It's awesome that you went ahead and changed the 5 tile charge damage to a tooltip explaining why it's not possible to help new players! Your battletech videos are really insightful and those slight mistakes probably won't anger this community (I hope lol). Good work as always!
Awesome could use a couple medium lasers, but then it couldn't shoot its PPC's as often. It also has a super high amount of back armor, and it's legs have more armor than most light mechs. A little armor redistribution would be good.
@@billtrent6520 my go to upgrade is to change to 16 double heatsinks then use the freed up weight to replace the Pitban 240 with the Pitban 320 from the ZEU-6S. weight ends up the same and pushes it up to a 4/6/0 and heat neutral.
The Awesome's probably one of the best designed mechs in the game. In terms of value, durability, firepower, and range, you dont get much better until you start playing with Clantech.
clantech aint cheap ......1 clan light or awesome..... i mean ..... look it only 6,598,170 C-bills .... i mean a arctic cheetah is 7,257,737 ...... timberwolf(madcat) is 24,233,124
@@bogdanv1353 Hey, if you're a Merc, a Timber Wolf is a *hell* of a lot cheaper than a Union Dropship. Awesome's incredibly efficient and good at what it does, but a Dire Wolf with 2 Ultra AC/20s and Jump Jets may cover its pricetag faster than you'd think. I'd take an Awesome over a Summoner. Shadow Cat I might have to think about ... favorite mech in the game haha
@@TreyaTheKoboldtrue but you can get awesome most off time faster then direwolf or timber wolf and yea shadowcat is only 11,785,510 ........ when you going to lose mech in battle like tabletop(campaign stuff here mantaince is thing) and like yea awesome is better but if you only have like lance yea clan tech is the way to go most of time
Awesome, the old reliable. One of my personal favourites among the oldschool assault mechs, surpassed only by Highlander and Stalker in my eyes. What I love about it is a simple fact that despite being in a lower end of the weight bracket, it still does all it needs WELL. Tripple PPC salvo is no joke, and virtually non-existent heat management issues despite single heatsinks is amazing - especially that heat issues are deterring me from Warhammer or Marauder. Sure, Awesome has all the subtlety of a sledgehammer and is basically a turret with legs but oftentimes, this is exactly what you need - a solid anchor of a mech your remaining force can fight around.
Hell yeah, heavy mechs dissected. Hype for figuring out how to suck less. (marauder next?) Finished watching, how the hell is a channel this good only getting 1.6k subs right now? This content is golden quality
take the Marauder MAD-3D, long range? shoot everything with PPCs, stationary target or super easy shot? put the Large Laser to work too! something in minimum range of the PPCs? Use only the Lasers! it works pretty well and you can balance the heat pretty good on it, without fearing any ammo going off around you.
They thanks for the compliment! We're only 10 uploads in (technically 11 but I hid the very first one because it's so bad) so maybe that's why? You could always boost those numbers by telling your local game group about them if you wanted :) In all honesty that's probably one of the best ways to help me.
I believe that you can pack another half ton of armor on the -8Q if you strip out the small laser. Alternatively, trim half a ton and upgrade the laser to a medium. In later eras, switching it to a SPL gives you an anti-infantry solution that also does decently against harder targets at punching range.
My Go-To refit for the AWS-8Q post 3058 is to swap over to 16 Double Heat Sinks and use the freed up Tonnage to stuff TSM and the Zeus's 320 Engine in. I run it a little warm, but the shift to a 4/6/0 movement profile (6/9/0 with TSM active) is definately worth it. and that fist becomes brutal.
You did an awesome job on reviewing the Awesome. I hope you have an awesome day. Thank you thank you I'm here all week, be sure to tip your waitress 🙂.
