Greetings Professor. I enjoyed your video on the Hammerhands Mech and it's variants. Please keep posting them as often as you can. We at the Hellsport Mech Museum do not have an example of the original Hammerhands Mech (HMH-3D). Instead, we have constructed one from the existing data available of Star League Era components and modern recreations of the 'old' manufacturing processes. As you know, the 3D is a Heavy Class Mech at 75 tons weight. It mounts 11.5 tons of 'standard' armor, has a 'standard' 225 rated Fusion Engine, and mounts 13 Single Heat Sinks. It is armed with Two AC-10 Autocannons, with four tons of reloads, an SRM-6 launcher, with one ton of reloads, and Two standard Medium Lasers. A full 'Alpha Strike' generates 16 heat, and with 3 jump jets, the most movement-related heat burden generated is 3. For a total of 18 heat, which is six 'points' over the maximum cooling rate, leaving a 'heat delta' of -6 'points'. This means the heat sinking system is seriously over burdened by 6 points. Now, it is unlikely such an Alpha Strike would occur, so the SRM-6s heat can be 'dispensed' with for calculations in most cases, leaving just the Medium Lasers and the Autocannons. This sums up to a total of 12 heat, 14 if 'on the run', which is only ONE point above the cooling rating of the Mech's heat sinking system. The Combat Effectiveness Ratings for standard medium lasers is 5 'points' per 'shot', the AC-10s deal out 10 'points' per 'shot', and the SRM-6 does 2 'points' per missile for a potential total of 12 'points'. The Mechwarrior Veteran consultants over at the Mek Werks inform me that the 'average' pilot would not (usually) dispense with firing the SRMs, and that they would rely upon the medium lasers and ACs to strip armor off an opposing Mech. At that point, one or both of the medium lasers would be bypassed in favor of firing the SRM-6 to seek out critical components within the enemy Mech since the armoring would be 'compromised' due to the earlier usage of the ACs and medium lasers. It is of note that all the pilots noted that the AC-10 does not suffer the inaccuracies of the larger versions, and thus CAN be used at Close Range, where both the Medium Lasers and SRM-6 'come into their own'. To date, the Mek Werks has built over 50 HMH-4Ds for training Mechwarrior recruits. At this time, only 13 are available to be used, due to wear and tear, and eventual catastrophic damages to the internal structure members. This is considered 'sufficient' for training purposes, allowing the trainees to gain some experience piloting heavier units. It must be said that Endurion Industries builds several variants of the Hammerhands Mech for the militias of the Allied Worlds of the Stygian Compact. The 4D variant being the least expensive, and thus the most available. Diana McFairlain, Head Mech Tech, Ghost Lions Legions Hellsport Mech Museum Stygian Compact Hello again Prof. Andrews here. Although we supply HMH-3Ds for training purposes, we also make a variant for the Ghost Lions Legions as well. The Mech is based on the HMH-6E chassis, and like your own team, we boosted the Engine Rating up to a 300 XL Vlar Fusion Engine. We also added the 4th jump jet as well. For armor, we went with IS-Ferro-Fiberous armor. A total of 13 tons of it. As for cooling, we used 12 IS-DSHS which are all contained within the Fusion Engine's housing. For weaponry, we mounted Two LB 10-X Autocannons, and provided them both with a ton of 'standard' ammo, as well as a ton of 'Cluster' ammo, for a total of 4 tons of ammunition. Those Autocannons are located in the Arms of the Mech. In addition, we added Four ER Medium Lasers. Two per side torso, where the AC ammo is located. For some added protection, we installed an Angel ECM system and a C3 (Slave) unit. (The C3 system can be replaced easily with CASE for the two side torso ammo bins). A further variant seemed like a good idea, so my 'boys' (even though some are female) and I played around with adding Clan Tech to the design. This was because the Legions recently have had more and more contracts to combat units with Clan Tech, or Clan Mechs themselves. So Clan Tech is becoming almost 'common' way out here in the Outer Periphery. Although available, the supply is not yet sufficient for upgrading such 'old' designs and is mostly used to repair and replace combat-damaged or destroyed equipment on Legion Mechs. Both those 'in the field' and back here inside the Compact's borders. I won't go into the details of the Clan variant at this time, although I will forward a data copy of our design should you request it. Sent, of course, via Secure Currier, and fully encrypted. Should this come to pass, I will try to remember to use one of the least used of the old Star League encryptions. One that is fairly 'rare' to be seen and most likely would be passed over in an encryption-breaking algorithm, but should only take you an hour or so looking through your databases to find. Jason Andrews Chief Tech Hellsport Mek Werks Hel, Sheol III Stygia System Stygian Compact
