Author Topic: Vehicle(s) of the Week: Demolisher And Friends  (Read 31628 times)

ANS Kamas P81

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Vehicle(s) of the Week: Demolisher And Friends
« on: 04 February 2013, 13:32:41 »
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Frankly, it's a recipe so easy even Quikscell couldn't screw it up.  (Being proven wrong in 5...4...3...*)  The Demolisher series is one of those simple, brutally effective concepts like the Awesome or the Hunchback.  Built around the simple concept of strutting onto the field with the biggest, baddest gun in the game, the Demolisher then put on a velvet pimp-hat and brought the gun's twin sister along with it.  This review is going to cover both the Demolisher and the Demolisher's follow-on fat nephew, arranged as you get them by timeframe.  It makes an interesting look at how technology progresses and what was likely to face each other in the brutal, smoke-choked, blood-soaked killing grounds of 3rd Street and Cameron Ave.

The stats on the basic model are simple.  Eighty tons places it into the assault class, and a dirt-cheap ICE engine trundles you along at a whopping 54km/h.  It's nothing special in the maneuver department, but it's good enough to tool around cities at a 4/6 (remember your road bonus!) movement rate - plenty to skitter between alleys and parking garages and pop in and out of firing positions.  Expect little, use it all anyway - a +1 TMM is still a +1 TMM and all your weapons are in the turret.  Armoring a Demolisher is simple - enough protection to take a full volley from its own guns on the front and the turret, with three-fourths that protection on the sides and half on the rear.  That leads us to the weapons - the twin AC/20s, with ten rounds each per gun.  Turret mounted, your firepower can point in any direction - but it's limited in that it can only point in one direction at a time.  It's also painfully short-ranged, though in 3025 so are half the other weapons on the list.  Using it is simple, though best requires hidden unit rules.  Get in range, double-tap, double-tap, double-tap, double-tap, double-tap, double-tap, double-tap, double-tap, double-tap, double-tap, Winchester.  Maneuver as-needed to keep up the process.  You're vulnerable to movement crits since you only have three MP, but most situations shouldn't see you using more than one to pop out of an alley or pop back in.  It's an eighty ton jack in the box, not a main battle tank.

The first real variation (not counting the track count change which has no effect on game play) is the fusion-powered Devastator.  The big change is the engine, though the mobility remains the same.  A minor reduction in armor brings you down to nine tons, though protection is still pretty solid.  The tonnage saved is invested with mixed gains - three Small Lasers are a little bit pointless even in a city; a max range of three puts you at infantry pea-shooter range and you're not doing much with them.  A flamer keeps you at pea-shooter range, however it's going to do a hell (badump tish) of a lot more, giving the renown city-fighter an offensive punch against its biggest in-city danger.  The very good side of the addition is an SRM-6 pack.  You don't get a lot of options with only one ton of ammo, but it can do everything from follow-up critseeking to infernos and other specialty rounds.  Definitely the superior ride, though coming in at a 192% markup.

There's mention of a "Defensive" variant in the MUL, but the record sheet for it doesn't exist yet that I'm aware of.  Other variants don't show up for a while, but when they do they're a doozy.  3053 sees a painfully obvious Gauss-equipped version appear, 3058 gives a Clan response with the tank, the hundred-ton Demolisher II makes its appearance a year later while an MRM variant shows up in 3060.  3062 sees the appearance of the Arrow-IV equipped version, which is the biggest headslapper of them all - Arrow had returned in 3044; what took so long?!  The Jihad saw three more variants, the Thunderbolt Missile-equipped Demolisher II version appearing in 3074.  3076 saw the instant obsolescence of older missile carriers with the MML variant, and by 3077 the hundred-ton version got its super-exotic variant by (guess who) the L?AF. 

