Author Topic: 'Mech of the Week: WSP-* Wasp / Super Wasp  (Read 35465 times)

Giovanni Blasini

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'Mech of the Week: WSP-* Wasp / Super Wasp
« on: 18 January 2013, 03:30:51 »
'Mech of the Week (1/18/13):  WSP-* Wasp / Super Wasp
(Updated 4/29/15, 8/4/2020)



Given that last week we covered its unlicensed copycat, the Stinger, this week seemed like the perfect opportunity to cover the Wasp series of BattleMechs.  One of the iconic original  BattleMechs from the beginning of the game, the Wasp has been around for as long as Battletech - longer, actually, once you take into account Battledroids.

The Wasp has been around for a long time within the Battletech universe, too, dating back to the original model WSP-1 Wasp, which debuted in 2464.  After learning that the Lyran Commonwealth was looking to design their own homegrown scout BattleMech (the Commando), the Terran Hegemony Armed Forces decided that they simply couldn't be outdone, and issued a request for proposals for a new scout 'Mech for the THAF.

Answering the design proposal request for a Terran Hegemony mass-produced scout 'Mech, General Mechanics called upon Dr. Soren Ishi (every Tarantino fan reading just simultaneously raised their eyebrows, didn't they?) to design their entrant to the competition.  This is where things get...meta.  See, Dr. Soren was an otaku.

No, seriously.  See, Soren wanted to build a 'Mech that could fly.  To that end, the good doctor gathered together a highly talented pool of engineers and scientists into a group dubbed "the Hive", and cranked out the design of the WSP-1 Wasp in a matter of weeks.  I have a strong suspicion that work had to have begun behind the scenes on the Wasp prior to the THAF's request: something that complicated in weeks would simply be impossible otherwise.

That said, Dr. Soren's creation was not without its flaws.  While it wowed generals by flying over its hangar, it cleverly disguised a couple quirks.  First, its jump jets were prototypes, which, really, isn't surprising, given the Wasp was *the* first 'Mech that ever mounted jump jets.  In game terms, this means its pilot must make a piloting skill roll at +3 every time it lands, and in in-universe terms means that the early Wasp had an unfortunate tendency to fall over a lot after jumping.  This, not surprisingly, didn't stop the Terran Hegemony from ordering a metric crapton of Wasps.

The primitive WSP-1 is interesting, warms the cockles of my heart, but isn't exactly hugely impressive these days, massing 20 tons, capable of 5/8/5 movement (using a 120 primitive engine), with 10 single heat sinks, a sole medium laser as armamament, and primitive armor arranged 4, 6/3, 4/2, 3, 3, for a total of 37 points.  This light armor is somewhat compounded by the quirk of weak legs, which helps explain why early Wasp pilots performing DFAs rapidly found themselves severing their own 'Mech's legs on the battlefields.  Oops?

Fortunately for all those THAF scout pilots, a revised version of the Wasp wasn't far away, with the non-primitive WSP-1A Wasp we've all come to know and love/hate/laugh at debuting in 2471.  The WSP-1A offered a number of improvements over its primitive progenitor.  First, that 120-rating engine could now push the 'Mech at speeds of up to 96 kph, also allowing it to mount a sixth jump jet, one that, thankfully, wasn't primitive, giving us our tabletop movement profile of 6/9/6.  Reduction in cockpit mass thanks to modernized components also freed up mass to add an SRM-2 and ton of ammo to supplement the medium laser,  giving the WSP-1A an additional anti-vehicle weapon to bring to bear, one still useful against BattleMechs and infantry, and bumping the damage potential from 5 points for the WSP-1 to 9 points for the WSP-1A (though averaging only 7).  Improvements in armor tech allowed an additional 9 points of armor for 0.5 tons less mass, improving armor protection to 4, 6/4, 6/2, 4, 5, improving side torsos, back and limb protection.

All together, the Wasp can only be described as a success.  Perhaps it's a success despite itself, but  there were more Wasps produced than even the exceedingly common Locust and Stinger, and more than 200 thousand Stingers were built.

Perhaps, then, it's surprising that during the Star League era, the only direct variant of the WSP-1A Wasp to be built was the Stinger itself.  The Wasp instead seemed to lend itself to efforts to make it bigger, spawning the Wasp LAM (30 tons) and (per TR3039) the Phoenix Hawk.  Those, in turn, spawned the Valkyrie and the Phoenix Hawk LAM.

It would not be until 2799, then, that we'd see another variant of the 20-ton Wasp platform, with the WSP-1L Wasp.  Keeping the same armor and movement profile of the -1A, this Capellan Wasp would swap the medium laser and SRM-2 rack for a single SRM-4 rack mounted in the right arm.  This has the benefit of...well, I don't know, actually.  Personally, it always seemed a bit strange to me: you end up losing a point of potential damage, maxing out at 8, with 4-6 being far more likely.

The Draconis Combine went a completely different route for their Succession Wars Wasp, with the WSP-1K Wasp debuting in 2818.  Perhaps more closely resembling its copycat, the Stinger, the WSP-1K dropped the SRM rack entirely, replacing it with a single machine gun mounted in the left torso, fed by a full ton of ammunition.  The remaining 0.5 tons went to armor, improving protection to 5, 7/4, 7/2, 5, 6.  Presumably taking the place of Stinger, which is less common in DCMS formations, the end result gives you slightly better protection over its cousin design, at the expense of half the anti-infantry weaponry.  Damage potential is the lowest it's been since the WSP-1, at only 7 points...except against infantry, who still get murdered by the machine gun.

Next to roll out the door in 2823 was the Federated Suns version of the Wasp, the WSP-1D Wasp.  This went a bit different route from the others:  while it continued the tradition of dropping the SRM-2 rack, it instead replaced it with two torso-mounted small lasers, and a flamer mounted in the left leg.  In some ways, this was ingenious:  the two small lasers give a slight bump in damage over the SRM rack, though at the expense of needing to get much closer, while the flamer lets the WSP-1D serve in both anti-personnel and incindiary roles.  The flamer will happily roast infantry, the lasers can supplement this, and against armored targets you can do a potential 13 points.

The Wolf Dragoons couldn't let the Successor Houses have all the fun and, in 3009, debuted their own Wasp variant, the WSP-1W Wasp.  Like the Davion variant, the Dragoons thought the WSP-1W could benefit from small lasers.  Like the Liao variant, the Dragoon variant removed all the standard weapons, and uniform weaponry.  Unlike the Draconis Combine, the Dragoons didn't bother doing anything with the armor.  End result?  Six small lasers, with two in each side torso, and two in the right arm.  Maximum damage potential?  Eighteen points.  Heck, at that point, I'd have been tempted to cut a jump jet or something for another small laser, just to have the theoretical possibility to force a piloting skill roll but, still, that's a lot for an Inner Sphere light 'Mech in 3009.  That said...you have to get close.  Very close.  And you don't have much armor.  Had this showed up in Clan space, the first thing I'd have thought of was "Solhama", and, given the Dragoon origins, that could still be exactly what it is.



By 3020, the Fed Suns had decided to try to squeeze more out of the Wasp, by making a 25-ton "Super Wasp".  This seems...well, strange.  After all, the Fed Suns produced the VLK-* series Valkyrie, a 'Mech inspired by one of the Wasp LAM configs, meaning they kind of already had a bigger Wasp.  Thus, the WSP-2A-X Super Wasp is somewhat unusual, test bed or not.  Keeping the base 6/9/6 profile, but adding a supercharger for burst speeds of up to 12 MP.  Base armament was improved, keeping the WSP-1A's medium laser and SRM-2, and adding a second medium laser in the right arm.  This still left another ton available, which got used to increase the armor protection to 4 tons of armor, arranged 6, 10/4, 7/2, 6, 7 points.  Overall, the prototypes gave a good accounting of themselves before getting trashed by the Black Widows.

Apocryphal information indicates that the Lyran planet of Pacifica had a couple of homegrown Wasp field modifications used by local garrisons, as depicted in the game Crescent Hawk's Inception.  The first was very much like the STG-3G Stinger, and dropped the SRM-2 for a medium laser in the left leg, and the ammo bin for another ton of armor, arranged 8, 10/2, 8/2, 4, 8, which turns out to be the same distribution as the LCT-1V.  For the truly insane, another version cranked this up to eleven, dropping the jump jets in favor of three more medium lasers, with one in the head, one in the center torso, and one in the left arm.  Yes, a 20-ton, 6/9/0 Wasp with 64 points of armor, 10 single heat sinks, and five medium lasers.  Maximum potential damage is an astounding 25 points, but at the cost of 15 heat, making heat management interesting to say the least.  Amusingly, it's here that most of the depictions of the Wasp having a right hand actuator can be found.  They do show up occasionally elsewhere, making this a curious thing.
Another apocryphal variant discussed in the original Mechwarrior RPG book was a WSP-1A that lost its medium laser in favor of targeting gear for use as an artillery spotter.  Presumably, this was something along the lines of a prototype TAG setup.

