Svartalfa, from TRO: Prototypes
There's a reason why I took a break from my ProtoMech of the Week articles, even if only the Svartalfa remained. While I did have some rules questions that needed answering, and while there were some unreleased record sheets, the real issue involved the difficulty in tackling a unit
like the Svartalfa. Firstly, it is the only canon Glider ProtoMech currently in the game. As Gliders use WiGE movement as a base, this alone makes the Svartalfa more of a hassle for certain players as, in my experience, many are unfamiliar with WiGE units or how they work. If that weren't enough, Glider ProtoMechs behave slightly differently from standard WiGE vehicles, and it is important for me to note these differences for the sake of this PotW.
- It takes 4 MP to take off, 4 MP to hover, and the ProtoMech needs to move 4 hexes each turn in order to stay airborne.
- Gliders can increase their elevation like a VTOL - but have to pay more MP for moving at those higher elevations, as a WiGE vehicle would when traversing a ravine.
- Gliders cannot sideslip, even when using Flaking speed, as they do not have a piloting skill.
On top of that, Gliders also behave differently from other ProtoMechs. Instead of having a near miss hit location, they instead have a motive hit (which reduces their cruising MP by one). Additionally, any Torso critical hits will have the same effect, meaning that Gliders tend to see their MP drop rather quickly once they start getting shot at.
With all of that out of the way, lets start looking at the Svartalfa.
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SVARTALFA
INTRO: 3083
FACTIONS: Hell's Horses
WEAPONS: 1 Streak SRM-6 (10 shots), 2 Medium Chemical Lasers (30 shots total), 1 Machine Gun (50 shots)
ARMOR INTERNAL
(9) (4) Arms -> Cored: 47 pts
/ \ / \ Legs -> Cored: 60 pts
(6 / 23 \ 6) (4 / 14 \ 4) Torso -> Cored: 37 pts
| | | | | | Legs -> Destroyed: 23 pts
( 15 ) ( 8 )
MG:(6) MG:(2)
There's not much that is said on the Svartalfa in terms of overt fluff, but much is insinuated. Firstly, the Svartalfa is clearly a result of technologies developed by the Society being adapted for use within Clan Hell's Horses. We don't, though, quite know what the progenitor of the Svartalfa looks like, as none of the purported Society Gliders have ever been shown or named in a TRO entry. Secondly, the Svartalfa, as a 14-ton ProtoMech, is piloted via specialized PA(L) suits and assigned purely to the best ProtoMech pilots within the Touman. This alone should vastly prolong the lifespan of these top-tier pilots (especially since, if going by the rules, the pilots automatically "eject" from their UltraHeavy Proto once the torso location is destroyed as opposed to just...dying). And more ProtoMech pilots surviving means their skills can most likely be passed on a bit easier than before, which should theoretically increase the skill base of the entire ProtoMech roster over time.
The Svaltalfa is interesting in both its efficiencies and its inefficiencies. As a 14-ton Glider ProtoMech with a 4/6 WiGE speed, it isn't exactly fast - in fact, it's dangerously slow. With Gliders having to move 4 hexes every turn in order to stay airborne (or spend 4 MP to hover in place), two motive hits will ground the Svaltalfa and reduce it to one MP for the rest of the game. However, its speed could be actually be considered a bit of a design cheat. Having a standard, bipedal ProtoMech moving a ground-based 4/6 would cost it an additional 1000 kg in weight (in the form of an 85-rated engine) versus the engine it actually uses. So even if the speed is rather poor for a Glider, it works in the context of a semi-mobile bruiser - one like the Svartalfa.
With that said, the weapons layout is definitely sub-optimal. Having both Chemical Lasers in the arms is a serious nerf - one of, if not the, biggest flaw a ProtoMech can have. It can either use the Streak system or the Medium Lasers in a turn, but never both. Even worse, both weapon systems charge their full value in BV, meaning that in a point-based game, you're paying more for weapons that you'll at best be using only half of the time. But don't be fooled: the Svartalfa is built around the SSRM-6,
not the lasers. Your attack plans need to focus around using this weapon as your opener, as counter-intuitive as that sounds.
