Author Topic: 'Mech of the Week: CGR-XXX Charger  (Read 47867 times)

The Eagle

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'Mech of the Week: CGR-XXX Charger
« on: 12 February 2016, 22:29:19 »

From TRO:3025R

In the mid-2660’s, Wells Technologies of Luthien decided to fill a need in the BattleMech forces of the Star League Defense: that of an ultra-heavy scout.  To meet this apparent hole in the SLDF’s formations, they submitted plans for what would come to be called the Charger, and a new chapter in the history of BattleMech design would be written.

That chapter could rather graciously be called “failure.”  At least at first.

The CGR-1A1 Charger is an 80-ton ‘Mech, placing it at the low of the assault spectrum.  However, to fill its role as a scout, the Charger had to be powered by the largest fusion engine available at the time, the LTV 400.  This gave the -1A1 a top speed of 87 kph, an impressive feat for a machine its size.  However, the enormous mass of the reactor – more than fifty tons, well over half of the design’s total mass – left little enough room for weapons and armor.  Ten tons of Durallex Heavy standard plate sheathe the ‘Mech, laid out 9/25(6)/20(5)/15/20 (H/CT(R)/ST(R)/A/L).  While light for an assault ‘Mech, it is not unusually so, sharing the same armor tonnage with the standard variant of the Cyclops.  Where the CGR-1A1 really falls flat, however, is in the armament department.  A paltry five small lasers comprise the drum total of the design’s firepower.

The Charger served a relatively brief career as a heavy scout in the SLDF, lasting only as long as it took commanders to realize that they had been sold a lemon.  The Charger, while faster than the heavy and assault ‘Mechs that it was scouting for, was still slower – excessively so, in some cases – than more traditional reconnaissance ‘Mechs like the Locust or Wasp.  It also carried little more in the way of weaponry than most and indeed was actually undergunned compared to some medium-class striker ‘Mechs that it commonly encountered.  The Charger was subsequently pulled from front-line service, the design relegated to militia duty or else sold off to the House Lords, who employed them in much the same manner.  Wells Technologies, having thought they had a real winner on their hands, had built hundreds more CGR-1A1s when the Star League cancelled the contract, and so had to sit on their inventory because few other customers wanted to purchase the ‘Mech.

The Succession Wars would give a new lease on life to the Charger.  The devastation of the early decades meant that every BattleMech possible was needed on the frontlines, so the Draconis Combine Mustered Soldiery eagerly snapped up Wells’ stockpile of CGR-1A1s.  Luthien Armor Works likewise bought out Wells, taking over the Luthien factory that produced the Charger and putting the ‘Mech back into low-grade production.  Despite being back in front-line service, the Charger’s poor design meant that it was never a well-received assignment, and although the design had been spread to every corner of the Inner Sphere, the majority of the ‘Mechs were in the service of House Kurita.

The run-up to the Fourth Succession War would once again give the Charger a new chance to stand in the spotlight.  As part of the Concord of Kapteyn, the counter-alliance of the Free Worlds League, Capellan Confederation, and Draconis Combine against the Federated-Commonwealth juggernaut, House Kurita promised to supply House Liao with excess BattleMechs to bolster its new ally.  While some of these were CGR-1A1s, the Capellans also ordered a modified version looking to increase the ‘Mech’s firepower.  This first variant, the CGR-1L, entered service in 3022 and pulled all five small lasers and replaced them with one large and two medium lasers.  However, to achieve this weapons fit, the engineers also had to pull four and a half tons of armor – just shy of half of its protection – resulting in a new armor scheme of 8/10(6)/9(5)/7/11.  The engine remained unchanged, making the CGR-1L a poor imitation of the WVR-6M Wolverine, albeit one a third again as large and grossly under-armored.  Horrendously short of assault ‘Mechs, this was considered to be a “good enough” design for the CCAF.

However, “good enough” didn’t quite cut it, so Capellan engineers continued to tinker and soon hit upon the one change that would allow the Charger to come into its own.  That change?  Down-grade the engine.  The first result of such a change was the CGR-1A5, which entered service in 3023.  Swapping the 400-rated reactor for a 320-rated one resulted in a decreased running speed of 46 kph, but freed up plenty of room to upgrade the Charger’s arms and armor.  The new Charger slapped on an extra five tons of armor plate, bringing total protection to fifteen tons, comparable to that layered on the AWS-8Q Awesome, laid out in a 9/39/10/26/8/24/33 pattern.  However, the really impressive change came in the Chargers’ firepower.  Four of the five small lasers were pulled, and the entirety of the new ‘Mech’s excess mass given over to mounting a blistering array of close-range weaponry.  An AC/20 in the right torso provided the main punch, and was supported by paired SRM-6 launchers in the left torso.  A single medium laser was slotted into the center torso.  This made the CGR-1A5 a nasty customer for any enemy to face, and the -1A5 gave sterling service against the Davion hordes during the Fourth Succession War, but it alone was not enough to stave off disaster.