The recovery of the Helm memory core did benefit the Wasp.  Well, in theory it did.  The first new Wasp out the door was the WSP-1S Wasp, fielded by FedCom.  Basically a modernized -1D, the WSP-1S packs both endo steel and ferro fibrous armor, moves all the jump jets to the legs and center torso (the Wasp, traditionally, had one in each leg, one in each side torso, and 1-2 in the center torso), packing a medium pulse in the right arm, a pair of small lasers in the right torso, and a flamer in the left torso.  Armor is improved to 6, 7/2, 6/2, 5, 6, for a total of 53 points.  So long as you keep your front to your enemy, you're better off.  If they get behind you, well, you screwed up.

The Wolf Dragoons didn't exactly stand still during this period, either, fielding a new variant of the Wasp in 3050, designated the WSP-3W Wasp.  Again, ferro-fibrous armor is deployed to save weight, 'cause it sure as heck didn't improve protection, which dropped to 3, 5/1, 5/1, 3, 4 points.  Keeping 10 single heat sinks, the weaponry was changed out slightly from the -1W, with two standard small lasers replaced by two small pulse lasers.  Weapons placement went wonky, with two small lasers in the left leg, two in the left torso, the small pulses in the right arm, and the jump jets now all moved to the torso.  That last bit, at least, is nice, because it can now jump for full MP out of depth 1 water, but heat sink placement gives little benefit to being there in the first place, since they're split between the side torsos.  All together, this is an odd duck.

Finally getting into the Wasp variant game in 3051 was the Free Worlds League with the WSP-3M Wasp and, in typical FWL fashion, they kind of forgot the armor.  Even with ferro-fibrous, armor drops to a total of 44 points, arranged 4, 6/2, 5/2, 4, 5, giving you slightly worse protection in the side and rear torso.  This is even more impressive, when you consider they also switched to an endo steel skeleton.  Where did the extra weight go?  Swapping the ML for an MPL, and adding CASE to protect the SRM ammo, thus simultaneously making the WSP-3M both more fragile and more durable than the WSP-1A, while basically keeping the same role.

Things take a break at this point for sixteen years in-universe, as the Capellans and Lyrans end up being the next to release new Wasp variants, but waiting until 3067 to do it.

First up, as part of Project Phoenix, we have the WSP-3L Wasp.



Using endo steel to save weight for stealth armor and the requisite ECM suite, armament on the WSP-3L consists of a single extended-range medium laser and 10-pack rocket launcher, for some much needed reach.  Armor protection is improved to 9, 8/3, 7/2, 6, 7 points, and a whole-head ejection system is fitted which, along with the stealth armor, is designed to keep the Wasp 3L and its pilot alive as long as possible.  Perhaps for the first time since the WSP-1, we have a Wasp that's clearly meant to stick to scouting more than anything else, without a clear secondary role, like anti-infantry or anti-vehicle.  Usage case on the -3L is clear:  in the event of enemy contact, report your position and theirs, fire the RL-10 and ERML at them, and run, engaging your stealth systems.  With only 10 single heat sinks, you're not meant to run with stealth while shooting, which reinforces the idea of hit, then run away like brave Sir Robin.

By contrast, the Lyran Alliance went a little different route with the WSP-3S Wasp.  Using one of their new favorite toys, the light fusion engine, in addition to endo steel, the WSP-3S adds a guardian ECM suite center torso (note, no stealth armor), twin ER medium lasers in the right arm, TAG in the head and double heat sinks to keep it cool.  Armor is increased to 6, 8/2, 6/2, 5, 7 points, providing improved protection.  Heavier frontal armor, TAG for target designation, ECM to protect itself and its lance mates, and twin ERMLs for continuous "standoff" capability?  Yeah, this one's meant to hang around the battlefield way more than the WSP-3L.

The Capellans didn't leave well enough alone, though, and their Canopian and Taurian allies got to benefit as well, with the Trinity Alliance fielding the next Wasp variant in 3071.  The WSP-7MAF Wasp, despite its name, is used by all three factions, cranks the movement up to 8/12/8 with an XL engine (with one jump jet in each leg, and the rest in the side torsos), an XL gyro and small cockpit.  Stealth armor sat this one out, as did ferro fibrous, so armor protection goes back to the WSP-1A levels, but endo steel makes an appearance, as do double heat sinks.  Weaponry?  I'm glad you asked:  a single ER medium laser in the right arm, and an MML-5 in the right torso, with two tons of ammo divided up between LRMs and SRMs.  CASE, though, doesn't make an appearance, reinforcing the idea that speed is life with this 'Mech.  Usage:  stand back, run fast, empty your LRM ammo bin, then close in and use your ERML and SRMs for however long you last.  Keep moving.  Always, always keep moving.

Four years later, in 3075, the Trinity Alliance and the Word of Blake would start fielding the WSP-8T Wasp variant.  Cutting the speed back to 6/9/6, dropping the XL gyro, but keeping the XL engine and small cockpit, the -8T kept the endo steel and double heat sinks of the -7MAF, but reduces the MML-5 to an MML-3 (this time out, in the right torso).  On the other hand, it replaces the ERML with a light PPC.  On the gripping hand, armor get improved everywhere except the back, with an arrangement of 9, 9/2, 7/1, 5, 5 points of standard armor.  This is a standoff fighter, with the SRM ammo there in the event someone gets too close.

By 3082, the Outworlds Alliance is in a position to field perhaps the last Wasp variant we have a designation for, specifically the WSP-3A.  Again, endo steel is used to save weight, as is an XL engine and gyro.  Thankfully, a small cockpit isn't, because the movement profile for the WSP-3A is 5/8/8, thanks to the use of improved jump jets.  Weaponry is limited to a single medium pulse laser in the right arm, and armor is improved to 9, 9/2, 8/2, 5, 7 points of standard armor which, while a little weaker in the back, shouldn't matter as much to a 'Mech with 8 jumping MPs.  What is problematic is the limited range of the main gun:  six hexes is really close for a 20-tonner with an XL engine in 3082.

According to Sarna at least, one additional Wasp variant showed up in Mechwarrior Dark Age, piloted by Marik Zabielski.  Equipped with a 120 XL engine and jump jets, it had a 6/9/6 movement profile, with endo steel to save weight.  Armamement was an ERML and LRM-10.  This didn't leave much space for armor, and unless a small cockpit or XL gyro is also used, only 2 tons remains for armor protection, also presuming no CASE.  To my knowledge, no record sheet exists for this one.

April 29, 2015 Update

Record Sheets 3145 New Tech New Upgrades gives us two new Wasps, the WSP-3K and WSP-3P.

First off, the WSP-3K is, not surprisingly, a Draconis Combine variant.  Much like the description of Zabielski's custom Wasp, the WSP-3K packs a 120 XL engine, going 6/9/6, with endo steel bones and four tons of standard armor.  The head and CT benefit the most here from the added, getting 9 points, with the side torsos and legs getting 7 points of armor, leaving 6 points per arm, and 2 across each back location.  Don't get shot in the back.  To give the pilot a bit of an extra chance of survival once his XL engine goes up, the WSP-3K has a whole head ejection system.  Weaponry is fairly impressive, with a standard medium laser and an MRM-10 with a ton of ammo cooled by 10 single heat sinks.  In some ways, then, this feels like a 2/3 size Valkyrie, serving as a cheapish light strike unit.

The WSP-3P Wasp, meanwhile, is a bit of an odd duck.  Masterunitlist.info doesn't tell us who fields it, so your guess is as good as mine, though I'm betting this is a bit of a standard variant probably available to near anyone, kind of like the STG-3P was.  Like the -3K, the WSP-3P sticks to 10 single heat sinks.  However, it also sticks to a standard engine, though it amps up the speed to 7/11/7.  I was kind of liking this already, and liked it even more when I saw it too had a full-head ejection system.  Armor is comparable to the WSP-3K, though it loses a point off the head, dropping it to 8 points, to gain one point on the rear center torso.  That's an acceptable trade in my book.  Weaponry is no different from the WSP-3L, with an ER medium laser in the right arm and RL-10 pack in the right torso.  Seemingly meant to be a light scout, it trades out the stealth armor of the WSP-3L for faster ground speed and greater jump distance.  I'm OK with this.  In fact, this may well be my favorite Wasp of all.

