Author Topic: MotW: Dart  (Read 6014 times)

JadeHellbringer

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MotW: Dart
« on: 14 February 2020, 22:19:11 »


NOTE: A couple of half-finished –otW articles popped up on an old USB drive recently. I need the drive for work, so I’ve polished up these turds and am posting them over the next couple of days rather than let the effort go to waste.

The Inner Sphere learned a lot from the Clan invasion, one of the key lessons being ‘we have a LONG way to go before we can compete with these vat-born weirdos.’ The Tukayyid truce saved the bacon of the FedCom and Combine- neither nation could have realistically stood up to further invasion waves any better than they had with the prior ones, and even when things went well it was less of a matter of glorious victory, and more of a deux ex machina (see: Twycross). For every victory came a series of defeats, and it was clear to Houses and their manufacturing arms alike that adapting older machines was only going to go so far- new designs were needed to help stem the tide. The Federated Commonwealth threw themselves at this cause, and among those that answered the call to arms was Coventry Metalworks. Considering the need for an ammo-independent light Mech, the design team looked at great designs like the Spider, Spector, and Hussar, and… sort of didn’t really do any of that useful stuff. Showing a surprising misunderstanding of Clan technology and tactics, the Dart is… a thing that exists, at least! Let’s give it a quick look before the Jade Falcons kill them all.

The idea being to face the Clans, the Dart is already off to a rough start in that the Clans were (at this point) an unstoppable force of nature, and using light Mechs to face their light Mechs was a lesson in futility. But, there’s more to it than just enemy Mechs, after all- one has to be able to take on their battle armor as well, and building a Mech for that job makes sense- the Combine found great success in this role in the criminally-underrated Komodo, while the Capellans attempted to meet the threat with their Snake (which while it didn’t really fit the bill, can be forgiven since Liao had yet to face battle armor in combat. Also, it ended up being a champ at tank-killing). So a machine designed to deal with the infantry isn’t a bad one. It should be fairly quick to move to where the infantry are, and able to hit the target with the kind of multiple-kill potential you get from machine guns and flamers. Small pulse lasers are a good choice for the job, except… the Clans rarely use conventional infantry, certainly not in frontline roles, and Elementals will shrug off small pulse laser fire all day long. If that was the plan for the Dart, it’s a wonder anyone survived driving these things.

Getting a Dart 3S opened up, we find a 225-rated fusion engine rather than the XL types so popular at this point in designs. This isn’t a bad thing really- it gives the Dart the ability to lose both side torsos and still keep fighting at full power. This provides us a 9/14 movement curve, but without jump jets because there’s only so much to be done on 25 tons. You can outrun the Locust of its era (still the benchmark at this point for fast lights), and as a result can deploy in even bad terrain quickly to where the action is. Single heat sinks keep costs down, and aren’t really taxed much here anyway. Standard internal structure also keeps costs down, and wouldn’t save a huge amount of weight anyway if you did try it.

We also find standard plating in the armor- this feels remarkably 4th Succession War overall, honestly, and here a switch to Ferro-Fibrous would be nice. We have internal space galore, after all, and every point of armor on a light Mech really does count for a lot. Regardless, we still end up with a reasonable (for its size) three and a half tons of plating, A large laser will open any location, and a medium will strip the limbs. Even the head only has six points of armor. Darts taking fire from heavy weapons does NOT go well, reinforcing the ‘use this to kill infantry, dummy’ mantra. Being that there’s no ammo though, it at least doesn’t have to worry about anything like that (or mounting CASE, obviously).

OK, so… here we go. Three Magna small pulse lasers are the sole weaponry on a Dart, with two in the center torso and another in the head. That’s a good setup in that they’re well-protected from losing limbs and such, but does limit their firing arcs. The weapons have… look, let’s not be polite here, their range is abysmally bad, and it means a very lightly-armored machine has to get into literal body-punching range to do real damage. That’s a tough paradigm to love, folks- even against infantry, a Dart pilot may find that his quarry outrange him! While their power against unarmored infantry is quite respectable, again, that’s not a unit the invaders did much with. One has to hope that FedCom deployed their Darts quickly to other theatres in the hopes of limiting contact with the Clans- at least against other House units, there’s SOME usefulness. Imagine using a Dart though to fight, say, an Uller in a duel. That’s essentially murdering your Mechwarrior.



