Author Topic: Beginner's Guide to the JR7-* Jenner  (Read 7451 times)

GreekFire

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Beginner's Guide to the JR7-* Jenner
« on: 06 August 2019, 11:53:03 »
JR7-K Jenner

~ ~ ~

As a bit of a preface, I'd like to mention that this write-up will be largely made for those of you that have a bit less experience with BattleTech. I'm writing this with the hopes that after reading this, you'll have a better understanding of how to use the Jenner on the tableteop. I encourage those of you more familiar with the game to share your experiences  using the Jenner in the comments below, and if you have any questions about the unit, the fluff, or how to use it - once again, post in the comments, and we'll do our best to answer.

So: you've gotten your hands on a Jenner - either via the older Introductory Box Set, the Kickstarter, or through Iron Wind Metals (links will be provided at the end of the article). What should you do with it? For starters, there are a few things to note when integrating it into a "canon" force. Firstly, the Jenner is a 'Mech near-exclusively produced and fielded by the Draconis Combine. By extension, the only other factions that will field one with a certain regularity will be the factions that border the Combine: the Federated Suns, the Lyran Commonwealth, and the Outworlds Alliance. These factions stand a higher chance of salvaging the Jenner through combat.

Next, a glance at the Master Unit List will give you an idea of what variants are available in the era you want your game to take place in. Although this isn't a necessity, having context to both your force and the era is part of what makes BattleTech fun, so I'd suggest looking into it. As always, though, make sure that both you and the people you are playing with are on the same page concerning force building *before* making your force. For the Jenner, you can find it here: http://masterunitlist.info/Unit/Details/1692/jenner-jr7-d
Do note that while certain variants will not be available earlier than a certain date (say, 3047 for the JR7-K), nearly all variants are available in later eras and rarely go "extinct" - although it is noted when they do.

The "core" variant of the Jenner is considered to be the JR7-D - in other words, this variant is the one produced by factories within the Draconis Combine. Looking down the Master Unit List page, you can see that the Jenner has multiple other variants, but it's always best to first familiarize yourself with the base variant (in this case, the JR7-D) before branching out.

The JR7-D is a 'Mech with:
  • very light armor,
  • a 7/11/5 movement profile,
  • a heavy weapons payload of four medium lasers and an SRM-4, and
  • only 10 single heat sinks to deal with the heat.

Using the Jenner as a stand-and-shoot or "run straight at them" light 'Mech will not go well; it's just not tough enough for that. But if you look at maximizing its strengths while reducing its weaknesses, you can get a lot more mileage out of it.

Its speed, for a Succession Wars era 'Mech, is quite good. It can achieve a +4 movement modifier by running, which can be handy for placing it in the rear arc of an opponent's 'Mech. You should aim for this as much as possible - this way you'll mitigate the flaw of having such light armor, while maximizing the heavy firepower you have. Once you're in the rear arc, I would recommend shooting every weapon you have. This will overheat the Jenner considerably. If you run and shoot all of the medium lasers and the SRM-4, it will put you at +7 heat at the end of the round, where you'll face the heat penalty of -1 walking movement points.

This is where things get tricky. Ideally, you'll want to run or use the jump jets to boost the Jenner into a safe position where it can cool down for a turn without your opponent being able to retaliate. It can take some practice, but once you have the hang of it, the JR7-D can easily become one of the most dangerous introductory light BattleMechs.

If playing fluff-based games, the other Introductory variants should be used sparingly. The JR7-A, as the first variant attempted by the Combine, is considered to be extinct in most modern eras that players usually play in. Meanwhile, the JR7-F is a rare variant, but one that is more "optimized". It drops the SRM-4 for more armor, making this Jenner much more durable.

~ ~ ~

If you're ready to take a next step, later variants follow the same formula but with modernized technology. The JR7-K (introduced in 3047 in the Clan Invasion era) barely changes anything. Ferro-Fibrous armor has no in-game impact (beyond letting the design carry more armor for less weight), while its CASE means that ammo explosions from the SRM-4 ammo going off will not lead to autodeath for the unit. The JR7-C is a great spotter to use when playing around with c3 lances for the first time - it drops a medium laser from the JR7-K to add a c3 slave. But in both cases, these Jenners should be used in the same way as the base variant - backstab using your highest movement modifier, only attack when the angles work in your favor, and use the jump jets if things get dicey.