Soon thereafter, another variant of the Charger was created that hit upon the same paradigm of “swapping the engine” to redeem the design.  This new variant, dubbed the CGR-SB and often referred to as a Challenger in mercenary service (a call out to an ancient pairing of Terran-produced muscle cars), traded down to a mere 240-rated reactor.  This slowed the ‘Mech’s running pace to a mere 54 kph, but opened up ever more room for extra equipment than the -1A5’s engine swap.  The CGR-SB – named after Stuart Bell, the mercenary technician credited with the design – entered service in 3025 and once again pulls all of the basic model’s small lasers.  In their place, it mounts four large lasers (one in each arm and side torso) and one medium laser, fitted in in the head.  This blistering array is countered by twenty-eight heat sinks, which can sometimes struggle to keep the ‘Mech cool during a full alpha strike.  Armor protection on the –SB is again a decent 15.5 tons, distributed 9/40/10/24/10/26/34.  The CGR-SB turned the Charger into a strange simulacrum of the AWS-8Q, and it soon spread from mercenary service to the Lyran Commonwealth (and from there to the Federated Suns).

Seeing the success of the CGR-1A5 and –SB during the Fourth Succession War, House Kurita finally decided to get into the variation game and began experimenting with a few modifications of its own.  The first to see service was the CGR-1A9, seeing production by LAW in 3034.  LAW engineers also made the engine switch to a 320 reactor, but left its armor at the -1A1 standard.  This left plenty of mass for new gear, which the Dracs filled with an LRM-20 with two tons of ammunition, backed up by four medium lasers and one head-mounted small laser.  This made the design a well-rounded heavy trooper, able to strike at long range and still brawl if necessary.  The LAW engineers felt bad about stripping away the Charger’s immense speed, however, so they also gave the -1A9 four jump jets to restore some measure of agility.  This Charger was also developed in secret, so it came as quite a shock to Steiner and Davion forces invading the Combine in the War of 3039, especially so when it was fielded alongside the refurbished Star League BattleMechs provided by ComStar.

The next version to enter service was the CGR-3K, and it was the first Charger to use lostech.  Entering service in 3049, the -3K is an upgrade of the -1A9.  The 400-rated reactor is back, only now it is an extralight version.  The LRM-20 and its two tons of ammunition remain, but now they’re attached to an Artemis IV FCS to plant more missiles on-target.  The small laser is gone, but the four medium lasers have been upgraded to pulse versions.  The armor layout is the same, however, as is the jump capacity.  These upgrades convert the “sniper the speed” -1A9 into a “heavy skirmisher with token ranged capacity.”  The CGR-3K would receive a further enhancement in 3052, pulling one of the pulse lasers for a C3 slave unit and extra LRM munitions.  This variant, the CGR-C, like its -3K predecessor was specific to the Combine for the entirety of its service life, well into the Republic era.

The -3K and –C were the only lostech-equipped variants of the Charger for over a decade.  With the FedCom Civil War kicking off and a glut of new technologies reaching the battlefield, House Kurita once again took to tinkering with the Charger.  This new variant, the CGR-SA5, went into initial production in 3063 and in many ways is the spiritual successor of the -1A5.  It mounts a 320-rated light engine producing a maximum speed of 64 kph, but also has MASC fitted to give brief bursts of speed up to 58 kph.  The chassis was replaced with an endo-steel alternative to free up a little more mass.  The weapons fit is a more advanced version of the CGR-1A5’s load out, with an LB-20X autocannon in the center torso providing the primary knock-out punch.  This main gun is backed up by paired Streak SRM-6 racks in the left arm and a trio of extended range medium lasers in torso and head mounts.  This ‘Mech maintains the now-popular 15.5 ton armor sheathe, but slightly rearranges it to a 9/40/10/27/7/26/34 layout to pull a little from the rear torso to the front.

