Author Topic: Filler Mech of (Last) Week - Piranha  (Read 8073 times)

marauder648

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Filler Mech of (Last) Week - Piranha
« on: 06 July 2018, 05:30:39 »
Piranha – A mech that lives up to its name

Prior to showing up in the Battle of Tukkayid with somewhat disastrous results Clan Diamond Shark was all but unknown in the Inner Sphere, and one has to wonder how on earth they got a ‘seat at the table’ so to speak in the biggest showdown between the Inner Sphere and Clans there ever was.  For the Shark Warriors it was a disaster and really their last hurrah, with the Merchants gaining ascendance in the Clan and holding the reins of power ever since. 

At Tukkayid the Sharks deployed some new and old equipment, much of which had not been seen in the Inner Sphere like the Thresher and the very new Piranha Light Mech.  The Piranha was developed prior to Tukkayid and was made to counter Inner Sphere infantry forces and light vehicles and was well equipped to carry out this role.  Despite the Sharks dismal performance on Tukkayid the Piranha performed well enough to catch the eye of other Clans who would go on to Trial or trade for the new design.  One of these and by far the most serious user was Clan Ice Hellion where the Piranha’s aggressive battle tactics and high speed fitted like a glove with the Hellions already established love of high speed and hard hitting light Mechs.  Other Clans would field the Mech, usually in PGC’s where it could do horrific things to infantry forces or, if you’re a Jaguar, rioting civilians. 

At 20 tons the Piranha is a small Mech but the use of a 180 rated XL engine and endo-steel bones keeps weight down and allows it to carry a surprising amount of firepower and 4-tons of standard compound armour give it a surprisingly solid hide, although speed is its real protection as all locations but the chest are stripped bare or go internal if hit by a standard large laser blast.  But hitting a Mech moving at 151kph is going to be a challenge and the Piranha can use that impressive ground speed to control the engagement against all but the fastest of Mechs, and those that can catch it, can easily find themselves outgunned.  One oddity is the Mech’s cooling system, it’s one of the few Clan Mechs around that makes use of single heatsinks.  Why the Shark’s made this decision is unknown, but when you see its primary battery it does kind of make sense.

Like its namesake the Piranha is small, and fast and packs a real bite.

Variants

Standard – The Piranha’s whole point of existence is to get close, at near point blank range a Warrior can unleash the Mech’s twelve, yes..you read that right, twelve machine guns.  If Lady Luck and Admiral Awesome are smiling on you, that’s more firepower slamming into a target than a pair of AC-20’s.  Backing the huge machine gun battery up and giving the Mech its primary long range and more focused punch is a pair of ER Medium lasers and a head mounted ER small laser.  Using all three weapons can cause a heat spike, more so if you run but its nothing that’s not too extreme.  The machine gun battery is fed by a single ton of ammunition, split into two half ton groups in each torso, and with so many machine guns the Piranha is also one of the few Mechs that can deplete a ton of MG ammo quite quickly. 

2 – A Clan Ice Hellion design and one that makes use of ProtoMech weaponry, the 2 strips out its machine guns and replaces then with ER Micro-lasers, you get the same punch for a little bit more range and a tiny amount of heat.  But the real heat comes from the heavy medium lasers that replaced the ER mediums and the heavy small that replaced its ER cousin and when fired together this can cause some SERIOUS hurt to an enemy as well as a brutal heat spike.  Fortunately, the Hellions upgraded the Mech’s cooling system and replaced the old single heatsinks with doubles they also used the ton freed up by the removal of the MG ammo to fit an extra double heatsink.  But this still does not counter a full alpha’s heat load and its not recommended unless you have a Piranha’s dream target, an assault Mech with its back to you at point blank range. 

3 – Another Hellion design, this one dials back the heat in favour of an enhanced EW outfit and more balanced mix of firepower.  Retaining the 2’s double heatsinks (just the 10 it comes with though) it strips out the heavy lasers and four of the ER Micro lasers.  In their place go a pair of ER Mediums for some longer ranged firepower, a pair of Micro-Pulse lasers for infantry shredding needs, a light Active Probe for your scouting needs and a targeting computer tying all the lasers together.  Still hard hitting without the scary heat spike of the 2 the 3 is far more flexible than the 2 which seems to embody the Clans life fast, die young, leave a good looking corpse mindset that the Hellions really tried to embody.

