HA1-O Hauptmann
Swagger and style
The cigar-chomping Hauptmann is a second-generation Spheroid OmniMech produced by the Coventry Metal Works. The second-largest BattleMech producer in the Lyran Alliance, Coventry Metal Works was one of the few Inner Sphere companies with OmniMech manufacturing experience; technological trading with the Draconis Combine in the 3050s led them to manufacture the Luthien Armor Works-designed Firestarter Omni. The Lyrans being Lyrans, however, based their Hauptmann on salvaged and captured Clan Dire Wolf (Daishi for Spheroids) OmniMechs. As a result, the Hauptmann would become a 95-ton assault 'Mech, the largest Inner Sphere OmniMech until the Jihad and the Word of Blake's Archangel.
The Hauptmann was named by Archon Katherine Steiner after the Lyran rank of hauptmann (captain), the most common officer rank to see battle and so a respected rank among many. In a way, this makes the Hauptmann the closest thing to an Omni Totem 'Mech there is in the Inner Sphere, especially when one thinks about the common Lyran stereotype regarding their assault 'Mech usage.
Curiously, the Hauptmann's construction is rather simple for an OmniMech: standard internal structure and standard armor plating leave ample critical space, while a 285-rated standard fusion engine saves even more space while remaining relatively light. TRO 3060 notes that is has been suggested that Coventry Metal Works could not make OmniMechs with extra-light fusion engines, though since the Firestarter used an XL engine, this seems to be a rather dubious claim. Others suggest it was a cost-saving measure, a far more likely explanation, though I suspect the standard fusion engine's durability compared to XL types had been considered as well. Thanks to this simple construction, the Hauptmann is relatively cheap for being an assault-class OmniMech, something the Lyran Alliance Armed Forces no doubt appreciate.
The only advanced technologies used in the Hauptmann's base chassis are the 11 double heat sinks housed in the engine and the fixed CASE in the right torso. It is possible Coventry Metal Works didn't have the know-how for pod-mounted CASE; all first generation IS OmniMechs lacked CASE until some later configurations, with only the Free World League's Perseus utilizing pod-mounted CASE system from its beginning. Though some might frown upon fixed equipment in OmniMechs, the CASE is very useful - especially since the Hauptmann often carries a lot of explosive ordnance. If there's a good choice for fixed equipment, it is CASE.
Overall, the Hauptmann is very tough 'Mech. 18.5 tons of standard armor plating is the maximum the chassis can carry, and when combined with the CASE and standard fusion engine, the 'Mech is very difficult to destroy. There is little to say about its maximized armor, though I will note the front/rear allocations: The center torso front can absorb three Gauss slugs and the rear can absorb one, while the side torsos can take two to the front each and a PPC or AC/10 blast to rear.
All in all, this leaves the Hauptmann with 43 tons of podspace and a lot of critical space, the most out of the entire second generation of IS OmniMechs. If the Hauptmann's base chassis has one weakness, it is its lack of maneuverability and speed. The 285-rated engine limits its maximum speed to 54 KPH (3/5 in game terms), a slow but typical speed for Inner Sphere assault 'Mechs throughout the ages. As an OmniMech, the Hauptmann can carry Battle Armor but its slow speed makes this rather situational. In difficult terrain, jump capable Battle Armor will almost certainly outpace the Hauptmann. Still, this ability can be useful in the open or when approaching a battlefield and lacking other transport assets. Of course, the Lyrans do have slight preference toward quad Battle Armor, making this slight problem almost moot.
As with all OmniMechs, there are practically limitless ways (and reasons) to configure them. But all OmniMechs tend to develop standardized configurations, of which the Hauptmann has nine: four developed before the Jihad, two during it, and three afterwards. Nearly all of these Hauptmann configurations are built around one side-torso mounted "main gun", usually a heavy ballistic weapon, supplemented by various smaller energy and missile weapons and sometimes other equipment.
