Author Topic: Mech of the Week Catapult CPLT-XX  (Read 25860 times)

Demon55

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Mech of the Week Catapult CPLT-XX
« on: 26 January 2011, 23:36:09 »
The Catapult
By Demon55

   The Catapult created by Hollis Incorporated between the years 2561-2563, for a special contract for the Star League.  This was a very short production run for a good design.  My personal experiences with this ‘mech have been good.  Staying out of range of an opponent while showering them with missiles and then jumping behind a building, ridge or some other object for cover. 

With the fall of the Star League near the end of the twenty eighth century many Catapults left the Inner Sphere with Alexander Kerensky.  The majority of the Catapult’s that remained were in the Capellan Confederation.  These served House Liao well. 
Very rarely did we hear about a Catapult being outside of the Capellan Confederation.  The Kell Hounds had one in the Warrior Trilogy.  One was serving with the DCMS in Wolves on the Border. 

The DCMS did a noble deed in 3033.  The DCMS’s Catapults had served the DCMS well.  Thus in 3033 Yori ‘Mech work was contracted to build replacement Catapults, primarily the CPLT-K2 variant.  Production of this war machine resumed after far too long a hiatus of four hundred and seventy years.  Al Na’ir is now where the Catapult is produced.

Since new Catapults were being produced this was a mech no longer a threatened species on its way to extinction in the battles of the Succession Wars.  It is moving on the risk scale to out of threatened to lower risk. 

TRO 3050 Upgrades states “Though produced only in limited numbers at the dawn of the Star League, the Catapult has remained a venerable design that has proven its worth time and again over the centuries.”

I have found this mech very useful and there are many people who consider it one of the best heavy battlemechs around in its time and still have uses for it in these days of ERPPCs, Gauss Rifles, HPPCs, ERLLs, Light Gauss Rifles, etc.

I have had lots of fun with this mech.  My first experience with it was in Mechwarrior 2: Mercenaries.  SGT. Unther, not the most pleasant fellow, but entertaining none the less.  It was fun to be able to stay out of range and shower opponents with long range missiles.  Also when the Clans came the jump jets were extremely useful for popping up and firing at approaching foes before falling back behind cover before taking hits.  The problem with the Catapult in MW2: Mercs was that its head was easy to hit just like the Jenner’s.  This made the mech unusable by your lancemates. 

In the Mechwarrior 4 series the Catapult got a pair of LRM-20s, Large laser and a small pulse laser.  It was still a good mech, but the model of it looked like a bloated airliner.  Still it was a good mech and its base speed was faster than the original.  ~70 KPH max instead of 64 KPH.  There were lots of good variants you could make with the Catapult in the MW4 series of games, everything from long range missile spammers to short range brawling missile spammers. 

   A movement curve of 4/6/4 is average for its weight class and time.  Most 3025 heavies lacked jumpjets.  This gives the Catapult an edge in broken terrain or in terrain where there are lots of rivers to be jumped over.  Also in uneven terrain the Catapult can use its jump jets to put some distance between its self and a slightly faster opponent that lacks jumpjets such as a Dragon. 

Pre-3050 variants

The original Catapult the CPLT-A1 was armed with two Holly LRM-15s with two tons of ammunition each.  This gave it sustained long range punch, but made the same mistake as US fighter planes designed during the 1950s and 1960s such as the McDonnell Douglas F-4 Phantom II which had no close range weaponry such as a gun, until a gun pod was designed and then the F-4E which had an internal gun.  Newer models of the Catapult such as the CPLT-C1 had four Martell Medium Lasers for anything that got close. 

The CPLT-A1 is a good fire support platform that must be escorted by other mechs that do not rely on missile based weaponry.  It is in a world of trouble if it is rushed or runs out of ammunition.  Its twelve tons of armor give it a thick hide.  192/211 points of armor give it 91% of max protection.  The number one problem is that it lacks anything for up close. 