The first on the list is the Gauss variant.  Another straight fusion engine swap adds spare tonnage, a little of which goes to gun-power.  Twin Gauss Rifles, with 32 rounds each, adds a hell of a lot of range and endurance while still being a beast in firepower.  Backing them up is a pair of medium lasers; I would have preferred an SPL perhaps or a flamer but noone ever asks me when it comes to atrocity potential.  The big benefit goes into Ferro Fibrous armor - ten more points on the nose and rear, six on each side, and five on the turret than the original Demolisher make it a near-bunker.  This one is a much more open-field machine, though it's still painfully slow and best used as the core of an assault force.  Don't stop, ♪ just keep tanking ♪ just keep tanking ♪ and using those Gauss Rifles to their fullest extent - as well as all that armor.  Don't expect to make it, either; you're still stuck with the base 3 MP cruising.

And now straight from the set of Springtime for Kerensky comes what is in my personal opinion the nastiest one - the Clan technology variant.  Hello fusion, hello armor.  Decent bump, though the turret lacks the protection I'd have expected - that went to the sides, which I guess works in the idea of trying to keep the tracks alive.  Not that it helps as far as the game goes, but I digress.  The primary role is right back into the Demolisher's home field; two short range prescription-strength beatsticks made of LB 20-Xs are your core firepower.  The 33% range bump over standard AC20s is pretty sweet, as is the slug/shot combo; you don't need alternate weapons to critseek anymore and if you do pop both cluster rounds, well...get the Box O Doom.  What really makes this version beautiful is that eight-ton ammo bin - that's more than enough to have plenty of shells on tap for anything you've got going.  Hell, that's more shotgun ammo than I have; I'll need to go order some more when I'm finished writing.  A pair of medium pulse lasers make the perfect backup; they get the -2 THM which make them perfect against fast targets and match your range bands perfectly.  On the topic of city fighting, the Clan Demolisher fights cities very well; six machine guns spread around the front and sides should do more than enough against unarmed mobs at the amusement park.  In a strange consideration to the crews, CASE is provided - doubly weird as it's a Succession Wars design, not one that the Clans took with them.  But hey, if I'm in it, I'm not complaining!

Following this up was the Lyran variant, which was created by adding lots of...steroids, yeah, steroids that's it.  The weight was upped to one hundred tons so that it could at least keep pace with the belly-flop contests against Kuritan Behemoth tanks; a fusion engine at the same speed means the Driver's Ed class is the same (just with higher parking fees).  What it does with the tonnage isn't all that much in the end, in my opinion.  Okay, there's the screaming truckload of armor coming down the pike, 259 points spread where the weakest armor is the 40 points on the REAR while the nose covers 60 points and the sides 50.  This thing did a fine job of setting the bar for tracked bunkers, though it'd get blown out by its own follow-on soon enough.  Gunwise, honestly...nothing to really shake a stick at, in the end.  There's the IS tech LB-20, which has the same range bump and utility as its Clan counter part, but the alternative gun is the Ultra-20.  It's brutal of course, although it just seems something lacking - all that tonnage, and it's just a gun swap and armor.  How Lyran.  Anyway, getting back on track, the ammo supply is okay - twenty rounds for each, so you get enough to use the LB 20 properly and enough to spray-and-pray with the Ultra.  Other than that, a pair of front mounted MGs give you protection from meatsacks, while CASE gives you protection from anything that somehow gets through all that freaking armor.

Now we start getting to the more interesting variants, namely the MRM equipped version.  We are a 3/5 fusion engine, please move along.  Armor got bumped pretty nicely, 40 points across the turret and sides with 48 points on the nose, and only 20 on the rear.  Definitely something that can fight a bit more in the middle of things, though you're still stuck with the movement crits.  Weaponwise is where it gets interesting, as you have three MRM launchers giving you 90 missiles ready to fly.  That's a tremendous amount of throw weight for anything, and even with the inherent inaccuracy of MRMs it's still a brutal blow.  What makes it truly nasty is the 48 full reloads, giving you 16 turns of fire, combined with a C3 slave in the body - this defeats the rather unpleasant range bands of the MRM, and lets you sit back as far as 450 meters from a target and lob Four Score And Seven Missiles And Then Three More all day.  Between the armor and the C3, it's got some potential even if the MRMs have that +1 modifier...