It should be noted that all of the canon Hauptmann configurations are rather expensive in Battle Value for an Inner Sphere assault 'Mech - they are all over 2000 BV. But they do bring quite a bit to the table for their price.
PrimeThe primary configuration's main gun is the Inner Sphere version of the LB-20X autocannon, mounted in the left torso. Each arm has an extended-range large laser and a medium pulse laser, while the side torsos both have a Streak SRM-2 and the head carries an extended-range small laser in a cigar mount. A Guardian ECM suite is placed in the center torso, and the right torso has a total of four tons of ammunition: three for the autocannon and one for the Streaks. Six additional double heat sinks are placed in the arms and right torso.
This configuration heavily favors close combat. Its only weapons with a range higher than 12 hexes are the two ER large lasers, giving it a maximum of only 16 potential damage there. This is rather limited for a 95-ton assault 'Mech, and so the configuration is best utilized in the urban jungle or in other line-of-sight limiting terrain. Under 12 hexes, the 'Mech's damage potential rises considerably. Heat isn't really a concern, simply leaving out one ER laser (or both pulse lasers) at shorter distances keep the 'Mech at zero heat even at run. The Streaks would not have been my first choice for supplemental weapons but they do work nicely as crit-seekers when firing slugs from the autocannon. Given the crit-packed nature of the Prime, there aren't even many better options, really. Speaking of critical slots, only the legs are open as it is.
If Tactical Operations rules are in play the ECM suite can be used for ghost targets, which may be useful as the low mobility of the Hauptmann limits its Target Movement Modifier. Several other Hauptmann configurations carry ECM suites so keep this in mind with them as well.
Since the Prime cannot flip its arms and has no rear-mounted weapons and limited mobility, it is vulnerable to back-stabbers. Of course, its commander should be aware of this and have others to cover that weakness. If you have to kill a Hauptmann conventionally, you're gonna need either range or big guns. Preferably both.
AThe A configuration is another close-combat configuration but built around a Gauss rifle in the right torso - its sole long-range weapon. For close combat, four extended-range medium lasers and two SRM-6s with Artemis IV were spread throughout the arms along with some hand actuators. Four tons of ammo are carried in the right torso: the standard two tons for the Gauss rifle and two tons for the SRMs. With six additional double heat sinks, this Hauptmann runs ice-cold and is over-sinked, though it is quite crit-packed and has a bit of redundancy. Three jump jets were also installed; not the most weight-efficient choice in 95-ton chassis, but the extra mobility is very welcome for close combat and in difficult terrain.
Once again, this configuration is a bit lacking at long ranges, even if everyone respects a Gauss rifle. The A configuration offers a bit more firepower at slightly longer ranges than the Prime and with added mobility, but YMMV whether it is truly better. The right torso is a bomb, though - a single TAC will probably destroy half of your 'Mech along with the majority of your weapons, even if the added mobility makes back-stabbing somewhat difficult. Massed missile and LB-X fire may be advisable against the A configuration in the hopes of a lucky TAC.
BThe B configuration is more of a mixed-range configuration, with an ultra AC/20 as its main gun split between the right and center torsos. Each arm has an ER PPC and a medium pulse laser and the arms can be flipped. The head-mounted cigar returns and is upgraded to a medium pulse cigar...I mean, laser. Three tons of UAC/20 ammo are carried in the right torso, and five additional heat sinks were installed.
The B configuration is clearly designed for bracket firing. At range it can run and fire the ER PPCs without excess heat, and up close it can use either all of the pulse lasers and the UAC in its double-shot mode without heat build-up, or use single-shot mode and add an ER PPC for slight excess heat. The configuration should be paired with some with crit-seeking capability; the B is good at punching holes but can't really exploit them. The primary configuration is probably the most natural partner. Once again, it is a dangerous configuration at range and up-close. Thanks to arms being flippable, it is reasonably safe from back-stabbers as well. Still, sending someone behind it may be advisable, if only to force the B configuration to split its attention between multiple attackers. With only three slots of easily expended explosive ordnance, the configuration isn't nearly as vulnerable to ammo-explosions.
