’Mech of the Week: CDG-** Cudgel
The
Cudgel is perhaps the first canon BattleMech to mount the extremely potent mace on its frame. It is also, at 80 tons, the heaviest machine that can mount one according to the rules in
Tactical Operations.
I must admit that I have had this article muddling around in my head for some time. As well as some discomfort. This is because of one weapon system that the variants in 3055 Upgrade mounts: the claw. And a rule that our local gaming group has been using with said equipment, which does not appear in
Tactical Operations (I do not own
Maximum Tech, so perhaps it is in there).
This rule our Game Master used to great effect with the CDG-2A. In effect, when someone hits with a claw attack, they can choose to latch on. Which has the effect of allowing you to go with your opponent (as long as he doesn’t jump) for no movement modifier, and to automatically hit with any future weapon’s fire.
When he latched onto our side’s
Nightsky and proceeded to beat it to death with the “rock” in its other hand, it was rather… excessive. (There was also a variant rule where any ’Mech mounting claws on the figure could get them for free. I’m looking at you two,
Pillager and
Kodiak.)
Enough of potential (extremely broken) house rules.
The original Solaris Box Set variant of the
Cudgel is the CDG-1B. Based on the chassis of the
Charger, this machine uses the same engine as the CGR-3K model, a 400 extralight, with the addition of MASC to allow for speeds faster than any other 80-tonner of its time. The CDG-1B also uses an endo-steel skeleton. Standard plate was used to provide 93% of maximum coverage. Save for the head, all front locations can withstand a close-range Heavy Gauss slug without breach, and two standard Gauss slugs to each leg or center torso. Rear areas can take a large laser blast (or a PPC to the center rear).
Aside from the eight-ton mace attached to the left arm, the CDG-1B mounts a small pulse laser in each side torso, as well as a left-torso mounted 6-pack SRM. The rest of the weaponry consists of ten machine guns mounted in the side torsos (six left, four right). All of the ammunition is stored in the center torso, meaning that the pilot could find himself shot into orbit from a Golden BB. Fourteen double heat sinks more than adequately deal with the heat generated by the weapons. (Unless the dueling rules pump the heat up to obscene levels.)
Years later, the designers returned to the
Cudgel to use more advanced materials (though most are
Total Warfare legal), to create the CDG-2A model. While maintaining the mace and extralight engine, the rest has been completely rebuilt. Light Ferro-fibrous armor was used, buffing the protection to maximum. Instead of MASC, triple-strength myomer was used, making the mace even more devastating, on par with the hatchet from the BRZ-C3
Berserker. A small cockpit was also installed. The right arm now mounts a claw, which is also a significant threat under active TSM. Eleven heat sinks were mounted, which is adequate for the design’s purposes. Twin extended mediums were placed in each side torso, along with twin standard mediums, one pointing forward, the other back. Another medium laser was mounted in the head, and a rear-firing small laser was placed in the center torso.
The final variant, the CDG-2B removes the standard lasers and one heat sink from the -2A. Replacing them is an additional extended medium in the centerline, and a 6-pack Streak SRM launcher in the head. One ton of ammunition is in the un-CASEd right torso.
Using one is a simple matter: charge in and lay waste to your enemies with massive strikes from your mace. These machines were designed to wade through enemy fire to land those devastating blows. Frankly, since the longest range on any of the variants is twelve hexes, you will always be at a disadvantage in a shooting contest. If any smaller fool happens into your melee range, crush him like the bug he is. With the TSM variants mind your heat, but do not be afraid to go slightly over your target number (9), since you are still faster than most assaults (and many a heavy).
Fighting one of these beasts also boils down to a couple simple tactics. The first is to bury it in ordinance. While Gauss Rifles are one of the weapons of choice for my group (seriously, I think only the number of Plasma Rifles I tote around outnumber the Gausses), Heavy PPCs (and Clan ER PPCs) are also useful. If you have access to a Bane 3, burying it in LRM fire is also good. (Though I might choose the
Bane 1 just to annoy my opponent with Ultra/2 fire. As well as trying to get those nice Center Torso possibles on the original model.)
The other option is to fight like with like. Bringing melee ’Mechs and meeting in the middle in a gladiator battle of old is always a useful tactic. Especially since you are likely going to close with each other. That is not to say just sending one is always good. Two or three ’Mechs ganging up is also good (especially if you are using smaller machines). Of course, the TSM
Berserker is also a good choice. You have more armor, are only slightly slower, and your axe hits as hard as his mace. You also have more weaponry and range than him.