And now we come to the darling daughter of the CCAF artillery corps and not-so-secret mistress of MadCapellan, the Demolisher (Arrow).  Armor is almost exactly the same as the Devastator version, though it's nowhere near as necessary under proper circumstances.  Whoever's making 240-series fusion engines in the 3050s and 3060s is making a freaking mint by this point, by the way.  The fusion engine also matches the Devastator family, while the trio of small lasers and other secondary weapons were replaced with a pair of medium lasers as backup flyswatters.  Where this version shines is its twin (yup!) Arrow IV launchers combined with a massive seven-ton ammo bay.  Plenty of room for homing and standard rounds, or antiair rounds, or smoke rounds, or Inferno-IV for all you Aligheri fans, or or or...Tac Ops really gives the big ammo bins something to do and two launchers lets you do LOTS of it.  It should be noted here that among the CCAF, Augmented Lances of two tanks and four 'Mechs are rapidly becoming the norm, which means a pair of these hooked up with a cavalry or assault lance packing TAG is going to add four Arrow IV missiles each turn, for a lot of turns.  And since it's artillery, you can just put these in your lance, put four units on the field, and call it offboard - yeah, good luck.  Not much to do against it; I'd add Aerospace Fighters and pray he's not carrying AAArrow or else Long Tom counterbattery fire.  I hear white flags are popular choices to deal with lances with these as well...

Now we return once more to the Demolisher II, and some experimental tech - Thunderbolt missiles.  Discussion of those belongs elsewhere, however the Demolisher II certainly gets a lot of use out of them.  Two class-20 launchers, each with the firepower of the original AC20 and twice the range, fill most of the turret with 30 missiles kept onboard.  Backing it up is a Devastator-flavored laser battery and SRM6, however in this case it's a pair of ER Mediums and a Streak.  Indirect fire is a plus with this one, since your missiles are hitting in single locations; I might almost be tempted to use this as a short-ranged artillery variant if it weren't for what it has oh-dear-god levels of.  The armor on this variant is insane; an extra-light engine gives it tonnage enough for 367 points.  This slathers the thing in levels the likes of which would not be seen again until the legendary Gurteltier.  One of these tanks has more armor than a typical Clan vehicle star, and uses it well - it'll die to crits long before it dies to penetration, and CASE means one of those crit types isn't all that destructive after all.  Frankly, there's even less finesse to this unit than there is the others - drive it like a DropShip and pretend it's a honey badger.

Once more the Demolisher II returns to the list, back to the standard fusion engine and movement we all know and love.  Armor is back to standard "sane" levels, while the tonnage is well invested in an ECM suite for various secondary work, primarily protection, along with a pair of front mounted machine guns with a huge amount of ammo to scrape infantry off.  There's not much else on the thing besides the turret with 36 Artemis-equipped MML tubes, seven tons of ammunition giving you plenty to do with your missiles.  They're only MML9s, so the Artemis isn't too big of a bonus, but it's certainly better than any other option and removing the targeting laser wouldn't buy you enough tonnage back to mount a fifth launcher.  As it is, you've got enough movement to get yourself in deep trouble, enough armor to survive most of it, and the LRM and SRM volleys to really ruin someone's day at any range.

And now to prove that Thomas Hogarth isn't the only screwball in the Lyran military, we turn the floor over to my good friend XTRO Steiner to speak on the Demolisher II-X.  Well, I would if PDFs could talk, so I'll just fill in a bit.  An LFE makes a curious departure on this tank, keeping the costs from going psychotic while still getting at least a little tonnage back.  Armor's downgraded slightly but is virtually identical in all directions - 55 on the front, 53 on the sides, 52 on the rear, and 54 on the turret.  Clearly this is a tank that is designed to play straight man to anyone that wants to pop up on the battlefield and say boo; to return the favor there's a pair of ultra-ten ACs in the turret with 30 rounds.  Considering you're sending 4 downrange each time (what, you're not going to use a UAC to its fullest on a tank?) I find the ammo supply a little disconcertingly low.  Should you get anyone who wants to play straight man to YOU, however, then you might get a little use out of that giant honking thing sticking out of your front like a pissed off triceratops horn.  The Improved Heavy Gauss Rifle is a 19-hex-ranged 22-point beatstick and the sixteen rounds you have can really do a lot to change a battle.  Unfortunately you can't do much about the placement, since those guns are banned from turrets like said triceratops are from pool parties.