So, how do you use a Wasp?  Obviously, a lot depends on the variant, but one thing can be said no matter what version you've got:  it's a 20-ton 'Mech.  I can't stress that enough, folks.  There isn't much out there you can sit and trade blows with in a 20-tonner, which means hit-and-run tactics are preferrable.  This can become complicated in high-technology eras when bigger 'Mechs can move as fast or faster than you, which means the nimbleness the jump jets provide you should be kept in the forefront of your mind, and watching terrain for as much cover you get is very important.

An alternative, of course, to using the Wasp on the battlefield is to use it in exploration, survey missions, or even as a "service 'Mech in civilian roles.  Dump the weaponry, borrow a hand actuator from a salvaged Stinger or something, and tack on utility gear, and you've got an enviromentally-sealed 'Mech that can serve in a utility role.

Killing a Wasp?  Shoot it.  It's a 20-ton 'Mech, folks, which means it doesn't take a lot of firepower to cripple it.  This can be done with varying degrees of success, but, let's face it, there are entire catagories of scout-hunter 'Mechs out there designed to target scout 'Mechs like the Wasp.  Keep some around for when your stand-up fight turns into another bug hunt.

Where can you find the Wasp?  Everywhere.  As of 3039, there were nine factories making it, and it was perhaps the most mass produced BattleMech ever made.  This doesn't appear to have decreased by the Jihad, which instead saw new variants flourish, and the primitive Wasp even make a resurgence (presumably with standard, rather than prototype jump jets).  Perhaps TR3039 said it best:  wherever you can find BattleMechs, you'll find the Wasp.


(Edits: Fixed a formatting error.  Added links for each design to its Master Unit List entry under each unit's full name.  That's also where I got the art for the WSP-1, WSP-2-X and WSP-3L.  Added the RS3145NTNU variants on 4/29/15.)

'Mech of the Week Addendum: Wasp (2020-08-04): ilClan Recognition Guide Edition

So...we need to talk about the new Wasps in the Recognition Guide: ilClan Vol. 04.  There's a lot to unpack here.

First off, the Guide makes clear that the Wasp is, by quite a stretch, the most common BattleMech in existence.  It's been so common, and churn on the battlefields have been so common, that the joke is the SLDF classified it as a "unit of ammunition" rather than a BattleMech.  We also learned that the tendency of Wasp legs to shear off during Death from Above attacks wasn't confined to the primitive WSP-1, but also affected the WSP-1A model: it took 110 years for the issue to be discovered, after all, and then another 30 years to fix it.  Wow.

The Guide introduces us to three new variants of the venerable Wasp:

First up, we've got the WSP-5A, and IS-tech Wasp produced in the reborn Free Worlds League by Irian BattleMechs Unlimited.  Building off of the endo-steel frame of the earlier WSP-3M (sometimes quite literally: Irian offers a refurbishment service for older Wasps), the WSP-5A increases the ground speed of the 'Mech to 8/12, with 8 jump jets rounding out the mobility improvements.  Given the faster 'Mechs of the 32nd Century battlefield, this is a welcome change and, combined with 3 tons of ferro-fibrous armor (a half-ton more than the WSP-3M), this is a welcome improvement to survivability.  That's important, because we're also packing a standard Inner Sphere XL engine and XL gyro for weight savings, along with Endo-composite structure.  Weaponry is...interesting.  An ER medium laser is our longer-ranged weapon here, backed by a Streak SRM-2 launcher for critseeking potential and, presumably, anti-vehicle work.  Following the trend in the Recognition Guides to make the design match the mini, the Streak-2 is mounted in the left leg, with its ammo bin in the left torso, protected by CASE II.  Like all the new Wasps, we have three design quirks: Easy to Maintain, Extended Torso Twist, Ubiquitous.  Nice.

On the battlefield, this one will play just like your old Wasps, just faster, with one exception: if you like Infernos, you're out of luck, because the Streak launcher can't fire them.  The loss of alternative munitions makes me wish they'd gone with a standard SRM-2 launcher here, which would give you a bit more flexibility and save another ton you could put into armor.

Next up, the one that's attracted the most attention, is the Wolf Empire's Wasp C, manufactured by Kali Yama of Kalidasa.  This is an odd duck, a mixed-tech Wasp using Inner Sphere endo steel structure (an earliee Irian Chassis Second Generation than the Fourth Gen the WSP-5A uses), but still uses a standard 120-rating fusion engine and six jump jets for 6/9/6 movement.  What?  In 3150?  Yes.  The gyro is also standard, so no weight savings there, or in the cockpit, which is your typical 3-ton cockpit.  Where's the Clan tech come in?  Three places:

  • Clan ferro-fibrous armor: 2.5 tons worth, giving it...the same 48 points of protection arranged just like the WSP-1A.  Huh.
  • Ten Clan double heat sinks. OK....
  • A Clan Strek-2 Improved-Oneshot in the left leg. Umm....
  • A Clan ER large laser in the right arm.  Wow.

The Wasp C screams "cheap way to get a Clan ERLL into the field".  And, truthfully, it is.  That ER large laser and its considerable range is nice, but it's on a 20-ton 'Mech moving 6/9/6 protected by only 48 points of armor.  As Baymax would say, "I have some concerns."  I'm concerned that the Clan ERLL is writing checks the Wasp C's body just can't cash, and the writeup even mentions how it's hard-pressed to escape 'Mechs twice its size in 3150.  That's fair.  I'm not sure it's well-served by having the Streak launcher at all, especially since it's in the wrong leg (RL, not LL - I assume this is an errata issue), and it may have been better off with 2 ER micro lasers if the goal was to keep to the mini's appearance.  It's neat, but I don't know that the Wasp C is the best use of its 755 BV.

Last up is the WSP-4W Wasp, another take on the Dragoon Wasp energy boat.  Packing a light fusion engine and moving 6/9/6, the WSP-4W is protected by 53 points of ferro-fibrous armor.  Packing twin IS SPLs in the left leg, and two IS ERMLs (one in the left torso, one in the right arm), it's got a better weapons and armor layout already than the WSP-3W that preceded it.  Ten double heat sinks keep the whole 'Mech running relatively cool, which is nice: under normal circumstances you can jump and fire an alpha strike without going over.  Honestly, this is a nice upgrade from the WSP-3W, though it lacks some of the shock value the original WSP-1W had.

So that's my story, and I'm sticking to it.  What are your thoughts on the Wasp?
« Last Edit: 09 August 2020, 00:16:56 by Giovanni Blasini »
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chanman

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #1 on: 18 January 2013, 03:34:53 »
The fact that the bugs are still common in 3025+ implies that 20 ton mechs would HAVE to be the most produced mechs ever just to keep up with attrition losses. The IS as a whole probably loses a statistically significant amount every year just from traffic accidents.

SCC

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #2 on: 18 January 2013, 04:09:48 »
Is there a reason the -3L lacks TSM? The way you describe it it would be perfect

Giovanni Blasini

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #3 on: 18 January 2013, 04:21:08 »
Is there a reason the -3L lacks TSM? The way you describe it it would be perfect

None that I can think of, given that there are exactly six critical spots left free in the 'Mech: two in the right arm, two in the right torso, one in the left torso and one in the head.
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
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blitzy

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #4 on: 18 January 2013, 09:55:43 »
Just for completions sake, this was the original version of the Superwasp.  It should be noted though that unless you have endosteel it's illegal, as you need one more ton, but I thought it should be included here.

Code: [Select]
Super Wasp WSP-2A

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/D-F-E
Production Year: 3132
Cost: 2,025,417 C-Bills
Battle Value: 529

Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
    1  Medium Laser
    1  SRM-2
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    43 points                1.50
    Internal Locations: 3 LT, 3 RT, 3 LA, 2 RA, 1 LL, 2 RL
Engine:             Fusion Engine                200                       8.50
    Walking MP: 8
    Running MP: 12
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 1 HD, 1 CT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Standard Armor               AV -  64                  4.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            6         
                                        Center Torso     8            10       
                                 Center Torso (rear)                  4         
                                           L/R Torso     6            7         
                                    L/R Torso (rear)                  2         
                                             L/R Arm     4            6         
                                             L/R Leg     6            7         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
SRM-2                                        LL        2         1         1.00
@SRM-2 (50)                                  CT        -         1         1.00
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 5
8/4j       1       1       0       0      1     0   Structure:  2
Special Abilities: SRCH, ES, SEAL, SOA
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #5 on: 18 January 2013, 10:20:31 »
Quote
The Wasp instead seemed to lend itself to efforts to make it bigger, spawning the Wasp LAM (30 tons) and (per TR3039) the Phoenix Hawk.

Funny thing is, my TRO3025 (1990, german) says the PXH is based on the Stinger. Translation error, the two are easy to switch after all?