The best way to consider the Svartalfa is almost as a Battle Armor unit with its own integrated transport. The WiGE movement profile forces this. 4/6 speed means that the Svartalfa stands a very high chance of being grounded once it starts closing with its target(s), while the movement profile
also means that making slashing attacks, turning, and coming in for a second go is a long and dangerous process. As such, I find that you're best off sending the Svartalfa directly into the thickest combat, wherever it will stay relevant for the longest amount of time. The integral +1 to-hit that WiGE ProtoMechs get while airborne will make the Svartalfa a bit harder to hit while it closes, and makes it a bit less attractive as a target even if it hovers in place. And if the Svartalfa does get grounded, it has incredibly thick armor - it will take a full turn of focused firepower for a heavy 'Mech to take it out.
Once you're within firing range, I find that using the SSRM-6 against particularly vulnerable targets is the best way to go. Remember, you cannot fire the Medium Chemical Lasers and the SSRM-6 on the same turn - it's one or the other. But if you use the SSRM-6s to land motive hits on vehicles or to get leg/gyro/cockpit crits on 'Mechs, you can then follow up by using the Chemical Lasers in order to use aimed shots to quickly finish off a target. It's a somewhat unusual approach, but it works wonders.
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SVARTALFA 2 - LRM
INTRO: ???
FACTIONS: Hell's Horses
WEAPONS: 1 LRM-15 (MG), 1 LRM-15 (Torso) - 20 ammo total
ARMOR INTERNAL
(4) (4) Arms -> Cored: 35 pts
/ \ / \ Legs -> Cored: 45 pts
(2 / 15 \ 2) (4 / 14 \ 4) Torso -> Cored: 29 pts
| | | | | | Legs -> Destroyed: 16 pts
( 8 ) ( 8 )
MG:(6) MG:(2)
There's not much to say about the Svartalfa 2. It's basically what the Bane 3 is to Clan 'Mechs, what the Longbow is to Inner Sphere 'Mechs. I shouldn't have to spell out how to use the Svartalfa 2. It's an LRM boat, use it accordingly. The biggest advantage of the Svartalfa 2 is that the Glider WiGE movement profile not only allows it to quickly reposition if needed, but also lets it boost up multiple elevations whenever needed to quickly assume an overwatch position or gain vision of any vulnerable targets that may be attempting to break line of sight. This is something more akin to how VTOLs operate, although the Svartalfa 2 can also use this to pop itself into some heavy woods if it so chooses.
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How should you use them? I'd recommend using them in conjunction with a heavier assault force. Play them alongside things like Hellstars and Cygnuses, or Athena or Mars Vehicles. Let the heavier forces savage a target for a turn, then allow the Svartalfas to finish the weakened unit off. This obviously works best in an environment where zell has been thrown out of the window; if you're forced to work under the confines of zell, then make sure you choose your engagement location carefully. I'd recommend abandoning any pretense of maneuver warfare, and force your dueling opponent to come to you by hiding in a canyon or something similar. Either that, or go for the vehicles.
For the Svartalfa 2 - find a good location. Shoot LRMs. Rinse and repeat. Hanging behind some level 3 hills can be pretty handy - if you start drawing too much attention, drop behind the hills to cut line of sight and use that to reposition elsewhere.
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How do you beat one? Relatively easy - if you come prepared. If you have LB-Xs, especially 5 or 10s, use them. It only takes two motive hits to permanently ground a Svartalfa, and the to-hit bonus from LB-Xs makes it easier to ground Svartalfas before they can get too close. After that point, they've got a full one MP to spend every turn; focus them with their biggest weakness: fire. You can get a very quick kill for very little investment by using infernos or setting the right hexes on fire after the Svartalfa is immobile.
If those aren't options available to you, then simply rapidly changing engagement angles can be a bit of a pain for the ProtoMechs to deal with. They work well when their targets are pinned in place, but just like battle armor without any available transports, they can suffer if their targets can move beyond their threat bubble. Mobile forces will be useful here.
Finally, as always, make sure you have good awareness of the battlefield. The WiGE movement means Svartalfas can show up faster than you think, over rocky, hilly terrain that would take ground-based assets triple the time to traverse. Make sure you don't neglect keeping an eye on waterways either - if you can catch them over a body of water, focus them down there and then.
And a final aside before I let you all go - look at the Svartalfas introduction date, then take a look at the Parash 3's. I guess ProtoMech development wasn't such a waste after all, huh...
Master Unit List:
http://masterunitlist.info/Unit/Filter?Name=svartalfaIron Wind Metals - Svartalfa:
http://ironwindmetals.com/store/product_info.php?products_id=8865Iron Wind Metals - Svartalfa 2:
http://ironwindmetals.com/store/product_info.php?products_id=8864