http://www.masterunitlist.info/Unit/Filter?Name=Savage+CoyoteIn September 1997, we caught a glimpse into the collective Clans of the Kerensky Cluster. Information trickled back to ComStar about units that had never been seen (or only rarel) before and those mysterious Clans mentioned in a few places were finally given some personality and life. One of those Clans was Clan Coyote, who took the lion-share of the write-ups for the
UrbanMech IIc,
Guillotine IIc, and
Canis BattleMechs. None of them were optimized, and the argument could be made that the
UrbanMech IIc and
Canis were somewhat dreadful. We had a look at ‘Mechs that the Coyotes had developed, and for me, I thought what a bunch of homeworld losers! Sure I was fifteen, but still. There were a few other, hotter, optimized rides to look into.
So fast-forward to December of 1998 and the release of Field Manuel Warden Clans. Crusader Clans came first, giving us the heavy lasers,
Hellion,
Blood Kite,
Hellfire,
Gnome, and
Salamander as well as a few units being released that made use of the new lasers. Warden Clans followed with less units over all. The Advanced Tactical Missile system,
Savage Coyote,
Undine, and
Sylph were unveiled. I will admit, as I had joined a fan game and gotten the Coyotes, I instantly started looking at the
Savage Coyote. There was the totem ‘Mech (figuratively, as yes, it shares no cosmetic imagery of it’s clan) of the Coyotes; their pride and joy. And why did the ‘Mech come into existence in the mid to late 3050’s? Why, to show off the new ATM system and restore pride and potency into the Coyote Touman of course!
Clocking in at eighty-five tons, the
Savage Coyote crawls along at a brisk fifty four kilometers per hour. Using an extra-large engine to save mass and fixing fourteen double heat sinks, the
Savage Coyote devotes over half it’s mass to armament. By not using endo-steel or ferro-fibrous armor, the designers opened up the chassis for weapons and equipment. Good thing too, as those fixed heat sinks suck up space in the side torsos and legs. Fifteen tons of armor do an adequate job of protecting the ‘Mech, but even the center torso, the largest amount of armor found on the ‘mech, can only take two Gauss or Clan PPC hits before an IS medium laser will go internal. Jump jets were not included on the base chassis, but as we’ll see, that hasn’t stopped their use.
As a final background note, TRO 3067 has the
Savage Coyote in full production in every single Coyote production facility save one, which is pumping out
Rabid Coyotes and
Canis’. This output has spread the
Savage Coyote throughout the Touman and allowed other clans to salvage and trial for it for their own units. The Adders and Cobras have the highest numbers, with
Savage Coyotes being roll-able on the 12 column in their RATS in Field Manual Updates. After the Jihad and Wars of Reaving, the
Savage Coyote is spread around the homeworlds while the Horses and Wolves have enough in the Inner Sphere to get them on their 20 row, reserving them for the elite of the elite or something!
PrimeThe primary configuration of the
Savage Coyote starts off with an ERPPC, LB-10X with two tons of ammo, and twin ATM-12 launchers stocked with six tons of ammunition. Back up lasers are in the form of three ER Medium Lasers and two ER Small lasers. Three extra heat sinks help to establish a decent bracket fire. You can run and fire the four primary weapons for a heat build up of one, while dropping the PPC at close range can add in the ERML’s on top of the missiles and cannon. If you have never experienced the horror (or joy) of connecting with two ATM-12 launchers set to HE mode, then you will probably think that this thing isn’t all that special. It lives and dies by the big missile racks in my opinion. Those and the PPC help to open holes that the LB-10X can exploit though the gun can also open up holes itself. I’ve had fair luck with this configuration though its BV’s a little pricey in my gaming circle. I prefer to mix my ammo up with three tons HE, two tons ER, and one tone Standard for the ATMs. Usage is simple: start moving forward softening your opponent up. Like any ATM launcher, you shine up close and personal and the Prime will tend to finish off opponents there if it can help it. You can hang back, but I feel I’d rather have LRM-20’s for that than the ATM’s if I’m staying at longer ranges. YMMV.