A year later, the CGR-2A2 entered service with several Periphery nations, most notably Canopus and the Marian Hegemony.  In many ways, the -2A2 is a step backwards technologically, as it uses the original CGR-1A1 as the base chassis for conversion.  It maintains the -1A1’s 52.5 ton reactor and the conversant top speed, as well as a paltry ten single heat sinks and just nine tons of regular plate armor in a 9/26/6/20/5/15/20 pattern.  The weaponry consists of a single medium laser and a total of five rocket launcher 10-racks spread across the arms and torsos.  The -2A2’s paltry armament and armor are not considered drawbacks even in the generally tech-strapped Periphery, however, since this variant is designed to be a heavy scout just like the -1A1.  The weaponry is just enough to cause an opponent trouble while evading opposing reconnaissance elements.

Like the Civil War and the Clan Invasion before it, the Word of Blake Jihad brought new technologies with the new levels of devastation being unleashed.  Some of these technologies would find their way to the Charger in the form of the CGR-KMZ.  “KMZ” – short for kamikaze, the “divine wind” that was personified by the suicide runs of Japanese pilots in the Second World War – was actually produced at the LAW secondary facility on Shimonita, a facility that would be purchased by the yakuza and begin ‘Mech production under the title Sapphire Metals.  The CGR-KMZ is the first Charger variant to carry a close combat weapon, and of course in the grandest tradition of the Draconis Combine this weapon is a sword.  Providing ranged punch is one heavy and two light particle cannons backed by a 9-rack Multiple Missile Launcher with an obligatory two tons of ammunition.  Once again, the engine is a 320-rated reactor – this one an extralight for the weight savings – packing twelve double-strength freezers.  Eleven tons of light ferro-fibrous cladding, arranged 9/27/8/24/817/22 provide slightly substandard protection for an assault ‘Mech of the era, but additional defense comes in the form of increased target movement modifiers thanks to the application of six improved jump jets.  The CGR-KMZ follows in the tradition of the -1A5 and –SA5 as a dedicated close-assault specialist.

While Sapphire Metals was producing the “kamikaze” model for the Ghost Regiments fighting the Word of Blake, LAW decided to use the CGR- chassis as a testbed for various advanced technologies still in the development phase.  This tech demonstrator, the CGR-1X1, was built in 3071 and was primarily concerned with pushing the Charger’s speed as high as possible.  Built around a standard skeleton but mounting a 400-rated XL engine, the -1X1 also mounted MASC and an experimental supercharger.  This pushed the Charger’s maximum ground speed to an astounding 140 kph (or 13 hexes in game terms).  The armor is no longer anemic for an assault ‘Mech, consisting of twelve tons of heavy ferro-fibrous weave arranged 9/30/20/20/14/26/34.  The massive speed boost and the concentration of armor on the legs and rear torsos really pushes the idea that this experimental variant is primarily a reconnaissance platform.  When it comes to firepower, the -1X1 mounts a limited array of offensive weapons.  The star of the show is a by-now-standard ER large laser in the chest, backed up by a medium x-pulse laser in the right torso.  Protection is slightly enhanced by the addition of two laser anti-missile systems, one in each side torso, and a chaff pod mounted on the left side.   Reinforcing the reconnaissance and special warfare aspect of the design is a comprehensive electronics suite consisting of a TAG laser in the head, a boosted C3 slave, a Bloodhound active probe, and an Angel ECM.  The CGR-1X1 is the kind of recce machine that the CGR-1A1 always wanted to be!

The final production model of the Charger, entering service with the Combine and the Rasalhague KungsArme (pre-Ghost Bear amalgamation) in 3078 was the CGR-3Kr.  Despite its designation, the -3Kr isn’t a development of the -3K.  Instead, it has more in common with the –KMZ.  The standard chassis is retained and the 400 XL engine has reared its ugly head once again, although this time the ‘Mech’s speed can be boosted thanks to the application of triple strength myomers (providing a top speed of 96 kph).  Jump jets were also included, one of the few similarities with the CGR-3K.  Protection is twelve and half tons of light ferro-weave, arranged 9/33/8/27/7/20/27 (and thankfully abandoning the alarming protective scheme of the -1X1).  The question of parentage is apparent in the warload, most notably the ferro-titanium sword carried in the ‘Mech’s right hand.  The primary ranged weapons also point to the –KMZ as the developing variant, with one each light and snub-nosed PPCs mounted opposite the sword.  Providing an amount of fine-tuning on the heat scale to hit the proper temperatures to activate the TSM (not difficult given the machine is cooled by only ten double heat sinks), the -3Kr mounts two ER medium lasers, one standard medium laser, one ER small laser, and one standard small laser.  All these energy weapons also benefit from a targeting computer to improve accuracy.  This variant is most certainly designed for the sole purpose of closing with the enemy, dumping a fusillade of energy fire into the opposite, and then sealing the deal with a TSM-powered sword strike.