So the 3S sucks on toast. Fine. Let’s change things up. The obvious solution- factory or field-mod- is to swap out those ridiculous pulse lasers for the standard, tried-and-true medium laser. Three of them get installed where the pulses were on the 4S version, and that’s the only swap- no new armor or any of that, just a straight swap. And you know what? Old tech still works. Three five-point hits at decent ranges means you actually can close in and hurt that Uller now. It’s still going to probably lose, but it’s much more competitive against a Clan unit than it was before, and makes for a pretty handy harasser sent to hunt enemy LRM-boats and artillery (against IS foes, of course). It loses the anti-infantry punch, but against light armored units it’s a very useful little tool to throw at an unsuspecting opponent, and should be utilized over the 3S as often as possible (unless you suspect infantry hordes).

The 6S (where was the 5S?) takes the 4S and runs with it, swapping the head-mounted laser out for more armor. Here we run into a discrepancy- the TRO states it’s a ton of standard plating, but the record sheet shows it’s swapped for Ferro-Fibrous (and the amount of armor backs that up). When sources contradict, the record sheet is considered canon, so apparently this machine does indeed switch to Ferro for its plating- which makes for a much more durable machine, obviously, with the swap adding a few points and a whole extra ton of it tacked on! However, it armors up locations that didn’t have anything to do to begin with (side torsos, for example) while losing 33% of its firepower in the process, essentially becoming a slightly-faster but non-jumping Spider. It’s not terrible, but it’s better to just use a 4S and accept that it’s a bit fragile- the loss of firepower for a fairly negligible increase in protection in the long run (especially against Clan weapons!) isn’t really worth it.

As the years passed by, Darts that hadn’t had their asses handed to them began to receive a refit to the 6T configuration (the author also presumes that Coventry was producing this version in the factory, since the other three were all available brand-new as well). Taking the cheap and simple Dart concept and tossing it, the 6T first put in a light fusion engine, freeing up weight. Ferro-fibrous armor gives a similar protection level to the 6S. The weapons of the older versions are stripped away in favor of aCT-mounted light PPC, giving a very good ranged weapon at a reduction in raw power. The ER small laser in the head is essentially window-dressing, but the targeting computer tied to both weapons means the Dart becomes a handy little sniper, adding a five-point hit now and then from distance (and cover, if you’re smart). One is a nuisance, but a lance is a big problem.

So how do you use a Dart? The 3S should be sent to kill infantry, and the pilot should make sure to have his affairs in order every time he gets in the cockpit. No exceptions- the Dart is terrible at every other job you throw it at, and it’s only competent at that one (the old Firestarter is realistically a better choice!). The 4S and 6S are more of a conventional setup- move quick, beat up target with lasers, repeat until you die or it dies (and don’t be surprised if it’s the first option). They’re not anything wild and crazy, no advanced tactics needed, just point and shoot. Simple stuff really. The 6T, however, is more of a small sniper, and should be held back at range where it can pop the occasional shot at a target when the time arises. It shouldn’t be taking fire- ever.

Need to kill a Dart? Well, it’s not hard- hit it with even modest weapons like medium lasers, and they come apart like they’re made of Timbiqui Dark cans. Even the tougher versions won’t take fire for very long before bad things happen. However, all four versions move quickly, and that can make hitting them difficult to begin with. Pulse lasers are the longtime cure to your fast-harasser problem, and it’s no different here- slap a Dart with a couple of medium pulse lasers, and it goes away fast. Note that the earlier versions also have to close on you in order to do their jobs, which means the 4S and 6S both will be inside range of most battlefield weapons, and a 3S will be so close that you’ll smell the pilot’s onion breath before he can hit you. That helps reduce those to-hit numbers for you! Mines work as well, forcing the Dart to either lose his speed advantage by sidestepping them, or risk running a lightly-armored leg over a bomb or twelve.

Look, this isn’t a good Mech, and if you find uses for it you’ll likely find that other Mechs do that job better- it’s very limited in its abilities, and it shows. But for a cheap, nearly disposable infantry hunter, it’s not terrible. It’s just not GOOD either- and while it’s cheap, it’s also not coming home from fights often, so merc units that are intrigued by being cheap will find soon that it’s either wasted money on a quickly-ruined Mech, or a maintenance hog due to its constant need of replacement pieces. Avoid this thing and get something more useful- period.

Screw this Mech, I need a drink.