Frankly, the things are universally slow, generally heavily to sickeningly armored, and wield brutal but short- to medium-ranged firepower.  They're assault tanks of the purest definition, and there isn't much to do about them but either outmaneuver them if you can (usually possible) or else just pound them into immobility and then outmaneuver them.  Failing that, well...they're going to absorb a LOT of firepower, just by existing.  They're big, they're bad, they're very well named, and can be very tricky to deal with.  At least you don't need to worry about TMMs, which means you can try longer-range shots and keep out of their death-zone.  Driving one...well, see above, DropShips and honey badgers indeed.  Fortunately the tank is physically massive; that gives you plenty of room to paint the dozens of kill markers you'll get in whatever scale you want...

It's a shame noone's taken the Victor -9Ka and gone back to the classic AC-20s with a massive ammo bin for specialty rounds - perhaps a Devastator with the SRMs removed; that's four more tons of precision ammo...

*(2...1...)  And a check of the intro dates shows the Hetzer appeared decades after the Demolisher; way to go Quikscell!  Ah well, what's a little wallet envy between wartime competitors.
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Moonsword

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #1 on: 04 February 2013, 13:33:22 »
Vehicle of the Week Repost: Demolisher II

The Demolisher, known to some as the 'Mech Slayer, has been a terrifying entity stalking the cities of BattleTech since the early Succession Wars, a grim, merciless killer.  At 80 tons and carrying two AC/20s, the Demolisher has plenty of firepower and reasonable but not extreme armor, and Steiner felt it was good.  Then came the Jade Falcons, who swooped down on Sudeten and captured the Demolisher line there that supplied the Federated Commonwealth.  Initially the FedCom intended to replace it with a new vehicle, the Typhoon, but with the sundering of that realm at the hands of Katherine Steiner-Davion, the LAAF was left without access to the Typhoon.  To solve the problem, they turned to a long-time supplier of the Lyran military, Defiance Industries, for a solution, and Defiance delivered.

Where the Typhoon actually shrank down to 70 tons, the Demolisher II grew to a 100 ton behemoth, powered by the redoubtable Vlar 300 fusion engine, perhaps the most common fusion engine in the Inner Sphere and used on a number of war machines built on Hesperus II, particularly the Atlas series.  In addition, the original Demolisher's armor, not the greatest in the Inner Sphere, was also improved to a 60/50/40/59 armor spread, taking up 14.5 tons even with the ferro-fibrous plating.  Finally, Defiance felt they could improve on the Demolisher's armament thanks to the march of technology, using two of their newest autocannons, a Defiance Disintegrator LB 20-X and a Defiance Thunder Ultra AC/20.  Potentially, the Demolisher II can pump as many as three twenty point hit groups down range, or you can just slap him around with a pair of them from the Ultra and then find out if anything's missing armor with cluster shots, or just conserve your ammo.  On the other hand, with four tons of ammunition per autocannon, that's not as big an issue as it might have been on the original.  Just to add to the tank's urban warfare capabilities, two machine guns were mounted on the front.  Both 'Mechs and tanks who wander into range are going to find the mix of firepower and armor intimidating to say the least, but at least it's not any faster.

Defiance Industries of Hesperus II found itself under Blakist occupation during the Jihad, and if I had to make a guess, I'd say we're seeing a bit of their handiwork in the new variant of the Demolisher II from RS:3060 Unabridged.  The engine is pulled and replaced with an extra-light version (notably, still one of the more common engines in the Inner Sphere).  In place of the autocannons, this version of the Demolisher II is intended as a mid-range combatant, with two Thunderbolt 20 launchers.  Supplementing these weapons and covering the minimum ranges are a Streak SRM 6 launcher and two Martel ERMLs.  The armor goes from merely thick to insane, more than even the Athena's HAG variant, at 86/68/70/75 from 18.5 tons of heavy ferro-fibrous.  (Ignore the MilSpec article's mention of ferro-fibrous, it's heavy, I revere-engineered the vehicle to check - it's one of those charming little flaws in the reporting.)  You no longer have the machine guns, but then, this Demolisher II is no longer a city tank.