HOW TO FIGHT WITH A CHARGER

When piloting a Charger, of course your tactics depend largely on which variant you’re fielding.  That being said, the majority of Charger variants are designed to get up close and personal.  All of the fastest versions tend to sacrifice armaments and armor for speed, but they’re still 80 ton ‘Mechs so they can deliver some pretty serious punishment in the Physical Attack Phase.  The only real mid- and long-range fighters in the group are the CGR-SB, -1A9, and -3K.  All the rest want to get in the enemy’s face.


HOW TO FIGHT AGAINST A CHARGER

If you find yourself facing a Charger, you need to try to keep it at arm’s length.  Even the ones with long-range weapons possess only token firepower for their weight class.  The -1A1 is really cheap in BV for its size so it can be crammed into various types of lances to provide a distraction, and I cannot stress enough that a clever player is barely going to stop to fire those small lasers: physical attacks are the bread and butter of the -1A1 as well as the –KMZ and -3Kr, so you need to concentrate fire, keep moving to maintain distance, and put as much terrain between you and the Charger as possible to slow it down and give you more time to chew through its (normally) unimpressive armor.  They all want to be in close, so kill them at range if at all possible.  Also, while several of the missile-carrying variants do mount CASE, they also uniformly mount extralight engines, so gunning for the ammo-toting side torsos is never a bad idea.
« Last Edit: 12 February 2016, 23:01:00 by The Eagle »
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Liam's Ghost

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Re: 'Mech of the Week: CGR-*** Charger
« Reply #1 on: 12 February 2016, 22:48:35 »
The Charger, in its classic form, strikes me as a machine that will shine the most supported by buddies. It needs to get close to be a threat, thus it needs other things to draw fire while it gets close.

Kind of a late game player. On the field march it in behind the Panthers and Dragons and don't let it wander off on its own.    Apply ruthlessly when the fighting gets close at hand.

If the enemy doesn't cooperate and preferentially targets your chargers, shrug, say okay, and watch them try to cut them down at range while the Charger's buddies attack unhindered.
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MoneyLovinOgre4Hire

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #2 on: 12 February 2016, 23:46:03 »
The Charger really runs the spectrum from variants that are total garbage to variants that are terrifying.

The 1L is the mech you get after getting caught sneaking back onto base at 2AM with your CO's daughter and her shirt's on backwards.  Meanwhile, the SA5 is the super-powered Hunchback with MASC.
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SteelRaven

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #3 on: 13 February 2016, 20:45:01 »
I agree with all the above about the Charger ranging from Boondoggle to Bargain Price Assault.

The CGR-1A1 will always be a embarrassment and continues to be frustrating as a few still champion the FASA oddity for the same reason everyone else hates it; The machine is only good for charging at the enemy in hopes of knocking one down in a head on collision.

The CGR-1A5 is another creature all together, enough speed to keep up with Heavy mechs and enough close range firepower to scare a Banshee. Not the most well rounded design with such sort range but still a dramatic improvement that made it the cover mech of FanPro's 4th SW Battlepack.

I personally like the CGR-SB just because it seems like a common sense build to me. 
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Terrace

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #4 on: 14 February 2016, 00:23:25 »
I'm of the opinion that the Charger was designed out-of-universe to introduce players to the Charge-style of melee attacks. By making a Battlemech that had charging as it's only option to deal large amounts of damage, it taught players how charging works. Granted, charging isn't totally reliable (you have to be able to close the distance with your opponent and end your movement phase right next to you opponent), but when it hits, it hits like a freight train.

Similarly, the subsequent variants and their assorted changes, from downgrading the engine to replacing it with an XL version, speak of the lack of enthusiasm the playerbase had for that mode of attack.
« Last Edit: 14 February 2016, 00:26:10 by Terrace »

MoneyLovinOgre4Hire

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #5 on: 14 February 2016, 00:29:28 »
No, I'm pretty sure that the Charger was developed as part of FASA's love for making intentionally awful choices when designing mechs.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #6 on: 14 February 2016, 01:18:28 »
What happens when you stick an LB-X AC/20 on this thing and use said piece of equipment in conjunction with the MASC? Does it suddenly become a murder-death-killing machine? Because I have a burning need to know. Light mechs, beware! Your reign of terror is now over!


No, I'm pretty sure that the Charger was developed as part of FASA's love for making intentionally awful choices when designing mechs.

I thought that was my forte.