The final variants were made for the Jihad era, and therefore should be avoided unless you've become very familiar with the rules. While these variants are all much tougher (using standard or heavy Ferro-Fibrous armor), the more accurate and harder-hitting weapons of that era mean that nothing should change with how you play them. The JR7-C3 uses 11 double heat sinks along with four ER medium lasers and a c3 slave, making it an easy-to-use spotter that will be difficult to overheat. The JR7-C2 is much more advanced, using an XL engine, XL gyro, small cockpit, an extra jump jet, and three MML-5s along with a c3 slave. Finally, the JR7-C4 is more of a Dark Age variant, and features most of the same technolgoies (although dropping the XL gyro) as the JR7-C2, but dropping an MML-5 for another jump jet (bringing to total to 7) and a Boosted c3 Slave.

While certain other personalized variants exist, along with a single unique testbed, I'll let someone else mention them in the comments if they're asked for. But at their core, Jenners are tremendous backstabbers that requires a bit more finesse to play - which makes them perfect for learning how to use light 'Mechs.

~ ~ ~

You can also look at the Jenner in the context of the Inner Sphere Striker Lance available through the Kickstarter. Your three other units in the lance are the Blackjack, Panther, and Wolfhound. As such, the lance would work well flavored as a Lyran Commonwealth, Federated Suns, or Draconis Combine force. The lance does have limited ranged firepower, so using cover to close to shorter ranges (from 0 to 6 hexes from your targets) would be best. From here, the slower and better armored core of the lance (the Blackjack, the Panther) can draw firepower while the quicker half (the Wolfhound, the Jenner) go for flanking and backstabbing attacks. If things do end up as a brawl, three of your units have jump jets and the fourth has decent speed, so you should be able to keep your angles of attack and defense optimized.

~ ~ ~

If you're interested in learning more about the Jenner or the Draconis Combine, you can find a miniature of the unit in this product older product:
http://www.sarna.net/wiki/BattleTech_Introductory_Box_Set
or a more modernized version here:
https://www.kickstarter.com/projects/450703636/battletech-clan-invasion
while a metal version can be found here:
http://ironwindmetals.com/store/product_info.php?products_id=1917

Meanwhile, you can learn more about the Jenner or Draconis Combine in these products:
http://www.sarna.net/wiki/Technical_Readout:_Succession_Wars
http://www.sarna.net/wiki/Combat_Manual:_Kurita
http://www.sarna.net/wiki/Handbook:_House_Kurita

Finally, if you're looking for the record sheets for the different Jenner variants, the Master Unit List (or MUL) will point you in the right direction:
http://masterunitlist.info/
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Re: Beginner's Guide to the JR7-* Jenner
« Reply #1 on: 06 August 2019, 13:09:33 »
The Jenner is one of the better light striker mechs in the game, especially in 3025.  One of the older Battletechnology magazines had some “semi-canon” TO&E’s of the Davion Light Guards Delta company and their were I think 2 entire lances of Jenners in that force.

If your going to choose a light mech that can gang up in close assault on heavier mechs this a good choice.  That being said I would not take a single Jenner against a heavy mech.  They are great for using several and swarming larger targets with massed volleys of medium lasers and SRM’s followed by kicks.

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #2 on: 06 August 2019, 14:49:39 »
Jenners are definitely mechs that work better as part of a team (which makes their status as a primarly mech for the Draconis Combine all the more ironic).  Keep them behind cover until your larger, slower, tougher things have engaged an enemy mech and have it tied up, then run the Jenner around to a good flanking position.
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Re: Beginner's Guide to the JR7-* Jenner
« Reply #3 on: 06 August 2019, 14:56:09 »
That being said I would not take a single Jenner against a heavy mech.
It entirely depends on what heavy mech you are planning on fighting and certainly the terrain you have that you are fighting in.  Against something has some mobility such as a Grasshopper, then yes, I'd say the Jenner is going to loose 10/10 times.  If you are fighting an Archer or a Warhammer it will likely be an uphill fight, but it could be done.  Open terrain both of those machines will topple a Jenner with little effort, but the use of terrain to keep the TN high until the Jenner can get in range makes it a decent enough fight.

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #4 on: 06 August 2019, 18:04:44 »
When moving a Jenner I like to use the "next turn" rule. Its is tempting to always move to keep your movement modifier as high as possible, but it is vital to consider where you would go next turn. Being un-hittable this turn isn't helpful if it leaves you surrounded next turn. And lining up the perfect shot on a targets back is no good if you can't get somewhere safe to cool off. This is important in any 'mech, but especially so when you have so much firepower in such a thinly armored package.