Getting rid of these monsters isn't easy.  Both of them have considerable amounts of armor that's going to take a lot of firepower to breach, so frankly, your best bet is crit-seeking at range.  Unfortunately, since the first variant is frequently encountered in cities, where firing ranges are shorter in general, and the second one now has the ability to toss twenty point hits out to 18 hexes, so you're still going to get exposed to fire more often than you want to be.  The LB 10-X's combination of reasonable range and a good number of clusters will be useful, and if you can find one, a "Silver Bullet" Gauss rifle is almost ideal for the task of crippling the main Demolisher II model from a distance.  In a pinch, LRMs can also be helpful if you've got enough of them.  Against the second variant, you may want to switch tactics and get in close with something that can crit them out, such as the THR-2L Thunder or a particularly gutsy Javelin.  (If you're the Javelin pilot, I suggest paying up your life insurance first.  Actually, against any Demolisher, any MechWarrior would be well advised to do that.)

Using one depends on which variant you're fielding.  Generally, the primary variant, like the classic AC/20 Demolisher before it, is either a defensive unit, lurking in cities where its range is less of an issue or escorting other units and using its menacing firepower to keep people from closing on something vulnerable, like LRM carriers or artillery.  You can also use it to draw fire by advancing on someone, or simply to round out a lance with some short range firepower.  The secondary variant wants little to do with cities, with main "guns" that have a five hex minimum range in a situation where close range encounters are frequent, but rather acts more like the Alacorn or Gauss Demolisher variant, a ranged assault tank.

References: The Demolisher, Devastator, and Demolisher II are all up on the MUL.  Although the Devastator doesn't seem to have a special miniature to itself, both the original Demolisher and the Demolisher II are on CamoSpecs.
« Last Edit: 04 February 2013, 13:37:47 by Moonsword »

Terrace

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #2 on: 04 February 2013, 17:17:17 »
This is one of those designs where I'm disappointed by the canon variants. Seriously, why didn't they make a model that hauled around dual UAC/20s with a massive ammo bay? Such a model would be a close-combat MONSTER, and an object of fear even for Superheavy Mechs.

ANS Kamas P81

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #3 on: 04 February 2013, 18:43:26 »
Agreed. Personally I'd take the twin LB20 for the extra range brackets and the utility, but it's still bothersome that you have to go up 20 more tons for the specialty guns.  Still, the gauss ride is not bad at all, and the Arrow IV doesn't hurt a force it's in one bit.
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nerd

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #4 on: 04 February 2013, 18:49:17 »
This is one of those designs where I'm disappointed by the canon variants. Seriously, why didn't they make a model that hauled around dual UAC/20s with a massive ammo bay? Such a model would be a close-combat MONSTER, and an object of fear even for Superheavy Mechs.
Because you don't want jam.

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Moonsword

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #5 on: 04 February 2013, 19:04:45 »
What's really interesting (perhaps the word is 'horrifying' if you're the Jade Falcons) is that right after ordering the Demolisher II, the Lyrans doubled down on the big gun mayhem with the Fortune to try and replace the Hetzer.  Between these two and the Fenrirs, you really don't want to go wandering down dark alleys in Lyran cities.

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #6 on: 04 February 2013, 19:24:30 »
.....i'd probably watch a BT cartoon called "Demolisher and friends" no matter who made it.
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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #7 on: 04 February 2013, 20:16:13 »
anyone else's mind go down dark paths involving Liao links to the WOB, the Demolisher (Arrow), and Arrow-IV special munitions?
you could load up on enough Davy Crockett-M's to level a city, lobbed around in dual shot lots.. and still pack enough non-nuclear ammo to support mop-up ops.. a Level2 of Demolisher (Arrow)'s could obliterate entire countrysides.