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #6 on: 18 January 2013, 11:12:43 »
Funny thing is, my TRO3025 (1990, german) says the PXH is based on the Stinger. Translation error, the two are easy to switch after all?
I think it makes more sense that the Wasp is originator for the Phoneix Hawk (Later Valkyrie),  They (unseen wise) share the same Heads (they all look same) and basic body.  Stinger has only single antenna while Wasp had dually ones (PHX has 4 instead of 2).

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #7 on: 18 January 2013, 11:17:20 »
Thank you for a great write up on the Wasp, Giovanni Blasini!

Is very complete, i love the inclusion of the Cresent Hawks' Mech-a-Lube modification of the Wasp.  It was nasty customer when you modded your wasp up.

One note,  Sarna does leave references to the actual Data Cards MWDA used to describe these Mechs, including the Wasp.   I wish the data cards included more info. 
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #8 on: 18 January 2013, 12:12:51 »
Actually a big fan of the Wasp.  I generally only ever mounted infernos with the base model, as they at least made tanks a little nervous under BMR.  As such, the Wasp 1L made tons of sense to me: its a tank hunter.  Makes even more sense when it had Firebees leading it way back when.  The 1K does nothing the Stinger didn't do.  Meh.  The 1D gets vaguely interesting, but I can't help but want MGs over the SLs.  And the 1W sticks out in my mind, from Weirdo gleefully typing BOHICA in a MM game against an unwary opponent who didn't mind letting a Wasp get behind him.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #9 on: 18 January 2013, 12:16:29 »
Funny thing is, my TRO3025 (1990, german) says the PXH is based on the Stinger. Translation error, the two are easy to switch after all?

My copy of TRO3025 did as well.  I was surprised when that was changed in TRO3039, especially given that Earthwerks manufactured both Phoenix Hawk and Stinger, whereas General Mechanics made the Wasp.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #10 on: 18 January 2013, 14:50:56 »
As such, the Wasp 1L made tons of sense to me: its a tank hunter. 

This.  The only thing the 1L has going for it is that it has a decently sized SRM launcher (and all of the special ammo that brings) on a really cheap chassis.  If you're feeling cruel, a lance of them with Tandem-charge SRMs can down a larger mech or vehicle very quickly from all the crits.  Infernos work for Vehicle and Battle Armor hunting, as well as infantry BBQ.  Mag-Pulse missiles make your opponent less accurate, and Acid missiles theoretically let them get 12 damage out are mostly useless thanks to the -2 on the cluster roll.  But without special ammo, it is indeed a rather odd variant. 

I honestly didn't understand why they made the 3L the way they did until you explained the fire and flee trick, which makes the design seem reasonable (if not exactly something you'd like in a fight). 
« Last Edit: 18 January 2013, 15:17:22 by ScannerError »

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #11 on: 18 January 2013, 15:51:49 »
And the 1W sticks out in my mind, from Weirdo gleefully typing BOHICA in a MM game against an unwary opponent who didn't mind letting a Wasp get behind him.

Y'know, it's been way too long since I've fielded TinkerBastard... ^-^

As for other configs...

WSP-1: A dedicated scout, in an era when other non-aero scouts were VTOLs, hovercraft, or wheeled cars. The all-terrain abilities of the Wasp were probably seen as a godsend by HAF commanders, especially when combined with the light strike ability provided by the laser. Wasps can range across a countryside without the conspicuousness of aircraft, easily outmanheuver and evade enemy ground forces of the day, and either report back their findings and/or go after lightly defended targets of opportunity or enemy scout units. (Between a Wasp and a Stoat Scout Car, my money's definitely on the Wasp.)

WSP-1A: Same as before, only better. More speed, more armor, more firepower, same roles. The SRM rack also gives you a bit of flexibility with funny ammo types, but I'm not sure if an SRM-2 is enough to really call this a tank-hunter.

WSP-1L: This I would call a tank hunter. Fire a salvo of missiles into weaker sides from ambush, then jump away and set up another ambush. This is a true shoot-n-scoot unit.

WSP-1K: Gio's got this one pegged dead on. Since the Combine has less Stingers than most, this is a good blend between the two bugs.

WSP-1D: I really like this one. Usage-wise, I'd treat it as a -1K and -1L smashed together. You have antipersonnel firepower, and the guns are numerous enough that you can put out the same number of damage clusters as a -1L so you can do the same tank-parking role, albeit at much closer range. The extra raw damage gives you an edge over most other Bugs so this can perform well as a scout hunter, and of course, the flamer gives you all kind of options as an incendiary unit.

WSP-1W: I must be touched in the head, because I absolutely LOVE this. It's a pure backstabber, meant to wander around a battlefield looking unimportant, until it sees an opening. Then it quietly saunters behind a target, and gutstabs them a half-dozen times in their weakest armor, only to flit away before any retaliation arrives. My finest hour with one of these things was when I achieved the perfect backstab, jumping behind a Caesar, only to gently convince his HGR that the fusion engine sitting right next to it was its mortal enemy. }:)

WSP-2A-X: Okay, this guy just looks fun. Much like the -1A is to the -1, this is your basic Wasp, only much more so. Had these things made it to production, they very likely would have absolutely gutted their counterparts in the Kurita and Liao armies.

WSP-1S: I keep saying this, I hope I mean what I think it means. This is essentially the WSP-1D, only better. Treat it the same, only the improved anti-grunt firepower is almost war-crime-y, and the pulse nature makes it passable as an escort, hanging around larger units and going after any superfast hovercraft or opposing Bug that tries for the pointblank backstab.

WSP-3W: Next to the sublime terror that is the -1W, this just makes me sad. Pulse is nice, but not at this cost. Even for the crazy folks Wolf must have strapped into his Wasps, the armor is just TOO thin. Burst fire is wasted here, because I wouldn't send this thing near a rifle platoon, much less anything more dangerous. Same goes for engaging other bugs or hovers. You can try for the backstab, but I almost guarantee that you won't come back from it. :(

WSP-3M: I keep saying that the Free Worlds League were the real winners in TRO 3050, and while this Wasp isn't quite the gem other -Ms are, it certainly ain't bad. Armor's only slightly less than before(essentially the same), and you gain the utility of a decent-ranged pulse laser. This is a true scout hunter, able to cut down other Bugs with ease, as well as having a much larger threat radius compared to other 'escort' Wasps when it comes to shooting at hovers or VTOLs.

WSP-3L: Like the -1L, this is definitely a shoot-n-scoot kind of guy, only with more raw power and range than before, and the stealth armor means that breaking contact is a pinch. While the heat sinks are lacking, you could also use this as a scout hunter, using your boosted range and the stealth armor's benefits to hit other scouts while taking almost no return fire. You will heat up fast doing this though, so be sure to always have a plan for breaking contact and cooling down. You'll need nerves of steel and sweat pores like Niagara Falls.

WSP: 3S: The first Wasp that I'd call a dedicated strike unit. Sure, you can scout just as well as anyone else, but that TAG means you can call down some SERIOUS firepower when you need to. I kinda want to build a force that consists of a couple Wasps paired with a few flights of Raubvogel fighters, as a hunter-killer unit. The Wasps sneak behind enemy lines, and call in the 'Vogels when they find a nice juicy target(like a command 'mech). When the air support gets close, the Wasps dash in for the TAG, and the fighters let rip with air-launched Arrows or a pants-load of LGBs. After that strike, the Raubvogels make a few passes with onbaord guns to sow confusion while the Wasps make their escape.

WSP-7MAF: Interesting little bugger. I'd run it as a cross between an older Wasp and a Valkyrie. A good backstabber that can also lay down supporting fire. I wonder how well it(or the -8T) would pair up with an Anubis?

WSP-8T: Like Gio said, definitely a standoff fighter. Despite the boosted armor, stay at range, letting that extended short and medium-range bracket give you an edge over other lights.

WSP-3A: Definitely a backstabber. Stick to jumping, and let the pulse bonus balance out your jumping penalties. Really, not much else to say about this guy.
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garhkal

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #12 on: 18 January 2013, 18:42:20 »
Ahh..  The third of the venerable bug mechs...  Dunno but always had better luck with locusts than either the wasp or stinger..   But had much better luck with the wasp lam than the regular wasp.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #13 on: 18 January 2013, 19:05:58 »
Quote from: Weirdo
WSP-1W: I must be touched in the head, because I absolutely LOVE this. It's a pure backstabber, meant to wander around a battlefield looking unimportant, until it sees an opening. Then it quietly saunters behind a target, and gutstabs them a half-dozen times in their weakest armor, only to flit away before any retaliation arrives. My finest hour with one of these things was when I achieved the perfect backstab, jumping behind a Caesar, only to gently convince his HGR that the fusion engine sitting right next to it was its mortal enemy. }:)

The WSP-1W always struck me as one of those 'Mechs that when it worked, it worked brilliantly, but when it failed, it failed miserably.  Believe me, I want to like it, just because the insanity of six small lasers on such a tiny 'Mech warms the cockles of my cold, black heart.  However, I always seem to skip it, probably in no small part due to not really every playing Dragoons, whom I automatically associate it with.