4 – A refinement of the Standard the 4 fits machine gun arrays to improve the firepower it can deliver, but does so in a somewhat weird way.  ‘Only’ carrying 8 Machine guns, in two arrays, half of them are replaced with Light Machine guns, reducing firepower for increased range.  The ER Medium lasers are still there though for some ammo independent firepower, whilst the MG’s each draw from their own half-ton ammo hopper, and the Hellions also retained the targeting computer for added accuracy. But they did downgrade the cooling system back to the standard heatsinks of the Standard, but with so many machine guns the only heat you make is from movement and the lasers and any heat build-up is easily managed.

Thoughts

Very specialized and bitey the Piranha lives and dies on being able to get close and gnaw on your opponent.  Whilst it lacks a solid knock down punch, being sand blasted by so many light weapons will quickly punch through armour on most Mechs, especially if you can get behind them.  And, with its movement profile the Piranha certainly has the capability to do that.  Whilst the 2 has the heaviest punch of the lot, it also produces a massive heat spike that mean it’s very much a do-or-die Mech, you’ll either rip your opponent apart or hurt them so bad they won’t want to do that again, or you’ll fire the lot, miss loads and then overheat massively and be easy meat a moment later.  The Standard, 3 and 4 are a bit more balanced and all of them can still do horrid things to someone if you are able to use your speed and get close and preferably, behind your opponent.  Even a Dire Wolf pilot could well break out into a cold sweat if he or she saw a Piranha come barrelling out of a treeline, hooting, braying and flailing like a lunatic before letting rip at point blank range into its butt.

But, it’s only a 20-ton Mech, its armour ain’t great and pulse lasers are your friend, at short range he can hit you, but you can hit him or your Star/Lancemates can.  And because of the number of guns, its easy to flub the shots and do very little, and then you’re at point blank range with someone you just tried to do unpleasant things to, and all you did was tickle one arm.  And then they get to shoot back.  Not a Mech for the timid, the Piranha is a very high risk/reward kind of design, do well and you’ll do amazing.  Do poorly and you’ll get your leg kicked off.



A Piranha fighting against ComStar forces of the 85th Division on Tukkayid (Colourized)



The original art



The MWO version, a far superior bit of work compared to the original artwork


As always, thoughts and comments are most welcome!



« Last Edit: 06 July 2018, 05:51:25 by marauder648 »
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Nightsong

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Re: Filler Mech of (Last) Week - Piranha
« Reply #1 on: 06 July 2018, 06:10:25 »
I always thought this was a scary bugger (emphasis on the buggery) that can do horrible things to ‘mechs with no big close-up guns in the arms or back mounted guns. I lean toward the original, though the 3 is a nice piece of work for scouting jobs.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #2 on: 06 July 2018, 06:39:13 »
I could see the Wolves pairing this with a Pack Hunter for some real fun.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #3 on: 06 July 2018, 09:22:14 »
Pack Hunter?  Nah too much speed difference & profile problems . . . now making the star's leader a Phantom . . .

I have used the Piranha, love the Piranha . . . and always cackle when you manage to break down the back armor to chew at the insides.  Then you can follow it up with punches depending on time frame and opponent.

With that said . . . your line about Shark warriors I think is a misnomer.  The Crusader Warriors lost control after Tukayyid, those with Warden/Merchant leanings realized the old adage of professionals studying logistics- which is what they did.  They recovered by cutting off the other Invading Clan's flow of replacement material as possible, were the Clan counterpart of Vicore for the TRO PP revival of secondline designs, and with things like the Mad Cat Mk II & Ha Otoko they found their way into the IS market.  Selling to both sides of the FCCW and particularly the DC/FS border during Sandoval's Sovereign Justice rehearsal was smart business.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #4 on: 06 July 2018, 09:23:41 »
I could see the Wolves pairing this with a Pack Hunter for some real fun.

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AJC46

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Re: Filler Mech of (Last) Week - Piranha
« Reply #5 on: 06 July 2018, 09:48:19 »
seems like a mech that would be pretty vicious under the special solaris 7 rules with all those machineguns.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #6 on: 06 July 2018, 10:03:02 »
How effective are these in groups? Is this one of those things where a single is nasty enough, but two or more quickly becomes disproportionately evil?
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marauder648

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Re: Filler Mech of (Last) Week - Piranha
« Reply #7 on: 06 July 2018, 10:36:56 »
How effective are these in groups? Is this one of those things where a single is nasty enough, but two or more quickly becomes disproportionately evil?