MoneyLovinOgre4Hire

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #7 on: 14 February 2016, 01:27:19 »
What happens when you stick an LB-X AC/20 on this thing and use said piece of equipment in conjunction with the MASC?

You terrify your opponents, that's what you do.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #8 on: 14 February 2016, 01:37:56 »
You terrify your opponents, that's what you do.

<muffled happy noises intensify>

Ahahahahahahahahahahahahahaha!  >:D O-ho man, I gotta see if this works now!

Maelwys

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #9 on: 14 February 2016, 04:39:50 »
The SA5 is kind of terrifying. Up to 35 total hits with an alpha strike. 20 from the LB20-X, 6 from each missile rack and 3 from the ERMLs. You'll build up quite a bit of heat, but even pristine targets are going to be hurting from the crit chances and head hits such a spread will offer.

The big downside is all the ammo is in one torso. And only one ton of Streak SRM6 ammo. You don't have to worry about misses, but that's cutting it pretty close. And if you lose that torso, you lose all your Streak ammo, all your LB-X ammo, your MASC, an ERML and 2 engine hits. 

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #10 on: 14 February 2016, 10:08:15 »
I've actually had some pretty good experiences using the Charger, without not once actually charging. Its poor armor and firepower are very deceptive; in reality, this has been one of the most unkillable mechs I've ever used. The power of the Charger comes from punches and kicks, the lasers just allow 3-5 chances to critseek the holes your punches and kicks open up (and I am always uncharacteristically lucky with them). Because of its kick-centric role, the arms and side torsos are pure damage sponges; as long as you have a head, CT, and two legs, the Charger can function at 100% capacity. I've only lost one Charger in the whole time I've used one, and it took an entire lance several turns of concentrated fire at point-blank range to bring it down.
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cavingjan

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #11 on: 14 February 2016, 12:12:29 »
I had a very fun grinder game with the rocket version. The power ups from a few April Fools ago made it a monster. I kept re-arming the ammo.

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #12 on: 14 February 2016, 12:49:25 »
honestly the RL-10 version was an inspired way to take a lackluster design and make it semi-useful. sure the firepower won't last very long, but while it lasts it is useful, and anyone trying to trap it has got to worry about whether it'll decide to give its pursuer a face full of 50 missiles. and the upgrade to a medium laser means that it's long lasting firepower has enough range and punch that your not having to risk getting right up next to the enemy. you still want to avoid picking on anything bigger than a light but you now have the ability to actually contribute something to a battle without resorting to Physical attacks.


and to be honest, i suspect the idea behind the 'heavy scout' was more strategic/theatre scouting than tactical. Assualt mechs have the room to fitthe fixtures for long term survival in the field. toilet, cooler, storage for food, body armor, weapon, etc. the more traditional scouts, light mechs, usually have very cramped cockpits, many described in the novels as being not much bigger than the pilot's seat. it would be much harder for mechwarriors in a wasp, stinger, Locust, etc to go out into the field for several days at a time.
« Last Edit: 14 February 2016, 12:53:49 by glitterboy2098 »

Nahuris

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #13 on: 14 February 2016, 13:28:22 »
I have played my share of Chargers..... and it can be a tough zombie mech... however, it is sort of just that, a zombie .... in that all it can really do is keep going in your direction until you put it down, or it finally gets close enough to do something.... Some of the later variants increase that range of being able to do something, but it still lacks subtlety. Which is fine.... I like it, in the fact that in Liao, it gives them something they can use as a trooper to decent effect, in 3025. One 1A5, supported by 3 Vindicators is a very nasty trooper lance to run into.

My best experience using the Charger, though was a game where I got to use a Lance of them against some Jade Falcons..... 3 of the 4 were 1A1 variants, while the 4th was one of the 1A5's. Along with that, I was given a lance of Urbanmechs, and an augmented lance of 2 Vindicators, 2 Wasp L's, and 2 Hetzers.... if I remember correctly..... it's been 20 years, but that should be about the firepower I had.