I do have to wonder, though, if a somewhat modernized hybrid of the WSP-1, WSP-1W and Crescent Hawks variants would work.  Go for a 100-rating engine and 5/8/5 movement, switch to double heat sinks, and mount five medium lasers or, to confuse your enemies, two ERMLs and 3 MLs.  That leaves you 3.5 tons for armor.  Make it look like the primitive Wasp, and it could be quite the ringer.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #14 on: 18 January 2013, 19:56:59 »
I found the best use for the 1W was hopping around in cities trying to find an ambush...

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #15 on: 19 January 2013, 00:53:17 »
Everyone, get your old timey duds out. Here's the text file from the original Wasp MotW by CoyoteWarDog in 2004 as saved by Adjudicator

Pastebin version for those who can't open attachments.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #16 on: 19 January 2013, 01:13:10 »
Gotta love the Wasp one of the originals

Nice article
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #17 on: 19 January 2013, 01:39:28 »
Everyone, get your old timey duds out. Here's the text file from the original Wasp MotW by CoyoteWarDog in 2004 as saved by Adjudicator

Pastebin version for those who can't open attachments.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #18 on: 19 January 2013, 03:10:06 »
Great writeup, Giovanni.  O0 ALOT of variants of this venerable design.

I can't remember the name right now but wasn't there a Kurita general who tried making a strategy out of swarming bug mechs like the Wasp and Stinger? I only remember it partly due to the fact that I can rarely see this mech acting alone. Something just makes me want to get at least a lance of these things and swarm someone with em.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #19 on: 19 January 2013, 03:15:02 »
WSP-1A: Same as before, only better. More speed, more armor, more firepower, same roles. The SRM rack also gives you a bit of flexibility with funny ammo types, but I'm not sure if an SRM-2 is enough to really call this a tank-hunter.

BMR infernos. You of all people should remember those  ;D
Less useful nowadays though, agreed.


And that crazy snake was Mercer Ravannion, TRO3025 Stinger fluff.
And i think it was mentioned somewhere else he retried it with Jenners?

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #20 on: 19 January 2013, 03:17:44 »
Great writeup, Giovanni.  O0 ALOT of variants of this venerable design.

I can't remember the name right now but wasn't there a Kurita general who tried making a strategy out of swarming bug mechs like the Wasp and Stinger? I only remember it partly due to the fact that I can rarely see this mech acting alone. Something just makes me want to get at least a lance of these things and swarm someone with em.

Captain, actually, by the name of Mercer Ravannion.  He was killed in 3023 fighting McKinnon's Raiders.

Tech Readout 3039 tells the story of Marge Sippers, one of the pilots he'd commanded (when she was only 16 years old, and who had a schoolgirl crush on him).  She refined his concept after taking over his command after his death, but she traded out some of the Wasps and Stingers for Jenners (amusingly, she seems to have still stuck to the Stinger herself:  family 'Mech?).
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #21 on: 19 January 2013, 03:25:57 »
Ah, that was the name, thx.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #22 on: 19 January 2013, 04:02:56 »
Captain, actually, by the name of Mercer Ravannion.  He was killed in 3023 fighting McKinnon's Raiders.

Tech Readout 3039 tells the story of Marge Sippers, one of the pilots he'd commanded (when she was only 16 years old, and who had a schoolgirl crush on him).  She refined his concept after taking over his command after his death, but she traded out some of the Wasps and Stingers for Jenners (amusingly, she seems to have still stuck to the Stinger herself:  family 'Mech?).

Wouldn't a Stinger in a Jenner formation end up getting left behind during manuevers?

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #23 on: 19 January 2013, 09:18:52 »
Not necessarily. If running/walking, eventually. If jumping, most of the early Jenners only jumped 5. (Come to think of it, is there one outside of Clan that jumps 7?)

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #24 on: 19 January 2013, 17:07:54 »
The WSP-1W always struck me as one of those 'Mechs that when it worked, it worked brilliantly, but when it failed, it failed miserably.  Believe me, I want to like it, just because the insanity of six small lasers on such a tiny 'Mech warms the cockles of my cold, black heart.  However, I always seem to skip it, probably in no small part due to not really every playing Dragoons, whom I automatically associate it with.

I do have to wonder, though, if a somewhat modernized hybrid of the WSP-1, WSP-1W and Crescent Hawks variants would work.  Go for a 100-rating engine and 5/8/5 movement, switch to double heat sinks, and mount five medium lasers or, to confuse your enemies, two ERMLs and 3 MLs.  That leaves you 3.5 tons for armor.  Make it look like the primitive Wasp, and it could be quite the ringer.

Well,, since their armor is already shoddy, why not use light/xl engines and endo to allow a boost up in speed/weaponry?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #25 on: 19 January 2013, 18:01:18 »
Biggest problem with the stock Wasp was that the SRM was in the leg...couldn't use it in partial cover or while prone, big design flaw.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #26 on: 21 January 2013, 13:33:34 »
Captain, actually, by the name of Mercer Ravannion.  He was killed in 3023 fighting McKinnon's Raiders.

Tech Readout 3039 tells the story of Marge Sippers, one of the pilots he'd commanded (when she was only 16 years old, and who had a schoolgirl crush on him).  She refined his concept after taking over his command after his death, but she traded out some of the Wasps and Stingers for Jenners (amusingly, she seems to have still stuck to the Stinger herself:  family 'Mech?).

Poor guy was doing it wrong. 6vs.4 against the Raiders' recon lance wasn't what I'd call true horde tactics.

Larger numbers, on the other hand, get ugly. A buddy and I played out the Ubodo fight with 12 bugs vs. 4 Blackjacks (I dunno if we got the numbers right) and I was playing Ubodo. I lost.....bad. I made the dumb mistake of splititng the lance into pairs to try to get some use out of the AC/2's by grabbing high ground and setting up a crossfire. I forgot that I was too slow to get this set up before they were on me and I got split and double-surrounded in two groups of 6v2. From that point on, it was just backshots and DFA spam until it was over.

If I had stayed together in a herd, maybe that would have helped, but the TMM's, combined with the spamming of DFA and kicks probably still would have done it.
« Last Edit: 21 January 2013, 13:44:16 by mitchberthelson »

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #27 on: 21 January 2013, 14:51:29 »
If you go with the assumption of two WSP-1A, two WSP-1K, one STG-3R and one STG-3G, that works out to 2376 BV before multiple unit modifiers, versus 3796 for four BJ-1 Blackjacks.  Given that the four Blackjacks essentially pack 16 medium lasers versus 7 for my hypothetical Horde, I have no doubt as to why Ravannion lost: his Horde was indeed too small in number.

Horde tactics work great if you can sufficiently outnumber your enemy, but require transit capacity that was lacking during the Succession Wars. After all, would you rather move twelve Wasps with your Union or twelve Thunderbolts?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #28 on: 21 January 2013, 15:36:15 »
Like the Liao variant, the Dragoon variant removed all the standard weapons, and uniform weaponry.  Unlike the Draconis Combine, the Dragoons didn't bother doing anything with the armor.  End result?  Six small lasers, with two in each side torso, and two in the right arm.

Just stumbled across this - where did you get that loadout from? The WSP-1W record sheet I saw had three small lasers in each torso. In my BattleCorps story "Rise and Shine", a Dragoon Wasp jumps behind an enemy 'Mech, fires six small lasers and then punches with both arms, indicating none of those six lasers were arm-mounted.
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Giovanni Blasini

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #29 on: 21 January 2013, 16:11:01 »
Just stumbled across this - where did you get that loadout from? The WSP-1W record sheet I saw had three small lasers in each torso. In my BattleCorps story "Rise and Shine", a Dragoon Wasp jumps behind an enemy 'Mech, fires six small lasers and then punches with both arms, indicating none of those six lasers were arm-mounted.

I used Records Sheets 3039 Unabridged, which shows that weapons placement.  It's entirely possible that got changed via errata.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #30 on: 21 January 2013, 16:13:46 »
Biggest problem with the stock Wasp was that the SRM was in the leg...couldn't use it in partial cover or while prone, big design flaw.

the SRM in the leg was a really odd design choice.. do we have any idea why it was put there, or is this just another one of those "way obscure bad FASA decisions"?

i mean, it's not like the Wasp is hurting for crit space, and having it put in the torso would have made much more sense in and out of universe. (especially since the art for the wasp usually had an SRM-2 looking thing on one shoulder)

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #31 on: 21 January 2013, 16:25:16 »
If you go with the assumption of two WSP-1A, two WSP-1K, one STG-3R and one STG-3G, that works out to 2376 BV before multiple unit modifiers, versus 3796 for four BJ-1 Blackjacks.  Given that the four Blackjacks essentially pack 16 medium lasers versus 7 for my hypothetical Horde, I have no doubt as to why Ravannion lost: his Horde was indeed too small in number.

