Author Topic: ProtoMech of the Week - Delphyne  (Read 15681 times)

GreekFire

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ProtoMech of the Week - Delphyne
« on: 08 March 2015, 17:54:38 »
I am fire! I am... death! From TRO:3075

There was always one Clan that demanded to be thought of when speaking of ProtoMechs: the Blood Spirits. The two developed an almost inseparable identity alongside each other - the ProtoMech had a solid reputation of being cheaper that your conventional BattleMech assets, something that rapidly drew the attention of the Spirit Clan. They quickly began work on multiple concurrent ProtoMech programs, although it would typically take an added surge of exterior resources to get them truly underway. In the Delphyne's case, the Fire Mandrills lent their assistance to help develop what was most likely the most fearsome ProtoMech until the Society uprising.

The Delphyne initially topped the ProtoMech weigh scale at 9 tons - at the time of its development, it was quite literally the best tonnage one could choose for a design. But unlike the sluggish Minotaur, the Delphyne refused to compromise in any of the armor/firepower/speed trinity. It does not disappoint. The Delphyne’s armor is completely maxed out, which made it the toughest ProtoMech possible for the better part of seven in-universe years. This, combined with its speed and firepower, allowed it to completely and utterly surpass the “golden standard” Roc and steal its crown as one of the ultimate Trooper Protos.

Code: [Select]
DELPHYNE
INTRO: 3065
FACTIONS: Blood Spirits, Coyotes, Fire Mandrills, Goliath Scorpions, Snow Ravens and Star Adders
WEAPONS: Medium Pulse Laser

         ARMOR                 INTERNAL   
          (6)                    (2)      Arms -> Cored: 33 pts
          / \                    / \      Legs -> Cored: 42 pts
      (4 / 18 \ 4)           (2 / 9 \ 2)  Torso -> Cored: 27 pts
         | | |                  | | |     Legs -> Destroyed: 15 pts
        (  10  )               (  5  )

The scariest thing about the Delphyne is how reliably it can bring its firepower into play. Pulse Laser bonuses are amazingly useful on ProtoMechs - machines with limited number of guns and usually adhering to an “all or nothing” philosophy. When that pulse bonus is coupled with a 7-point hit, light ‘Mechs and vehicles have to pay very close attention. Anything in the Clan arsenal under 35 tons will be heavily threatened by a point of Delphynes. For example, the highest-armored light Clan Omni, the Adder, loses a side torso to three 7-pointers. Meanwhile, each Delphyne can survive at least one (sometimes two) ERPPC strikes without worry.

The Delphyne’s speed matches up well with ‘Mechs commonly used by the Spirits. Since those ‘Mechs often have standard engines, the Delphyne is able to keep up or move faster than those staples, giving the Spirits some flanking ability that they’d otherwise have to use their Stooping Hawks or Battle Cobras for. It’s a bit harder to say how the Fire Mandrills could incorporate them into their Touman; I’m not overly familiar with standard Mandrill ‘Mechs. I can say that the Mandrills have a penchant towards accurate ProtoMechs (either through pulse bonuses or long-ranged weapons), so the Delphyne will find itself at home within pure ProtoMech formations.

Putting these three factors together - strong armor, good speed, and accurate and decently-ranged firepower - makes the Delphyne a great option for straight-up combat against BattleMechs. ProtoMech formations can somewhat fall apart in the face of jumping 'Mechs, but the Delphyne is a great stopgap measure. It can keep up with many of those jumpers while having constantly-reduced to-hit modifiers, making it (as I said) a supreme "trooper" ProtoMech.

The key downside of the Delphyne is how its excellence has a price. 384 BV per unit is a hefty price to pay for a ProtoMech, with a pure Point of them running up to 1920 BV. That's roughly the same cost as a Mad Dog A. Delphynes are undeniably effective, but I’d suggest throwing one or two in a Point or Star as Point Commanders or the like instead of going for pure formations. Their impressive firepower, speed and armor for a ProtoMech lets them fit in with many other different Proto types; the jump jets even lets a Delphyne reliably keep up with light Protos such as the Orc and Centaur.

