken on its own. And as always, if your enemy takes the time and effort to focus them down, that's a turn your 'Mechs can wail away harm-free.

I think many people take a look at the speed on the Hydra and either jump back to the Centaur for comparable firepower and a 50% increase in speed, or jump forward to the Roc which is faster and has jump jets as well.

An unfortunate fate of many Protos is to be unfairly compared to the Roc. A lot of people come in thinking "well, if it doesn't have the punch of an ER Medium Laser it must be worthless", which is sort of the same mindset as people who overly favor triple-gauss (etc) boats. Sure, they work, but by only focusing on them you'll be ignoring a whole 'nother range of possibilities.
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glitterboy2098

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Re: ProtoMech of the Week: Hydra
« Reply #13 on: 15 December 2014, 04:53:54 »
one thing the *otW series ought to consider nowadays is the Alpha Strike versions of these unit's stats.. though i suspect that the experience level of the writers with that system would be a big factor. sometimes alpha strike alters how mechs can be viewed. a design that is poor in regular battletech can sometimes be very good in AS, and vice versa.

thanks to the recent changes in how proto's work in AS (getting rid of the 'by point' stats tracking) we can look at proto's on a 'per-proto' basis.. and in AS, the Hydra might not look all that impressive compared to the full blown mechs.. it actually doesn't fair too bad as a proto.

as a general rule for proto's in AS, they move like mechs, except handle certain types of terrain better, have a slightly better critical hit table (which sadly would not come up much anyway), and benefit (and suffer) from some LOS difference due to their size. so basically, not much different than in battletech.


the Standard version compares well to the Roc.. same durability and firepower. it's 2 inches slower than the Roc and lacks jumping, which might be an issue in some terrain but you do save 1 point on the cost, which across a whole point could give you the points needed to upgrade some other unit's skill level.. though at 8 points, it costs 2 points per proto to upgrade the skill each level, so the points saving won't help the proto point directly. while it has no special rules itself, it's role as a Brawler means a point of these can be used in a Battle lance/star or command lance/star and count towards those lance's special abilities. (battle lance's rerolls, or the command lance's various pilot abilities)
in fact, it;s small size (and the fact you can get 5 to a point) makes it perfectly suited for adding to a Light Battle Lance, IMO.


the Hydra 2 is.. less than stellar by comparison. while it has the same firepower and gains access to jumping movement.. that jump won't provide much of an improvement in terms of TMM, and the suit's complete lack of armor at AS scale means it is even more fragile than usual. while proto's are basically 'one hit wonders' in AS, unable to stand up against most mechs, they at least have the armor to weather other proto's attacks for at least 1 turn.. except in this case. and it's ambusher role does not give it potential access to much of any special lance abilities at this time. the only good news is the low point value, which at 7 points means it only takes 1 point per skill level to improve, so if your willing to invest the points, you could at least get your eggshells highly skilled.. though frankly, i doubt that it would be worth it. this is one that you'd only really take for flavor purposes, IMO.



the first thing you notice on the Hydra 3 is the Damage.. while it has a long reach, 0* means that even in normal play,this thing's firepower is anemic. though the indirect fire at least means it can employ that fire from behind cover where it's fragile form is less likely to be destroyed. the big change is mobility, with a full 10 inches of jump. the 7 point cost also makes it a bit cheaper to get and upgrade.
oddly, i do think this one has a role in AS.. as a missile boat, a point of these would help count towards the Fire Lance or Fire Support lance specials.. and it's high mobility and relatively low cost means it can often get places other units cannot. which makes them useful spotters for the rest of the star. but your mileage may vary.


the Hydra 4 is pretty much a carbon copy of the standard in AS.. which makes it useful but doesn't leave much else to be said that hasn't been already. the main reason to take the 4 rather than the standard is if your sticking to in universe availability lists, and your local gamer group gets bent out of shape if you don't have that little '4' by the name in your faction force list.
« Last Edit: 15 December 2014, 04:56:43 by glitterboy2098 »

Maelwys

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Re: ProtoMech of the Week: Hydra
« Reply #14 on: 15 December 2014, 09:53:52 »
Protos dont torso twist.

