‘Mech of the Week: Jaguar
MUL Image
MUL Link -
http://www.masterunitlist.info/Unit/Details/6612/jaguar-standardCurtesy of Warrenborn.com
This week ‘Mech of the Week is a follow on to my last MotW about the Ursa. This week I am covering the Jaguar. Both units appeared in TRO:3145 Lyran Commonwealth and in TRO 3150. Also, both units first entered the universe in MechWarrior Dark Age, with the Jaguar arriving in the Fire Power expansion. Again, like the Ursa, the Jaguar wasn’t a great unit in MWDA, although as a cheaper Light ‘Mech it was generally easier to use and improve in a force than the Ursa.
The speed and armor coverage are what you’d expect for a top-line 35-tonner. Speed of 8/12 give you a bit extra for turns, or following Paul’s advice, dropping prone at the end of movement. An armor layout of 9, 17/5, 11/5 on the head and torsos is solid and 16 on each leg makes it tough to bring down.
Each side torso carries a pair of ERMLs and an SRM 2, with a single ton of SRM ammo in the left torso to share. While the 10 double heat sinks are a few shy of what I’d prefer, I don’t see any easy places to squeeze out another DHS or two. Still, that’s a pretty good punch for a light ‘Mech when you remember these are Clan lasers. Oh and I almost forgot, in a Quad ‘Mech turret in the right torso is an ATM6 with two tons of ammo. My personal preference would be a ton each of ER and HE ammo. This allows you to hit at long range and carry a nasty surprise for anyone trying to get close outside your front arc.
The 2 variant replaces all the weapons with an ERML, a MPL, and a 3MG array in each side torso along with a Light TAG and an Active Probe.
OpponentsSince this is a Lyran ‘Mech, let’s take a look at what it’s likely to face off against. First up is the Jade Falcon’s
Eyrie. Both are 35 tons, while the Eyrie’s ground speed is slower at 6/9, in normal atmosphere if can jump 7 hexes. So while the Jaguar can close faster, it needs to worry about an Eyrie jumping in close, particularly outside of the Jaguar’s front arc. Looking at the weapons, both have 6 ATM tubes and a pair of ERMLs. The Eyrie adds 4 Micro Pulse Lasers, great to offset jumping penalties and better damage than the Jaguar’s SRMs, but at only 1/3 the range. The Eyrie does add Talons on its feet, “the better to kick/DFA you with my dear, muah-ha-ha...”. Knowing it would like to be in kicking range offsets the short range of the Micro Pulse Lasers. So looking at the Eyrie, the Jaguar is better at closing the range and has better weapons outside of 3 hexes. If the Eyrie gets within 7-8 hexes, the Jaguar pilot needs to watch out for a sudden jump into a bad location.
Looking at the
Arion, the Hell’s Horses’ lightest QuadVee to date is a more interesting comparison. At 6/9 the Jaguar again has the speed edge. The difference is in the weapons and armor, with the Arion having an ERLL and a pair of SRM 4s, all turreted thanks to the QuadVee design. Ideally, this would make for an interesting fight, the Arion has the advantage at long range and if it can get outside the Jaguar’s front arc. However, the Hell’s Horses technicians forgot to armor the Arion, giving it less than half the Jaguar’s armor total. Sadly, even using only ER ammo in the ATM 6, the Jaguar is likely to be hitting internal structure in only a few turns.
Perhaps a more fair (for the Horses) comparison is the
Parash. Moving slightly slower at 7/11, the Parash adds a big bonus with 7 jump jets to get right where it wants to be. While it only has a single weapon of it's own, the Clan Large Pulse Laser should be a big red warning light of a 'Mech to avoid. An Active Probe, ECM Suite, and TAG round out the Parash. The TAG will be useful for any artillery attacks the Horses want to unleash. The Jaguar pilot's best hope is to get within weapons range and hope the number of weapons at it's disposal can wear down the Parash faster than its more accurate weapon can take down the Jaguar.
Next up is the
Havoc, from the former FWL. The Havoc is surprisingly similar to the Jaguar. The Havoc is a biped ‘Mech that adds an 11th double heat sink, 5 jump jets, and CASE II in exchange for the ATM 6, turret, and a slight bit of armor that comes with a quad ‘Mech chassis. The Havoc is also built from Inner Sphere tech, giving up range and damage on the ERMLs as well as a less survivable engine. My first reaction is to give the edge to the Havoc, due to the jump jets, torso twist, and CASE II. While I can overlook the shorter range and damage of IS ERMLs, I can’t overlook the extra vulnerabilities of an IS XL engine versus a Clan one in such a close comparison. Much like the Eyrie, pilots of a Jaguar should expect a Havoc to get close into weapons range and use its jump jets and torso twist to get into positions where only the Jaguar’s ATM 6 can fire back.
Lastly, we’ll take a look at a recent rival, the
Wulfen. At 5 tons lighter, the Wulfen carries less armor, but is only a single point shy of maximum. The problem is that the armor is Stealth Armor, a shock to see on a Clan Wolf OmniMech, but a headache to deal with nonetheless. Using a XXL engine as well as an XL gyro the Wulfen gets up to a 10/15 speed (with options in some variants). Without considering Omni configurations, the Jaguar is at a deficit in speed and combat outside short range.
Rather than list each variant I will group them somewhat. The Prime and D variants aren’t much of a concern due to weapon choices, although outside of a Circle of Equals either one could attempt to plink a Jaguar to death at long range. The A and B variants will be the most worrisome. Each one features a heavy long range weapon (ERPPC or ERLL w/ TC) and the heat sinks to fire them at range. Combine the speed advantage and a Jaguar will have serious trouble against these two. Last are the C, E, and H variants, which feature mostly short-ranged weapons. The C only has 3 ERMLs, but the 10 jump jets will make it neigh impossible to hit if it chooses. The E has a similar weapons profile to the Jaguar, but the Supercharger will help put it out of reach of most of the Jaguar’s weapons. Lastly the H’s Improved Heavy Lasers and extra heat sinks will make quick work of a Jaguar.
In summary, the Eyrie and Parash and Havoc are good matchups, the Arion is under armored, and the Wulfen is the thing that haunts the nightmares of Jaguar pilots.