Code: [Select]
DELPHYNE 2
INTRO: 3067
FACTIONS: Blood Spirits, Fire Mandrills and Goliath Scorpions
WEAPONS: SRM-3 x2 (20 shots), ER Micro Laser x2

         ARMOR                 INTERNAL   
          (6)                    (2)      Arms -> Cored: 31 pts
          / \                    / \      Legs -> Cored: 40 pts
      (4 / 16 \ 4)           (2 / 9 \ 2)  Torso -> Cored: 25 pts
         | | |                  | | |     Legs -> Destroyed: 15 pts
        (  10  )               (  5  )

The Delphyne 2 is a model that 100% compliments the standard version. Gone is the Medium Pulse Laser, replaced by some of the best critseeking you can get out of a ProtoMech. Although the ER Micro Lasers aren’t fantastic, I find that the extra hex of long range can actually be helpful here. Within its "maxed" threat bubble of 4 hexes, each Delphyne 2 can land up to eight 2-point hits in a single volley. The deep bins for the SRMs also encourage inferno use. If used against standard Battle Armor in that fashion, a Delphyne 2 Point runs the chance of completely wiping out a BA Point every round. Yikes.

As I said earlier, the Delphyne 2 is a perfect match for the holepunching, anti-‘Mech Standard. A mix of the two, perhaps in a 2-3 ratio (in whatever direction you prefer), can make for an incredibly potent Point. I believe I can fully state, without exaggeration, that the Delphyne 2 is one of my favorite ProtoMech variants…ever. They destroy vehicles and Battle Armor, and finish off weakened foes like they’re air.

BV is much, much lower, this time at 325. Once again, it works best as part of a mixed point, but this time I’d suggest taking at least two of them at a time. Combining them with Rocs, Minotaurs or Basilisks works well, especially since the higher-armored, shorter-ranged Delphyne 2 will usually draw attention from the (probably) lighter-armed holepunchers.

Code: [Select]
DELPHYNE 3
INTRO: 3072
FACTIONS: Coyotes, The Society(?)
WEAPONS: ER Medium Laser, Micro Pulse Laser

         ARMOR                 INTERNAL   
          (6)                    (2)      Arms -> Cored: 33 pts
          / \                    / \      Legs -> Cored: 42 pts
      (4 / 18 \ 4)           (2 / 9 \ 2)  Torso -> Cored: 27 pts
         | | |                  | | |     Legs -> Destroyed: 15 pts
        (  10  )               (  5  )

The final variant was one created from salvage; surprisingly enough, by the Coyotes. Something that’s worth noticing is the 3072 introduction date - that’s the same year the Society declared all-out war against the Clans. The chances of it appearing in Society forces are pretty high. The streamlining of the main gun is an interesting choice; gone is the pulse bonus, but the 7-point hit remains in place and is supported by a single anti-infantry weapon. This does boost the top damage output of the Delphyne 3 up to ten, especially helpful for forcing PSRs, while range on its primary gun is slightly extended as well.

The fluff states that this variant is typically used as part of command Stars for Procyon-packed forces. I can wholeheartedly get behind this decision, especially if it means the Delphyne 3 gets better pilots inside it. The lost pulse bonus becomes less of an issue if the ProtoMech pilot has a gunnery of 3 or 2. It also gives those Procyons some desperately needed ranged punch that they’ve always lacked. I’d honestly love to see Points of Procyon 5s and Delphyne 3s; they’d have a large array of firepower that they’d be able to bring to bear at a variety of different ranges.

These changes obviously have an effect on BV, and the Delphyne 3 comes in at a whopping 400 BV. That’s high, there’s no way around it. This prevents their wholesale use in a lot of forces, but if used as the fluff (and myself) has suggested in a command role, they can sufficiently beef up a force that could use an extra bit or toughness or firepower.