If you want an assault mech, and you're on a budget, it's hard to argue with an Awesome...hell, even if you're flush with cash it's a solid choice - you can field a lance of these for the cost of three Atlases. I'm rather partial to the 8Q and the 8T variants myself, and they can be operated together quite effectively, especially if you've got something lighter spotting for them. One custom model I've run before kinda combines the two together, downsizing the LRM-15s to LRM-10s with the same amount of ammo and replaces the large lasers with PPCs. This increases the long range direct firepower and increases the longevity of its ammo reserves in exchange for a negligible decrease in indirect firepower. Another option I've run before as a city fighter has two large lasers, two SRM-6s, adds three jump jets to increase its mobility, increases the armor by half a ton to maximum for the chassis, and then swaps the small laser for either a medium laser or a flamer (this thing can jump and alpha strike with negligible waste heat buildup).
My personal favorite is 2 LRM15s with Artrmis, an ER PPC in the right arm, and a medium laser in the head. It's almost heat neutral, has max armor, and combines the hole punching PPC with excellent crit potential from the LRMs.
Best way to use it on the Tabletop is to give it a Pilot with the Long Range Master or Sniper Special Pilot Ability. Long Range Master basically treats the Long Range of the weapon as Short Range. Sniper halves the Range penalty so Long Range is as difficult as Medium Range. We did that in our narrative campaign, and the guy leveled up faster than pretty much anyone else aside from our Pulverizer Pilot.
Sounds nasty~ I haven't added pilot abilities yet since I think it might be a bit too much for my games right now. But after looking at it a bit they do look nasty!
@@nerdyOveranalyzed I was actually considering replacing the shadow hawk with a mongoose as our resources in our locale aren't strapped for repair items but there is a limit to what we can take ( bv 6500) so I was running with some better trained pilots in terms of gunnery and an average pilot running a mongoose as a flanker and high mobility threat
Nice vid! Incidentally, your mentioning of the punching is why I am a huge fan of the much maligned Charger. Goes fast for its size, hits like a freight train, no ammo to destroy, largely independent of supply lines, it makes a great spear tip or right hook in heavy lances. And besides, if we are going to accept the Hatchetman was canonically thought up and given kudos in and out of universe along with lauding using the Highlander, an initally long range geared assault mech, in a risky jump maneuver as brilliant tactics, getting into "optimal inner sphere range" (I.E. bumping cockpits) with a giant distraction carnifex/surprise smasher works. Sorry, side tangent. Great video! EDIT: You mentioned the Awesome firing point blank. I thought 3025 IS PPCs had a min range one could get under?
I do think melee is an often under estimated tactic! It does! But unlike some other Battletech games the tabletop just gives a negative modifier to it. So getting inside the minimum range just makes it harder to hit.
The only modified Awesome I really use was because we got lucky and got a bunch of PLL's so one of those on the arm, along with the two PPC's, the small laser, and a bunch of double heat-sinks. The Pulse Large Laser allows it to do a bit better when the enemy closes too much for the PPC's and makes a nasty surprise when someone tries to exploit the misconceptions about the design. The decreased weight of a Pulse Laser compared to a PPC was made up for with 1 ton extra armor. I can recommend the non-lostech version of this build for smaller merc units where you don't have much to watch your back as well.
A personal refit I quite enjoy is swapping out the torso mounted PPCs for large lasers, adding three medium lasers, one per torso section, and an additional heat sink. You lose some range, but boost overall damage. At mid-long range you're still able to hammer out a good 26 potential damage a round, and you can fire it consistently. Not saying it's necessarily any more optimal, as it's a slow machine, and having tonnage in those close range weapons may not benefit as much for its intended role, but I feel it can work.
The Awesome lives up to its name. I feel like it was The Meta before that was a coined term. It's a big stompy PPC turret that pairs well with a Kintaro for crit exploitation, and to scare off lights.
I have no real additional comments here. The Awesome is, well, awesome. Its obvious head-on combat abilities can force foes to retreat or recklessly charge in desperation. It's not a company or greater level command 'mech though, unless it's an assault company. (There are still better choices.) But as a gun platform to be directed at the schwerepunct it excels.