Its definately a Mech that needs buddies if you want to sprint it round behind someone yell "I'm going in dry!" before slapping the big red alpha button, because it needs those mates to distract what you're about to violently sodomize with mg's or lasers.  This things definately dangerous in groups.  God imagine teaming one with a Solitaire O_o
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Re: Filler Mech of (Last) Week - Piranha
« Reply #8 on: 06 July 2018, 10:46:54 »
I usually run a pair of Solitaire with a Pirhana and a pair tbd. More often than not my opponent focused on what the Solitaires we're doing and ignore the Pirhana.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #9 on: 06 July 2018, 11:04:29 »
Not addressing their AP potential . . . but yeah, just like having any 2 backstabbers gets brutal for a Lyran Wall of Steel.

IMO you would see this with Locust IICs, Incubus, Jenner IIC, Solitaire, maybe old SLDF speedsters, and maybe Omnis in the hands of Star Commanders.

While the Pack Hunter is fast, its ranged and does not have quite the speed to get behind a line as the 9/14s (or 8/12 of the Locust IIC) . . . and the LCT IIC 3 has a longer punch.

Does the Piranha need a AP Gauss version like the Locust IIC 7?

Typically I pair it with things like Timberwolf Prime/E, Stooping Hawk C, or other 5/8 long range line mechs- its my flanker to complicate the picture for the opposition.

Timberwolf E, Adder D, Stormcrow B, Adder B, Elemental point
Ice Ferret A, Phantom H, Solitaire, Piranha, Elemental point

This binary with 2 Command Stars has the ranged fire, some crit seeking, speed and Elemental ambush fun and typically how I would try to group the Piranha into forces.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #10 on: 06 July 2018, 11:24:59 »
But what are its chances of survival having (hopefully) landed that backstab on the enemy assault Mech? This thing looks like a short burst of pulse laser fire would settle it pretty indefinitely.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #11 on: 06 July 2018, 11:41:43 »
Sure you send it in by itself without the covering fire and it has problems . . . but usually people are not firing on it until the turn it is behind the assault mech- typically they want to go after the line mechs.  But its all about forcing choices . . . because I left out something else I like to have in that sort of force- artillery.  Spread out and my flankers will pick off whatever is on the edges . . . mass to provide covering fire and you give me a wonderful artillery target to start lobbing A4 and Sniper fire into- enjoy that quandary.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #12 on: 06 July 2018, 11:58:42 »
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Re: Filler Mech of (Last) Week - Piranha
« Reply #13 on: 06 July 2018, 13:00:04 »
 . . . have you not played against a good player who uses backstabbers?
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Re: Filler Mech of (Last) Week - Piranha
« Reply #14 on: 06 July 2018, 14:27:29 »
But what are its chances of survival having (hopefully) landed that backstab on the enemy assault Mech? This thing looks like a short burst of pulse laser fire would settle it pretty indefinitely.

They do.  Also, the fact that the majority of its firepower is in two or three point clusters and most assault mechs have fairly heavy rear armor means that it's prone to sandpapering enemies if something else (a Solitaire, for example) hasn't come up to do something about the rear armor for you.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #15 on: 06 July 2018, 14:42:52 »
I will admit, if the opportunity presents itself I will send a Piranha after pocket assault where with a Fire Moth H or Phantom H I would not hesitate to send it after a Thunderhawk, Steiner Atlas or other 100t fire support design.  Piranha is better after Shootists, Salamanders, Avatars or other slower heavies that want to be assaults- typically they have thinner back armor.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #16 on: 06 July 2018, 15:39:01 »
Pity the poor Hammerhands that finds itself opposite a Piranha.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #17 on: 06 July 2018, 16:19:33 »
As fun as backstabbing assaults is, I like to use Piranhas to deal with vehicles. Many of the popular fire support tanks lack a turret, and the Pirahna's speed makes it simple to slip into a blind spot and land motive hits. One turn of MG fire is enough to take an SRM Carrier or a Hetzer out of play, and most hovers will be slowed enough that they won't be backstabbing your assaults. After a few high speed passes, you switch to cleanup mode and pick-off whatever is wounded or isolated by the rest of your force.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #18 on: 06 July 2018, 16:28:28 »
I have to wonder how good a Piranha is against battle armor. Not taking about killing them, more like a single salvo as you dash past a squad and lead-spam. The resulting damage won't kill most suits, but I imagine you'll weaken several to the point that when your regular mechs pop off secondary shots with smaller guns, they're actually killing troopers instead of pissing them off.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #19 on: 06 July 2018, 16:32:21 »
I always kept them away from Elementals and Fenrir- since the Fenrir suits were a typical Lyran response to guarding 3/5 assault's backs . . . and after the mid-60s it might be most other suits as well since the MG is 1/2/3 while LRR & MRR go 2/3/6 or 7, and the BA is going to have a easier time to hit since it does not include its move mod.