Oh hey it's my family heirloom mech! While I pilot a Marauder these days, I started out in my family's own custom Hammerhands. After my ancestor lost his machine's arm to a brand new Hegemony Warhammer back in the day, he actually managed to kill it with an autocannon shot to the cockpit, and took it's Donal PPC as his own. He payed the best mech-techs on Cartago to put it in the place of his lost autocannon, which wasn't actually too hard, thanks to the similarities of both designs. With the saved weight from the PPC, it's got 4 more tons of armor, and 3 more heatsinks. This made it one hell of a pocket Assault, before that concept was even a thing!
@@chaosknight9131 I enjoy the fact the Hammerhands uses those big AC/10 instead of lasers or PPC. Diversity is fun, and it can be nice to not always have fully optimized designs.
@@spencerjones841 Retcons like these make little sense once you dig deep into it. Almost all the Age of War mechs should have been produced in massive amounts during the SuccWar era.
Been waiting for one of the better BT channels to cover this beast, I actually enjoy this one more than a Warhammer. (Autocannon is love, autocannon is life.)
Thank you for this video. I aways suspected the “Enfield” to be the inspiration or muse for the “Enforcer”. But after the “Hammerhands” was released. Now I am considering the Enforcer and Enfield are related to this heavy mech. The HMD-6D seems likely over sinked because of plasma weapons and when attacked by a mech or vehicle with one gets the charges for the TSM. Interesting response to heat weapons.
@@teehasheestower The low heat curve for them mean you can easily use them on those "early mechs" and Succession War era machine. The Hammerhands being a retcon, it is silly that the Davion didn't build them during the SuccWar era, as they would have work well enough most of the time there. Of course, two large lasers are likely a better choice anyways, but playing with only optimized mechs gets boring as well.
@@ProfessorHeyTeeEn there must be some other reason that we as players don’t see in the abstraction that is the TTG. Older parts, incompatible software/hardware for complicated systems could all be valid reasons to focus production into the Warhammer instead of the aging Hammerhands.
@@cobalt968 I tend to agree Prof. I think most, if not all, the reasons you give are valid, as well as the destruction of so much manufacturing and production capacity during the Succession Wars. I can think of several more reasons... incompatible power connectors, differing 'working power' amperages and wattages, and even the old 'The bolt holes won't line up!'. Different input-output command circuit wiring, and even different mounting points for the Myomer Muculature. All of this is why it takes so damned long to 'upgrade' an existing Mech. Especially if that Mech is a 'Legacy' unit and very old. I do wish that Mechwarriors and Commanders better understood the difficulties we Techs face when performing such 'upgrades' or replacements. And people wonder why myself, my Techs, and Astechs, are all considered to be a bit 'mad'.
I would argue that 6D has thre headscratching problems: 1) you gave it RAC5s, which should have a minimum of 3 tons per gun, but it only has 1 ton per gun. So no full auto fire. 2) you gave it a trageting computer, but you cant use it unless you are single firing the RACs. Maybe that was the trade off? More accurate fire in exchange for handicapping potential damage? Is the RAC lighter or better than a standard/light AC if songle firing? Don't know; its kinda dumb. 3) you give it TISM, but there's no easy way to activate the TSM unless you just jump around a lot. Which will still affect the accuracy on your ammo-limited guns. Overall, the 6D was on the CUSP of greatness, and just gives poorly thought out.