Remember that your jumpjets aren't the same as your walking speed. Its usually faster to run, and you take less penalty to shooting. The jumpjets are best used to save MP on turning or avoiding woods. The biggest exception is if you have been firing constantly and overheated enough to lose movement, which doesn't effect jump MP.
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Re: Beginner's Guide to the JR7-* Jenner
« Reply #5 on: 08 August 2019, 10:29:54 »
Jenners are definitely mechs that work better as part of a team (which makes their status as a primarly mech for the Draconis Combine all the more ironic).  Keep them behind cover until your larger, slower, tougher things have engaged an enemy mech and have it tied up, then run the Jenner around to a good flanking position.

On the other hand, the Kuritans do have the Night Stalkers, the Amphigean Light Assault Groups, etc. They're not all "1v1 duels!" all the time.

The Jenner does work well with the Panther. Do you want to deal with the slower guy with the PPC that's hitting you from further away, or do you try to deal with the Jenner that's faster, but closer...

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #6 on: 08 August 2019, 13:46:49 »
On the other hand, the Kuritans do have the Night Stalkers, the Amphigean Light Assault Groups, etc. They're not all "1v1 duels!" all the time.

The Jenner does work well with the Panther. Do you want to deal with the slower guy with the PPC that's hitting you from further away, or do you try to deal with the Jenner that's faster, but closer...

I have used that Lance before and it works great.  The 2 Jenners running around and the 2 panthers doing the knock out blows.

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #7 on: 08 August 2019, 14:17:35 »
A friend mine told me his friend was in campaign with another guy, he fielded fully company of Jenners for sake parts and like that.

Jenner spirited fast mover, but wow is that not going last in stand up fight.
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Re: Beginner's Guide to the JR7-* Jenner
« Reply #8 on: 09 August 2019, 02:01:14 »
The article is missing two of the scarier Jenners in the game - the Grace and Grace II

These are hero mechs piloted by a mechwarrior in Sorrenson's Sabers at different points in her career. The Grace I is tougher with both more mass in armor and a low-grade ferro armor. What it doesn't have is the ability to dish out as much damage. It maxes out at ten points instead of the standard twenty-eight. It isn't much less feared, however, and it fights about the same. What makes the mech is the narc launcher; hit an enemy once and he's going to be buried under a hail of indirect LRMs from the Saber's Longbow. Unfortunately, the Grace I counts as experimental, as it uses artisanal (read: garbage grade) Endo and Ferro from the 3030s.

Twenty years later Ms. Shiro goes into the jihad with an upgraded version of the Jenner Grace. This one is a mixed toolbox. It can't deal any more damage, still just a pair of five point hits. However, those hits are delivered at medium range (For the era) by a pair of light PPC. It Still has the narc launcher for spotter duty, but now it can also play point-man for C3 networks with a slave. What it loses are the jump-jets; this jenner is ground-bound.

Narc on a fast mech is a rare thing in any era. As such, both of the Grace can be valuable team players. Which is a good thing, as neither is that good fighting alone.

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #9 on: 10 August 2019, 15:59:15 »
Jenners can be tricky to use in smaller games with only one or two units per side, as they're not so fast as to be unhittable, and it doesn't take that many hits to put one down. But once you get to 4v4 games or bigger, the Jenner can shine by fading into the background. Have it circle around enemies and don't fire anything just yet, and in the meantime have your heavier stuff pour in the firepower(and draw the attention). When you see an opening, dash your Jenner in behind something big, and unload all your guns. Next turn, get out of dodge. Run if you need to, or jump behind some cover if you can. Even if you didn't kill anything, odds are that your opponent does NOT want you to do that again. They'll be much more conservative in their maneuvering for the rest of the game. With some practice, you might even be able to use your Jenner's movement to intimidate your enemies, using the threat of backshots to coerce them into moving in ways that actually make things easier on your other mechs.

If a new player comes from an RPG or MMO background, think of the Jenner as your rogue. Pair it with a fighter/tank or two. Once they've got aggro, THAT'S when you go for the kill.
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Nightsong

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #10 on: 10 August 2019, 20:43:41 »
I love the Grace II. Not a huge fan of lppcs but they work here, and it’s nice to see a fast narc carrier.

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Re: Beginner's Guide to the JR7-* Jenner
« Reply #11 on: 19 August 2019, 11:08:11 »

Narc on a fast mech is a rare thing in any era. As such, both of the Grace can be valuable team players. Which is a good thing, as neither is that good fighting alone.
Narcs are pretty rare in any era, but a good NARCer is worth its weight in gold. At least until the Jihad when there's enough ECM in the air to microwave small birds mid flight.
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Re: Beginner's Guide to the JR7-* Jenner
« Reply #12 on: 19 August 2019, 11:16:30 »
NARC is still useful then since unlike Artemis it still works if the line of sight to the target passes through a bubble but the target isn't actually inside the bubble.
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