The CPLT-C1 is less armored than the A1.  The C1 has only ten tons of armor giving it 160/211 points, giving it 76% of maximum protection.  I have already gone over its weapons which are good.  It can stay in the fight after its missiles have been exhausted using its four mediums lasers to help out its friends.  I like have had fun planting this one behind partial cover where it can send swarms of missiles at advancing enemies.  This helps reduce the need to move since it is behind partial cover to absorb some of the incoming damage. 

The CPLT -C4 has the same armor as a C1, but upgrades the LRM launchers to LRM-20 and increases the ammo to two tons per launcher while downgrading four medium lasers to two small lasers in the center torso.  This is similar to the A1, but not as well armored.  This one also needs to have body guards.  Its small lasers are too weak to do much damage. 

The CPLT-K2 variant is the Kurita variant.  This one has the same armor as the C1.  Instead of the standard fifteen single heat sinks the Catapult carries this one has twenty allowing it to fire both PPCs without overheating if it has not been running or jumping.  Its LRM-15s have been removed for a pair of particle projection cannons.  It retains a pair of medium lasers in the left and right torsos.  A machine gun has been added to each torso with 1 ton of ammunition for the machine guns stored in the center torso.  The addition of PPCs is nice because they are not reliant on ammo allowing it to shoot and scoot without worry of wasting ammo.  Machine guns require too close a range to effectively back up the PPCs so the machine guns and their ammo should not have been added to replace the four mediums.  Keeping the mediums would have made this variant a better infighter incase things got close that needed to be killed. 

The CPLT-C1b came out in the war of 3039.  It has the standard movement curve of 4/6/4.  Thirteen double heat sinks keep this variant cool.  It has 179/211 points of ferro-fibrous armor.  This gives it 84.8% protection.  It has the same weapons as the C1, but has four tons of ammo for the LRM-15s, making this more of a standoff mech.  The problem with so much ammo though is the lack of CASE on this variant.

When you compare the Catapult to similar ‘mechs of its era like the Crusader, Bombardier, and the Archer, it is outgunned, but has enough heatsinks to use its ranged weapons or its close ranged weapons without risk of overheating.  The other missile support ‘mechs mentioned are undersinked with only ten heatsinks to deal with heat buildup.  The Catapult can pound away at advancing enemies and use its lasers to finish the job. 

3050 Variants and Post 3050 Variants

The CPLT-C3 variant is identical to the C1, except that the C3 had its Holly LRM-15s and their ammunition stripped out to make room for and ARROW IV missile launcher in the right arm and the right torso.  The problem with this variant is that it only carries five rounds for its ARROW IV launcher.  So it must be kept far away from the front and be guarded by forces friendly to it.  The Capellans have been known to use two of these and buddy them with a TAG equipped light ‘mech that can designate targets for the Catapult’s, while the Catapult’s are out of range of the enemy’s weapons.  Personally, I think the ARROW IV is wasted on this ‘mech as it takes up too much space and has too little ammo.

The CPLT-H2 variant is shared between the Capellan Confederation, Magistry of Canopus and the Taurian Concordat.  This has thirteen double heat sinks.  Its eleven tons of armor bring its protection to 176/211, 83% of maximum armor protection.  Its weapons are one RL/20 in LA, 3 RL/20 in RA, 2 RL/20 in RT, 2 RL/20 in LT.  These have a maximum range of 18 hexes or 360 meters.  A PPC is in the left arm giving this version a maximum range of 540 meters.  It keeps the two medium lasers in the center torso. 

The CPLT-K5 is another Kurita variant.  This one has 12.5 tons of armor for a total of 200/211 points.  That gives this variant 94.7% of maximum armor.  This variant has an endo-steel skeleton which frees up weight at the expense of space.  Twelve double heat sinks replace the original 15 single.  Mounted in its head is a C3 slave, giving this variant better communication with the mech with the C3 Master.  Two medium pulse lasers occupy the center torso to deal with fast movers or elementals.  In each arm replacing the old Holly LRM-15s is a Medium Range Missile launcher thirty with two tons of ammo each for sixteen volleys per launcher.  The MRMs have a max range of fifteen hexes or four hundred and fifty meters.  This is more of a close in brawler. 

