Author Topic: 'Mech of the Week: HA1-O Hauptmann  (Read 26778 times)

Empyrus

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'Mech of the Week: HA1-O Hauptmann
« on: 24 March 2016, 18:21:19 »
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.

Prime
The 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.

A
The 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.

B
The 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.

C
The 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.

D
As 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?

E
The 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.

F
The 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.

M
The 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.

T
The 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 thoughts

The 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.net
The Hauptmann is featured in Technical Readout: 3060.
« Last Edit: 20 March 2020, 15:21:02 by Empyrus »

MoneyLovinOgre4Hire

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #1 on: 24 March 2016, 19:30:49 »
I love the Hauptmann.  I've had a lot of fun using the Prime, B, D, and F configurations- they generally maul what ever gets in front of them quite well.  One thing to remember about the HGR and iHGR- you only take the PSR from firing if you moved that turn, and assault mechs get a -1 modifier on it so falling isn't actually that big a risk.
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mikecj

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #2 on: 24 March 2016, 19:48:35 »
Thanks for the write up
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Nikas_Zekeval

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #3 on: 24 March 2016, 20:00:38 »
HA1-O Hauptmann
The Clan invasion of 3050 brought an new and innovative type of BattleMech to the Inner Sphere: the OmniMech. These OmniMechs would have certain advantages over normal BattleMechs, such as their ease of repair, modular equipment pods, and ability to carry Battle Armor (another Clan innovation). But despite these advantages, Spheroids never truly embraced the concept despite rapidly copying it. Perhaps it was because of the increased cost, or perhaps their origin made the people of the Inner Sphere subconciously uncomfortable. Even the biggest OmniMech user, the Draconis Combine, had only made eight different OmniMechs models before the Jihad - though they shared those designs with the other Successor States.

I suspect it was in part the problems of setting up parallel supply lines for omni-pods, along with doctrine for getting the most out of their ability to reconfigure and potential for rapid post-battle turn arounds.  People forget, while the Clans went to Omnis as their primary platforms, at least for front line work, they had nearly two centuries to make the transition and hammer out any issues while only dealing with each other.  And that was with rules of war that limited the effects of combat on their industries.

The Sphere was trying to make this jump while dealing with a major invasion, and already trying to transition to recovered Star League Technology.  Perhaps omnis became a stretch too far.  Maybe if they were able to combine both at the same time, but the Helm Core meant the first transition was already coming down the pipe when the Clans arrived and showed off their Omnimechs.

With that in mind the Hauptmann's limited advanced construction tech can be taken one of two ways.  One, it was a limited cost 'learner' for working out Omni doctrine, with the idea as a big armored assault it could still carry the battle even if limited in pods to reconfigure.  Or two, it was an honest attempt to start a transition to omnimechs in the LAAF, and the low tech was to make it cheap to build and deploy in enough numbers to justify an additional omnipod supply line.
Quote
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.

Not sure when the Hauptmann was finialized IRL, but early omnimech rules were that while Clan CASE could be pod mounted, it was integral to their ammo pods, Inner Sphere case could NOT be.  Thus to have it at all, it had to be fixed equipment, not podded.  That rule was eventually rescinded, but it left things like the Hauptmann and Avatar with fixed CASE.

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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 a faction the Lyrans have as their primary battle armor 'suit' the Fenrir which is both an assault suit, and a quad, so doubly disqualified from ridding rumble seat on an omnimech.  Really the Lyrans are noted for having rather few humanoid suits that could hitch a ride on a passing friendly omnimech.  So not much a loss here.

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You know the saying: "Pick two: Firepower, Armor, Speed". There is no doubt which ones the Lyrans picked.

And the Lyran 'Mighty Glacier' stereotype continues for another generation.  ::)

On the Prime and Alpha, note that you can twist far enough to get at least one arm on a backstabber, which might keep a few lighter ones honest.

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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.
  At least this design A) is easier to stay standing given the bonus assault mechs get to a HGR piloting check, and B) has enough rear armor so it isn't a potential crit chance if it does fall back.  Nothing is more embarrassing than falling from your gun's recoil, then criting the capacitors and demolishing your own mech.  *Glares at the Hollander II*

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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.

You say that like it's a bad thing.  This is a C3 Master, it should be getting no closer than it has to to bring it's weapons into maximum effective range.  And given it has buddies in the network, it can offload the close in work to other mechs, including stiff arming them far enough off to keep out of an ECM bubble.

Empyrus

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #4 on: 24 March 2016, 22:59:38 »
I do not consider fixed equipment from rules perspective, not much point with that, usually. Besides, the Hauptmann and Perseus are both from the same TRO, so it isn't a rules thing in this case for certain.

I stereotype and flanderize all factions. Always have.

Sure, those Hauptmann configs that can't flip their arms can usually twist and shoot behind but that is not entirely reliable, especially if you must keep torso directed front to shoot your primary target.

I didn't mean the comment about the D config to be negative, just an observation. A C3 Master being a sniper is sensible. (A C3 master being a brawler and C3 slaves being snipers works theoretically, though ECM disrupting the Master would shut down the entire so it is more dangerous. This is assumes no ECCM rule in play, of course.)