Horde tactics work great if you can sufficiently outnumber your enemy, but require transit capacity that was lacking during the Succession Wars. After all, would you rather move twelve Wasps with your Union or twelve Thunderbolts?

I think with that many Wasps, you'd have to stack 'em like cordwood in the cargo bays. Carry heavier mechs in the cubicles for the opposed landing, then unpack the horde the same way you'd have to unload armour assets.

I played some horde vs. Atlas/Dire Wolf rounds and it really comes down to the kicks. Once the larger mech gets surrounded, it's kicking time until it fails a PSR. At that point, the end comes fairly soon. The thing about kicking is that a mech only needs its legs to do it. You can blow off both arms and torsos, and as long as the ammo doesn't blow, Mr. Gimpy is still perfectly capable of contributing to the beatdown. The best thing the heavier mech can do is to create a barrier of legged mechs around it to limit the hexes the standing mechs can kick from. A fortification of legless mechs, if you will.

Either that or it needs to find some high ground where its legs can't be melee'd

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #32 on: 21 January 2013, 17:53:57 »
Put the weight class rules in play and its not such a foregone conclusion for the assault.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #33 on: 21 January 2013, 18:20:21 »
Put the weight class rules in play and its not such a foregone conclusion for the assault.

With 4-6 kicks a turn, the Assault has to fail a PSR sooner or later. The other alternative is punching. Eventually, the assault jockey ends up as raspberry jam, even with punches from 20 tonners.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #34 on: 22 January 2013, 12:31:48 »
With 4-6 kicks a turn, the Assault has to fail a PSR sooner or later. The other alternative is punching. Eventually, the assault jockey ends up as raspberry jam, even with punches from 20 tonners.

Yeah. It really hurts when you're surrounded and then you get punch/kick spammed by 4-5 guys while one tries a DFA for the big knockdown or lucky headshot.....every turn.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #35 on: 25 January 2013, 22:32:34 »
Quote
               BattleMech Technical Readout

Type/Model:    Phoenix Hawk PXH-1

Chassis:       Orguss Stinger Standard

Manufacturer:  Orguss Industries
------------------------------------------------------------------------------
==Overview:==
Orguss Industries, a manufacturer of the similar Stinger and Wasp, created the Phoenix Hawk by
strengthening the internal structure of its basic Stinger chassis, which enabled the new 'Mech to support heavier armor and expanded weaponry.

Odd that TRO3039 changed this.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #36 on: 25 January 2013, 23:46:23 »
Maybe because Orguss was another anime in the Superdimensional line?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #37 on: 04 February 2013, 00:44:32 »
I just posted a batrep (found here: http://bg.battletech.com/forums/index.php/topic,26692.0.html )  of a 3028 battle in which I used a Wasp 1D and a Stinger 3G and they both did fantastic and even went toe-to-toe with assaults and heavies!

In the SW era, I'd say they are superb scout and fast attack machines!
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #38 on: 04 February 2013, 02:00:07 »
I just posted a batrep (found here: http://bg.battletech.com/forums/index.php/topic,26692.0.html )  of a 3028 battle in which I used a Wasp 1D and a Stinger 3G and they both did fantastic and even went toe-to-toe with assaults and heavies!

In the SW era, I'd say they are superb scout and fast attack machines!

The thing about the WSP-1D and STG-3G is that, despite their small size, there's nothing there realy to blow up to take them out permanently other than the engine and legs.  In essence, they're miniature zombies.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #39 on: 04 February 2013, 09:19:08 »
Your words make me want to take a Leopard, fill it with Wasp-1Ws, and drop zombie hamsters on people's heads.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #40 on: 04 February 2013, 10:31:20 »
Your words make me want to take a Leopard, fill it with Wasp-1Ws, and drop zombie hamsters on people's heads.


Can you not find rules for dropping Manei Dominei zombie hamsters and other small rodentia on people?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #41 on: 04 February 2013, 10:38:28 »
Possibly. Then again, I like the idea of naming all of my Wasps 'Warhamsters' and relying on poor hearing to totally confuse people.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #42 on: 04 February 2013, 12:53:40 »
Can you not find rules for dropping Manei Dominei zombie hamsters and other small rodentia on people?

Ugh. Apart from the usual "be nice" and Unseen stuff, there are three really important rules in this forum:

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #43 on: 04 February 2013, 13:26:24 »
Ugh. Apart from the usual "be nice" and Unseen stuff, there are three really important rules in this forum:

Thou shalt not dare Herb, for he answers with nukes.
Thou shalt not make "Neko-in-a-dress-polls".
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #44 on: 04 February 2013, 14:34:40 »
What about putting a red cape and "S" on the Super Wasp?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #45 on: 10 April 2015, 21:51:41 »
One of the mechs in the very first Battletech novel back in the day so lots of good
memories 8-] I always preferred the SRM's over just some MG's if I gotta pilot
something like this. The mini looked cool to.... ;)

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #46 on: 29 April 2015, 13:51:20 »
Edited the original post to add in the two RS3145 NTNU variants.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #47 on: 30 August 2018, 05:48:27 »
Someone spot my on the rules: If Forced Withdrawal is in effect are the 1W and potentially the 1D forced to withdraw in the first turn? The 1W can't reach beyond range 5, and the 1D can only do 5 damage, so does the second bullet point force either of them to withdraw?

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #48 on: 30 August 2018, 07:00:06 »
The BattleMech Manual's listing on Forced Withdrawal (pg 81) mentions an exception:
Quote
This does not apply if the ’Mech did not start with the ability to
do 5 or more damage, or the ability to do damage at a range
greater than five hexes; in this case the ’Mech can never trigger
this condition.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #49 on: 30 August 2018, 07:43:43 »
Though it's probably a good idea to withdraw anyway.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #50 on: 30 August 2018, 07:48:58 »
Though it's probably a good idea to withdraw anyway.

For the -1W? No. For the -1W's enemies? Yes. Those little bastards are evil. >:D
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #51 on: 04 August 2020, 14:39:50 »
now we totally know what most soldiers since the star league thought of this mech:

"Claims that the SLDF classified the Wasp as a “unit of ammunition” rather than a BattleMech in its logistics systems are, however, wholly untrue"

also:

a wasp with a clan er large laser is .... a monstrosity that should burn in hell. P E R I O D!!!

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #52 on: 04 August 2020, 14:51:04 »
Doesn't seem super special to me to be honest.
It is only 6/9/6 20 ton light 'Mech with poor armor, and it is quite possible to create a Wasp with an ER PPC with IS tech only. Wouldn't have that iOS SRM but that's a minor issue, and with with some changes (small cockpit) it would be possible to even include a rocket launcher or something else.

I'm more interested in the 5A, as that one has quite good mobility, mitigating limited armor. Runs easily rather hot though.

EDIT Admittedly approximating the Wasp C with IS tech does require XL engine and other weight-saving tech, so Clan tech does definitively allow for more efficient package overall. But it does come with higher BV for little gain over IS tech.
« Last Edit: 04 August 2020, 14:55:45 by Empyrus »

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #53 on: 04 August 2020, 15:02:04 »
Thanks for reminding me: I need to do an update on the new variants that just came out.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #54 on: 04 August 2020, 15:03:56 »
Doesn't seem super special to me to be honest.
It is only 6/9/6 20 ton light 'Mech with poor armor, and it is quite possible to create a Wasp with an ER PPC with IS tech only. Wouldn't have that iOS SRM but that's a minor issue, and with with some changes (small cockpit) it would be possible to even include a rocket launcher or something else.

It very much feels like half of a Crimson Hawk, and boy, I already had trouble keeping those alive.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #55 on: 04 August 2020, 17:04:32 »
'Mech of the Week Addendum: Wasp (2020-08-04): ilClan Recognition Guide Edition

So...we need to talk about the new Wasps in the Recognition Guide: ilClan Vol. 04.  There's a lot to unpack here.

First off, the Guide makes clear that the Wasp is, by quite a stretch, the most common BattleMech in existence.  It's been so common, and churn on the battlefields have been so common, that the joke is the SLDF classified it as a "unit of ammunition" rather than a BattleMech.  We also learned that the tendency of Wasp legs to shear off during Death from Above attacks wasn't confined to the primitive WSP-1, but also affected the WSP-1A model: it took 110 years for the issue to be discovered, after all, and then another 30 years to fix it.  Wow.