The CPLT-K2K is an upgrade of the K2.  It has a stronger engine giving it a 5/8/4 movement curve.  It has twenty double heat sinks.  It has 152/211 points of armor.  This gives this variant 72% of maximum armor.  It has a pair of ERPPCs one mounted in each arm giving it long range punch and has the heat to handle it.  Its backup weapons are a pair of medium lasers one mounted in each arm.

The CPLT-K4 is a bit slower with a movement curve of 3/5/3.  It has seventeen double heat sinks.  It is fully armored 211/211 points of armor which is light ferro-fibrous.  It is armed with a heavy PPC in each arm and an extended range medium laser in each torso.  It has a C3 Slave in its center torso giving it a better communication system.  It has a heavy punch with both HPPCs.

The CPLT-C6 is a dark age variant.  4/6/4 movement curve.  15 double heat sinks allow it to fire both its plasma rifles and extended range medium lasers without over heating.  It has an XL engine that makes its side torsos more sensitive to weapons fire, but has better protection.  It has much more armor 200/211 points for 94.7% armor protection.  What frees up some weight in this one is its endo-steel internal structure.  Its plasma rifles can reach out to 450 meters and its extended range mediums to 360 meters making this a mid range brawler. 

The CPLT-C2 is another dark age variant.  4/6/4 movement curve.  This one has ten double heat sinks. It has 184/211 points of armor for 87.2% protection.  Its engine is an XL.  Its internal skeleton is endo-steel, which lightens it up a bit, but adds to maintenance needs.  It retains the LRM-15s, but these are artemis IV capable.  It has four tons of ammo available.  Backing up the LRM-15s are a pair of LB-2X light autocannons one mounted in each side torso.  The autocannons share a single ton of ammunition with forty five shots.  The autocannons have a nice range of 810 meters, but really cut down on fire power.  Being able to dish out a total of ninety points of damage, but at close range the pilot of this newer model will likely miss the four Martell Medium Lasers that the old ones had. 

Conclusion

The Catapult is a good heavy, but its use of LRMs can be a detriment since their use requires discipline.  You have to wait to fire until you have a high probability of a hit or you waste some or most of the salvo.  Firing thirty missiles with a possible thirty points of damage is a nice idea which can turn sour when only ten hit and the rest miss. 

Versions equipped with PPCs have the advantage of not having ammunition dependent weapons as its primary weapons. 

The Catapult works well when paired with ‘mechs with similar movement curves that are armed with a mix of weapons such as the Vindicator, Whitworth, Marauder (5D works especially well with the Catapult), Warhammer, Thug, Tempest, etc.  Pretty much anything in the 4/6/4 movement curve that has weapons that compliment the Catapult’s and cover its weaknesses is good to have in a lance with the Catapult. 

Original article here: http://www.classicbattletech.com/forumarchive/index.php/topic,53327.0.html

Neufeld

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Re: Mech of the Week Catapult CPLT-XX
« Reply #1 on: 27 January 2011, 06:11:26 »
The CPLT-C1b is a Royal from 2688 (see TRO3039). Also the Jenny custom variant with 4xSRM6 replacing the LRM launchers was included in the RS3039u. Otherwise, good article.


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Martius

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Re: Mech of the Week Catapult CPLT-XX
« Reply #2 on: 27 January 2011, 09:22:57 »
Good article. I like the CAT in almost every incarnation. BTW- the 1Cb has CASE on the record sheet.

BTW- what is the source of the H2 being a Capellan/Canopian/Taurian Mech? The old faction list had it as Marian and Capellan Mech and it was neither on the Canopian nor the Taurian list.


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Re: Mech of the Week Catapult CPLT-XX
« Reply #3 on: 27 January 2011, 09:32:24 »
The CPLT-C1b is a Royal from 2688 (see TRO3039). Also the Jenny custom variant with 4xSRM6 replacing the LRM launchers was included in the RS3039u. Otherwise, good article.

