Battlemechs are the dominant force in 31st century warfare, the boss of the battlefield. Other units simply cannot match the 'mech's blend of mobility, toughness, and firepower. Or so goes the official line; while certainly dominant, battlemechs can be dealt with by proper tactics. One advantage that 'mechs DO possess is flexibility. Having arms and legs allows for a wider and faster response to the chaos of the battlefield, as exemplified by the ability to pick up and carry things. And use those things to smash others.
Physically attacking other units instead of shooting them has been part and parcel of Battletech from the beginning. Who doesn't enjoy the chance to demonstrate the superiority of 'mechs by crushing a tank like an empty beercan with a single kick? Or the infamous "Highlander burial?" Basing an entire tactical doctrine around multiton fisticuffs and equipping cutting edge warmachines with large metal rods fashioned to look like swords and axes for the sole purpose of bashing enemies into the dirt seems like something out of a B-movie. But it is hard to argue with crushed cockpits and ripped off limbs. In the future that is Battletech, success tends to gives things notable longevity.
Physical attacks by battlemechs, while a long established practice, has undergone considerable evolution in its application. From the beginning, throughout the Star League era and the first three succession wars, hand-to-hand combat by battlemechs was more situational than a specific tactic. One exception was the aforementioned highlander burial. Outside of that combat tended to reflect the state of weapon technology: engage at range. Physical attacks tended to occur in restricted environments or, inasmuch as is documented, were not common in more favorable terrain. Then, in the early years of the 31st century there was a tectonic shift in the paradigm.
The development of the
Hatchetman made a mark on battlemech design far out of proportion to its actual performance. The addition of a dedicated melee weapon was unique, and certainly ahead of its time in light of what would follow. A century later, the battlefield of the 32nd century sees companies and battalions armed with more melee weapons than the average street gang.
Ok, enough of the history lesson. What we all want to know is if the
Neanderthal lives up to the hype.
In a word, yes. It is within this context that the Regulan assault class
NTL-UG/AG Neanderthal finds itself. Even the name speaks volumes about the mech's reason for being. That is not a criticism; modern archeology has shown the Neanderthal to have been far more sophisticated than the lumbering brute of the old stereotypes. And the 'mech bearing its name is also anything but a one-trick pony. Originally intended to replicate the Lyran Berserker, albeit on a lighter frame, the NTL is actually superior in a number of ways.
Designed on Regulus by Tactical Advantage LLC. all of the major components seem to be produced on Regulus itself, which undoubtedly helps maintain its Regulan identity. The original -UG model made its debut in 3124, and the -AG model followed four years later. A standard eight ton internal structure is combined with triple strength myomer fibers and protected by a generous thirteen tons of ferro-fibrous armor. Despite a claim to be "near maxed-out" this level of protection is only a touch under 94% of the theoretical maximum, or roughly one ton less than the maximum possible. Even so, that much armor is enough to resist a fair number of hits, and is arranged to give special attention to the rear armor. Every frontal location (except of course, the head) can shrug off a hit or even two from Gauss Rifles and a direct hit from class 20 autocannons, but sustained fire will penetrate the arms and/or torso. This is something to pay attention to, given that most missions will place the
Neanderthal directly in the enemy's midst. An example of this ocurred in 3130, when
Neanderthals of the 21st Regulan Hussars faced off against the 25th Marik Militia on Wallis. The Regulans inflicted a heavy toll on the raiders, but lost five of the eight NTLs in the process. The DCMS' mania for hardened armor on melee equipped mechs begins to make a lot more sense.
The heart of the NTL is a gargantuan LTV 400 extralight engine. There have been many, many debates about the utility of mounting such a large engine in an assault mech. Many feel that it is a waste to 'overengine' a mech. The
Neanderthal is my response. That much power allows the mech to do things other assault mechs simply cannot. When combined with the boost from the 3x myomers, the NTL becomes a holy terror in the right hands. Extralight engines are much more expensive than standard fusion motors, and damage magnets to boot, but sometimes the payoff outweighs the risk. The LTV extralight carries a steep pricetag, but the ability to run down 'mechs half the size and crush them in a single blow is priceless. Speed is NOT armor when facing the
Neanderthal.
After detailing the chassis and powerplant, the offensive payload is something of a mixed blessing. A Guardian ECM suite is mounted in the center torso, which in the modern era is always an asset. Depending on the ruleset that is used, the electronic warfare gear can hinder the effectiveness of enemy hardware. Naturally, there is the six ton hatchet. Six tons of refined malice yearning to bury itself in a cockpit. Both models carry the same weapon, and it is always the primary threat. One strike will penetrate nearly anything: even the center torso of most 'mechs cannot withstand a TSM-enhanced hit. Even without the triple strength myomers operating at the proper temperature the hatchet deals more damage than a Gauss Rifle. This is why it is standard procedure when dealing with a
Neanderthal to engage and hold the 'mech at range, where it is rendered far less dangerous.