Awsome is a great mech and agree with all your points. I have also found that the awsome 8q and stalker make a good duo. The slaker has the crit finding and long range weapons with close range weapoons, with two-thirds of them on flipable arms, to deal with flankers. They are better on defense, but work well on offense. Put the awsome out front to soak up fire and when the awsome needs to avoid damage so does the opponenit and the stalker canbe moved up to take some damge.
Great video. The only criticism is close range theory. There is deadzone on the awesome its 2 hexs from it that will almost cripple its ability to hit anything. Also at that range flamers and inferno missiles a thing. It only gets worse the faster the enemy mech is as charging will really difficult.
I've found at a range of 2 hexes the chance to hit is about the same as the medium range I like to fight at. In melee there's pretty much no downside to shooting the chest mounted ones since you run cold anyway. I think Flamers would bother the Awesome only if it had a lot of damage to engine or heatsinks. They add 2 heat when they hit when the Awesome sinks 28 a turn. As a quick sketch: 1. Awesome generates 23 heat with 2 PPCs + small laser + run. 2. To start affecting aim you'd have to get the Awesome 8 heat for it to start mattering. So you'd have to add +13 heat with flamers that are hitting maybe... 60-70% of the time. 3. So maybe 7-12 flamers would start to heat lock the Awesome. But to counter the pilot would just fire 1 PPC in that case. Inferno missiles may have more promise.
@@nerdyOveranalyzed getting put down 2/3 movement is never a good thing and at 2 hexs even highlander can out maneuver you. 2+ modifier is a big deal when your only getting one more chance to fire at the target. Keep in mind I agree 100% with what you say for the most part.
An Awesome mech, and an Awesome video. Probably one of my favorite assault mechs as a sniper role; shooting enemies PPCs at ease from far distance or behind a friend's cover... if I'm on lazy coward mode.. (unless I'm a crazy girl, then that's a different story). Btw few question about your youtube stuff, what makes you create this channel as a Battletech tabletop guide? Are you planning to make a Patreon for it (your channel abouts mentioned it but link doesn't exist), as well as a Discord server for a community to hang out in the future?
Hey thanks for your comment! It's a really nice and tough sniper. I want to make the best Battletech channel in the world! The Patreon is up now, and I'm not sure about Discord. I do want to focus my time on making the best content out there and managing a Discord would take away from that. There are already enough Discord channels in the world already I feel x3.
I play MW5 and haven't dabbled too much with the tabletop, and while I initially enjoyed the Awesome with it being my first Assault, maintaining its upkeep proved difficult, especially once it finally got totaled due to Stalkers being walking missle batteries. I love it but difficult to keep, especially when my results come so much faster with other units.
@@Kitkat-986 They're my favourite Assault mechs. They're cheap (the Awesome costs less C-Bills than an Orion), effective and easy to repair and maintain. What more could a mercenary want?
Squat, heavy, armored like a fucking bunker, with non-ammo dependent weapons, at least on the 8Q, moderate speed. This mfer is purpose built to sweep enemies off a fortified position, and dig in and hold ground for extended periods of time. Easily in my top 5 assault mechs.
Thank you, however I have just received a com from an old friend of mine from my youth. He has a job for me, but wishes that I familiarize myself with the Hatamoto Chi. His father needs an escort and he is willing to pay a pretty C-bill to make sure things are done right. Can you bring up the information on this Mech?
I like to use Victor, makes a decent bodyguard. More so than a hunchback imo. Has a few weapons better suited to look for a crit, will either draw fire or be ignored during an attack. Battlemaster is my preference for the company Commander.
I personally like running a slightly customized variant that uses FF instead of standard, swap the heat sinks to DHS and reduces them down to 16, this allows upgrading to a 320 SFE (4/6 movement), more or less rectifying the only negative of the 8Q, ,making it run cool, and being a VERY cheap upgrade (even more so than the cannon 9Q). Really the only downside is that if used the SW era it'd be harder as heck repairing the dang thing due to the DHS and FF.
I'm pretty sure that swapping out the engine is a major overhaul that requires more than a standard mech bay, like manufacturing facilities for the new structure a larger engine requires and such. So a bit more than "slight" customization for most mercs.
