LI-O Vandal65-ton Inner Sphere OmniMechSource: Technical Readout: 3145 Capellan Confederation"Beep boop. Kill all FedSuns. Beep boop."
This week's subject is the LI-O
Vandal, the Capellan Confederation's new heavy cavalry OmniMech. The
Vandal is a dedicated pack hunter crammed with powerful electronics, including Boosted C3. The Boosted C3 is of particular interest because the Capellans don't use it anywhere
but the
Vandal (with a few possible exceptions I'll get to later), so if you see one, there's probably at least three more.
What's the base chassis like?The basic
Vandal chassis is pretty solid. It's 65 tons, so on the lower end of heavy, with a 325 XL engine to move it at 5/8 and a supercharger in the left torso to give it short bursts of additional speed. Potentially
very short, if you roll badly, so be careful with it. On the other hand, don't forget it's there. Those two extra MP can be essential for getting to a specific range not just for one
Vandal, but a whole lance or company.
Defensively, the
Vandal has some good parts and bad parts. It features a torso-mounted cockpit, so it won't die to random head hits. For my part, I don't think the piloting penalty is worth it, especially since it still dies to side torso destruction, but they probably went with the plans they had. More on
that later, too. The armor is an even 200 points of standard plate, within a ton of the maximum, arranged fairly intelligently. The arms are the only front locations with less than twenty points, the precious center torso can take a pair of 15-point hits without going internal, and the rear armor is a bit thicker than usual. It's still not great, but it's helpful for the close-ranged brawls that
Vandals are likely to initiate, where it's hard to avoid giving
something a shot at your rear.
Finally, there's some fixed CASE II in the right torso. In principle, I don't like fixing equipment that doesn't have to be fixed, but I'm pretty okay with them saying, hey, how about we don't EVER have a situation where an ammo explosion takes out the side torso, and by extension the whole 'Mech? Why don't we try that? All the configurations end up using it, anyway.
Configurations, you say?Yup, three of them. After the torso-mounted cockpit, supercharger, and CASE II, it's got 26.5 tons to work with, which is usable but not spectacular. Unfortunately, a lot of the tonnage gets squandered with some really questionable choices.
The basic LI-O
Vandal mounts a RAC-5 and an ER small laser in the right arm, a large VSP laser in the left arm, and a Boosted C3 slave and an Angel ECM suite in the head. The RAC only has two tons of ammo, so you're limited to three- or four-round bursts if you want to make it last for at least ten turns of firing. That's about as much as
I like to risk using, anyway, so it's not a huge deal. What
is a huge deal is the VSP, which is I think about the worst weapon to use with C3, since the
Vandal can't fit a Heavy Gauss Rifle. See, the VSP's whole deal is that it does a lot more damage and is much more accurate if you're close. C3's whole deal is pretending to be close without actually being close,
but the VSP can tell the difference. Using over a third of the pod space on a gun that doesn't work with one of your chassis' main distinguishing characteristics is not a recipe for success. I really kinda like the idea of VSPs on a heavy cav design, since it wouldn't have trouble getting close and the accuracy boost means you can run and gun with no problems, but it's like putting some really great barbecue sauce on a tin of Altoids. Not all good things are good together.
The LI-OA is quite a bit better. First off, it jumps. Only four hexes, but the additional maneuverability is handy for the weakest link in the C3 net. It's got the Boosted C3 Master, which means there's pretty much going to be be at least one of them in any
Vandal lance. That goes in the right arm, which makes it more vulnerable but also gives a wider field of fire for the integral TAG. The Capellans have all sorts of uses for TAG, so I'm prepared to forgive the vulnerability. There's also a Laser AMS in the left arm, probably either an attempt to keep the C3 safer (except, y'know, that's not how the missile hit rules work, but don't tell the Capellans) or for the better field of fire when using the LAMS in last-ditch-direct-fire-offensive-weapon mode. The right torso houses an SRM-4 and a ton of ammo, which is a useful enough crit-seeker, especially with C3 support. The left arm has the best part: a heavy PPC with a capacitor. This thing is about as good a choice as the VSPL on the primary configuration is bad. The C3 Master should be towards the back anyway, so this gives it all the reason in the world to hide for a turn, charge up, wait for its lancemates to give it a great shot, then supercharger out and smack something with a 20-point hit. I don't think you can ask for much more from a maneuverable C3 Master.