Nikas_Zekeval

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #8 on: 04 February 2013, 20:51:30 »
Mechs hunting a Demolisher in a city is a bit like the terraforming plant scene from the movie Aliens.  Dread, anticipation, and then raw terror as you start yelling 'where's Apone?'  Apone in this case having been reduced to a pair of smoldering foot actuators.  >:D

Seriously, want to make a mechcentric player experience extreme puckerfactor?  Invite him to play with Demolishers in a city.  Which is kind of their natural deployment, no one wants to enter the Bubble of Doom, so park them so they have to enter the bubble to reach their objective.

The Gauss-lisher is a different beast, this one wants the open field battle, the better to exploit the reach and power of it's main guns.  Think of it as a budget Alicorn.

In any case placing one on the map will get your enemy's respect, measured in offerings of high energy photons, relativistic particles, hypervelocity steel, and enough missiles to make your battle very shady.  Notice the lack of an 'or' in the previous sentence.  Once spotted a Demolisher will provoke an almost immediate 'kill it, kill it now, there is no overkill!' reaction.  Be prepared for it.  While 'concrete armor' might seem attractive in a city fight, I'd be cautious.  The enemy might decide it's worth rebuilding that part of the city block afterwards and just drop the building on you to take you out of the fight.
« Last Edit: 05 February 2013, 01:15:41 by Nikas_Zekeval »

chanman

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #9 on: 04 February 2013, 23:28:58 »
What's really interesting (perhaps the word is 'horrifying' if you're the Jade Falcons) is that right after ordering the Demolisher II, the Lyrans doubled down on the big gun mayhem with the Fortune to try and replace the Hetzer.  Between these two and the Fenrirs, you really don't want to go wandering down dark alleys in Lyran cities.

I think they're all dark alleys.

As for the Lyran urban combat vehicle trifecta of terror, I'd throw in the Rommel howitzer. Fixes that BA but good. Also, I think if you combined Long Tom cannons with the aforementioned big guns, you can use the Rommels to knock down buildings to creatively open up new lines of fire. (Or remove irritating cover full of elementals). Honestly though, the Lyrans have a LOT of class-20 autocannon. You forgot the Blitzkrieg, 2 configurations of Hauptmann, the Rommel and Atlas, one of the Bushwhacker variants, one of the early Alacorns...



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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #10 on: 04 February 2013, 23:37:18 »
I have an all-Demolisher lance using the two actual Demolisher minis as Demolishers (with AC 20s or Gauss Rifles depending on the era) and the two BattleDroid Hunter models as Arrow IV Demolishers.

The Gauss Rifle varient I have found to be especially deadly in battle.

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #11 on: 05 February 2013, 00:35:09 »
Hey Weirdo, tell us about Stumpy again!

I loved that moment. ;D

I'm playing the IS, and my Clan opponent races a Fire Falcon around a mountain, only to run face-to-face with a pair of Demolishers. He's carrying Elementals, so he figures that between those and his speed mods, he might actually survive this salvo (BMR rules at the time).

All four AC/20s hit, and all four strike a different limb, bypassing the ablative toads completely. We're left with a legeless and armless Fire Falcon, that can do nothing more for he rest of the game, but do an impression of a beached fish. It was awesome. ;D

My other favorite use for a Demolisher is as a Protomech hunter. Many of those buggers have to close to intro-tech ranges to fight, so you're hardly at a range disadvantage. Load your tanks up with precision ammo, and charge a pair straight at a suitable proto point. With your ammo negating much of the movement mods, you can easily afford to split your shots, and wipe out the better part of a full Point in a single salvo. >:D
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chanman

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #12 on: 05 February 2013, 00:47:31 »
I loved that moment. ;D

I'm playing the IS, and my Clan opponent races a Fire Falcon around a mountain, only to run face-to-face with a pair of Demolishers. He's carrying Elementals, so he figures that between those and his speed mods, he might actually survive this salvo (BMR rules at the time).