AlphaThis is described as a short range brawler, and I guess that works. Maybe. This is one of my least used variants so I’m don’t have as much to say here. It has a Gauss with two tons of ammo, an ERLL, three ATM-6’s with six tons of ammo, three medium pulse lasers, and an anti-missile system with one ton of ammo while being the first variant to jump the full ninety meters. I want to like this guy with a Gauss and everything, but I feel it traded too much to get the jump jets. The medium pulse lasers are nice in close, but you are doing less damage at all ranges compared to the Prime. If the added mobility is up your alley, go for it. Two hundred more BV for this guy though so you pay a bit more to bounce around a little.
BravoThis is the configuration I have the most experience with. I have used it in more games than I care to count. Back in the late nineties when I first got ahold of Warden Clans, this was a variant that I scoffed at. 1880’s BV, six small pulse lasers, a UAC-5, and four ATM-3’s? Seriously? What a waste. I figured it was the blow-off configuration to showcase the ATM-3. Then I had an event where BV was at a premium, so I took it. Went against a
Turkina B with the TC and energy weapons and 6/7 pilot while I had a comfortable 3/4 or something. I won. The opponent threw his miniature in his bag and stormed out. This oddball bracket fire ‘mech bested the mighty
Turkina. I took notice and started running it more. The long range punch comes in the form of twin ERLL’s, a LPL, 4xATM-3’s, and a UAC-5. The ‘Mech has six extra heatsinks, but they can’t hope to keep up with the heat generated from those weapons. If you like to live large and fast, you can turn the UAC on full dakka dakka and unload with those for a few turns and then drop stuff to cool off, but I don’t recommend it. I DO usually use the double mode while at range and lay off a few ATM launchers to balance the head out and once closing, I’ll shut the cannon down. To round out the design, you have six (yes, six!) small pulse lasers to murder any infantry that comes into contact or act as a super accurate SRM-6 on ‘roids. Seriously, I’ve killed more enemies by them storming into short range and eating an ERLL, LPL, 4xATM-3’s with HE rounds, and all six SPL’s. They are just over strength SRM’s with a -2 to hit. It’s murderous. In BV2, it went up to 2284, but I’ll still take it as it's still very cheap for a Clan Assault BattleMech that can take care of itself.
CharlieThe Charlie debuted with the printing of 3067 and is one I have used maybe once. It’s armed with twin ERLL’s, three ERML’s (an ERLL and ERML in each arm Timber Wolf style,) an ERPPC, and twin ATM-9’s supplied with five tons of ammo. Oh, did I mention the targeting computer, jump jets, and ton of ammo in the head? Yeah, this guy clocks in at 3189 on the BV2 chart and in the one time I used it, I wasn’t super impressed. I’d say you hang back at medium or long range using the reach that almost all of the major weapons give you. Unfortunately 20 double heat sinks will leave you at 11 on the dial if you didn’t move and fire all of the large weapons. I found myself with a feeling of being under-gunned for the price I paid. Maybe someone else has had a better time of it than me.
JuliettWhen RS367 Unabridged was in development, the line developer allowed all of the volunteers to design units. I was in the middle of an “away from BattleTech” moment and missed out. When I came back, I lucked out and got in on round two. With a call sign like Savage Coyote, well, you can guess what I choose to do. I really wanted to give the model some movement it hadn’t seen before and with the idea of using new tech, I went with IJJ’s. There are people who hate them, and that’s fine, but I felt this was a good place to use them. The weight hadn’t yet jumped into silly levels and left me with enough to do something with it. I took some of the elements of the B (the tri-large laser arrangement was moved to the left arm) while I also took a page from the play-book of the Prime and included an LB-10X to round out the heavy weapons. I’d already decided this was a mid-range fighter and it would be in range generally for that gun. Lastly, I added four small pulse lasers, two in each side torso, to give this Savage Coyote a little war-crimes opportunity and short-range punch. Five extra heat sinks were tossed on and while I labored to try and fit ECM in there, I didn’t want to sacrifice any more of the small pulse lasers. This would be, at least I thought, the first
Savage Coyote without ATM’s. I was wrong, as you’ll see when you read the Whiskey’s entry, but I thought I was on to something! I had a mid-range BV super jumping assault that, at least in my mind, had enough firepower to be dangerous. Using one? 6-12 hexes are where you want to be to keep everything in medium range. You can jump and fire all the big weapons for one heat. This configuration is one that has not had a lot posted about, which is fine. I think the comment that stands out the most was jymset responding to the files I sent him and saying, “This thing is just WEIRD!”
