Author Topic: ’Mech of the Week: HOP-4* Hoplite  (Read 4472 times)

Kotetsu

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’Mech of the Week: HOP-4* Hoplite
« on: 27 July 2012, 12:00:36 »
’Mech of the Week: HOP-4* Hoplite

Hoplite. Greek warriors. Masters of the phalanx. Victors over the Persians. And namesake of a sometimes maligned 55-ton medium BattleMech. Maligned for slow speed and limited armament. Both a product of the build-up to the Reunification War and one of the many secrets of the Wolf’s Dragoons. Though frankly I think it to be underappreciated.

That and its speed isn’t different from that of the Hunchback.

Orginially entering service in 2578, the HOP-4A was immediately rushed into service for the attack on Ridgeback. Used to assist the infantry of the SLDF 2nd Division, the Hoplite showed an ability to withstand extreme punishment. Considering the Taurian defenses included the best artillery units in their service, this is even more amazing.

Using what now is considered Introductory technology, the HOP-4A uses a standard chassis and mounts 11.5 tons of standard plate. This gives the machine protection one point off maximum, and can withstand a large laser hit to any location, with a little more than two to the arms and side torsos, and three to the legs and center. A 220-rated engine gives the design the speed of the aforementioned Hunchback. The weapons load consists of a right torso-mounted Class-10 autocannon and a left torso-mounted 5-rack LRM, each with a one-ton ammo bin in the center torso. For heat dissipation, the design mounts an astounding sixteen single heat sinks. This puts the legendary cool-running Shadow Hawk to shame. A running alpha only generates seven heat.

Sometime in the twenty-seventh century, after the seeming failure of a more main-line combat variant, the HOP-4C hit the scene. The only change between it and the HOP-4A is the trading of the Dalban Sniper targeting & tracking system for a Dalban HiRez II model. As for that mainline combat version, the HOP-4B swaps out the weaponry for a right-arm mounted PPC, and a left arm-mounted LRM 15-rack. Two tons of ammunition fill the center-line ammo bins. This happens to be my favorite of the Intro-tech level designs, but then I do so like the PPC.

As more advanced designs entered service, the Hoplites in SLDF service were quickly relegated to Terran militia units where they served with Mackies. As such the majority met their doom in the fires of the Amaris Coup. While some may have survived the Liberation of Terra apparently they were not in the reach of the SLDF forces who went on their Exodus.

However, the plans for the design did, and its simple, rugged nature led to the SLDF in Exile making a “royal” redesign of the HOP-4B, and putting it into production as the situation deteriorated on the Pentagon Worlds. Nicholas took the updated plans with him on the Second Exodus, where again the simplicity and ruggedness caused it to be put into limited production.

The HOP-4Bb (or Double B) drops the heat sinks to eleven, but makes them freezers. The PPC was upgraded to an ER model, and the LRM rack was given Artemis IV. The ammunition was moved to the left torso and CASEd. An Anti-Missile System was placed in the right torso with a ton of CASEd ammo. Finally, a Guardian ECM suite was installed in the center. Used by both the Clans and the Pentagon Powers, this design made it through the campaign in good numbers.

During the campaigns on the Purgatory Peninsula the Hell’s Horses developed the HOP-4Cb model as a way to refit damaged units. This model drops one heat sink and upgrades the armor to ten tons of ferro-fibrous. The weapons and ECM suite were removed for a left arm-mounted 6-pack SRM with one ton of torso-mounted ammo and a right arm-mounted Gauss Rifle with three tons of ammo.

One final variant was developed in the years following Operation: Klondike. This model is the Hoplite C. Using Clantech materials, the design uses a standard chassis and engine. Ferro-fibrous armor allows for it to be protected like the HOP-4Cb. Ten double heat sinks struggle with the heat load of the weapons load. This consists of a Class-10 Ultra with three tons of ammo, an LRM-15 with two tons ammo, and three medium lasers, two of them pulse.