Now hitting them with the pair of ERML from 5 hexes or better 10?  Yes, but its not the same as the lead-storm.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #20 on: 06 July 2018, 16:43:30 »
And I take it the article was okay, not too boring or missing too much stuff I hope.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #21 on: 06 July 2018, 19:03:15 »
And I take it the article was okay, not too boring or missing too much stuff I hope.

I enjohed it, Marauder.  Long enough to cover the topic, but short enough to enjoy - though thats also a product of the source material.  Only so many variants, unlike, say, having to do an ‘All the Marauders’ article!

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Re: Filler Mech of (Last) Week - Piranha
« Reply #22 on: 06 July 2018, 19:36:48 »
honestly as an anti-infantry mech i've always felt the Piranha was overkill.. which i guess makes it very clan. overkill, because to fight a single platoon you only need two or three MG's to wipe them out. but if there are 4 or more platoons within 3 hexes of the mech, the mech is probably gonna be hurting bad from the return fire.

the variants seem to recognize this, swapping MG's for better firepower against hard targets. but like most light mechs with weapons requiring you to get up close, odds are that unless you get really lucky, you won't survive the process of getting in close and unleashing.

i kinda wish that there had been an "experiences learned" version.. pulling the MG's for say, clan SRM2's with Inferno's. which would still kill infantry fast, but at a better range and be more useful against BA and vehicles.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #23 on: 06 July 2018, 20:49:16 »
Was that before or after the TW infantry boost?

Why SRM2s?
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Re: Filler Mech of (Last) Week - Piranha
« Reply #24 on: 06 July 2018, 21:37:37 »
Was that before or after the TW infantry boost?

Why SRM2s?
standards because you want inferno's, 2's so you can still have the option of splitting up your targeting across multiple enemies. and for redundancy when taking damage.

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Re: Filler Mech of (Last) Week - Piranha
« Reply #25 on: 06 July 2018, 21:52:48 »
. . . have you not played against a good player who uses backstabbers?

I was exaggerating but I know how to deal with a Piranha on the table, the MGs in MWO get a bonus crit chance per hit. Times that by the rate of fire and the number of MGs on the Piranha and suddenly you have one scary 20 ton ammo bomb.   
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Re: Filler Mech of (Last) Week - Piranha
« Reply #26 on: 06 July 2018, 22:37:18 »
The Piranha was new during the Invasion, right? I wonder if it was designed to fight two different enemies. They knew the Invasion was coming, so preparing to face infantry makes sense. Such a machine would also be good for wiping out bandit settlements. On the other hand, second-line machines on defensive deployments often don't get their choice of enemies, as attackers come to them, and Clanners defending far-flung holdings across Clan space means Clan attackers which means Elementals.

 You're not going to one-shot a Point(a Komodo this ain't), but those lasers followed up by ALL the machine guns means that a solid salvo or two is still likely to result in some very unhappy Toads, not in shape to weather much more punishment. On top of that, having twelve-fifteen to-hit rolls compared to the Elementals' one or two(three at the most) means you can shoot from "long" range and you've got good odds that the suits might miss entirely while you'll still likely connect with something.
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Re: Filler Mech of (Last) Week - Piranha
« Reply #27 on: 06 July 2018, 23:33:34 »
standards because you want inferno's, 2's so you can still have the option of splitting up your targeting across multiple enemies. and for redundancy when taking damage.

A single SRM2 will not kill a BA trooper . . .
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Re: Filler Mech of (Last) Week - Piranha
« Reply #28 on: 06 July 2018, 23:47:25 »
If you're just swapping out the MGs for SRMs, you're stuck with a maximum of 12 tubes fed by only a single ton of ammo.  That doesn't provide much battlefield endurance.
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