@@josephhunt1297 That's true, I meant slight as in the sense of it being a relatively simple change construction rules wise to make a new variant, though given what some mercs have pulled off it wouldn't surprise me if it could be done as a very time intensive field refit.
My point stands :P SHD-2H is not gonna be a good bodyguard and/or flanker, has troubles contesting against some of the beefier Lights and overall not a good choice. I mean, it's 3rd Succession War, you take what you can get. And it is comfy to pilot. But overall? Get another Wolverine. Or Griffin, maybe. Or just a HBK hanging back, waiting. Menacingly.
Fair take that the Shadow Hawk is not a great bodyguard. I wanted to put mechs in that could be used from the "A Game of Armored Combat" starter set. There is a tiny box in the right corner that says Centurion for an exact 5K BV game. I'd have liked one of those or a Vindicator, but alas!
@@nerdyOveranalyzed Everyone would have a Vindi. Especially now, when NTT was magicked away. One of my all-time favourite "linemechs". You can field a Company of those and they will do good work.
@@nerdyOveranalyzed Your Lance structure isn't wrong, at least for 3025. The T-bolt is the bodyguard though, with its role of intercepting the foremost challenge to the Awesome's lead position. The mediums guard the flanks and add their fire to the primary targets, seeking crits as opponents try to shield areas blasted by the heavier 'mechs' weapons.
In 3050 in battle tech the clans came into play and the clan heavy mechs can take down or heavily damage assault mechs. The Timberwolf, the biggest heavy can take down a Awesome easy.
If the origin of "Ceres" is Latin or Greek, then the hard c is correct. If you want to be real persnickety, "Centurion" should be pronounced "Kenturion" (with the o actually being pronounced as a short o, not a schwa as in English). Of course, that would be silly...
I am still confused why everyone treats this thing like it's super impressive. I've seen a bunch of more intimidating heavy 'mechs, like warhammers and grasshoppers. It's tough, sure, but it's a kind of sniper-tank build. And snipers in BT are balanced by low damage.
Re-uploaded because I couldn't stand the typos in the original video. D: Thanks for the catch guys!
Thank you.
It's awesome that you went ahead and changed the 5 tile charge damage to a tooltip explaining why it's not possible to help new players! Your battletech videos are really insightful and those slight mistakes probably won't anger this community (I hope lol). Good work as always!
@@frenzymodexd lol, when I get canceled for calling a Flea and Locust I'll know I've really made it. :^)
He is so awesome, that he does not need a modified Load-Out.
Awesome could use a couple medium lasers, but then it couldn't shoot its PPC's as often. It also has a super high amount of back armor, and it's legs have more armor than most light mechs. A little armor redistribution would be good.
Lol, I didn't think so either! There's probably some small armor redistributions that could be made, but I'm not 100% on what that might be!
Sometimes they do get it right on the first try...
If you have C-bill to send maybe spring for some dubble heat sinks though it .ay not be needed.
@@billtrent6520 my go to upgrade is to change to 16 double heatsinks then use the freed up weight to replace the Pitban 240 with the Pitban 320 from the ZEU-6S. weight ends up the same and pushes it up to a 4/6/0 and heat neutral.
The Awesome's probably one of the best designed mechs in the game. In terms of value, durability, firepower, and range, you dont get much better until you start playing with Clantech.
clantech aint cheap ......1 clan light or awesome..... i mean ..... look it only 6,598,170 C-bills .... i mean a arctic cheetah is 7,257,737 ...... timberwolf(madcat) is 24,233,124
It's quite good! Very hard to stop 3 PPCs behind 15 tons of armor!
@@bogdanv1353 Hey, if you're a Merc, a Timber Wolf is a *hell* of a lot cheaper than a Union Dropship. Awesome's incredibly efficient and good at what it does, but a Dire Wolf with 2 Ultra AC/20s and Jump Jets may cover its pricetag faster than you'd think.