To conclude, the Delphyne was one of the most intimidating ProtoMechs before the true monsters appeared during the Reavings. Even then, it remained a potent and powerful foe. A single Delphyne can take out introductory light ‘Mechs on its own - and I’d hope so, since it costs the same as a single WSP-1A Wasp. Massing them might not be the way to go (your force will suffer if you’re playing a BV game), but having one or two can make a single Point a lot scarier than it would be otherwise. If I have BV to spare when making the finishing touches on one of my forces, I’ll typically “upgrade” a cheaper ProtoMech into a Delphyne. If you aren’t playing a BV game, there’s no point in not going nuts on Delphynes. They’re beasts.

~ ~ ~ ~ ~

Master Unit List: http://masterunitlist.info/Unit/Filter?Name=Delphyne
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« Last Edit: 18 May 2020, 13:18:48 by GreekFire »
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Re: ProtoMech of the Week - Delphyne
« Reply #1 on: 09 March 2015, 07:21:32 »
Great write up as usual.
Great protomech too!

5/8/5, MPL, good armor.  Pretty much all you need.  I like the Roc a little more, but just slightly. 
These things are hell on tanks too.  I find conventional armor has a tough time dealing with proto's.  And multiple MPL shots means tanks are going to take crits.  The mobility means armor will have a tough time hitting back, Epona's aside.

Oh and the ultimate test of protos for me in clan space, can they realistically fight an average mech.  In the homeworlds average means somewhere in the Stormcrow to Ebon Jaguar range to me.  I'd say a point of Delphynes can win that fight.


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Re: ProtoMech of the Week - Delphyne
« Reply #2 on: 09 March 2015, 09:43:26 »
I took out a Timber Wolf with five Delphynes awesome unit

Awesome write up
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Maelwys

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Re: ProtoMech of the Week - Delphyne
« Reply #3 on: 09 March 2015, 09:48:01 »
Its a nice addition to the Blood Spirit forces, even if it sort of plays as an up built Roc. The appearance is also going to make people go "Now that's a perfect example of a ProtoMech," or "That's a perfect example of why I hate ProtoMech aesthetics." I personally like to think its a Blood Spirit Proto cutting down some Star Adder infantry, but that might just be me :)

The 2 is a nice complement to the original. The amount of ammo lets you mix and choose what you need, depending on what you're going to be facing. And maybe the best part, it doesn't fall into the Main Gun/Arm mounted weapon issue that other designs do. If you're in range, you're going to feel every single weapon.

The three. Eh. I get the Micro Pulse laser is good for infantry, which is probably helpful when the Society kicks things off, which is helpful, it just doesn't really make me go "Wow!" over the original. That would probably change the first time I'm trying to deal with infantry (although I may want to spend a few extra turns shooting them at long range with a MPL, than trying to kill them in fewer turns shooting at a range where they can respond).

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Re: ProtoMech of the Week - Delphyne
« Reply #4 on: 09 March 2015, 11:53:55 »
Loved the article and loved the 'Mech. I worried that the latter may be due to a personal like of dragons and dragon related imagery, but it's good to find out others agree that this is everything a generalist ProtoMech should be, thanks. :)

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Re: ProtoMech of the Week - Delphyne
« Reply #5 on: 09 March 2015, 12:05:09 »
Loved the article and loved the 'Mech. I worried that the latter may be due to a personal like of dragons and dragon related imagery, but it's good to find out others agree that this is everything a generalist ProtoMech should be, thanks. :)

It's certainly one of the more radical looking Protos one of my favourite looking Protos behind the Procoyn Quad
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Re: ProtoMech of the Week - Delphyne
« Reply #6 on: 09 March 2015, 21:25:26 »
Anyone who doesn't like ProtoMechs has never used Delphynes.

'Nuff said.
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Re: ProtoMech of the Week - Delphyne
« Reply #7 on: 10 March 2015, 14:17:58 »
As per your usual, it's a great writeup.