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Empyrus

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Re: MotW: Dart
« Reply #1 on: 14 February 2020, 22:29:18 »
It doesn't look bad. Otherwise... yeah, it doesn't have much going on for it.
Pity this thing never got a proper recon variant. Cram a Beagle into it, maybe some more armor, leave one SPL or ML for token firepower, done.

Nikas_Zekeval

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Re: MotW: Dart
« Reply #2 on: 14 February 2020, 22:45:45 »
The 3S is in a category of mechs the Colonel keeps around for the new Mechwarrior that returned his daughter home at 2AM.  With her clothes rumbled and on wrong. :o

Going by the fluff?  Seems the Dart was when the FedCom was buying any mech to throw at the Clans.  As a result of that panic, few bothered to ask if it worked well against them, till they started coming apart.

JadeHellbringer

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Re: MotW: Dart
« Reply #3 on: 14 February 2020, 22:54:26 »
And that's the thing- it's not TERRIBLE if you use it for its narrow job, which should be infantry hunting. Nothing the hell else. So throwing it at the Clans is just sending good men and women to die. It has no chance of defeating ANY Clan Mech. Really, think of the worst rides in the Clan toumans, and ask if a Dart- hell, TWO Darts- could take one out. Nope.

Send it to the borders with the other House forces, and it looks awfully different. Still absurdly over-specialized, but good at its one job at least. Here though, it's literally wasted resources.
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Caedis Animus

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Re: MotW: Dart
« Reply #4 on: 14 February 2020, 23:26:48 »
I'm almost surprised there's no version that replaced the small pulses with flamers.

Nikas_Zekeval

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Re: MotW: Dart
« Reply #5 on: 14 February 2020, 23:40:36 »
And that's the thing- it's not TERRIBLE if you use it for its narrow job, which should be infantry hunting. Nothing the hell else. So throwing it at the Clans is just sending good men and women to die. It has no chance of defeating ANY Clan Mech. Really, think of the worst rides in the Clan toumans, and ask if a Dart- hell, TWO Darts- could take one out. Nope.

Send it to the borders with the other House forces, and it looks awfully different. Still absurdly over-specialized, but good at its one job at least. Here though, it's literally wasted resources.

Still beats out the Fireball, which I'm convinced refers to the numbers lost to ammo cookoff.  "Let's make an Elemental Hunter, less well armed than some single Elemental suits!"

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Re: MotW: Dart
« Reply #6 on: 14 February 2020, 23:51:17 »
given that it came out in 3051, right at the end of the Invasion, i am fairly certain this thing would have had to have been in development before the clans even hit the near periphery. The company clearly just slapped some revised sale pitch after the invasion.

so with that in mind, and looking at the combat environment of the IS after 3039, and forward to what inevitably would have been a 5th succession war had Kerensky's brats not shown up.. this thing is clearly just meant to be a super locust. similar weapons profile, faster, and slightly better armor.

as such use it like one. strategically it is fast scout meant range forward to get eyes on the enemy, then bug out at full speed shouting coordinates over the radio in between prayers of protection. tactically use it to hit targets that can't shoot back (the -3S) or to backstab while the target is distracted by a bigger more threatening lancemate (the -4S).
« Last Edit: 14 February 2020, 23:58:28 by glitterboy2098 »

Nikas_Zekeval

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Re: MotW: Dart
« Reply #7 on: 15 February 2020, 00:04:06 »
given that it came out in 3051, right at the end of the Invasion, i am fairly certain this thing would have had to have been in development before the clans even hit the near periphery. The company clearly just slapped some revised sale pitch after the invasion.

so with that in mind, and looking at the combat environment of the IS after 3039, and forward to what inevitably would have been a 5th succession war had Kerensky's brats not shown up.. this thing is clearly just meant to be a super locust. similar weapons profile, faster, and slightly better armor.

as such use it like one. strategically it is fast scout meant range forward to get eyes on the enemy, then bug out at full speed shouting coordinates over the radio in between prayers of protection. tactically use it to hit targets that can't shoot back (the -3S) or to backstab while the target is distracted by a bigger more threatening lancemate (the -4S).

Could be the same role the Fireball was aimed at, a couple years later, still a ridiculously short 'clean sheet' development time frame.  A behind the lines raider, something that sneaks (for certain values of the term) behind the enemy lines and rips through your logistic and support services, and outruns any response force.

Ferrosol

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Re: MotW: Dart
« Reply #8 on: 15 February 2020, 13:34:22 »
You're missing the best and only effective use of the Dart. It's role as a semi-guided missile, given its speed and reasonable toughness for a light mech not to mention how cheap it is BV wise makes it great for charging into the back of bigger and better mechs. Best of all it usually survives the first charge so it can pick itself up and charge again and if the charge fails? well all it costs you is a Dart.