In a slightly less snarky/combative answer, under Firing Arcs on page 104 of TW
Quote
ProtoMechs: ProtoMechs use the firing arcs for `Mechs and can twist their torsos according to the standard rules (see Rotating the Firing Arc, p. 105). If the ProtoMech is carrying a main gun, that weapon can be fired at targets in the forward, right side and left side firing arcs. The weapon is rotated if the torso is twisted, giving it a potential 360-degree field of fire.

Admittedly, the actual rules for "Rotating the Firing Arc" on page 105 only mentions "`Mechs," and doesn't mention ProtoMechs at all, but its clear from 104 that they can.

An unfortunate fate of many Protos is to be unfairly compared to the Roc. A lot of people come in thinking "well, if it doesn't have the punch of an ER Medium Laser it must be worthless", which is sort of the same mindset as people who overly favor triple-gauss (etc) boats. Sure, they work, but by only focusing on them you'll be ignoring a whole 'nother range of possibilities.

I think the mindset is more like "These are so fragile, I need to get as much damage out of them as possible, as quickly as possible," as they look at the design on its own, rather than as part of a point of 5, where you can spread out the damage they take and make them last longer.

GreekFire

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Re: ProtoMech of the Week: Hydra
« Reply #15 on: 15 December 2014, 13:10:32 »
Fantastic input, glitterboy!! You're completely right, I have close to no experience with Alpha Strike (and especially Proto usage with that system) so I'd have a hard time figuring out which ones would be good or not. Your post is damn helpful, I love the different perspective we can get on stuff once we start looking at AS.
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Prince of Darkness

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Re: ProtoMech of the Week: Hydra
« Reply #16 on: 15 December 2014, 13:54:08 »
In a slightly less snarky/combative answer, under Firing Arcs on page 104 of TW
Admittedly, the actual rules for "Rotating the Firing Arc" on page 105 only mentions "`Mechs," and doesn't mention ProtoMechs at all, but its clear from 104 that they can.

Thank you, Maelwys.

Quote
I think the mindset is more like "These are so fragile, I need to get as much damage out of them as possible, as quickly as possible," as they look at the design on its own, rather than as part of a point of 5, where you can spread out the damage they take and make them last longer.

I believe that mindset also affects battle armor- and to a lesser extent- vehicles. I've noticed people making near suicidal runs with these units just to try an eek out as much damage as possible, thinking they're dead the next turn.
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glitterboy2098

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Re: ProtoMech of the Week: Hydra
« Reply #17 on: 15 December 2014, 14:45:55 »
Fantastic input, glitterboy!! You're completely right, I have close to no experience with Alpha Strike (and especially Proto usage with that system) so I'd have a hard time figuring out which ones would be good or not. Your post is damn helpful, I love the different perspective we can get on stuff once we start looking at AS.
i've not used proto's yet (i was waiting till they updated the rules.. so the recent changes make me happy in the avstract) but i've been doing a lot of study on AS. (though i wish i had more people to play with)

proto's suffer a bit from AS's different damage scale and tracking.. but they do offer a few options not available in the regular battletech rules, at least when you bring the optional rules of teh AS companion into play. for example, screening.. if a proto sticks close (within 1 inch, IIRC) to another unit (like a mech or a Vee), it makes shots against the screened unit tougher from that direction. (though obviously this means that the proto becomes more vulnerable if the enemy decides to take out the screening unit.) which means that if you absolutely need to keep a particular unit alive, proto's might be a way to get cheaper screening from the important angles by using them as semi-disposable shields. though with one point of Hydra's being 35 to 40 points at base skill level (on par with a good clan medium or 2-3 good clan lights) that probably isn't the best choice of tactics.. use in desperation.

even without special sensors though, Proto's would be very good if the 'blip counters' and concealed unit data rules are in play.. these rules add a degree of fog of way and make scouting a lot more vital. even without an active probe system, having one point of your star able to be in 5 places at once (and wielding mech grade sensors) means you can reveal more of the enemy force faster. and you can still avoid direct fighting because you just need LOS for visual spotting or to be within 10 inches for sensor based spotting. (probes and such just extend that distance) and worst case you force them to reveal some of their units when they open fire to take out the proto.. the same kind of ablative scouting the IS uses things like Locusts, Stingers, and Wasp's for.