All four AC/20s hit, and all four strike a different limb, bypassing the ablative toads completely. We're left with a legeless and armless Fire Falcon, that can do nothing more for he rest of the game, but do an impression of a beached fish. It was awesome. ;D

My other favorite use for a Demolisher is as a Protomech hunter. Many of those buggers have to close to intro-tech ranges to fight, so you're hardly at a range disadvantage. Load your tanks up with precision ammo, and charge a pair straight at a suitable proto point. With your ammo negating much of the movement mods, you can easily afford to split your shots, and wipe out the better part of a full Point in a single salvo. >:D

Man, I hope you guys issue the clean-up crews barf bags. For the remains that is, although the crews could probably use some themselves.

MadCapellan

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #13 on: 05 February 2013, 00:54:49 »
anyone else's mind go down dark paths involving Liao links to the WOB, the Demolisher (Arrow), and Arrow-IV special munitions?
you could load up on enough Davy Crockett-M's to level a city, lobbed around in dual shot lots.. and still pack enough non-nuclear ammo to support mop-up ops.. a Level2 of Demolisher (Arrow)'s could obliterate entire countrysides.

Who said the Word of Blake had to be involved?  We're perfectly happy to load up on Davy Crocketts on our own, thankyouverymuch!

SCC

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #14 on: 05 February 2013, 01:30:53 »
Hey, Weirdo, what happened to the Elementals?

Great salvage by the way

Taurevanime

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #15 on: 05 February 2013, 04:30:57 »
What's really interesting (perhaps the word is 'horrifying' if you're the Jade Falcons) is that right after ordering the Demolisher II, the Lyrans doubled down on the big gun mayhem with the Fortune to try and replace the Hetzer.  Between these two and the Fenrirs, you really don't want to go wandering down dark alleys in Lyran cities.
And then you also got 'Mechs like the Fafnir and Berserker to make you go look over towards your Khan and go, "This looks like a bad neighbourhood."

StCptMara

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #16 on: 05 February 2013, 05:29:27 »
And then you also got 'Mechs like the Fafnir and Berserker to make you go look over towards your Khan and go, "This looks like a bad neighbourhood."

I so want to run that as a scenario now....
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Ian Sharpe

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #17 on: 05 February 2013, 11:49:34 »
Decent design within its limits.  I liked it even more as a bodyguard for LRM Carriers/Partisan LRM.  My usage is restricted to the Arrow IV and Gauss models, as a company of the Arrow IV Demos forms the outer layer of an ADA battalion I decided I wanted.  The Gauss is just useful without the expense of the Alacorn. 

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #18 on: 05 February 2013, 12:42:24 »
you could load up on enough Davy Crockett-M's to level a city, lobbed around in dual shot lots.. and still pack enough non-nuclear ammo to support mop-up ops.. a Level2 of Demolisher (Arrow)'s could obliterate entire countrysides.

Crocketts come one per ton, not 5 like normal Arrow rounds. [legal]

I have an all-Demolisher lance using the two actual Demolisher minis as Demolishers (with AC 20s or Gauss Rifles depending on the era) and the two BattleDroid Hunter models as Arrow IV Demolishers.

The Gauss Rifle varient I have found to be especially deadly in battle.

That's a nice picture but please keep the image size down (600-700 pixels or less) to accommodate users on slower connections, limited bandwidth, or smaller devices.  Feel free to post a link or thumbnail to the full-size image, though!

I think they're all dark alleys.

Too cheap to pay for lighting?

Honestly though, the Lyrans have a LOT of class-20 autocannon. You forgot the Blitzkrieg, 2 configurations of Hauptmann, the Rommel and Atlas, one of the Bushwhacker variants, one of the early Alacorns...

That last one has been extinct since the early Succession Wars.  If it weren't for the need to diversify the SL era assault vehicle forces a little more, it wouldn't have been in FM SLDF's RATs, either.

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #19 on: 05 February 2013, 12:44:59 »
For those wanting cheap artillery alternatives taking a Demolisher and swapping the AC/20's for twin Thumper tubes is a very easy modification.  Even kit-bashing the mini was fairly easy.  I took a Demo II turret and sawed off the barrels then re-positioned them at a 60 degree angle and pinned them back on.