The setup was unique to our game store, but one of our guys had created a system whereby you could make a unit - Company for IS, or Binary for Clan, and as you went through battles you would gain points you could use to upgrade or enhance your unit -- you also spent points on repair, and transport to new theaters of battle. All of this predated the Warchest system, but worked pretty similar. During a turn, where your unit was out for repairs, or in transit (each week was one turn), you could opt to run a "militia" rolled off of RAT tables, and provide challenges for one of your opponents. Also, if your unit was fighting in one area, and they attacked another, you could run the opposition for them, and would get some bonus points you could add to your unit. Also, you could have things like a Clan battle against Liao, as a possibility, as that allowed any of our units to be available to engage... although you were only supposed to engage Militias, that made sense (so a Liao Player could challenge a Clan Player, but if a Clan Player was attacking a Militia, it would be Steiner, Comstar / FRR, or Kurita, as appropriate)

My unit was in refit --- I had been working for Comstar in the FRR, doing fast raids on Clan.... and needed repair. So, I opted to run some "militias" to provide some extra points. One of our players, who was good friends with one of the refs, had made a Jade Falcon Binary.... which I hadn't paid a lot of attention to...but he was getting a LOT of victories, and had built up a LOT of points, fast. I agreed to take a RAT, and somehow, got a Liao Militia ... with the above, composition. Now, at any time, once a battle is agreed to, if one side wants to back out, the other player gets the base victory points for that battle....more if they fight it, and win, though... but then they pay repairs. So, I requested to see his battle log (we all kept a log of our battles and points), and noted that he had a very high number of conceded victories...... so, I opted to fight the battle.

I was on the defensive, and so I asked what I was defending.... and the ref made it a construction facility. Meanwhile, I was looking over the provided mech sheets, and I noted that all of the Chargers had both hand actuators listed on the sheets. So, I asked if I could improve the defenses --- as in, some earthwork berms (1 level tall dirt walls, and have some I-beams.... both of which were approved. So, I scattered some I-beam markers around, and had all the mechs go prone behind the dirt hills, and wait. The first few turns were me hiding prone, and my Jade Falcon opponent refusing to move, but claiming that I "HAD" to charge across an open area at him..... I responded with how "impressed" I was, with Clan Courage, but that I would accept it, if he wanted to concede.... he finally got annoyed, after I asked if he represented the Jade Falcons, or the Jade Chickens. He finally decided to charge across the field, at me, but elected to try and keep his forces together, so his fast units were pretty much limited to the speed of both of his Dire Wolves, and both Warhawks.
After 4 turns, he finally got in range, and I attacked.... each mech stood up, the Chargers picked up I-beams, and I moved behind the partial cover to charging positions ... he scored a couple of hits, but nothing too critical.... and then it was on. Starting the next turn, the comedy began... as soon as any of his mechs moved, I declared a charge from a Charger, if I could, or at least, tried to get into clubbing range.. with the Urbanmechs providing covering fire, and the Hetzers and Wasps running around. On turn one, a Direwolf went down with a caved in cockpit, thanks to an I-beam, and a Warhawk hit the ground from a charge and failed PSR.... one of the Vindicators got a TAC, and put an engine and gyro hit on a Mad Dog (if I remember correctly), and I lost a Vindicator to combined fire from multiple clan mechs (and yes, he fired first, and broke Zell). Next turn was more of the same, although he now realized that those Chargers were a real threat, and finally began to go after them. However, by this time, I was opening breaches in his armor, between the charges, clubbings, or fire, and he was totally ignoring the Wasps, armed with SRM4's and Hetzers that were sneaking around... by the next turn, it was pretty much over .... I had his biggest mechs down, and was working my way down the list.. and while I had lost that Vindicator, and one Charger... the other 3 had at least one more turn in them, and he didn't want to gain any more damage, due to cost of repairs.... but man was he upset....LOL.
Then, he brought up that a Charger does not have two hands... so wanted to delete all the club damage, when I pointed out that the sheets that the ref had printed had them both listed......

Probably the only time that Chargers will ever be considered the "Heroes" of a battle, but it really was a comedy scene on the table .....