MoneyLovinOgre4Hire

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #5 on: 24 March 2016, 23:14:05 »
I do not consider fixed equipment from rules perspective, not much point with that, usually. Besides, the Hauptmann and Perseus are both from the same TRO, so it isn't a rules thing in this case for certain.

Actually, the Hauptmann is from TRO 3060 and the Perseus is from TRO 3067 (originally from FM:FWL).

Personally, I think that the lack of Endo, FF, or XL was primarily done to insure that the mech had plenty of room to mount the heavy ACs and gauss weapons that most variants are built around.  Case in point, the Persues and its Endo-Steel skeleton.  Look at how much it goes through trying to find space for some of its guns.
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nerd

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #6 on: 24 March 2016, 23:26:41 »
The CASE placement is an artifact of the BMR rules set this 'Mech was designed under. The Templar also suffers from this modern deficiency
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grimlock1

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #7 on: 25 March 2016, 00:48:11 »
Does the cigar leave anyone but me think of one Col. John Smith? ;)
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #8 on: 25 March 2016, 01:10:32 »
If I remember correctly, the goal of the Hauptmann was a omni that could preform the same role as the Atlas and Banshee. The Hauptmann does preform that role admirably.

It's very much a no thrills mech that uses proven technology, which allows for durability and also grants it great crit space for a IS Omni allowing for big knock-down guns.   
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Empyrus

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #9 on: 25 March 2016, 08:46:11 »
Ah, yes, the Perseus is from TRO3067 (don't make claims at 5am like i do...). But it is also from FM:FWL as noted, and TRO3060 and FM:FWL were released on the same year, 1997! Also, in '97, the rulebook in effect was Battletech Compedium (released in '94), as Battletech Master Rules was released in '98 (according to Sarna anyway).
This seems to imply the rules for CASE have been somewhat vague, perhaps depending on the interpretation, or perhaps things have been changed behind the scenes in '97. Logically, this means under BMR, CASE has to have been a pod-mountable equipment.
That, or the Perseus was retconned/corrected  to have non-fixed CASE later on though this seems unlikely after looking at Perseus configs.


As for the Hauptmann's designed role, TRO3060 certainly makes no comment on that. Functionally, it is like the Atlas and slow Banshees certainly.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #10 on: 25 March 2016, 09:01:38 »
Very nice write up :) I always liked the Hauptmann, and its a worthy replacement for the Atlas, I didn't know there was quite so many variants of it either, i've only got the book with the original configs.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #11 on: 25 March 2016, 09:06:05 »
Man, the Hauptmann. There are some configs like the Prime that I don't really mind fighting, but others like the E that are just horrible to face. It's durability in my old circle was legendary, though. Hardly ever saw any fluke deaths with one, they were for all intents and purposes invincible every time they appeared on the table.

Personally, I think that the lack of Endo, FF, or XL was primarily done to insure that the mech had plenty of room to mount the heavy ACs and gauss weapons that most variants are built around.  Case in point, the Persues and its Endo-Steel skeleton.  Look at how much it goes through trying to find space for some of its guns.

Endo on the Hauptmann would have caused it major issues, but its usage on the Perseus shouldn't have caused it any problems. You've got the shoddy crit placement, bizarre weapon layout and other design decisions to blame for its lack of popularity.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #12 on: 25 March 2016, 10:44:28 »
The M reminds me of a Naginata knock-off.
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MightyBolamite

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #13 on: 25 March 2016, 11:01:59 »
Don't hate, but the only experience I have with the Hauptmann is from MW4.
And boy, what an experience. It was FUN.
Love the cigar too, won't be a Hauptmann without one.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #14 on: 25 March 2016, 11:15:20 »
I find it odd that neither of the Jihad-created configurations carried ECM, given how vital that capability would be in isolating C3i spotters from the rest of their network. Ah, well. The Prime can serve that role quite nicely.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #15 on: 25 March 2016, 11:15:32 »
MW4 Hauptmann is fun but it has a bit awkward hardpoints. Can't have symmetric weapon setups.

Oh, and the funny thing about that version is that the gun is on the right shoulder, not the left as with Hauptmann Prime art.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #16 on: 25 March 2016, 11:20:08 »
MW4 Hauptmann is fun but it has a bit awkward hardpoints. Can't have symmetric weapon setups.

Oh, and the funny thing about that version is that the gun is on the right shoulder, not the left as with Hauptmann Prime art.

You referring to the art from the TRO? The same pic at the top of the thread? That IS the right shoulder O.o

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #17 on: 25 March 2016, 11:48:50 »
You referring to the art from the TRO? The same pic at the top of the thread? That IS the right shoulder O.o
The art and the stats was a case of "your left or my left?" but it doesn't really matter considering it's a omni.  ;)
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #18 on: 25 March 2016, 12:07:43 »

E (BV=2,298)
The 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.

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. You'll never see me using it unless I'm allowed to re-arrange the weapons.