CThe C configuration is built around the Lyran Alliance's then-newest weapon, the heavy Gauss rifle. The rifle is split between the center and right torsos, so one should remember that a hit to the center torso part of the HGR will cause a 25-point ammo explosion and nearly core the 'Mech. An LRM-20 with Artemis IV is carried as a secondary long-ranged weapon in the left torso. The ER small cigar returns to the head, the left arm has a medium pulse laser, the right arm has two ER medium lasers and both arms have hand actuators as well. Ammo for the weapons is cross-fed, with the two tons of explosive LRM ammo in right torso and the four tons of non-explosive Gauss slugs in the left. A Guardian ECM Suite "pads" the left torso a bit further. Two extra heat sinks allow for a running alpha with no heat build-up, though the 'Mech is effectively over-sinked unless engaging enemies at multiple ranges simultaneously.
I do not really like this configuration. I am not a fan of the heavy Gauss rifle and its various drawbacks. While it is capable of massive 25 points of damage within 6 hexes and 20 points to 13 hexes, the damage drops to only 10 points up to 20 hexes. Given the damage, the low hit probabilities at long-range and low amount of ammo, I would not advice shooting the weapon at long-range, unless necessary. Considering that class-20 autocannons have 9-12 hex maximum ranges (though obviously you'd be at long range for to-hit modifiers) and weigh less, the HGR's capabilities are not terribly impressive. Not to mention one has to make a Piloting Skill Roll every turn you fire the HGR while moving.
12 rounds for the LRM-20 are acceptable if rather limited but their minimum range makes their use within the HGR's short-range awkward, wasting heat sink capacity. Secondary close combat weaponry is also somewhat limited. Even worse, the C configuration has an even bigger right torso bomb; any critical guarantees its loss unless one has managed to expend the LRM ammo. Since the LRM ammo is located alongside the HGR, a single hit can strip nearly all of C configuration's firepower. Still, it is dangerous up close and is the second Hauptmann configuration that can force a PSR at ranges greater that 12 hexes.
DAs the Hauptmann's first C3 configuration, the D carries a C3 Master Computer and is therefore largely a dedicated long-ranged fighter and command unit. Curiously, this one was developed during the Jihad despite ECM's proliferation during the conflict and its impact on C3 networks. The main gun for the D is, once again, a right torso-mounted Gauss rifle. A new arm-mounted Heavy PPC acts as a secondary main gun, and two ER medium lasers plus two rocket launcher 10-packs are carried for close combat situations. The Gauss rifle has two tons of ammo while an extra heat sink helps dissipate the heat from the energy weapons and rocket launchers. But that is not all, for the configuration also carries a heavy targeting computer. Between it and the C3 network, the D configuration can provide heavy and accurate firepower from great distances.
Oddly, this configuration is almost the inverse of the older configurations, with heavy long-range firepower but limited close combat capabilities.
Best bet for dealing with this one is to get in close, preferably under the minimum ranges of the big guns - just watch out for kicks. Bring ECM to disrupt the C3 network, since the D is a Master computer carrier you'll want to cut it off from its friends. But even without the C3 network, it will be dangerous at distance thanks to the targeting computer. A priority target, as usual for any command units.
Aesthetically this variant is displeasing. It has asymmetrical arms, and the lasers are split between the center torso and right arm. Why no ER cigar?
EThe E breaks the habit of having a torso-mounted heavy weapon as the main gun. Another Jihad-era configuration, it once again carries a Gauss rifle, but this time in its right arm. Two plasma rifles are mounted: one in the right torso, one in the left arm. Both side torsos have a MML-5. The two tons of Gauss ammo are in the same arm as the weapon, the MMLs share three tons in the right torso, and the plasma rifles share three tons split between left arm, left torso and center torso. Two extra heat sinks are included though a running alpha will leave some heat build-up.