The LI-OB...it's weird. Maybe not in a bad way, but not really in a particularly good way, either. The head has the same electronics as the primary configuration: a Boosted slave and Angel ECM. The right arm has an ER flamer, which is nice for killing infantry and the added range makes for more opportunities for the C3 to help. It's also got a medium vibroblade, which is a pretty big investment at five tons, but one I'm okay with. It does ten points of damage when activated, and the Capellans' main foes in the Federated Suns have started using laser-reflective armor on a few designs. Laser-reflective armor will counter a lot of a
Vandal lance's bag of tricks, but risking doubled damage from a medium vibroblade on a very fast heavy is probably a pretty unattractive prospect to most FedSuns MechWarriors. Except, of course,
Gunsmith pilots, since I'm pretty sure they are recruited exclusively from the emotionally disturbed, the criminally insane, and the NAIS Cadres. Moving on, there's an MML-5 in the right torso with three (!) tons of ammo. One for LRMs, one for SRMs, and one for your choice of
cruel and unusual specialty ammo. There's always something to shoot at when you have Thunder-Augmented! The left arm has TAG, which is good, and a snub-nosed PPC, which is not as good. Traditionally, SNPPCs are actually pretty nice on C3 spotters, but that's because they can be in short range for their teammate's LRMs and gauss rifles and what have you while staying outside an ECM bubble. Well, that MML-5 is the longest-ranged gun on any
Vandal, Boosted C3 is immune to most ECM, and the Angel suite can ECCM other Angels. On top of that, the SNPPC loses damage with actual, not effective range, just like the VSPL. It's less offensive since it doesn't have an accuracy bonus to lose, and the LI-OB should be right next to stuff anyway, but still. Not ideal. The left torso has a targeting computer for the SNPPC. Probably not a great use of tonnage but the accuracy is nice when you're running all the time. Last, there's a mine dispenser in the right torso, using the last half ton for the ability to place a couple ten-point minefields. I don't see that being a real game-changer, but, what the heck, it's half a ton.
Those sure are some weird configurations...Remind you of a Celestial, a little bit?
Whoa, hey...Now, I'll admit I didn't come up with this on my own. I talked to the designer of the stats, the one and only
Jal Phoenix, who told me that it was supposed to be based on Celestial plans. Now, this isn't
necessarily official, since the fluff doesn't say anything about it, but the art looks pretty Celestial, there's a pretty glaring lack of a heavy cavalry design in the Celestials that did get made, and the fluff doesn't contradict the idea at all. It just says "based on long-abandoned schematics". It doesn't say who abandoned them. Besides, the Capellans did it before with the
Yao Lien.
Think about it, though. All the goofiest stuff makes complete sense. The torso-mounted cockpit. The VSPL. The melee weapon. That's all standard-issue Blakist crazy. The configurations don't use the C3 to the fullest potential because it originally had C3i and all it needed to do was be a spotter. That's why all three configurations are close-to-medium range.
So, how do I use it?Well, right off the bat, I should say that
I think the answer is "you don't". From the first time I looked at it and really paid attention, the
Vandal looked to me like the sort of thing you fight
against. It's the high-level enemy that has some annoying tricks and strengths but can ultimately be overcome. To the brave Player Characters of the Federated Suns, it is the hobgoblin to the
Gùn's goblin. I could be way off base, but that's how it felt to me.
However, that's a totally unsatisfying answer, especially if you're the Capellans. I'm sure eventually we'll get some more configs for it (in-universe, it
is a really new design, so it's not all that surprising that only three configurations exist), and when we do there will be plenty of options open to it and it will be a perfectly wonderful heavy OmniMech. Until then, I do have some tips and tricks.
First of all, there's the question of how many you want to use, and with what. I really can't advise using any less than a full lance. The Boosted C3 isn't used to the fullest potential, but the
Vandal uses a lot of tonnage on it, so it'd be a shame to ignore it completely. So, you need an LI-OA and some combination of three LI-Os and LI-OBs. I'd recommend two and one, respectively. That gives a usable blend of range, firepower, TAG, and melee damage. If you use a whole company, I'd use two lances like that and a 2 LI-OA/ 2 LI-OB company command lance so the whole company has four of each configuration.
