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Author Topic: 'mechs which turned out to be far more useful than they were designed to be.  (Read 2997 times)

Starfury

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I'll add the Hermes II and the Clint to this list. They're both 6/9 40 tonners that pack varying medium to high damage long range guns, and rely either on jump jets or armor to carry then through a fight. The later era variants end up with ER PPCs, Ultra ACs, Large Pulse Lasers or even Heavy PPCs, and make great light iS mech hunters (Clan lights, not quite as much, but the Hermes II with the Heavy PPC or the Ultra AC/5 Large Pulse combo are a good start in the right direction.)

Team either one or both up along with other 40 ton units like the  ER PPC equipped 8/12/8 Cicada or the  Chimera, and you have a nasty skirmisher unit. And another 40 tonner just occured to me: The Daimyo. It's a simple, medium tech, inexpensive trooper you could use in any unit, and it even has C3 slave and master cariants. I think I've only ever seen one DC player use it.

Mechman08

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I’ve gotten a surprising amount of mileage out of the Banshee BNC-3E back when I was playing on a 3025 MekWars server.  It was a common but unpopular factory pull, it’s excessive armor to firepower ratio tending to divert enemy fire into squishier lance mates.  Due to this, they could be picked up in a trade for next to nothing, as faction teammates wanted to free up mechbays for better units.

Now, one BNC-3E in a 6k BV Lance will likely be a bad case of All My Friends Are Dead syndrome, as more dangerous mechs get focused down.  Four BNC-3E’s in a 6k BV Lance is a (relatively) fast wall of armor that can hold its own at range and physically dog pile lighter machines (particularly the weak legged Whammies and Marauders) that get too close or fall.

I won more Lance to Lance fights with this kind of setup than I lost.  Relatively easy replacement also meant they could be treated as expendable.  A couple matches I won in part because my pain point for campaign losses was higher; I didn’t have a favorite mech I wanted to preserve for later games.  I don’t think my Mechwarriors appreciated this policy, but the generals were happy  ;D

pokefan548

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I won more Lance to Lance fights with this kind of setup than I lost.  Relatively easy replacement also meant they could be treated as expendable.  A couple matches I won in part because my pain point for campaign losses was higher; I didn’t have a favorite mech I wanted to preserve for later games.  I don’t think my Mechwarriors appreciated this policy, but the generals were happy  ;D
Ah, the Charger method.
Speaking of, if we're allowing Variants the Charger gets a nice glow-up once the Kuritans start toying with the design.
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Daryk

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I think Banshees would beat Chargers at their own game...  ^-^

MoneyLovinOgre4Hire

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The Malice.

Sure, four LB-5X ACs and four ER Medium lasers are pop guns on a 100 tonner, but it's also a 100 ton mech that moves 4/6 and has max armor with a  BV of a mere 1,852.
Warning: this post may contain sarcasm.

"I think I've just had another near-Rincewind experience," Death, The Color of Magic

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five_corparty

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The Malice.

Sure, four LB-5X ACs and four ER Medium lasers are pop guns on a 100 tonner, but it's also a 100 ton mech that moves 4/6 and has max armor with a  BV of a mere 1,852.

... I may have to try that out!  My group plays with a lot of Vees and elementals, and that seems like something that could maul them at range while the rest of the lance is mixing it up!

Colt Ward

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Vehs for sure . . . LBX is just going to make Elementals angry.
Colt Ward

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MoneyLovinOgre4Hire

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Actually, you hit an Elemental point with a few bursts of cluster rounds to soften them up, then switch over to slugs and lasers and you can pop them pretty quickly.
Warning: this post may contain sarcasm.

"I think I've just had another near-Rincewind experience," Death, The Color of Magic

"When in doubt, C4." Jamie Hyneman

Daryk

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That sounds like a totally workable strategy...  ^-^

MoneyLovinOgre4Hire

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Battle Armor are actually the one unit type where it's mathmatically advantageous to hit them with the smallest damage clusters first in the hopes of spreading those around before hitting them with the bigger cluster, provide the bigger cluster can't one-hit kill the BA.
Warning: this post may contain sarcasm.

"I think I've just had another near-Rincewind experience," Death, The Color of Magic

"When in doubt, C4." Jamie Hyneman

five_corparty

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Vehs for sure . . . LBX is just going to make Elementals angry.

Nah, mate, you just roll a 2 to crit them or 12 to cap them in the head or -holds earpiece- oh, I'm sorry, I'm hearing from the booth I have no idea what I'm talking about and we here at Fifth Corps regret the error... ;-) hahahaha

(I mostly meant the Vees, against the elementals, was more thinking spreading some love and then someone coming behind and picking up the spare) :-)

Colt Ward

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Actually, you hit an Elemental point with a few bursts of cluster rounds to soften them up, then switch over to slugs and lasers and you can pop them pretty quickly.

4 LB-5X . . . so, let's see at range.  One turn plinking with cluster, 50% of clusters hit, spread across all the Elementals in a point- so 2 damage to each suit.  Switch to slugs!  All of them hit! . . . 4 troopers now have 7 damage and one has 2.  Next turn, slugs again and all of them hit!  Best result, you kill 4 Elementals on the 3rd turn . . . other option with 'ideal' dispersion is you kill 3 and now have the 2 remaining troopers with 7 damage.  Turn 4!, slugs manage to pummel those last two standing down.  You have no used your assault mech to take 4 turns to kill a point of Elementals- tactical victory, whoever is fielding the Elementals.

Odds of the Elementals letting you keep LOS for that time?
What else is happening among the rest of the forces in the battle?

Pass- the Malice is better on AA or Anti-Veh duty with the ERMLs dealing with whatever gets close.
Colt Ward

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Clan Invasion Backer #149
Leviathans #104

Demon55

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The Crab.  I have used a couple and never regretted it.


five_corparty

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The Crab.  I have used a couple and never regretted it.

The new one in the Rec Guides is AMAZING...!

Fortyone

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The Longbow, and it's many variants, become a lot more useful when you start playing with alternate ammo types. Most have enough ammo bins that you can take several and there's even a variant with autocannons or Arrow IV if that's your thing.

Caedis Animus

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The Gun, specifically the HPPC configuration.

A single Gun, in a random pick up game of four lances (8v8), managed to hold down a firing corridor far more effectively than the Cougar C it was paired with-continuing to fire downrange even after getting legged by a Venom, even taking down another mech in that timeframe with a headcap and legging the Venom in return after it had retreated for 'less dangerous' targets at an 11 to hit. In fact, it survived four more turns than the Cougar it was paired with, only finally dying when an enemy Fireball managed to finally get close and finish it off.

Ever since that match, I have a serious love for 'cheap big gun' lights.
« Last Edit: 18 June 2022, 08:10:12 by Caedis Animus »

Jellico

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Ursus. ECM in an era where C3 exploded and countermeasures were rare on Clan Mechs, and the Ursus is very well heat sinked making its low power weapons far better at grinding out a win than they look.

 

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