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #20 on: 05 February 2013, 14:25:31 »
Crocketts come one per ton, not 5 like normal Arrow rounds. [legal]
i know.
and at seven tons of ammo, you can devote 4-5 tons to nukes, and still carry an effective conventional load. while davy Crockett's may not be one-shot citykillers, a properly placed barrage of 4-5 is going to be able to level small cities.

Jim1701

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #21 on: 05 February 2013, 14:45:42 »
i know.
and at seven tons of ammo, you can devote 4-5 tons to nukes, and still carry an effective conventional load. while davy Crockett's may not be one-shot citykillers, a properly placed barrage of 4-5 is going to be able to level small cities.

If you are that afraid of the dark there has to be easier ways to get a night light.   :D

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #22 on: 05 February 2013, 16:33:57 »
Too cheap to pay for lighting?
No, Demolishers come equipped with spotdarks.  They're great at midday.
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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #23 on: 05 February 2013, 19:11:37 »
That last one has been extinct since the early Succession Wars.  If it weren't for the need to diversify the SL era assault vehicle forces a little more, it wouldn't have been in FM SLDF's RATs, either.

True enough. Although if NETC was enterprising enough, they might consider offering a Mark VIF that does a straight swap for 3 LB-20x's and another 3 tons of ammo to maintain the same (actually relatively low) ammo endurance. The F would stand for Flak although pilots might prefer another word.
« Last Edit: 05 February 2013, 19:14:01 by chanman »

Taurevanime

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #24 on: 05 February 2013, 20:54:34 »
I so want to run that as a scenario now....
Just gonna find every short range alley mugging unit the LAAF have in their inventory, fill a city with it and have the Clan players start in the center of the city and have to find their way out, without stopping to ask for directions?

Sounds like a great scenario to run at a convention.

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #25 on: 05 February 2013, 21:33:09 »
Just gonna find every short range alley mugging unit the LAAF have in their inventory, fill a city with it and have the Clan players start in the center of the city and have to find their way out, without stopping to ask for directions?

This sounds like a job for Nagas and a Watch that doesn't ask questions.
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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #26 on: 05 February 2013, 22:16:22 »
Just gonna find every short range alley mugging unit the LAAF have in their inventory, fill a city with it and have the Clan players start in the center of the city and have to find their way out, without stopping to ask for directions?

Sounds like a great scenario to run at a convention.

So the Clan unit are the misadventurers, the city is a dungeon, and the roaming LAAF units are the monsters?

"You are likely to be torn in half a by a Demolisher lance"

Nikas_Zekeval

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #27 on: 06 February 2013, 00:48:07 »
So the Clan unit are the misadventurers, the city is a dungeon, and the roaming LAAF units are the monsters?

"You are likely to be torn in half a by a Demolisher lance"

"But they weren't half as bad as the fight with the Gazebo."  O:-)

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #28 on: 06 February 2013, 01:08:17 »
Absolutely don't underestimate the one two punch of the Demolisher II. If you land the double tap with the Ultra, then you are bound to be sandblasting internals with the LB-20X.

And the machine guns are not for killing PBI, they are for shooting out the streetlights.

One of my funnest tributes to the Battle Corps Legion fan regiment was one that didn't even directly mention the regiment. During the run up to Operation SCOUR, Stone was running recon on the Lyran border of the Protectorate.

"Oh my god, it's pink!"

When you turn the corner and are faced with a bright pink Demolisher, your mind often takes a few heartbeats to realize you are really seeing what you are seeing.

Heartbeats are all a Demolisher crew needs.
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StCptMara

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Re: Vehicle(s) of the Week: Demolisher And Friends
« Reply #29 on: 06 February 2013, 01:34:51 »
Welshman, my preferred tactic with the Demo II is: Slug and Ultra the first fire, then standard and cluster the second firing.
Usually things do not survive that combo, while the Demo II is still trundling along...
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

"Greetings, Mechwarrior! You have been recruited by the Star League to defend the frontier against---Oops, wrong universe" - Unknown SLDF Recruiter

Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)