I'd take an Awesome over a Summoner. Shadow Cat I might have to think about ... favorite mech in the game haha
@@TreyaTheKoboldtrue but you can get awesome most off time faster then direwolf or timber wolf and yea shadowcat is only 11,785,510 ........ when you going to lose mech in battle like tabletop(campaign stuff here mantaince is thing) and like yea awesome is better but if you only have like lance yea clan tech is the way to go most of time
its better than clan cause i dont know the clan mech that can take on 2 awesomes for the same price as a heavy.
Awesome, the old reliable.
One of my personal favourites among the oldschool assault mechs, surpassed only by Highlander and Stalker in my eyes.
What I love about it is a simple fact that despite being in a lower end of the weight bracket, it still does all it needs WELL. Tripple PPC salvo is no joke, and virtually non-existent heat management issues despite single heatsinks is amazing - especially that heat issues are deterring me from Warhammer or Marauder.
Sure, Awesome has all the subtlety of a sledgehammer and is basically a turret with legs but oftentimes, this is exactly what you need - a solid anchor of a mech your remaining force can fight around.
Hell yeah, heavy mechs dissected. Hype for figuring out how to suck less. (marauder next?)
Finished watching, how the hell is a channel this good only getting 1.6k subs right now? This content is golden quality
take the Marauder MAD-3D, long range? shoot everything with PPCs, stationary target or super easy shot? put the Large Laser to work too! something in minimum range of the PPCs? Use only the Lasers! it works pretty well and you can balance the heat pretty good on it, without fearing any ammo going off around you.
They thanks for the compliment! We're only 10 uploads in (technically 11 but I hid the very first one because it's so bad) so maybe that's why? You could always boost those numbers by telling your local game group about them if you wanted :) In all honesty that's probably one of the best ways to help me.
I believe that you can pack another half ton of armor on the -8Q if you strip out the small laser. Alternatively, trim half a ton and upgrade the laser to a medium. In later eras, switching it to a SPL gives you an anti-infantry solution that also does decently against harder targets at punching range.
It's possible! Not sure dropping the small laser is a good idea though. Gives you something a little extra to maybe get a crit in.
@@nerdyOveranalyzed your TN are so bad, it isn't worth it.
My Go-To refit for the AWS-8Q post 3058 is to swap over to 16 Double Heat Sinks and use the freed up Tonnage to stuff TSM and the Zeus's 320 Engine in. I run it a little warm, but the shift to a 4/6/0 movement profile (6/9/0 with TSM active) is definately worth it. and that fist becomes brutal.
You did an awesome job on reviewing the Awesome. I hope you have an awesome day.
Thank you thank you I'm here all week, be sure to tip your waitress 🙂.
Lol thanks!
when a light mech runs up and shoots an awesome its adorable even when the awesome steps on it to make it go crunch
hue hue hue
If you want an assault mech, and you're on a budget, it's hard to argue with an Awesome...hell, even if you're flush with cash it's a solid choice - you can field a lance of these for the cost of three Atlases. I'm rather partial to the 8Q and the 8T variants myself, and they can be operated together quite effectively, especially if you've got something lighter spotting for them.
One custom model I've run before kinda combines the two together, downsizing the LRM-15s to LRM-10s with the same amount of ammo and replaces the large lasers with PPCs. This increases the long range direct firepower and increases the longevity of its ammo reserves in exchange for a negligible decrease in indirect firepower.
Another option I've run before as a city fighter has two large lasers, two SRM-6s, adds three jump jets to increase its mobility, increases the armor by half a ton to maximum for the chassis, and then swaps the small laser for either a medium laser or a flamer (this thing can jump and alpha strike with negligible waste heat buildup).
Interesting ideas! I do like the all energy build for better defense myself but the LRM versions and the rebuild doesn't sound bad!
My personal favorite is 2 LRM15s with Artrmis, an ER PPC in the right arm, and a medium laser in the head. It's almost heat neutral, has max armor, and combines the hole punching PPC with excellent crit potential from the LRMs.