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Re: MotW: Dart
« Reply #9 on: 15 February 2020, 14:25:34 »
For the Clans, using lights to spot and call in Artillery is the best I can think of. Commandos and Jenner's loaded with Infernos are going to be the better stop gap for armored infantry.
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Arkansas Warrior

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Re: MotW: Dart
« Reply #10 on: 15 February 2020, 17:58:30 »
The 6S (where was the 5S?) takes the 4S and runs with it, swapping the head-mounted laser out for more armor. Here we run into a discrepancy- the TRO states it’s a ton of standard plating, but the record sheet shows it’s swapped for Ferro-Fibrous (and the amount of armor backs that up). When sources contradict, the record sheet is considered canon, so apparently this machine does indeed switch to Ferro for its plating- which makes for a much more durable machine, obviously, with the swap adding a few points and a whole extra ton of it tacked on! However, it armors up locations that didn’t have anything to do to begin with (side torsos, for example) while losing 33% of its firepower in the process, essentially becoming a slightly-faster but non-jumping Spider. It’s not terrible, but it’s better to just use a 4S and accept that it’s a bit fragile- the loss of firepower for a fairly negligible increase in protection in the long run (especially against Clan weapons!) isn’t really worth it.
If I'm a Dart jock, improving my armor by ~42% and removing the ability to get headcapped by LPLs and PPCs is a very big deal.  I'll lose a ML for that any day.  It greatly improves the odds of living long enough to pass my Dart down to my kid, and improves the odds that he or she might live to pass it to my grandkid.


Speaking of owner-operators, I know they were a vanishing phenomenon in the Clan Invasion era, but the very lack of expensive, high-tech gear suggests to me that the Dart would be something the FedCom might be using as compensation for owner-operators who lose old bug mechs or other low-end lights.  It costs more than an Introtech Stinger, Wasp, or Locust, but it's a matter of hundreds of thousands of c-bills, not millions like most newtech mechs would be.  Mind you, if I lost the old family Stinger and heard I was getting a Dart, I'd definitely be hoping I got a 6S.  Or at least a 4S.  (To be fair, though, upgraded bugs like the STG-5M or WSP-1S are even cheaper.  So maybe not.)
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glitterboy2098

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Re: MotW: Dart
« Reply #11 on: 15 February 2020, 18:13:12 »
You're missing the best and only effective use of the Dart. It's role as a semi-guided missile, given its speed and reasonable toughness for a light mech not to mention how cheap it is BV wise makes it great for charging into the back of bigger and better mechs. Best of all it usually survives the first charge so it can pick itself up and charge again and if the charge fails? well all it costs you is a Dart.
what is with the IS and their fixation on ramming?

Quote from: Cannonshop link=topic=67637.msg1577156#msg1577156
the image:  a man in admiral's uniform, drawn chibi style.  The man orders "Ramming Speed!!"

next panel: a woman appears in a puff marked 'logic', and begins striking the admiral with a cane, "no-no-no, Baka baka baka, Stupid, Stupid!! You do not  use a warship for a battering ram mister man!! You ram enemy with missile, you ram him with cannon shot! stupid stupid man!! you shame your ancestors! you throw away victory for stupid delusions!!"

Next panel: Woman in black turns to the audience, breaking the fourth wall.  "A Warship is not a battering ram! it is billions of billions of [insert currency] contributed by your citizens, it is a strategic asset and it is expensive! Warships provide coordination and command assets you can not fit in a dropship, they are assets to control the battle-space, not galleys rowed by slaves and commanded by morons in an age of spears and dysentery!"

Next Panel, (Woman in black is holding Admiral's head by the neck in one hand, gesturing with her cane.)  "Unlike crappy, sail-powered baskets with ramming prows of pre-civilization, which sail on shallow water and are crewed by people who can not swim, Warships move in Three Dimensions.  this means if your enemy is stupid-stupid-stupid enough to try to ram, you can easily move out of the way, and then rip him apart by ramming his helpless hull to bits of tinfoil at point blank range!!"