As the Golden Century bloomed and the OmniMech entered service, the Clan Hoplites were once again relegated to garrison duty or placed in Brian Caches. Then came the plan to send the Dragoons to the Inner Sphere as a scouting force. Breaking out some of the old models, they were downgraded to the original specifications for the HOP-4C (save for one HOP-4B). As the circle closed, and the Clan Invasion began the Dragoons made a field upgrade by upgrading the Class-10 autocannon to an LB-X model, with two tons of ammunition stored in the right torso. This variant was designated the HOP-4D.

A final model was introduced in 3075. An experimental prototype, the HOP-4X is a strange beast. It is based around a brittle composite structure and mounts a 275-rated light engine, giving it comparable ground speed to a Wolverine. Ferro-fibrous armor was used, giving it maximum protection (the extra point going to the center front, along with one point from the rear). Ten double heat sinks provide for heat dissipation. The weapons load is entirely Clantech. First the autocannon was replaced by a Class-5 Rotary model, with three tons of ammunition. The LRM rack is now a Streak 15-pack, with two tons ammo. All of the ammunition is in the CASEd torsos. Finally a Clan light active probe was installed to allow for the sniffing out of some threats.

Using one of these machines tends to be simple: Guard positions against all comers. The original model was literally meant to support infantry (in some cases by being the big thing everyone wanted to shoot). And with the majority being rather cool-running (most could take an engine hit and still do running alphas without overheating), you can play all day as it were. Snipe when you can. And move when you must. You will be able to take large amounts of damage for your size, but still try not to pick on something too much larger than you. The major concern for the low-tech models is that the ammo bins are centerline, making the occasional Golden BB a potential career ender (at least you’ll have fireworks).

Fighting one is also simple: Hit him hard, and don’t let off the gas. If you have more ranged firepower, simply pound him. If you are more of a close-up fighter, you can probably reach him before he knows what to do about you. Since most models are zombies, you will have to keep shooting until he stops twitching (or there’s a hole where his cockpit should be). If you do manage a Golden BB shot on the lower-tech models (or the HOP-4D) make it count. Against the Klondike models or that prototype, hit them harder still (meaning bring aerospace and artillery). As for the Clan model, dueling him will not be fun, though if you feel particularly suicidal, the Hunchback IIC would at least be amusing. If less suicidal, and you are the attacker (most likely), and you are under zellbrigen, use a Ryoken (I prefer the B). He will hate his life.

Weirdo

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #1 on: 27 July 2012, 13:38:04 »
I wonder if the -4A's cooling grid arose from some reputation the Taurians had for using lots of infernos and other heat-generators? Being able to immediately fight your way out of a napalm ambush would probably be a very popular feature with warriors used to all the nasty tricks the Taurians were pulling. Come to think of it, being able to shrug off the IR flash of a nuclear strike would also be handy.

As for role, I wholeheartedly applaud this design as an infantry support unit. It's fast enough to quickly redeploy and respond to threats  up or down the line of an infantry advance, but not so much that a careless warrior can easily leave his charges behind. The AC/10 has good range and concentrated punch, both things that most infantry platoons lack, allowing the Hoplite to serve as a kind of assault gun for killing tanks or bringing down fortifications. The LRM rack provides even more reach, almost guaranteeing that nobody will be able to fire on the troops without suffering some form of return fire. At the ranges most infantry fight at, the LRM is practically a light artillery piece, so the Hoplite will be able to support troops from almost any location. The range also makes it a decent AA weapon, something unsupported infantry are totally incapable of responding to. Basically, we have a mech that doesn't try to redundantly duplicate an infantry force's strengths, and covers their weaknesses. Sounds like a match made in heaven, if you ask me. My only complaint is the shallow ammo bins. Even in the  pre-Clan era, AC and LRMs are some of the more versatile weapons out there. Being able to utilize some of the alternate ammunition types available to the SLDF would add a lot of versatility to the Hoplite, making it an even more effective support unit.
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Matti