The Guide introduces us to three new variants of the venerable Wasp:

First up, we've got the WSP-5A, and IS-tech Wasp produced in the reborn Free Worlds League by Irian BattleMechs Unlimited.  Building off of the endo-steel frame of the earlier WSP-3M (sometimes quite literally: Irian offers a refurbishment service for older Wasps), the WSP-5A increases the ground speed of the 'Mech to 8/12, with 8 jump jets rounding out the mobility improvements.  Given the faster 'Mechs of the 32nd Century battlefield, this is a welcome change and, combined with 3 tons of ferro-fibrous armor (a half-ton more than the WSP-3M), this is a welcome improvement to survivability.  That's important, because we're also packing a standard Inner Sphere XL engine and XL gyro for weight savings.  Weaponry is...interesting.  An ER medium laser is our longer-ranged weapon here, backed by a Streak SRM-2 launcher for critseeking potential and, presumably, anti-vehicle work.  Following the trend in the Recognition Guides to make the design match the mini, the Streak-2 is mounted in the left leg, with its ammo bin in the left torso, protected by CASE II.  Like all the new Wasps, we have three design quirks: Easy to Maintain, Extended Torso Twist, Ubiquitous.  Nice.

On the battlefield, this one will play just like your old Wasps, just faster, with one exception: if you like Infernos, you're out of luck, because the Streak launcher can't fire them.  The loss of alternative munitions makes me wish they'd gone with a standard SRM-2 launcher here, which would give you a bit more flexibility and save another ton you could put into armor.

Next up, the one that's attracted the most attention, is the Wolf Empire's Wasp C, manufactured by Kali Yama of Kalidasa.  This is an odd duck, a mixed-tech Wasp using Inner Sphere endo steel structure (the same Irian Chassis Second Generation the WSP-5A uses), but still uses a standard 120-rating fusion engine and six jump jets for 6/9/6 movement.  What?  In 3150?  Yes.  The gyro is also standard, so no weight savings there, or in the cockpit, which is your typical 3-ton cockpit.  Where's the Clan tech come in?  Three places:

  • Clan ferro-fibrous armor: 2.5 tons worth, giving it...the same 48 points of protection arranged just like the WSP-1A.  Huh.
  • Ten Clan double heat sinks. OK....
  • A Clan Strek-2 Improved-Oneshot in the left leg. Umm....
  • A Clan ER large laser in the right arm.  Wow.

The Wasp C screams "cheap way to get a Clan ERLL into the field".  And, truthfully, it is.  That ER large laser and its considerable range is nice, but it's on a 20-ton 'Mech moving 6/9/6 protected by only 48 points of armor.  As Baymax would say, "I have some concerns."  I'm concerned that the Clan ERLL is writing checks the Wasp C's body just can't cash, and the writeup even mentions how it's hard-pressed to escape 'Mechs twice its size in 3150.  That's fair.  I'm not sure it's well-served by having the Streak launcher at all, especially since it's in the wrong leg (RL, not LL - I assume this is an errata issue), and it may have been better off with 2 ER micro lasers if the goal was to keep to the mini's appearance.  It's neat, but I don't know that the Wasp C is the best use of its 755 BV.

Last up is the WSP-4W Wasp, another take on the Dragoon Wasp energy boat.  Packing a light fusion engine and moving 6/9/6, the WSP-4W is protected by 53 points of ferro-fibrous armor.  Packing twin IS SPLs in the left leg, and two IS ERMLs (one in the left torso, one in the right arm), it's got a better weapons and armor layout already than the WSP-3W that preceded it.  Ten double heat sinks keep the whole 'Mech running relatively cool, which is nice: under normal circumstances you can jump and fire an alpha strike without going over.  Honestly, this is a nice upgrade from the WSP-3W, though it lacks some of the shock value the original WSP-1W had.

So, that's my thoughts on the new Wasps.  What's yours?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #56 on: 04 August 2020, 17:10:39 »
So, that's my thoughts on the new Wasps.  What's yours?

its still a unit of ammunition, not a "real" mech i would take out somewhere. unless im sure, im the only real dangerous thing out there. maybe a world in the deep periphery...  ;D ;D

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #57 on: 04 August 2020, 17:53:22 »
it took 110 years for the issue to be discovered, after all, and then another 30 years to fix it.  Wow.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #58 on: 04 August 2020, 18:02:40 »
The Wasp WSP-5A is a fine mech that I will happily be including once or twice at least in every company because it turns out having a mech that's 500-ish BV and still capable of existing on a Dark Age battlefield means you can afford to either outnumber your opponent or bring something slick and expensive instead.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #59 on: 04 August 2020, 22:19:08 »
The Wasp-5A doesn't really break any new ground in terms of mech design, we've got plenty of mechs designed to drive an enemy crazy because because it's always pestering *somebody's* rear armor. That being said, it's a perfectly acceptable rear-pesterer, and when the BV's that cheap, you start having to come up with reasons why *not* to host throw a random Wasp into your force.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #60 on: 04 August 2020, 23:04:47 »
The Wasp-5A doesn't really break any new ground in terms of mech design, we've got plenty of mechs designed to drive an enemy crazy because because it's always pestering *somebody's* rear armor. That being said, it's a perfectly acceptable rear-pesterer, and when the BV's that cheap, you start having to come up with reasons why *not* to host throw a random Wasp into your force.

Yup.  It's a Wasp. It's just that it's a Wasp for the 32nd Century battlefield.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #61 on: 05 August 2020, 09:12:07 »
Yup.  It's a Wasp. It's just that it's a Wasp for the 32nd Century battlefield.

I think the new take is interesting since we had the light mech topic a few months ago along with a discussion of what specs would be needed for a viable 3150 combat light.  Going at least 8/12 was the slowest speed considered due to how fast even higher end mediums had gotten.  One of the ways discussed to get extra tonnage for things was a XL Gyro, on the theory the weight savings was more important than the capability to absorb damage- yeah, its a light.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #62 on: 05 August 2020, 11:11:27 »
The Wasp-5A doesn't really break any new ground in terms of mech design, we've got plenty of mechs designed to drive an enemy crazy because because it's always pestering *somebody's* rear armor. That being said, it's a perfectly acceptable rear-pesterer, and when the BV's that cheap, you start having to come up with reasons why *not* to host throw a random Wasp into your force.

1.  The art looks great, can't wait to see the new mini from the kickstarter.
2. If I can get down the art of painting a stripe (4th Davion Guards), I will absolutely field one of these.  500 BV is just too good a deal for an 8/12/8 backstabber that is good looking to boot.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #63 on: 08 August 2020, 10:04:34 »
I think the new -5A ties with the -3A as my favourite. One is cheaper and doesn't overheat, the other has better ground speed.


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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #64 on: 08 August 2020, 23:39:49 »
The . . . 5A is not going to overheat either?  10 DHS, ERML and SRM2- streaks IIRC- so it will be hard pressed to overheat.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #65 on: 08 August 2020, 23:47:06 »
The . . . 5A is not going to overheat either?  10 DHS, ERML and SRM2- streaks IIRC- so it will be hard pressed to overheat.

I see singles.

Double checks. Yep,
Quote
Heat Sinks 10
and
Quote
Heat Sinks: 10
no mention of doubles in either writeup or on the sheet. In fact, there are single heat sinks in the torso with no bracket connecting them.

the -5A uses singles, unless that has been errata'd since release day

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #66 on: 08 August 2020, 23:51:00 »
There isn't room.  It's one of maybe six Mechs in the game that would actually be improved by Compact Heat Sinks to fit actual Endo-Steel instead of Endo-Composite to get an additional half ton of armor.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #67 on: 09 August 2020, 00:18:39 »
There isn't room.  It's one of maybe six Mechs in the game that would actually be improved by Compact Heat Sinks to fit actual Endo-Steel instead of Endo-Composite to get an additional half ton of armor.

I missed the Endo-composite in my post.  Fixed the first post.  And you're probably dead on.  The 5A is frighteningly frit-packed.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #68 on: 09 August 2020, 12:12:05 »
I see singles.

Double checks. Yep,  and  no mention of doubles in either writeup or on the sheet. In fact, there are single heat sinks in the torso with no bracket connecting them.

the -5A uses singles, unless that has been errata'd since release day

Apologies, I just glossed over assuming the 10 in the engine were doubles- but perhaps even at that speed not all 10 would have fit in so small a engine.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #69 on: 09 August 2020, 17:02:51 »
Apologies, I just glossed over assuming the 10 in the engine were doubles- but perhaps even at that speed not all 10 would have fit in so small a engine.