Final Panel, (woman in black is speaking, giivng the "ok" sign (in CapCon and SLDF versions, this is replaced by a V or Thumbs-up gesture), while humiliated admiral figure moans about committing seppuku) "Your Warship is a valuable resource not to be wasted by stupid-stupid-stupid gloryhound morons who do not know how to fight space-fights! use your beam, your missile, your cannon, your fighters, even your shuttles, but do not waste your ship!!  Remember, ram your girlfriend, ram your wife, ram your husband, but do not ram your ship!!"

-Proposed SLDF Navy joint officer's training pamphlet, 3057/04/11.  (this was actually adopted by the Cappellan and Draconis Combine navies virtually unedited aside from uniform details and currency equivalents.) Republished in pamphlet form for "PS/T magazine" (Com Guard) and Punch (Federated Suns).  Original Source: "A Coast Guard's Primer", Kowloon, 3055/02/01  (Sithers Burrow and Boojum children's press)


applies to mechs as much as warships. mechs are not disposable cruise missiles, and suicidal ramming is a terrible tactic.

the only mech where i recommend melee attacks as a primary is the Charger, because it is eighty tons and can punch and kick harder than it can shoot. but even there i don't recommend charging, because you'll get more effect from a kick and a volley of SL's or two punches and a couple of SL's than you'll ever get out of a charge. and a charger actually has the armor to survive getting and staying that close. a Dart doesn't.
« Last Edit: 15 February 2020, 18:18:02 by glitterboy2098 »

Firesprocket

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Re: MotW: Dart
« Reply #12 on: 15 February 2020, 19:45:19 »
I appreciate the fact it has 2 hands for punching or pushing.  Certainly it isn't a significant amount of damage, but the fact it could cause a consciousness roll or PSR I always find valuable.  If there are better targets to shoot at the gnat that is the Dart is likely going to get ignored.   

VensersRevenge

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Re: MotW: Dart
« Reply #13 on: 15 February 2020, 23:57:04 »
what is with the IS and their fixation on ramming?

Malvina Hazen says hello.

Seriously, it's probably just rule of cool, much like almost everything in Battletech.
...Is this just fantasy?
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Re: MotW: Dart
« Reply #14 on: 16 February 2020, 01:46:25 »
A behind the lines raider, something that sneaks (for certain values of the term) behind the enemy lines and rips through your logistic and support services, and outruns any response force.

This is the only anti-Clan tactic I can think of where the Dart might be useful. Release a few Darts with orders to stay the hell away from any Clan machine with a gun (they'll enthusiastically agree to that bit), and shoot up ammo dumps, barracks, command posts, and all the other soft targets that don't win battles, but losing them costs wars. Think of it as the spiritual ancestor to the Scarecrow. Pre-Tukayyid or Coventry, it might even have worked. After either of those campaigns, the Clans had mostly learned their lesson.
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Liam's Ghost

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Re: MotW: Dart
« Reply #15 on: 16 February 2020, 02:29:51 »
The Dart is fortunate in one regard, the rules change to Total Warfare retroactively gave it something to be competent at.

I have to wonder if CMW put the small pulse lasers on because someone told them at the last minute that nobody buys old succession wars tech anymore.
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Empyrus

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Re: MotW: Dart
« Reply #16 on: 16 February 2020, 10:32:44 »
I have to wonder if CMW put the small pulse lasers on because someone told them at the last minute that nobody buys old succession wars tech anymore.
Sounds plausible. Also, reports probably indicated Elemental infantry were hard to hit... but omitted their durability.

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Re: MotW: Dart
« Reply #17 on: 16 February 2020, 10:42:57 »
Or the reports on the durability of mere infantry troopers simply weren't believed.
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Re: MotW: Dart
« Reply #18 on: 16 February 2020, 12:03:15 »
Why the rumors of being invaded by aliens started in the first place, infantry shrugging of rounds from a .50 Cal Machine Gun or any Laser was just unheard of. The most notable anti mech infantry tactics (hard look at Grayson and Cassie) focused on hitting the mech first and avoiding any return fire.
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Re: MotW: Dart
« Reply #19 on: 16 February 2020, 15:23:11 »
I did a thing and made thread over in the design forum.

https://bg.battletech.com/forums/index.php?topic=68305.0

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Re: MotW: Dart
« Reply #20 on: 16 February 2020, 20:28:32 »
And that's the thing- it's not TERRIBLE if you use it for its narrow job, which should be infantry hunting. Nothing the hell else. So throwing it at the Clans is just sending good men and women to die. It has no chance of defeating ANY Clan Mech. Really, think of the worst rides in the Clan toumans, and ask if a Dart- hell, TWO Darts- could take one out. Nope.
Obviously, that Smoke(d) Jaguars didn't think to improve the capture Darts they bagged in the invasion. One of the notable pilots fought on Huntress in a 3S. She was semi-retiree pilot, but showed her skills keeping the bloody thing alive. A thing of fiction...which it was.  :D