Next, you'll definitely want something to take advantage of all the TAG. The Capellans have all kinds of 'Mechs and vehicles that can use Semi-Guided LRMs or Arrow IV. Grab some of those. Capellans often augment lances with some hovertanks, so Arrow IV Regulators or Stygians with SG LRMs would not be amiss.
There's one last point on what to use with
Vandals: remember how I said there were exceptions to "Capellans don't use Boosted C3 except on the
Vandal" and that I'd get to them later? Later is now. As far as I can tell, there are three 'Mechs with Boosted C3 definitely available to the Capellans, and one that's potentially available. There's the
Strider M, which carries two Boosted C3 Masters. That's not so useful because the
Vandal with the Master is the one that's actually good, and because two Boosted C3 Masters is
all the
Strider M carries. More useful are the
Sunders F and G, both brimming with Clan tech and Boosted C3 Slaves. These I could actually see using with
Vandals, which could benefit from the range of the F or the raw firepower of the G. They're even OmniMechs, so they can swap pods and everything. That's actually probably pretty close to how the WoB intended the proto-
Vandal to be used anyway. The last possibility is the the LGB-14C2
Longbow. It's from 3145 NTNU, so we don't have MUL availabilities yet, but StarCorps built the original LGB-14C in the Capellan Confederation. On St. Ives. Where they also build the
Vandal. So, y'know, I'd say the odds are
pretty good that the Capellans have access to the LGB-14C2. It's a nice 'Mech, too. Six MML-9s and the heat sinks to fire four of them.
Now, as for using the
Vandal in a fight, the main advice is to combine fire as much as possible. The C3 helps with that a lot; even separated a bit all the 'Mechs in a lance or company are gonna have similar odds to hit a given target.
Vandals have accurate but largely unimpressive firepower, so go after whatever will die the fastest and try to degrade the enemy as quickly as possible.
Vandals have an advantage over a lot of pack hunters in that they don't care if an opponent stands still. That messes with a lot of them, since they have to accept a lower defensive movement modifier to stay with their target, or pick a different target, but
Vandals just need
one thing sticking with the target, so the rest can mill about wherever gets them shot the least as long as they remain in line of sight of the target.
If you've got indirect fire support, TAG everything you can; even a few Arrow IV tubes in the area will greatly increase a
Vandal lance's firepower. Also, the
Vandal has a pretty cool advantage in that its C3 is basically impossible to jam if you are paying any attention at all. It can't be jammed it at all without Angel, and every
Vandal lance has two or three units that can use Angel ECCM right back. It would probably take two or three Angel ECMs all in the same spot to bring the network down without killing the Master. Even then, so what? It's not like they use it all that effectively, anyway, right?
I'm a brave Player Character of the Federated Suns, how do I blow it up?That's gonna take a little doing, but it'll be reasonably straightforward. They're gonna be fast, so you're gonna want to have some good pilots, some accuracy bonuses (VSPLs would actually be a decent choice in fighting them), or just don't move around too much. Don't do the last one if they have stuff to TAG for, and recognize that you probably won't get them to stop moving
or shooting you, which is kind of unfair.
None of the
Vandals run all that hot, but they also don't carry much more than the base ten heat sinks, so if you can smack them with infernos or plasma weapons, fifteen heat is a huge amount of their total dissipation. This will reduce their firepower, and it's good way to slow them down a little so you can smack them with something nasty.
Don't even try to use C3 against them; it'll probably be dead tonnage against that much Angel.
Don't try to use laser-reflective armor against them. It's tempting because of how well it blocks the lasers and PPCs, but the LI-OBs will cut you to ribbons and then feed you the ribbons.
Do try to outrange them if you've got the speed to
stay at range. None of the
Vandals have especially impressive range. The
Vulpes will give
Vandals fits because it badly outranges them and it's just as fast. Of course, play the "I have speed and Clan ER large lasers, neener neener" game too long and you may find yourself without a lot of friends. Or spleens.
Sounds good. I'll go do those things.Yeah, get on that, before you lose the
entire Capellan March.
That concludes this week's MotW! Feel free to discuss the
Vandal, how weird the configs are, how you used it just fine anyway, how much sense it would make if it was originally a Celestial design, how some obscure bit of canon I overlooked proves that it's not and that fun is a lie, that sort of thing. Maybe
don't discuss how custom configurations would make it better, because, A) duh, B) I think that sort of thing is discouraged in Fan Articles anyway, and C)
duh.