The E does have impressive firepower at all ranges, not to mention the ability to heat up enemies (for extra fun, bring infernos). The arms lack actuators and can be flipped; unlike the C, however, the E does not completely eliminate its forward long-range firepower with that maneuver either. Overall, a well-rounded configuration, a danger against any unit type. Unfortunately, this thing is extremely ugly. It breaks the visual design of the Hauptmann with its weapon placement. I don't find a fault in the weapon selection, just their placement. Aesthetics aside, one of the best Hauptmann configurations.
FThe F configuration is our first post-Jihad configuration. It carries some newer and more advanced technologies. The main gun is a left torso-mounted improved heavy Gauss rifle, protected with CASE II. This does mean the right torso's fixed CASE goes to waste, but CASE II's benefits outweigh small waste here by far. The four tons of ammo for the iHGR are located in the right torso. A Heavy PPC is mounted in the right arm while the left arm carries a pair of medium X-pulse lasers with a hand actuator. The cigar is back, this time also a medium X-pulse cigar. Finally, an Angel ECM Suite is placed in the center torso.
The F configuration is an improvement over the C configuration, to the point of replacing it if you ask me. The iHGR may not be as powerful up-close as the standard heavy Gauss rifle but 22 points at 19 hexes is very, very impressive. Especially since the range brackets mesh very well with those of the Heavy PPC. The PSR-drawback of the HGR still applies here though, and the even heavier weight of the iHGR limits ammo or secondary weapons. In close combat you will probably need to drop the Heavy PPC to avoid heat build-up; a running alpha strike generates 15 more heat than the configuration can sink. There's no risk of heat-induced ammo explosion but heating up the F configuration is an excellent way to reduce its firepower. Both main guns have a minimum range of three hexes, so one may want to exploit that, though the medium X-pulse lasers do good job at covering that minimum range.
MThe M configuration is a mixed-technology configuration and the second one to break the usual visual profile. It is also a boosted C3 Master computer carrier. And it is a missile boat, uniquely among the Hauptmann configurations. Honestly, I think the Lyrans looked at the Kuritan Naginata and decided "we want that".
Instead of the usual main gun, the M carries three Inner Sphere-spec LRM-15s, one in each arm (along with hand actuators) and one in the right torso in place of the usual main gun. Its choice of secondary weapon is somewhat... odd: a Clan ER PPC in the center torso. The LRMs have six tons of ammo in the right torso, enough that you may want to consider a ton or two of alternate munitions. With the boosted C3 network and well matched range brackets, the M configuration has impressive and accurate firepower. Four additional heat sinks means the configuration does not generate excess heat without moving. But with the C3 network, who needs that? Just park it someplace nice and let loose.
The M can arguably be regarded as an improvement over the D configuration. And it is about as difficult to deal with, for it will surely have friends. Countering a boosted C3 network is more difficult than countering a normal one, since you need an Angel ECM suite. Anti-missile system-equipped 'Mechs are good, and that RISC Advanced Point Defense System would be rather useful for dealing with this configuration. The missile launchers are Inner Sphere models, so getting under their minimum range cuts the M's firepower to 25% of its maximum potential. Of course, the Clan ER PPC is a rather nasty back-up weapon. All in all, an effective and good configuration.
TThe T configuration is my favorite. It is a mixed-technology configuration, one with a lot of firepower. After the Jihad, the Republic of the Sphere developed a new and radically different weapon: the TSEMP cannon. A very powerful piece of technology, it can shut down an enemy 'Mech (or most other units that aren't conventional infantry) at 15 hexes. It can only fire every other turn though, and explodes like a Gauss rifle if hit. When shot it causes some feedback to firing unit, giving a to-hit penalty and shutting down electronics like ECM suites. Perhaps to compensate for its limited rate of fire, the T configuration mounts two TSEMPs, one in each arm. One can either keep up constant TSEMP barrage, or fire them both to increase the probability of a shut-down.