The rest of the offensive payload depends on the model. There are two models of
Neanderthal, the -UG and newer -AG. The older -UG generally does in fact elicit groans from users, as it relies on more traditional weapons. No "shiny new toys" here: a battery of tried-and-true lasers, two large and two small, and backed by a Large Pulse Laser this model has only the base ten double heatsinks to regulate the heat. It is the newer -AG model that most prefer. Sporting twin Snub-Nosed PPCs and PPC capacitors, and supported by three anti-Mech M-pods and eleven double heatsinks, this
Neanderthal goes for broke. Personally, I have never warmed up to PPC capacitors; the idea of firing only every other turn, even for increased damage, just doesn't work for me. Others disagree, and are perfectly comfortable with the firing delay and extra heat for the chance to have twin headcappers. Six of one, half a dozen of the other I guess. The M-pods are pure "shiny new kit" syndrome, and sink three tons of payload in one-shot weapons. Shoot your shot, and gone just like that.
The finer points of using the
Neanderthal :
Need I say more?
What do you mean, "A more nuanced response?" Well, looking at the numbers many possibilities present themselves. 97kph- 6/9 in hexes- with TSM properly heated, and combined with three headcappers (twin capacitor-enhanced SnPPCs and the hatchet)... When used properly, the
Neanderthal can end most fights quickly. This is important, since the armor, while heavy, will not stand up to prolonged fire. Nor does the eighty ton mech carry long-range weaponry. This in turn orients potential users toward quickstrike and blitz missions. Battlefields that restrict line of sight are the preferred environment. Cities and other areas with ample cover that allow the
Neanderthal to close are good choices. My personal preference is to send the NTL on headhunting missions. Using the speed to bypass troopers and bodyguards, or by cutting your own hole in the enemy line, the 'mech can (literally) decapitate a unit by quickly (certainly faster than the classic
Exterminator of the SLDF) eliminating enemy command elements. The risk, of course, is getting there; A
Neanderthal on the board will draw a disproportionate amount of fire, as the 21st Regulan Hussars found out the hard way on Wallis. Using the mech as a skirmisher or point man is not advisable, unless the objective is to use the NTL to control where the opponent shifts attention.
While the 'mech is an excellent duelist, most missions will depend on support from teammates to avoid being dead on arrival. Remember the ECM suite. The NTL also works well for disrupting C³ networks, often permanently. Above all, it is important to take full advantage of the speed to manoever into a position that ends the fight as quickly as possible. The longer the
Neanderthal remains engaged in combat, the higher the odds that the enormous LTV engine is taken out of action. Again, quick and violent is the rule of thumb.
For those who make use of quirks, the
Neanderthal has three: Stable, Distracting, and Nonstandard parts. For all that the mech looks as if it used a torso-mountd cockpit, it is easy to comprehend the distracting quirk. A six ton hatchet is quite distracting. Stable is a good choice for a mech that will be making many a piloting roll. Nonstandard parts is more fluff than anything, but could be an issue in a campaign. The Master Unit List shows both models to be rather limited in distribution. The Lyran Commonwealth possess a few, as do some mercenary units. The majority however, remain in Regulan territory. A bit of a shame, as I would enjoy seeing a
Neanderthal combined with the DCMS totem mechs. Possible, but not likely. There are also at least two NTLs on Solaris, although their current status is not known.
In both versions, the
Neanderthal is a fairly forgiving 'mech when it comes to activating the triple strength myomers. The -UG model may not be imaginative or dynamic in the choice of weapons, but the lasers do allow precise control of the heat curve. The flashier -AG also possesses a workable, if inflexible heat curve. Perhaps the only argument I agree with in favor of PPC capacitors is that the heat they generate while charging is good for the 3x myomers. Nevertheless, this is another reason why I personally feel the tonnage spent on those one-shot M-Pods could have been better used elsewhere; some secondary lasers would be welcome.
In conclusion, the
Neanderthal is indicative of the evolution of battlemech combat. Technological advances allow for combat at greater and greater distances, while the trend has been to take the fight closer and closer. The eighty ton mech exemplifies this trend, using advanced materials to get as close to the enemy as possible. This is not a criticism; in an era of extended range lasers, PPCs, and long-range missiles, sometimes the fastest and surest way to kill an enemy is to beat him into the ground with a large piece of metal. And the
Neanderthal certainly lives up to the hype.
A workshop thread in the fan designs section is the place for variants. I know I have an idea or two for that thread.