This is a repost, not an update, and at least one of those came out after the article was reposted.  It's a solid article, though, and personally, I'm rather fond of Catapults.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #4 on: 27 January 2011, 10:53:40 »
This is a repost, not an update, and at least one of those came out after the article was reposted.  It's a solid article, though, and personally, I'm rather fond of Catapults.

They were both in TRO 3039.  ;)
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Re: Mech of the Week Catapult CPLT-XX
« Reply #5 on: 27 January 2011, 12:09:54 »
Always a solid mech to go to to help fill out a force. 
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Re: Mech of the Week Catapult CPLT-XX
« Reply #6 on: 27 January 2011, 12:13:44 »
I starter my journey in Battletech aboard a pair of Catapults from the 4th edition (the cardstock ones). Since them, LRMs have a warm place in my heart. Beautiful article.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #7 on: 27 January 2011, 12:44:56 »
They were both in TRO 3039.  ;)

...so they were.  My guess is he was looking at RS3039 when writing, since they're not in there.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #8 on: 27 January 2011, 12:54:43 »
...so they were.  My guess is he was looking at RS3039 when writing, since they're not in there.

Yeah, I'm glad that got corrected.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #9 on: 27 January 2011, 13:15:40 »
I'll be happier when RS3039U is thoroughly bug-fixed.

Demon55

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Re: Mech of the Week Catapult CPLT-XX
« Reply #10 on: 27 January 2011, 17:53:20 »
Sorry about the lack of updates as I do not have some of the newer TROs.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #11 on: 27 January 2011, 17:57:07 »
Not a big deal.  The main goal with the reposts is just to get the articles back on the forum.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #12 on: 27 January 2011, 20:05:34 »
Still no Stealthapult variant  :'(
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Re: Mech of the Week Catapult CPLT-XX
« Reply #13 on: 27 January 2011, 20:44:33 »
In the Mechwarrior 4 series the Catapult got a pair of LRM-20s, Large laser and a small pulse laser.  It was still a good mech, but the model of it looked like a bloated airliner.  Still it was a good mech and its base speed was faster than the original.  ~70 KPH max instead of 64 KPH.  There were lots of good variants you could make with the Catapult in the MW4 series of games, everything from long range missile spammers to short range brawling missile spammers. 

Many people would always instinctively shoot the 'ears' (arms) off to disarm the Catapult, even though it was better to just shoot the torso like with any other mech. Sometimes I used to take advantage of this for laughs by leaving the ears empty and boating lasers on the torsos.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #14 on: 27 January 2011, 20:57:21 »
Are we allowed to discuss the CPLT-C5A from RS3085, or is it still too soon?


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Re: Mech of the Week Catapult CPLT-XX
« Reply #15 on: 27 January 2011, 21:02:31 »
As noted in the 'Mech of the Week organization thread, the moratoriums for record sheet volumes are based on the TROs they're tied to.  That Catapult is well past the moratorium date.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #16 on: 27 January 2011, 22:42:04 »
The CPLT-C1b is a Royal from 2688 (see TRO3039). Also the Jenny custom variant with 4xSRM6 replacing the LRM launchers was included in the RS3039u. Otherwise, good article.

The Royal Catapult is arguably oversinked.  As it stands it is an Alpha baby, able to jump and employ it's entire arsenal for neutral heat.  The base 10 DHS can cover the entire weapon array with only mild heat, plus movement.  OR it can cover either long or in close weapon arrays along with the jump jets.  It is rare you'll have a target that can be effectively engaged by both sets of weapons.

I'd much rather sacrifice the three extra DHS for Artemis IV and CASE.
« Last Edit: 27 January 2011, 22:43:50 by Nikas_Zekeval »

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Re: Mech of the Week Catapult CPLT-XX
« Reply #17 on: 27 January 2011, 22:53:49 »
The Royal Catapult is arguably oversinked.  As it stands it is an Alpha baby, able to jump and employ it's entire arsenal for neutral heat.  The base 10 DHS can cover the entire weapon array with only mild heat, plus movement.  OR it can cover either long or in close weapon arrays along with the jump jets.  It is rare you'll have a target that can be effectively engaged by both sets of weapons.