Thanks you again for dusting this off and publishing it, i like your sense of humor and insight on these Mechs.  Hopefully we get more Mechs & vehicles for you to review if you have the time.  :thumbsup:
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Re: MotW: Dart
« Reply #21 on: 17 February 2020, 01:49:10 »
Obviously, that Smoke(d) Jaguars didn't think to improve the capture Darts they bagged in the invasion. One of the notable pilots fought on Huntress in a 3S. She was semi-retiree pilot, but showed her skills keeping the bloody thing alive. A thing of fiction...which it was.  :D

By that point the Jaguars didn't have the resources to keep their omnimechs fully equipped.  They certainly weren't going to have anything to spare for a freaking Dart- it's amazing that they were even able to return it to working order.
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Re: MotW: Dart
« Reply #22 on: 17 February 2020, 09:35:08 »
Where would the Jags have even gotten a Dart?  They didn't face the FedCom until Bulldog. (Well, ok, there was the one exception where Victor rescued Hohiro on Teniente).
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Re: MotW: Dart
« Reply #23 on: 17 February 2020, 11:20:33 »
Probably from a failed merc raid.
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Re: MotW: Dart
« Reply #24 on: 17 February 2020, 12:38:09 »
So for that behind the lines stuff . . . no weapons in the arms?  Seems like a mech that would take well to a hand-held RL10 'gun' . . . especially if you expected the rear area targets to be guarded by Clan vehicles.  As long as the vehicle was not a Oro tank, or any other with a cLPL.
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Re: MotW: Dart
« Reply #25 on: 17 February 2020, 12:46:53 »
Probably from a failed merc raid.
So, I went back and checked, and it’s in the TRO.  :-[   (Well, sorta) Apparently none were ever lost to the Jags, so best guess is that the Falcons captured/salvaged some and they were then traded around in the Homeworlds and ended up in Jag hands that way.  Which...waste not, want not, I guess.  But really, who would bother giving anything to acquire them?  I’d think that the clans would value them for their parts more than as a unit.  (I mean, surely they can repurpose the armor, gyro, and engine at least.  Maybe put the lasers into stock for some SL-vintage second-liners somewhere.)
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Re: MotW: Dart
« Reply #26 on: 17 February 2020, 13:05:40 »
Who would bother giving anything to acquire them?  The Jaguar Galaxy Commander on Huntress, that's who.  Remember, in Exodus Road he was so desperate for mechs to fill out his force that he'd resorted making a deal with the Scientist Caste to get captured IS mechs shipped back to Huntress as "research material."  That particular Dart probably wound up being traded as part of that deal.
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Re: MotW: Dart
« Reply #27 on: 17 February 2020, 14:35:00 »
Good article guys. I am working on optimizing designs for the mid-3050s with Star League lostech and have to say this is a tough Mech to gauge. A few interesting thoughts here have sparked me though in these directions;

1. Militia Mech - Built using existing technologies the Dart is cheap and requires little in the way of resupply. As someone noted it is faster than a Locust which is pretty ubiquitous which makes it a favorite of raiders that range from mercenaries to pirates. This Mech could overtake the old Locust and deal pretty effectively with any infantry support in its original layout (I favor the Medium Laser switch btw at bare minimum). It would be right at home in a Militia unit (either March or Planetary in the AFFC) where its reliable not outstanding.

2. Structural and Armor Improvements. While I like the standard engine I would work towards maximizing protection in order to enhance the machine's overall performance. Adding EndoSteel and Ferro-Fibrous wouldn't cost that much.

2. Spotter - with a TAG this light BattleMech could serve as an effective spotter for Arrow IV units

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Re: MotW: Dart
« Reply #28 on: 17 February 2020, 15:23:14 »
2. Spotter - with a TAG this light BattleMech could serve as an effective spotter for Arrow IV units

Yeah . . . the 6S would be a good starting point . . . TC for 1t, TAG . . . and I say ECM to scramble sensors trying to find it before it lights off- payload 3.5t which might let it have more armor.
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Re: MotW: Dart
« Reply #29 on: 17 February 2020, 16:15:43 »
TC works with TAG?
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