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #14 on: 14 February 2016, 16:27:15 »
I agree, most of the earlier versions of the charger seem to be zombies, in that they provide you the continual chance to cause damage, while soaking up fire..  In actuality though, i have rarely seen them used to great effect.  Both the 1a1 and 1L1 suck big time, while the 1a5 is one of the better ones of the bunch. 
However i have made some home made versions of them that have done well...
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #15 on: 15 February 2016, 02:09:27 »
I was on the defensive, and so I asked what I was defending.... and the ref made it a construction facility. Meanwhile, I was looking over the provided mech sheets, and I noted that all of the Chargers had both hand actuators listed on the sheets. So, I asked if I could improve the defenses --- as in, some earthwork berms (1 level tall dirt walls, and have some I-beams.... both of which were approved. So, I scattered some I-beam markers around, and had all the mechs go prone behind the dirt hills, and wait. The first few turns were me hiding prone, and my Jade Falcon opponent refusing to move, but claiming that I "HAD" to charge across an open area at him..... I responded with how "impressed" I was, with Clan Courage, but that I would accept it, if he wanted to concede.... he finally got annoyed, after I asked if he represented the Jade Falcons, or the Jade Chickens. He finally decided to charge across the field, at me, but elected to try and keep his forces together, so his fast units were pretty much limited to the speed of both of his Dire Wolves, and both Warhawks.
After 4 turns, he finally got in range, and I attacked.... each mech stood up, the Chargers picked up I-beams, and I moved behind the partial cover to charging positions ... he scored a couple of hits, but nothing too critical.... and then it was on. Starting the next turn, the comedy began... as soon as any of his mechs moved, I declared a charge from a Charger, if I could, or at least, tried to get into clubbing range.. with the Urbanmechs providing covering fire, and the Hetzers and Wasps running around. On turn one, a Direwolf went down with a caved in cockpit, thanks to an I-beam, and a Warhawk hit the ground from a charge and failed PSR.... one of the Vindicators got a TAC, and put an engine and gyro hit on a Mad Dog (if I remember correctly), and I lost a Vindicator to combined fire from multiple clan mechs (and yes, he fired first, and broke Zell). Next turn was more of the same, although he now realized that those Chargers were a real threat, and finally began to go after them. However, by this time, I was opening breaches in his armor, between the charges, clubbings, or fire, and he was totally ignoring the Wasps, armed with SRM4's and Hetzers that were sneaking around... by the next turn, it was pretty much over .... I had his biggest mechs down, and was working my way down the list.. and while I had lost that Vindicator, and one Charger... the other 3 had at least one more turn in them, and he didn't want to gain any more damage, due to cost of repairs.... but man was he upset....LOL.
Then, he brought up that a Charger does not have two hands... so wanted to delete all the club damage, when I pointed out that the sheets that the ref had printed had them both listed......

Probably the only time that Chargers will ever be considered the "Heroes" of a battle, but it really was a comedy scene on the table .....

Nahuris

While reading this, I had epic visions of a city street and scores of buildings, with Clan 'Mechs darting from one to the other being chased around by Chargers at 2x speed while the "Benny Hill" theme song played in the background O0
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #16 on: 15 February 2016, 10:40:04 »
I've always been a fan of the Charger's visuals, but the machine as it is... Yea, it sucks.

I've done my own variants which make it it more into a support platform than anything else. Those can be found here.

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #17 on: 15 February 2016, 12:48:05 »
In actuality though, i have rarely seen them used to great effect.

I have used both the -1A5 and the -SB to great effect.  The -SB fits in well with assault-weight fire lances, sticking next to the likes of Awesomes and Longbows.  In fact, the -SB is a great stand-in for an Awesome if you don't actually have an AWS-8Q handy.  They're the same mass and speed but you get four large lasers instead of three PPCs.  It's actually more damage than an AWS-8Q.

The -1A5 is a fantastic brawler.  I went ahead and ran one of them with a bunch of other 4/6 AC/20-carriers: a BNC-3Q, a VTR-9B, and a CP-10-Z.  The Cyclops didn't last long -- too thin a skin -- but that many AC/20s completely ripped through whatever was put in front of them.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #18 on: 15 February 2016, 13:01:05 »
That does bring up something that has always puzzled me: why does it only have one hand actuator?
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #19 on: 15 February 2016, 13:11:10 »
There was a galactic shortage of left hands when it was first being constructed.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #20 on: 15 February 2016, 13:17:11 »
Personally, I justify the CGR-1A1's existence as a poorly executed attempt to deal with the problem of scouting in close terrain, especially when active probes aren't available or practical.  Chargers aren't great units and would have benefited tremendously from some thoughtful application of League construction materials but they're still more capable of surviving and retreating from the kind of fire someone expecting to ambush a heavy or assault company will be able to hand out than your usual scout platforms in terrain that's going to make spotting distances very short.

Sure it's big to be in that role but the SLDF wasn't afraid to think big when it probably was ill-advised.  Look at the Magi, which is basically operating out of the same playbook.

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #21 on: 15 February 2016, 13:37:30 »
That would be the only in universe explanation that would excuse the idea of a 80 ton Recon mech.   

That does bring up something that has always puzzled me: why does it only have one hand actuator?
All the original artwork makes it look like the only reason it has one hand at all is to hold that flare gun like small laser (that ascetic died qiuick) it could have been a cost saving measure, only other explanation is that it was a conscious decision to actually prevent the mech from carrying a club as a weapon.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #22 on: 15 February 2016, 13:48:26 »
This new variant, the CGR-SA5, went into initial production in 3063 and in many ways is the spiritual successor of the -1A5.  It mounts a 320-rated light engine producing a maximum speed of 64 kph, but also has MASC fitted to give brief bursts of speed up to 58 kph.