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #2 on: 27 July 2012, 13:50:52 »
Is anyone interested about swapping some of the Heat Sinks for Medium Lasers? ^-^
You know what they say, don't you? About how us MechWarriors are the modern knights errant, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

Weirdo

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #3 on: 27 July 2012, 14:05:55 »
I guess, though I don't think it really needs 'em. Someone gets that close, the main firepower pointed at them that they need to worry about is the infantry company(or more) that the Hoplite was supporting. Besides, I just looked up the rules and nukes do indeed inflict a large amount of heat. Assuming the blast or secondary effects don't destroy the Hoplite, I like the idea of being able to keep fighting immediately after a strike.
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Terrion

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #4 on: 27 July 2012, 14:27:46 »
The Hopolite's name is quite fitting; it's a solid general purpose design that wants to be deployed with mutual support. The B variant is one of my favorite Intro mediums. It's basically a Griffin that trades the mobility side of the triangle for armor and firepower. On a long-range 'mech, I think that's the right call. It's kinda goofy looking though, and the original art (which looked like it had one leg the first time I saw it) doesn't help.

I wonder if the -4A's cooling grid arose from some reputation the Taurians had for using lots of infernos and other heat-generators? Being able to immediately fight your way out of a napalm ambush would probably be a very popular feature with warriors used to all the nasty tricks the Taurians were pulling. Come to think of it, being able to shrug off the IR flash of a nuclear strike would also be handy.

Personally, I think the B was actually the original spec, and the A was some sort of stopgap; the B's heat curve makes too much sense otherwise.

Is anyone interested about swapping some of the Heat Sinks for Medium Lasers? ^-^

I'm going to let Brother Maynard handle this one:

Quote from: Brother Maynard
Thou shalt swap three heat sinks with lasers, no more, no less. Three shalt be the number thou shalt swap, and the number of the swapping shalt be three. Four shalt thou not swap, neither swap thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be swapped, then drivest thou thy Holy Hoplite of Antioch towards thou foe, who being naughty in My sight, shall snuff it.

Alternatively, a Flamer or two to help support the infantry wouldn't be amiss.
« Last Edit: 27 July 2012, 14:53:56 by Terrion »

glitterboy2098

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #5 on: 27 July 2012, 15:23:34 »
personally i'm a fan of the -4B.. you don't have the ammo limit problems of the AC+LRM versions, and you have really great firepower for a 3025 tech game.
« Last Edit: 27 July 2012, 15:26:07 by glitterboy2098 »

Scotty

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #6 on: 27 July 2012, 15:57:16 »
Is anyone interested about swapping some of the Heat Sinks for Medium Lasers? ^-^

Actually, I'd drop the heatsinks back down to ten or eleven, and then use the tonnage for more LRMs.  Dropping five of them gets you two more LRM-5s and another ton of ammo.  Dropping all six back to the baseline means you can get an LRM-15 and two tons of ammo total, while still not overheating.
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Flame_Draken

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Re: ’Mech of the Week: HOP-4* Hoplite
« Reply #7 on: 27 July 2012, 23:31:44 »
My first real use of this mech was with a campain I started a last week with MechHQ at the begining the Reunification War.  I had a lance of HOP-4C's involved in a chase scenario versus a lance each of Merkava VIIs, Tigers and Condor under bot control. I was playing with XOLT's quirks for the Hoplite, forcing me to turn the mechs around due to no torso twisting.

I lost one within the first couple of turns but managed to break contact with the tracks via setting crops on fire with the LRMs.  The Condors kept after me, eventually bringing another Hoplite down in exchange for only one Condor.  This did not give me a good impression of the Hoplite.

Thinking back with this article as a guide, this particular scenario would have gone better if I had used one of my heavier lances and not the Hoplites.  Live and learn, or not for those two pilots.

 

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