Hammerhands is a great mech and it has that 'we have a Warhammer at home' kind of vibe that i like
Sorry I couldn't find mine, but happy you're covering this absolute beast
Greetings Professor.
I enjoyed your video on the Hammerhands Mech and it's variants. Please keep posting them as often as you can.
We at the Hellsport Mech Museum do not have an example of the original Hammerhands Mech (HMH-3D). Instead, we have constructed one from the existing data available of Star League Era components and modern recreations of the 'old' manufacturing processes.
As you know, the 3D is a Heavy Class Mech at 75 tons weight. It mounts 11.5 tons of 'standard' armor, has a 'standard' 225 rated Fusion Engine, and mounts 13 Single Heat Sinks. It is armed with Two AC-10 Autocannons, with four tons of reloads, an SRM-6 launcher, with one ton of reloads, and Two standard Medium Lasers.
A full 'Alpha Strike' generates 16 heat, and with 3 jump jets, the most movement-related heat burden generated is 3. For a total of 18 heat, which is six 'points' over the maximum cooling rate, leaving a 'heat delta' of -6 'points'. This means the heat sinking system is seriously over burdened by 6 points.
Now, it is unlikely such an Alpha Strike would occur, so the SRM-6s heat can be 'dispensed' with for calculations in most cases, leaving just the Medium Lasers and the Autocannons. This sums up to a total of 12 heat, 14 if 'on the run', which is only ONE point above the cooling rating of the Mech's heat sinking system.
The Combat Effectiveness Ratings for standard medium lasers is 5 'points' per 'shot', the AC-10s deal out 10 'points' per 'shot', and the SRM-6 does 2 'points' per missile for a potential total of 12 'points'.
The Mechwarrior Veteran consultants over at the Mek Werks inform me that the 'average' pilot would not (usually) dispense with firing the SRMs, and that they would rely upon the medium lasers and ACs to strip armor off an opposing Mech. At that point, one or both of the medium lasers would be bypassed in favor of firing the SRM-6 to seek out critical components within the enemy Mech since the armoring would be 'compromised' due to the earlier usage of the ACs and medium lasers.
It is of note that all the pilots noted that the AC-10 does not suffer the inaccuracies of the larger versions, and thus CAN be used at Close Range, where both the Medium Lasers and SRM-6 'come into their own'.
To date, the Mek Werks has built over 50 HMH-4Ds for training Mechwarrior recruits. At this time, only 13 are available to be used, due to wear and tear, and eventual catastrophic damages to the internal structure members. This is considered 'sufficient' for training purposes, allowing the trainees to gain some experience piloting heavier units.
It must be said that Endurion Industries builds several variants of the Hammerhands Mech for the militias of the Allied Worlds of the Stygian Compact. The 4D variant being the least expensive, and thus the most available.
Diana McFairlain,
Head Mech Tech,
Ghost Lions Legions
Hellsport Mech Museum
Stygian Compact
Hello again Prof.
Andrews here. Although we supply HMH-3Ds for training purposes, we also make a variant for the Ghost Lions Legions as well. The Mech is based on the HMH-6E chassis, and like your own team, we boosted the Engine Rating up to a 300 XL Vlar Fusion Engine. We also added the 4th jump jet as well. For armor, we went with IS-Ferro-Fiberous armor. A total of 13 tons of it.
As for cooling, we used 12 IS-DSHS which are all contained within the Fusion Engine's housing. For weaponry, we mounted Two LB 10-X Autocannons, and provided them both with a ton of 'standard' ammo, as well as a ton of 'Cluster' ammo, for a total of 4 tons of ammunition. Those Autocannons are located in the Arms of the Mech. In addition, we added Four ER Medium Lasers. Two per side torso, where the AC ammo is located. For some added protection, we installed an Angel ECM system and a C3 (Slave) unit. (The C3 system can be replaced easily with CASE for the two side torso ammo bins).