Not much to say about the Delphyne- its probably one of the best protomechs out there just for it's combination of speed, armor and total firepower. Even every variant has a clear use, which in itself is an impressive feat.
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Re: ProtoMech of the Week - Delphyne
« Reply #8 on: 10 March 2015, 17:02:16 »
Ahhh, the Delphyne, my all-time favorite ProtoMech to use.  There's just not a lot bad to say about it and a boatload of good.  Its one of those rare BattleTech combat units that manages to check every single box on the mobility/armor/firepower matrix.  I'd run mixed points of Delphyne 1s, Chrysaor 1s, and Roc 1s, providing a highly mobile force capable of punching holes with medium lasers so the Chrysaors can run in and crit-seek with their micros.  Usually worked pretty well.
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Sjhernan3060

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Re: ProtoMech of the Week - Delphyne
« Reply #9 on: 19 May 2017, 17:09:14 »
Truly an awesome unit. Where they concentrated in any one spirit Galaxy? Is it still being made post reaving?

Frogfoot

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Re: ProtoMech of the Week - Delphyne
« Reply #10 on: 19 May 2017, 18:00:57 »
They were introduced in 3065 which gives 7 years of production before everything started going crazy in the Homeworlds. That seems enough to spread them widely through all the Spirit Galaxies, and all the Mandril Kindraa too.

I think everything on York was pretty well levelled. Shadow didn't fare well in the WoR either. There were two protomech factories in the Colleen system, both captured by the Lions, it's possible that one of those was a Delphyne factory.

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Re: ProtoMech of the Week - Delphyne
« Reply #11 on: 21 May 2017, 08:34:15 »
Nice job, a mini I need to pick up soon.
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Re: ProtoMech of the Week - Delphyne
« Reply #12 on: 21 May 2017, 11:16:29 »
Great writeup, Greekfire. The level of detail you cover and graphics as always helps give the unit the attention it deserves.
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Sjhernan3060

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Re: ProtoMech of the Week - Delphyne
« Reply #13 on: 21 May 2017, 11:25:49 »
Agreed! Do we have any ideas which if any Protos made it into the blood guard keshik?

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Re: ProtoMech of the Week - Delphyne
« Reply #14 on: 21 May 2017, 16:00:23 »
Given that the Blood Guard is entirely heavy and assault 'Mechs, I doubt it.
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Re: ProtoMech of the Week - Delphyne
« Reply #15 on: 23 July 2017, 09:04:39 »
That's what I thought as well but did the spirits bend on that as things got tighter and tighter?

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Re: ProtoMech of the Week - Delphyne
« Reply #16 on: 19 August 2017, 11:34:30 »
Here is a new re-designed (inofficial) artwork of the Delphyne made by Matt Plog:

https://www.deviantart.com/art/Comm-Production-Delphyne-696459431
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anime ninja

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Re: ProtoMech of the Week - Delphyne
« Reply #17 on: 19 August 2017, 12:11:43 »
That makes it look so much better.  I did not like the first 2 generations of art work.  The newer art design from WoR made me like the design and look of protos.

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Re: ProtoMech of the Week - Delphyne
« Reply #18 on: 19 August 2017, 16:10:15 »
I dunno, I prefer the dragon vibe the canon art has.
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Re: ProtoMech of the Week - Delphyne
« Reply #19 on: 19 August 2017, 16:53:43 »
I definitely like the look of the dragon, rather than the new art work.  The new artwork looks excellent, but use it for something else.

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Re: ProtoMech of the Week - Delphyne
« Reply #20 on: 19 August 2017, 18:31:36 »
That's not a canon redesign, that's fan request right?
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Re: ProtoMech of the Week - Delphyne
« Reply #21 on: 20 August 2017, 03:19:02 »
Well, it's inofficial.
Looks like it'd be a neat fit for a society design, though.
They always had that sleek, plated visual design.
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Re: ProtoMech of the Week - Delphyne
« Reply #22 on: 20 August 2017, 04:24:22 »
Yeah I dunno who commissioned them but they are like meant to be 'production models' (there's lots of other re-done proto's if you look at his gallery).  Where most of the overly decorative stuff is gone.

Which really makes sense. Protos are built to use as little resources as possible and really, making tiny little bits of metal and curving them etc to make a Proto look organic would just mean that it would require more equipment hours, be harder to maintain (more moving parts = more to go wrong) as well as being more resource intensive than needed. 