WhiskeyIt’s funny how minds can think alike. Another CSO member had actually submitted the Whiskey during the first round of RS3067 Unabridged with the intent of being a Wolf variant and man, was it talked about when it was relased. Take a Rifleman IIc and give it lots of steroids and you get the
Savage Coyote W. Quad LPL’s, two small pulse lasers, two flamers, an ERML, a light active probe, and a light TAG unit. Drop in twenty double heatsinks and five improved jump jets and you have your self a bouncy ball of pulse laser doom. About the only saving grace is there is no targeting computer to make it the ultimate munch. You still have to deal with heat if you are moving so you can’t run around pumping out negative two to hit, forty damage for a whole game. There are some breaks. It’s also nice to know the Wolves (who get credit for both the J and W) are continuing the Coyotes traditions of war crimes. Small pulse lasers and flamers are great fun on conventional infantry!
ZuluThe Coyotes and the Society were in bed together, and it makes sense that the Society would appropriate spare ‘Mechs from their host Clan. The
Savage Coyote Z starts off with a HAG-30 with two tons of ammo, an ERLPL, two iATM-12 launchers with four tons of ammo, two ERML’s, CASE II on the left torso, and the NOVA CEWS in the head. This guy has problems when it comes to ammo dependence. Like, a lot of problems! You have eight turns with the HAG and ten with the iATM’s before it’s time to head back into the badlands and hide. But during those turns, watch out! iATM’s take what normal ATM’s do and just scrape the whole rolling on the cluster hit table. Their damage is solid. In combination with the NOVA, you will dropping 24-48 points of damage with out much issue, and if the enemy is foolish enough to get within nine hexes, you’ll unload for 72 from the launchers alone assuming you have a spotter. Heat is a little problematic, as if you stand still, have the NOVA up and running, and fire all of the big guns you’ll be sitting on five heat. That’s not terrible for one turn, or maybe even two, but after that you are going to have to drop the ERLPL. I think I prefere the LPL over the ERLPL (who doesn’t?) but it’s there for the high-tech range advantage. All and all, a solid deadly configuration for 8-10 turns of combat, but after that it’s an 85 ton paper weight.
Using OneAlmost every
Savage Coyote variant fits into the same mold. You will generally either out range your opponent with your weapons or you will try to get to mid-range and stay there. The Prime, B, C, W, and Z don’t mind 15+ hexes and can afford to camp out, while the A and J will probably want to get a little closer. You have to watch your heat levels on all of the variants, but other than the C, there isn’t anything that’s just overwhelmingly outrageous. With the B and if/when I get to use the Z, I tend to hang back and soften up dueling opponents or provide long-range cover fire for faster units. If/when the enemy closes, I can then close and use my impressive short range firepower to finish them off. Dueling other top-tier Assault Omni’s can be problematic, as they tend to also have a lot of firepower and a little more armor than you so you have to be careful. Player ignorance can work in your favor even after almost sixteen years of existence. I have won fights simply because the opponent didn’t know that closing with me was not the best move his
Warhawk/Turkina/Dire Wolf could make in general.
Fighting Against One:It’s a Clan Assault ‘Mech. Treat it as such. One of the bonuses of going against it is that the ‘Mech itself is offensively oriented and has slightly lower armor levels than
Warhawk’s,
Turkina’s, and
Dire Wolves. Add to that rear armor levels designed to counter one turn of back stabbing and you can punch through the front faster than the mentioned ‘Mechs. I would probably not close with a
Savage Coyote unless I’d softened it up and taking a few weapons out of play. A few
Turkina and
Dire Wolf variants don’t mind as they have the same or more short range punch, but a lot of the variants will do better at range picking a
Savage Coyote apart.
Final ThoughtsI feel the ‘Mech is competitive, but it mirrors it’s originator: it’s underrated and while it can be dangerous, there are better options out there. It is an uphill battle fighting against
Dire Wolves,
Warhawk’s and
Turkina’s, but you can win. You just need better luck, but then that’s true of all ‘Mechs right?
Funny enough, four of the seven variants mount jump jets of some kind, leaving only three of them ground bound. And if you'd like to check out some of the
Savage Coyote's on CSO, there's a link for that as well:
http://camospecs.com/MiniList.asp?Action=Detail&ID=76