Huh, I was more focused on combat capability than aesthetics. If the GR goes boom in the arm, well your arm is toast but you can still keep on trucking; hopefully your aren't ravaged so much that you lose the torso and a plasma rifle. If the GR goes boom in the torso you will lose your arm and plasma rifle.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #19 on: 25 March 2016, 12:41:15 »
You referring to the art from the TRO? The same pic at the top of the thread? That IS the right shoulder O.o
Huh? Did i mess up that as well? Seems i did.
Oh, well, in my defense, most big guns are on left in most configs. One gets confused quickly...
Huh, I was more focused on combat capability than aesthetics. If the GR goes boom in the arm, well your arm is toast but you can still keep on trucking; hopefully your aren't ravaged so much that you lose the torso and a plasma rifle. If the GR goes boom in the torso you will lose your arm and plasma rifle.
Aesthetics are one half of design in my opinion. Sure, a Gauss rifle in the arm is better objectively speaking (no TAC chance, no torso loss, better fire angles), but man it looks ugly. At least, if the other arm doesn't mount a Gauss rifle as well.

I'm not opposed to highly asymmetric designs, but relatively symmetrical Omni like the Hauptmann is not a place for highly asymmetric config. IMHO.

Overall, the E config is really good, i do not dispute that.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #20 on: 26 March 2016, 05:58:43 »
Eh, Battlemechs don't win wars by looking pretty.  That's a nice bonus sometimes, I mean who doesn't prefer the aesthetics of the Atlas to the Penthesilea?  But functionality has to come first.

The art is definitely wonky, something I'd never noticed before this thread: the Prime's AC/20 is on the LT according to the stats, but over the right shoulder in the art.  Maybe the artwork's pilot is a southpaw or something.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #21 on: 27 March 2016, 05:20:30 »
Could be worse it could be the absolute hash up they made of the Banshee 5S.

Instead of sticking the the PPC's in each side torso and the cannon in the arm they moved the weapons around and gave us this butt ugly wreck

http://www.sarna.net/wiki/images/5/59/3050U_Banshee.jpg

vs this much more pleasing visual layout.

http://www.sarna.net/wiki/images/3/3f/3050_Banshee.jpg

And I think it was because they messed up TRO3050's weapon placement and then stuck with it.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #22 on: 27 March 2016, 07:52:47 »
Eh, Banshee 3S is terrible looking. And too slow to boot.
The 5S is far better looking and properly fast for a Banshee.
Never liked stuffing one PPC to an arm in the Banshee, it should have two fists for pounding the enemy.

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #23 on: 27 March 2016, 11:13:55 »
I'm gonna second the "I like the double cannon in the Banshee 5S look" sentiment.

Even though I'm no loner the Lyran fan I was, I've got to admit, the Hauptmann has got style, and remains one of my favorite Inner Sphere Omnis.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #24 on: 28 March 2016, 21:12:42 »
Hauptmann is a  tank in terms of fighters.  They bring the pain in a fight, frankly was best of it's generation of OmniMechs.  Lyrans got good machine despite it perhaps tad slow.

I think Templar got taken to the cleaners with problems, i actually think more highly of two personal configurations created during the FedCom Civil War were better than stock configurations.  At least the Hauptmann is still in production, while Templar was replaced twice over (due to nuking).  Given the newest is Templar III
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #25 on: 28 March 2016, 21:44:44 »
I've run Templar vs Hauptmann fights multiple times, and the Templar never wins.  The Hauptmann's superior firepower and the Templar's XL engine pretty well insure that the Temp gets taken down quickly.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #26 on: 28 March 2016, 21:47:53 »
The Templar doesn't have sufficient mobility to gain advantage then?

I wonder if the Templar III is tough enough to take on the Hauptmann...

(Of course, there's 10-ton difference between the Hauptmann and Templar (III), i'd imagine it has a big effect on the fights...)

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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #27 on: 28 March 2016, 21:55:12 »
The Templar doesn't have sufficient mobility to gain advantage then?

Not in my experience.  Their movement curves are only one point off.  In my experience you really need at least two points of movement to solidly gain a mobility advantage outside of special circumstances.

Quote
I wonder if the Templar III is tough enough to take on the Hauptmann...

(Of course, there's 10-ton difference between the Hauptmann and Templar (III), i'd imagine it has a big effect on the fights...)

The Templar III is tougher, but it loses quite a bit of pod space compared to the original.  I don't know how well the match would go.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #28 on: 29 March 2016, 11:35:53 »
Templar III doesn't have as many take down weapons as the Hauptmann.  Prime Config is more the Warhammer config to it. Making it to me as a descent trooper, but others are experiments with new toys and new concepts. None of them can do as much damage as Hauptmann typically can dish out.
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Re: 'Mech of the Week: HA1-O Hauptmann
« Reply #29 on: 30 March 2016, 21:03:25 »
Don't hate, but the only experience I have with the Hauptmann is from MW4.
And boy, what an experience. It was FUN.
Love the cigar too, won't be a Hauptmann without one.

Everyone in my MW4 unit always wanted one. We were a Clan and we hardly ever got hold of IS mechs like Hauptmanns, so if we had one on world for a battle there was a lot of competition among our players. The cigar was a major part of its appeal, players would put in a pulse laser in its slot just so they could shoot with the cigar.

 

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