The Awesome; simple and straight forwards. I'd strip the small laser for extra armor myself.
Naw, scares off infantry.
@@MrDmitriRavenoff Sure... But if your playing a game were infantry isn't a thing....
@@MrDmitriRavenoff your Light and Medium mechs should be on anti-infantry duty
Best way to use it on the Tabletop is to give it a Pilot with the Long Range Master or Sniper Special Pilot Ability. Long Range Master basically treats the Long Range of the weapon as Short Range. Sniper halves the Range penalty so Long Range is as difficult as Medium Range.
We did that in our narrative campaign, and the guy leveled up faster than pretty much anyone else aside from our Pulverizer Pilot.
Sounds nasty~ I haven't added pilot abilities yet since I think it might be a bit too much for my games right now. But after looking at it a bit they do look nasty!
This guide was pretty awesome!!
My favorite mech, going to give your suggestions a try!
Now if you could just teach this sort of obsessive perfectionism to the techs...
Lol thanks. I appreciate that!
You are AWESOME
No U!
Thanks for your assistance We are working on our next purchases and these videos have helped narrow down our choices!
Hey no problem. Glad to be of help! The Awesome is a really great mech to anchor your unit!
@@nerdyOveranalyzed I was actually considering replacing the shadow hawk with a mongoose as our resources in our locale aren't strapped for repair items but there is a limit to what we can take ( bv 6500) so I was running with some better trained pilots in terms of gunnery and an average pilot running a mongoose as a flanker and high mobility threat
Nice vid!
Incidentally, your mentioning of the punching is why I am a huge fan of the much maligned Charger. Goes fast for its size, hits like a freight train, no ammo to destroy, largely independent of supply lines, it makes a great spear tip or right hook in heavy lances.
And besides, if we are going to accept the Hatchetman was canonically thought up and given kudos in and out of universe along with lauding using the Highlander, an initally long range geared assault mech, in a risky jump maneuver as brilliant tactics, getting into "optimal inner sphere range" (I.E. bumping cockpits) with a giant distraction carnifex/surprise smasher works.
Sorry, side tangent. Great video!
EDIT: You mentioned the Awesome firing point blank. I thought 3025 IS PPCs had a min range one could get under?
I do think melee is an often under estimated tactic!
It does! But unlike some other Battletech games the tabletop just gives a negative modifier to it. So getting inside the minimum range just makes it harder to hit.
The only modified Awesome I really use was because we got lucky and got a bunch of PLL's so one of those on the arm, along with the two PPC's, the small laser, and a bunch of double heat-sinks. The Pulse Large Laser allows it to do a bit better when the enemy closes too much for the PPC's and makes a nasty surprise when someone tries to exploit the misconceptions about the design. The decreased weight of a Pulse Laser compared to a PPC was made up for with 1 ton extra armor.
I can recommend the non-lostech version of this build for smaller merc units where you don't have much to watch your back as well.
The Awesome, a mech so good you didn't need a custom build for. As per the name, it is just... that... Awesome.
Lol, yep! I think it's pretty great!
A personal refit I quite enjoy is swapping out the torso mounted PPCs for large lasers, adding three medium lasers, one per torso section, and an additional heat sink. You lose some range, but boost overall damage. At mid-long range you're still able to hammer out a good 26 potential damage a round, and you can fire it consistently. Not saying it's necessarily any more optimal, as it's a slow machine, and having tonnage in those close range weapons may not benefit as much for its intended role, but I feel it can work.
The Awesome lives up to its name. I feel like it was The Meta before that was a coined term. It's a big stompy PPC turret that pairs well with a Kintaro for crit exploitation, and to scare off lights.
Yeppp, it's very strong!
I have no real additional comments here. The Awesome is, well, awesome. Its obvious head-on combat abilities can force foes to retreat or recklessly charge in desperation. It's not a company or greater level command 'mech though, unless it's an assault company. (There are still better choices.) But as a gun platform to be directed at the schwerepunct it excels.