So, in my mind, cutting back on the decorative nature of the designs to make them still fearsome but more functional as well as easy to produce and cheaper to produce = good, common sense.

As an example, the Roc

this is Plogg (or the commissioners) take on a production model



vs the original Roc



With the original you've got those intricately shaped arms, the organic look of its arms and legs and of course the head and shoulders, all beautifully worked with lots of intricate curves and work put into them to lend an organic, fearsome aspect to the machine.  Hell even the laser is a work of art, they have shrunk it down, put all of the focusing equipment, the power couplings etc into a perfectly proportioned 'rifle'.  Whereas on the production model, they just slapped an ER rifle onto the forearm and gave it a protective sheath of armour to keep small arms and weather out.  Simple, quick to produce and cheaper.

the 'production model' drops all that.  Its blockier, bulkier, its legs and arms are not smooth organic curves but blocky plates weilded together.  This saves time producing the Proto, and resources as you could probably use existing plant and equipment/trained personnel to create these more 'crude' looking ones, whilst the initial prototypes deployed on Huntress would have almost certinally been hand crafted and built, using very specific tools and equipment to make the plating for the Mech's body.  So having a more cut down version of them that still evokes their fearsome names makes a lotta sense.  You can still see the IMMA BURD!!! stylings of the Roc without it trying way too hard after all.  And a proto would still be a terrfying prospect regardless of how it looked.
« Last Edit: 20 August 2017, 04:37:41 by marauder648 »
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Re: ProtoMech of the Week - Delphyne
« Reply #23 on: 20 August 2017, 09:40:41 »
Agreed spirit protos should look massed produce and non flashy

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Re: ProtoMech of the Week - Delphyne
« Reply #24 on: 20 August 2017, 15:52:50 »
On the bright side, if the Ploggster Roc ever got canonized and produced by IWM, it could double as a Battleforce-scale Stooping Hawk.

The psychological warfare aspect of the Protomech is part of their charm. Removing that really leaves them rather bland and uninteresting on the tabletop.

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Re: ProtoMech of the Week - Delphyne
« Reply #25 on: 20 August 2017, 16:32:14 »
i never minded the 1st generation proto's looks, they were not any worse than some battlemechs in terms of "extra work for aesthetics", and they actually looked like little mechs to which some cosmetic stuff had been applied.
the 2nd generation of protot's is where things really got silly. the Delphyne being one of the worst, in its "ah, Godzilla!" design.

and yeah, the PLOG revisions look way better for all of them.

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Re: ProtoMech of the Week - Delphyne
« Reply #26 on: 23 August 2017, 06:54:07 »
Some of the new visuals just trade fluff glitter on the plates for fluff and glitter on the actuators, though.
Yes, they look more modern, more practical, but not always easier to manufacture. See the Roc's feet, f.ex.
Of course, sometimes that may just be the artist rendition of what would actually work.
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Re: ProtoMech of the Week - Delphyne
« Reply #27 on: 23 August 2017, 10:18:29 »
Here is a new re-designed (inofficial) artwork of the Delphyne made by Matt Plog:

https://www.deviantart.com/art/Comm-Production-Delphyne-696459431
Oh I quite like his explanation for the difference between his artwork and the original art  :D
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Re: ProtoMech of the Week - Delphyne
« Reply #28 on: 31 May 2019, 10:53:20 »
They were introduced in 3065 which gives 7 years of production before everything started going crazy in the Homeworlds. That seems enough to spread them widely through all the Spirit Galaxies, and all the Mandril Kindraa too.

I think everything on York was pretty well levelled. Shadow didn't fare well in the WoR either. There were two protomech factories in the Colleen system, both captured by the Lions, it's possible that one of those was a Delphyne factory.

I am building a mick kreese force and I want to include this proto into a mix point. What would be in the mandrill garages that would be good?

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Re: ProtoMech of the Week - Delphyne
« Reply #29 on: 31 May 2019, 14:12:18 »
I am building a mick kreese force and I want to include this proto into a mix point. What would be in the mandrill garages that would be good?

Do you want other protomechs or something else?
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