I'd ask for my money back with a MASC that doesn't even help out when giving you a chance to blow up leg actuators.
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Sabelkatten

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #23 on: 15 February 2016, 17:02:35 »
All the original artwork makes it look like the only reason it has one hand at all is to hold that flare gun like small laser (that ascetic died qiuick) it could have been a cost saving measure, only other explanation is that it was a conscious decision to actually prevent the mech from carrying a club as a weapon.
Remember, when the Charger debuted all mechs had two hands - even the Locust, Rifleman and Cicada... Because the original record sheets had the lower arm actuators and hands fixed.

The rules for removing actuators and flipping arms arrived (soon) after.

I think the Charger's left "hand" is actually drawn that way with the same thought as the Zeus' right "hand" - it's a specialized punching arm. The rules killed it, but the original description (from the Zeus) is that it's better at punching than a conventional hand!

Rage

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #24 on: 15 February 2016, 22:04:21 »
Remember, when the Charger debuted all mechs had two hands - even the Locust, Rifleman and Cicada... Because the original record sheets had the lower arm actuators and hands fixed.

The rules for removing actuators and flipping arms arrived (soon) after.

I think the Charger's left "hand" is actually drawn that way with the same thought as the Zeus' right "hand" - it's a specialized punching arm. The rules killed it, but the original description (from the Zeus) is that it's better at punching than a conventional hand!

Also reminds me a bit of the Awesome's battle fist which was less a hand and more a big hunk of solid metal for bashing the ****** out of things that get within its range.

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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #25 on: 15 February 2016, 22:57:03 »
That would be the only in universe explanation that would excuse the idea of a 80 ton Recon mech.   
All the original artwork makes it look like the only reason it has one hand at all is to hold that flare gun like small laser (that ascetic died qiuick) it could have been a cost saving measure, only other explanation is that it was a conscious decision to actually prevent the mech from carrying a club as a weapon.

i've always handwaved it as being a last-second way to deal with whatever change in designs happened when they found out they were supposed to be building an 80-ton scout 'mech. "Yeah, the final checks are going well. The 240 engine is performing to spec and we've fit a number- WHAT? WHAT DO YOU MEAN YOU WANT A LTV 400 FUSION PLANT IN THIS THING, WE'VE GOT A MONTH BEFORE THIS THING IS IN FRONT OF THE LEAGUE TO SELL THEM ON BUYING IT! Christ...."
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #26 on: 16 February 2016, 00:41:56 »
i've always handwaved it as being a last-second way to deal with whatever change in designs happened when they found out they were supposed to be building an 80-ton scout 'mech. "Yeah, the final checks are going well. The 240 engine is performing to spec and we've fit a number- WHAT? WHAT DO YOU MEAN YOU WANT A LTV 400 FUSION PLANT IN THIS THING, WE'VE GOT A MONTH BEFORE THIS THING IS IN FRONT OF THE LEAGUE TO SELL THEM ON BUYING IT! Christ...."

I think the entire raison d'etre of the Charger was to justify the existence of the 400-rated engine.  And the kicker is, the Star League solved the problem of the engine being too heavy with the Spartan--just replace one of that design's Streak launchers with a Beagle probe, and you have the ultra-heavy scout the Charger was supposed to be...

cheers,

Gabe
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #27 on: 16 February 2016, 00:46:37 »
I think the entire raison d'etre of the Charger was to justify the existence of the 400-rated engine.  And the kicker is, the Star League solved the problem of the engine being too heavy with the Spartan--just replace one of that design's Streak launchers with a Beagle probe, and you have the ultra-heavy scout the Charger was supposed to be...

cheers,

Gabe
I forgot all about that, the Charger was a mech built around a engine.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #28 on: 16 February 2016, 10:05:40 »
Wasn't the Charger the basis for the Hatamoto variants that were introduced in the 3050's?

Nevermind. The Hatamoto MoTW article confirms it was.
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Re: 'Mech of the Week: CGR-XXX Charger
« Reply #29 on: 16 February 2016, 14:11:23 »
The original Charger definitely loses out. When the storyline was that alot of the advanced Star League tech was limited to the Hegemony, the Charger could make sense. A fast heavy scout pushing the limits of engine technology makes sense.

That same design when XL engines have been around for 75 years, and Endo Steel for nearly 200 begins to look like insanity.

 

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