Agreed! It's quite good! Quickly becoming one of my reliable favorites in my army.
Awsome is a great mech and agree with all your points. I have also found that the awsome 8q and stalker make a good duo. The slaker has the crit finding and long range weapons with close range weapoons, with two-thirds of them on flipable arms, to deal with flankers. They are better on defense, but work well on offense. Put the awsome out front to soak up fire and when the awsome needs to avoid damage so does the opponenit and the stalker canbe moved up to take some damge.
As a bonus, the Awesome and Stalker are pretty cheap for Assault 'Mechs - a merc company can buy both and not go broke.
Great video. The only criticism is close range theory. There is deadzone on the awesome its 2 hexs from it that will almost cripple its ability to hit anything. Also at that range flamers and inferno missiles a thing. It only gets worse the faster the enemy mech is as charging will really difficult.
I've found at a range of 2 hexes the chance to hit is about the same as the medium range I like to fight at. In melee there's pretty much no downside to shooting the chest mounted ones since you run cold anyway.
I think Flamers would bother the Awesome only if it had a lot of damage to engine or heatsinks. They add 2 heat when they hit when the Awesome sinks 28 a turn. As a quick sketch:
1. Awesome generates 23 heat with 2 PPCs + small laser + run.
2. To start affecting aim you'd have to get the Awesome 8 heat for it to start mattering. So you'd have to add +13 heat with flamers that are hitting maybe... 60-70% of the time.
3. So maybe 7-12 flamers would start to heat lock the Awesome. But to counter the pilot would just fire 1 PPC in that case.
Inferno missiles may have more promise.
@@nerdyOveranalyzed getting put down 2/3 movement is never a good thing and at 2 hexs even highlander can out maneuver you. 2+ modifier is a big deal when your only getting one more chance to fire at the target. Keep in mind I agree 100% with what you say for the most part.
An Awesome mech, and an Awesome video.
Probably one of my favorite assault mechs as a sniper role; shooting enemies PPCs at ease from far distance or behind a friend's cover... if I'm on lazy coward mode.. (unless I'm a crazy girl, then that's a different story).
Btw few question about your youtube stuff, what makes you create this channel as a Battletech tabletop guide? Are you planning to make a Patreon for it (your channel abouts mentioned it but link doesn't exist), as well as a Discord server for a community to hang out in the future?
Hey thanks for your comment! It's a really nice and tough sniper.
I want to make the best Battletech channel in the world! The Patreon is up now, and I'm not sure about Discord. I do want to focus my time on making the best content out there and managing a Discord would take away from that. There are already enough Discord channels in the world already I feel x3.
I want to play tabletop just so I can field this mech
Do iiiiiiiit~
I play MW5 and haven't dabbled too much with the tabletop, and while I initially enjoyed the Awesome with it being my first Assault, maintaining its upkeep proved difficult, especially once it finally got totaled due to Stalkers being walking missle batteries. I love it but difficult to keep, especially when my results come so much faster with other units.
Stalkers and Awesomes are two of my favorite assaults. They fill a similar role and are very formidable foes on the battlefield.
@@Kitkat-986 They're my favourite Assault mechs. They're cheap (the Awesome costs less C-Bills than an Orion), effective and easy to repair and maintain. What more could a mercenary want?
Awesome video!
Thank you!
Squat, heavy, armored like a fucking bunker, with non-ammo dependent weapons, at least on the 8Q, moderate speed. This mfer is purpose built to sweep enemies off a fortified position, and dig in and hold ground for extended periods of time. Easily in my top 5 assault mechs.
never got why the suns never built a new awesome plant post helm (or if need be) new dallas cores being recovered
Dunno dunno!
How come the mace doesn’t show up in the record sheet or am I missing something?
Great mech
Yarp
Thank you, however I have just received a com from an old friend of mine from my youth. He has a job for me, but wishes that I familiarize myself with the Hatamoto Chi. His father needs an escort and he is willing to pay a pretty C-bill to make sure things are done right. Can you bring up the information on this Mech?
x3 sorry I'm stuck in 3025 at the moment!