one tactic to take advantage of that would be something i saw in a martial olympiad.. the guy was using Satyrs to search for a hidden objective but the method ought to be useful in blind play too. he had his proto's form a rough line across a portion of the board, and advanced them ahead of his main force.. like an old fashioned skirmish line from the napoleonic age. back in the day, a regiment, which had to fight as a massed unit in formation, would dispatch a company or two of troops which took up dispersed positions ahead of the main formation as it moved.. these troops served as a form of early warning system for the main force. the skirmishers benefited from being lesser targets, but gave the main formation time to get into position once the enemy was found by providing that early warning.. and by harassing the enemy from cover when needed.

and like in BT, if a point of proto's gang up on a target they can match the firepower of a much heavier mech.. on par with a heavy! (5 damage and short and medium is pretty good!) though the fact each proto rolls to hit separately means your average will only be on par with a good medium but that's not too bad.. and about on par for the points they'd cost.
« Last Edit: 15 December 2014, 14:59:25 by glitterboy2098 »

Scotty

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Re: ProtoMech of the Week: Hydra
« Reply #18 on: 15 December 2014, 18:54:25 »
though with one point of Hydra's being 35 to 40 points at base skill level (on par with a good clan medium or 2-3 good clan lights) that probably isn't the best choice of tactics.. use in desperation.

A Cougar Prime is 28 points.  A Fire Moth Prime is 17 points, and in AS terms is exactly as fragile as one of these protos (if three times more powerful and three times faster).  I'd definitely be willing to sub out a high-end Light or a low-end Medium in order to put five Protos on the board.  If anything, the 1/1 A/S for five units each is significantly more durable on a point for point basis than the Cougar's 4/2 - because a big five point hit from an Assault 'Mech is going to cripple a Cougar in one or two shots, while the protos will always take five full hits to destroy without somehow splitting fire.  That's probably the biggest advantage protos get from AS.  Splitting fire is significantly more difficult for normal units.
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Kidd

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Re: ProtoMech of the Week: Hydra
« Reply #19 on: 15 December 2014, 22:57:09 »
Keep up the Proto articles! Here: cheap and nasty cause I was bored.
« Last Edit: 15 December 2014, 23:03:27 by Kidd »

Prince of Darkness

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Re: ProtoMech of the Week: Hydra
« Reply #20 on: 16 December 2014, 01:53:49 »
+1
Cowdragon:
I'm going to type up your response, print it, fold it in half, and look at it like a I would a centerfold. THAT's how sexy your answer was.

Sabelkatten

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Re: ProtoMech of the Week: Hydra
« Reply #21 on: 16 December 2014, 05:50:27 »
 [stupid] O0

Railan Sradac

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Re: ProtoMech of the Week: Hydra
« Reply #22 on: 16 December 2014, 05:57:13 »
Because of how the face is, I keep looking at that picture and seeing some old guy shouting "Get off mah lawn you damn Spheriods!"

Sjhernan3060

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Re: ProtoMech of the Week: Hydra
« Reply #23 on: 03 October 2017, 12:00:19 »
I just mine in the mail and they actually look really cool. I think the protos have been maligned on their looks.

Sjhernan3060

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Re: ProtoMech of the Week: Hydra
« Reply #24 on: 23 October 2017, 15:57:16 »
Keep up the Proto articles! Here: cheap and nasty cause I was bored.


What are the bulbs on its shoulder supposed to be?

Weirdo

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Re: ProtoMech of the Week: Hydra
« Reply #25 on: 23 October 2017, 16:40:34 »
Waste storage tanks. Those catheters have to lead somewhere...
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Sjhernan3060

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Re: ProtoMech of the Week: Hydra
« Reply #26 on: 30 November 2017, 13:34:00 »
Har har

wantec

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Re: ProtoMech of the Week: Hydra
« Reply #27 on: 01 December 2017, 12:37:26 »
Waste storage tanks. Those catheters have to lead somewhere...
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I am Belch II

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Re: ProtoMech of the Week: Hydra
« Reply #28 on: 01 December 2017, 23:06:26 »
Always liked the Hydra, great write up on it.
Walking the fine line between sarcasm and being a smart-ass

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Sjhernan3060

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Re: ProtoMech of the Week: Hydra
« Reply #29 on: 02 December 2017, 18:10:26 »
It’s actuslly a much better mini than I expected