Of course, shutting down the enemy is all well and good, but what about real firepower? The T configuration ain't skimping there either. You see, some clown decided to equip each side torso with a Clan-spec Ultra Autocannon/20. Yeah. Shut down enemy, kill it.
Each side torso has three tons of UAC/20 ammo. The left torso includes Clan-spec CASE II, and the small ER cigar (IS-spec) returns to head. The ER small laser is there to eat away the half a ton, I think, though everyone knows that small lasers can be weapons of doom... I suspect the Clan-spec CASE II was chosen to leave the half-ton, just for the style points the cigar gives to the Hauptmann.
This configuration very easily runs hot, especially as it carries no extra heat sinks. Running and firing both TSEMPs does not produce excess heat but firing both Ultras at double-rate produces 28 heat, of which 22 can be sinked. But since the ideal situation to use both at double-rate is when the enemy is helpless (like after successful TSEMP strike), this isn't really a huge issue.
Dealing with this configuration is difficult. You will want to keep outside the 15 hex range the TSEMPs have, for a hit that is lucky enough to shut you down means you will die in the next round; the Hauptmann only needs to move 3 hexes closer to get the UAC/20s into range where the immobility penalty will negate the long-range to-hit modifier. Backstabbing, C3 networks, indiscriminate artillery strikes and other dirty tricks are your friends for dealing with the Hauptmann T. Or bring Clan-tech as the range-advantage it offers will be invaluable. Of course, fast-moving 'Mechs may be able to fight in the TSEMP cannons' long range bracket, especially if the Hauptmann alternates between firing the two, as the to-hit penalty will make hitting with them borderline impossible. Alternatively, if the guns are fired together, there's a safe opportunity to attack without having to fear TSEMPs. All in all, one nasty configuration, indeed perhaps one of the deadliest 'Mechs in the game.
Closing thoughtsThe greatest weakness most Hauptmann configurations have is usually their limited long-range firepower, making mobility effective against them. The Hauptmann is best compared to the Atlas: good at defending or in assaults against limited mobility targets. Like the Atlas, the Hauptmann is often lacking at long-range firepower but is superb close combatant. The other assault-class OmniMechs, such as the Sunder and Templar, offer greater mobility at greater vulnerability and less firepower (by tonnage). The Templar (and Templar III) often bring reasonable amounts of long-range firepower, while the Sunder tends to be a mixed-range combatant. Both are dangerous opponents...or good complements to the Hauptmann. The Word of Blade's Archangel is even harder to kill, though it brings considerably less firepower and has similar maneuverability as the Hauptmann (then again, it will be piloted by a Manei Domini and will bring friends for sure...).
Of the post-Jihad designs, the Draconis Combine Tenshi is the closest thing to an improved Hauptmann. It has slightly more podspace but much less critical space, and uses a light fusion engine. Either way, its configurations tend to be a bit different in style. The Republic's Doloire is a machine in its own class, of course, heavily reliant on Clan technology. But it is also a bit more of an overgrown heavy rather than a proper assault machine like the Hauptmann.
All in all, the Hauptmann is one of the better Inner Sphere OmniMechs. It is not fast, but that is common for most Inner Sphere assault 'Mechs. The Hauptmann more than makes up for it by bringing impressive firepower to the table while being really tough. Many configurations are reasonable, with perhaps only the C being bad.
And of course, visually, it is distinctive and stylish. Say what you say about Lyrans, they are pretty good at designing assault 'Mechs.
The Hauptmann at...
...Masterunitlist.com...Camospecs.com (resculpt)...Camospecs.com (oldsculpt)...Sarna.netThe Hauptmann is featured in Technical Readout: 3060.