I'd much rather sacrifice the three extra DHS for Artemis IV and CASE.

Kind of tough to do that with a refit kit. It wasn't meant as a redesign but an upgrade.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #18 on: 28 January 2011, 03:33:17 »
There are two custom Catapults as well, the Catapult Jenny from TRO/RS3039 as mentioned above, and the Catapult Sandy from Royalty and Rogues. Piloted by Sandy 'Poison' Seaterth of the mercenary unit Silver's Slayers, it is a modified Catapult-C1 which trades all four medium lasers for a pair of medium pulse lasers. To date, it lacks a record sheet.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #19 on: 28 January 2011, 08:34:06 »
Simple enough modification, although personally, I'd rather have the MLs.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #20 on: 29 January 2011, 11:04:38 »
  The old Catapult is a great mech in 3025. Well armored, not too much exploding ammo and good weapons. I have seen it defeating several heavy mechs in a row.

  The ammo was an issue for me until veteran players me explained that the LRM15 were not for use as a fire support mech. They should be used while closing with the enemy. When engaged, the LRM range is a great tool to avoid enemy  mechs to flee.

  Against a Catapult, there's no safe place. There are lots of sweet spots, 3, 6, 7 hexes away... it is a great mech and way better than the Crusader.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #21 on: 29 January 2011, 11:28:37 »
Exactly.  More ammo is nice on the variants but the classic model uses them as the opener, peppering the opponent as they close and maybe saving a couple of volleys in case someone tries to flee or offering flexibility in the case of someone those things you just don't want to get close to.  But the whole time, it's generally looking to yank the opponent right into the phone booth, dance around, and use those lasers to beat them into submission after the LRMs have softened them up.  They can also function credibly as part of a fire lance - they help with the main mission sometimes but can also get in the face of someone messing with the unit while the rest back off and pour fire into them.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #22 on: 29 January 2011, 12:52:45 »
Nothing quite like seeing the face of a player who has maneuvered behind the cat only to have the missile launchers flip and fire directly into the rear arc.

Love the cat.  [rockon]

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Re: Mech of the Week Catapult CPLT-XX
« Reply #23 on: 29 January 2011, 15:39:59 »
I've had people think they were safe from the Catapult because of how it was pointed, only for the arms to flip.  Keep in mind that almost all of them can flip arms.  The only ones that come to mind that can't are the artillery variants.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #24 on: 29 January 2011, 22:56:44 »
True. but that is only if you aren't hugging them tight (up to +6 minimum range penalties  :o)), or you have a Catapult without LRMs in the arms.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #25 on: 30 January 2011, 01:32:42 »
Catapult also tend to explode less often than Crusaders.  The only thing lacking in the C1 is CASE.  Swapping the SHS for DHS allows the mech to alpha without overheating and depending on how many DHS you can add more ammo for the LRMs.

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Re: Mech of the Week Catapult CPLT-XX
« Reply #26 on: 30 January 2011, 02:44:04 »
Definatly one of the better mechs in its era, and one I love to take because it is so flexable.  Much like the Blackjack, people focus on the LRMs and don't look at the MLs.  "Its a support mech, and its got low ammo" and so on.  But, its got the sinks and its got the jets and its got the armor to get in your face and mess you up if its got the inclination.  And if half you're armor's gone from the LRMs, then so much the better. 

Even still, I generaly pair them with my Archers or Longbows as guards, unless I'm running a team with some Crusader Ls and I want my jumping LRM lance, which can be pretty fun.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #27 on: 30 January 2011, 03:13:28 »
Actually, I prefer to use the LRMs as much as I can. In 3025 play I view it as a fire support mech first. but the trick is, once the bins go empty, the Cat takes the fight to the enemy to finish the job, if the missiles have not.
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Re: Mech of the Week Catapult CPLT-XX
« Reply #28 on: 08 February 2011, 23:06:07 »

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Re: Mech of the Week Catapult CPLT-XX
« Reply #29 on: 09 February 2011, 09:57:20 »
Great piece of equipment. I love to just give the -C3 10 dhs and use the rest of the weight for ammo.
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