A 20 toner moving 8/12 only needs a 160 engine. That size engine only holds 6 heat sinks.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #70 on: 10 August 2020, 04:40:58 »
Ah, compact heatsinks. Wish we had gotten compact freezers, as well - they might've actually seen use.
And when they would actually be a benefit to see use, they don't.
Guess it's more convenient to just let that part die. ^^
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #71 on: 15 August 2020, 00:01:39 »
So what he have learned is......  If your engine does not hold all the DHS on your mech, clearly it means your mech should GO FASTERs.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #72 on: 15 August 2020, 08:55:39 »
So the Dasher and it’s 200 rated engine did something right, eh?!

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #73 on: 15 August 2020, 11:14:08 »
So the Dasher and it’s 200 rated engine did something right, eh?!
Locust 6M with its 280XL did manage to get all the DHS in the engine.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #74 on: 16 August 2020, 03:50:55 »
Funny thought about that Wasp C...


If you can fit an ERLL in there, you can swap it for an iHLL.  >:D

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #75 on: 16 August 2020, 15:53:13 »
You could, but I suspect you would not live long if you did. You move 6/9/6, have 48 points of armor, and pack a 15-hex range weapon that will do 16 points.

With an C.ERLL you at least have a 25-hex standoff range, which gives you more distance to keep the range open. With an iHLL, you're within range of a wide variety of weapons even at Intro tech levels.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #76 on: 21 August 2020, 06:55:31 »
Stinger IIC 2 has the iHLL. I suspect that's why there wasn't duplication going on, but it's full IIC verses hybrid mix-tech C variant. Base model of the Stinger IIC wisely has pair of Improved Heavy medium lasers with a AP Gauss rifle for anti-personal work.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #77 on: 24 August 2020, 04:50:11 »
*wow*

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #78 on: 24 August 2020, 09:20:43 »
What about a -1W style Wasp that uses Heavy Small Lasers? That would lead to a few brown-pant moments, surely.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #79 on: 24 August 2020, 10:31:27 »
*wow*

Seven years.

Seven years?  What is this in reference to?

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #80 on: 24 August 2020, 10:35:58 »
Seven years?  What is this in reference to?

The article was first posted seven years ago.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #81 on: 24 August 2020, 11:05:06 »
The article was first posted seven years ago.

Yes, but like most Mech of the Week articles, it got updated as new canon variants got released, in this case in 2015 and 2020, and marked accordingly.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #82 on: 24 August 2020, 11:18:34 »
What about a -1W style Wasp that uses Heavy Small Lasers? That would lead to a few brown-pant moments, surely.
I'm not sure the heavy small is ever a good idea for anything. It's like a Blazer, but very small.
Which fits the size of the mech. ??? Still wouldn't use it.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #83 on: 24 August 2020, 11:56:10 »
I'm not sure the heavy small is ever a good idea for anything. It's like a Blazer, but very small.
Which fits the size of the mech. ??? Still wouldn't use it.
I think the problem with the HSL is the comparison with the ERSL. For only 1 point of damage less, the ERSL has double the range, which is a big deal on something so short ranged. The HML has the same damage as the ERLL, almost 50% more than the ERML. If the HSL had been 7 or 8 damage I think it would be viewed more favorably.

The HSL I think is best used on either small things (BA, Protos) or fast things that will get up close in those short range brackets. In this case, I think HSL/iHSL spam might work, but not on a 6/9/6 chassis. I'd want to see it on something moving either 8/12/8 or at least 6/9(12)/x.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #84 on: 24 August 2020, 11:58:54 »
-1W style Wasp with heavy small lasers should be cheap in BV though. Heavy smalls are not good, but quantity has a quality of its own...
EDIT Straight conversion to double heat sinks and heavy smalls costs about 440 BV and possess impressive damage to tonnage ratio.

For anyone who wants something like this, i recommend the Koshi 3, though that does unfortunately add some expense by having MASC and targeting computer and other stuff.
« Last Edit: 24 August 2020, 12:01:11 by Empyrus »

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #85 on: 24 August 2020, 12:11:14 »
What about a WSP-1W style refit with a bevy of ER micro lasers? Twelve ER micros would potentially hit for, what, 35 points?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #86 on: 24 August 2020, 12:18:30 »
What about a WSP-1W style refit with a bevy of ER micro lasers? Twelve ER micros would potentially hit for, what, 35 points?
24 damage only, 2 per laser. Not that great all in all. 6 ER smalls would be 30 (and almost 200 BV more expensive than the heavy smalls).
EDIT Microlaser Wasp would be barely cheaper than the heavy laser Wasp, so... wouldn't recommend those.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #87 on: 24 August 2020, 13:12:33 »
24 damage only, 2 per laser. Not that great all in all. 6 ER smalls would be 30 (and almost 200 BV more expensive than the heavy smalls).
EDIT Microlaser Wasp would be barely cheaper than the heavy laser Wasp, so... wouldn't recommend those.

Huh.  I could've sworn it did the same 3 points as the micro pulse laser.  Go figure.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #88 on: 24 August 2020, 14:35:29 »
Heavy Smalls are excellent for their BV, for being one fewer hit to headcap, and for being able to punch through rear armor on Mechs smaller than 50 tons in one hit or big Mechs in two instead of three or four.

Excellent for backstabbing, not great for line combat.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #89 on: 24 August 2020, 14:41:12 »
Excellent for backstabbing, not great for line combat.

That pretty much sums up the majority of the Wasp-*W series.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #90 on: 24 August 2020, 14:46:01 »
Now i want a 1W or 3W Wasp miniature. A pity they're Wolf's Dragoons things...

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #91 on: 24 August 2020, 15:19:34 »
Now i want a 1W or 3W Wasp miniature. A pity they're Wolf's Dragoons things...

The MUL might list them as being Dragoons-only, but the Notable Mechwarriors entries in the new Recognition Guide specifically cites the example of a non-Dragoons merc company that has their lawyer, who's a barely-trained mechwarrior, on their pilot's roster driving a Wasp for the express purposes of being able to say they have a full 12 mechwarriors.  He's later awarded an "upgrade" to a WSP-3W Wasp.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #92 on: 24 August 2020, 15:25:24 »
Yeah, well, probabilities of House units having Wasp 1Ws or 3Ws is still unlikely me thinks. I'm willing to bend on some stuff though. But first gonna need that mini...

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #93 on: 24 August 2020, 15:35:30 »
Yeah, well, probabilities of House units having Wasp 1Ws or 3Ws is still unlikely me thinks. I'm willing to bend on some stuff though. But first gonna need that mini...

Oh, undoubtedly.  It's a merc machine, and a "mercs associated with the Dragoons" specifically.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #94 on: 24 August 2020, 16:20:47 »
Thought at least the 1W is a pretty basic refit.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #95 on: 24 August 2020, 17:03:06 »
Thought at least the 1W is a pretty basic refit.
Certainly.
I was thinking i could justify the refit easily as "some fool noble who was a Dragoon fan had their 'Mech customized to match Dragoon Wasps".

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #96 on: 24 August 2020, 17:05:26 »
Speaking of easy refits, and along the lines of the refits we see in the first Battletech PC game, how would a field refit that swaps the SRM-2 and ammo for two more medium lasers fare?  Kind of like a WSP-1W, but with 3 MLs instead of six SLs?
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #97 on: 24 August 2020, 17:10:52 »
Certainly.
I was thinking i could justify the refit easily as "some fool noble who was a Dragoon fan had their 'Mech customized to match Dragoon Wasps".
It can also be justified as the cleaning duty 'Mech, just think of all the trash and waste it can dispose of.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #98 on: 24 August 2020, 19:42:18 »
...some fool noble...

To be fair, this alone will get you pretty far in Battletech storytelling. Arrogance, wealth, and petty vendettas. Any combination of some or all of the above will let you at least try to do damn near anything in this universe.
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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #99 on: 24 August 2020, 20:02:45 »
I always thought of the WSP-1W as a Widowmaker garrison 'mech the Wolves wound up with after the absorption. The Dragoon Compromise gave them a good opportunity to get rid of the things once and for all.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #100 on: 25 August 2020, 04:25:37 »
To be fair, this alone will get you pretty far in Battletech storytelling. Arrogance, wealth, and petty vendettas. Any combination of some or all of the above will let you at least try to do damn near anything in this universe.
Certainly. Re-reading Warrior trilogy currently, i'm surprised Michael Hasek-Davion isn't flying thanks to all the mustache twirling...

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #101 on: 28 August 2020, 10:17:45 »
I'm not sure the heavy small is ever a good idea for anything. It's like a Blazer, but very small.
Which fits the size of the mech. ??? Still wouldn't use it.

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Re: 'Mech of the Week: WSP-* Wasp / Super Wasp
« Reply #102 on: 28 August 2020, 17:51:58 »
The 3W is a fairly easy field upgrade.

That said, it was in production on New Avalon,  so it wouldn't surprise me if some of them ended up in FedCom militia units.

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