Would a Battlemaster be a sufficient lancemate for the Awesome if a Thunderbolt was not available? 😉
D:
lol
I like to use Victor, makes a decent bodyguard. More so than a hunchback imo. Has a few weapons better suited to look for a crit, will either draw fire or be ignored during an attack. Battlemaster is my preference for the company Commander.
I personally like running a slightly customized variant that uses FF instead of standard, swap the heat sinks to DHS and reduces them down to 16, this allows upgrading to a 320 SFE (4/6 movement), more or less rectifying the only negative of the 8Q, ,making it run cool, and being a VERY cheap upgrade (even more so than the cannon 9Q). Really the only downside is that if used the SW era it'd be harder as heck repairing the dang thing due to the DHS and FF.
Yup yup, to keep things manageable I'm only really covering Succession Wars era at this time ^^. Some crazy cool things you can do with mechs tho!
I'm pretty sure that swapping out the engine is a major overhaul that requires more than a standard mech bay, like manufacturing facilities for the new structure a larger engine requires and such. So a bit more than "slight" customization for most mercs.
@@josephhunt1297 That's true, I meant slight as in the sense of it being a relatively simple change construction rules wise to make a new variant, though given what some mercs have pulled off it wouldn't surprise me if it could be done as a very time intensive field refit.
My point stands :P SHD-2H is not gonna be a good bodyguard and/or flanker, has troubles contesting against some of the beefier Lights and overall not a good choice. I mean, it's 3rd Succession War, you take what you can get. And it is comfy to pilot. But overall? Get another Wolverine. Or Griffin, maybe. Or just a HBK hanging back, waiting. Menacingly.
Fair take that the Shadow Hawk is not a great bodyguard. I wanted to put mechs in that could be used from the "A Game of Armored Combat" starter set. There is a tiny box in the right corner that says Centurion for an exact 5K BV game. I'd have liked one of those or a Vindicator, but alas!
@@nerdyOveranalyzed Everyone would have a Vindi. Especially now, when NTT was magicked away. One of my all-time favourite "linemechs". You can field a Company of those and they will do good work.
@@nerdyOveranalyzed Your Lance structure isn't wrong, at least for 3025. The T-bolt is the bodyguard though, with its role of intercepting the foremost challenge to the Awesome's lead position. The mediums guard the flanks and add their fire to the primary targets, seeking crits as opponents try to shield areas blasted by the heavier 'mechs' weapons.
That's... that's not a light. *panics*
We goin' big today!
i was wondering what happened, i got really concerned
All good!
Then the awesome runs into a clan heavy and gets trashed quickly.
What's a Clanner? :^)
In 3050 in battle tech the clans came into play and the clan heavy mechs can take down or heavily damage assault mechs. The Timberwolf, the biggest heavy can take down a Awesome easy.
@@anthonyvogel9328the Timberwolf Prime is also 1100 BV more expensive than an AWS-8Q. You can field nearly two Awesomes for one of them.
Pronunciation check: I've always heard "Ceres" pronounced with a soft 'c' like "series", not with a hard 'c'.
:^)
If the origin of "Ceres" is Latin or Greek, then the hard c is correct. If you want to be real persnickety, "Centurion" should be pronounced "Kenturion" (with the o actually being pronounced as a short o, not a schwa as in English). Of course, that would be silly...
@@rdrrr if you want to be even more persnickety, it should be "Centurio" with a long o and no final n to go with that hard c
@@TheAchilles26 Stalker with a hard R (I hate fighting those blimps they have so much firepower)
I am still confused why everyone treats this thing like it's super impressive. I've seen a bunch of more intimidating heavy 'mechs, like warhammers and grasshoppers. It's tough, sure, but it's a kind of sniper-tank build. And snipers in BT are balanced by low damage.
its not heavy
3 PPCs isn't really that low of a damage output and it's melee stats are no slouch either
And that's before you get into things like Gauss snipers really throwing out your low damage argument