A further variant seemed like a good idea, so my 'boys' (even though some are female) and I played around with adding Clan Tech to the design. This was because the Legions recently have had more and more contracts to combat units with Clan Tech, or Clan Mechs themselves. So Clan Tech is becoming almost 'common' way out here in the Outer Periphery. Although available, the supply is not yet sufficient for upgrading such 'old' designs and is mostly used to repair and replace combat-damaged or destroyed equipment on Legion Mechs. Both those 'in the field' and back here inside the Compact's borders.
I won't go into the details of the Clan variant at this time, although I will forward a data copy of our design should you request it. Sent, of course, via Secure Currier, and fully encrypted. Should this come to pass, I will try to remember to use one of the least used of the old Star League encryptions. One that is fairly 'rare' to be seen and most likely would be passed over in an encryption-breaking algorithm, but should only take you an hour or so looking through your databases to find.
Jason Andrews
Chief Tech
Hellsport Mek Werks
Hel, Sheol III
Stygia System
Stygian Compact
Oh hey it's my family heirloom mech! While I pilot a Marauder these days, I started out in my family's own custom Hammerhands. After my ancestor lost his machine's arm to a brand new Hegemony Warhammer back in the day, he actually managed to kill it with an autocannon shot to the cockpit, and took it's Donal PPC as his own. He payed the best mech-techs on Cartago to put it in the place of his lost autocannon, which wasn't actually too hard, thanks to the similarities of both designs.
With the saved weight from the PPC, it's got 4 more tons of armor, and 3 more heatsinks. This made it one hell of a pocket Assault, before that concept was even a thing!
@@chaosknight9131 I enjoy the fact the Hammerhands uses those big AC/10 instead of lasers or PPC. Diversity is fun, and it can be nice to not always have fully optimized designs.
bit weird they didn't bring it back during the succession wars assuming they still had the DAV 225 plant laying around on new avalon.
@@spencerjones841 Retcons like these make little sense once you dig deep into it.
Almost all the Age of War mechs should have been produced in massive amounts during the SuccWar era.
Been waiting for one of the better BT channels to cover this beast, I actually enjoy this one more than a Warhammer. (Autocannon is love, autocannon is life.)
Thank you for this video. I aways suspected the “Enfield” to be the inspiration or muse for the “Enforcer”. But after the “Hammerhands” was released. Now I am considering the Enforcer and Enfield are related to this heavy mech.
The HMD-6D seems likely over sinked because of plasma weapons and when attacked by a mech or vehicle with one gets the charges for the TSM. Interesting response to heat weapons.
I Love the Hammer Hands so much
When they say that Hammerhands is acient, but you still use your's Family Battleaxe...
@@Ranalcus I would have to play with the BattleAxe more go be able to say how it performs.
One of my favourite mechs. I had a jihad campaign mech refitted with plasma rifles, which was _nasty_.
A mech that I love on paper but didn't get to play it yet. Hopefully that will change soon.
I'm waiting for this to get the Scroggins redesign and CGL plastic treatment
I would prefer it doesn't get the Scroggins "supersamey"" treatment and for CGL to hire a few more designers to give us more variety.
Busy day today. Apologies. Just missed the premiere.
@@ZacharyChristy-Aronson-wg5ki Never a problem, just enjoy the video at your leisure!
Sounds like a fun mech it shoots it flies … need LRMS in my opinion
@@roguedexx938 Big Autocannons and LRMs are way too heavy to be both fit on a 75 tons chassis, sadly.
Two AC 10s are simply too heavy. For most mechs not just one at 75 tons.
@@teehasheestower The low heat curve for them mean you can easily use them on those "early mechs" and Succession War era machine. The Hammerhands being a retcon, it is silly that the Davion didn't build them during the SuccWar era, as they would have work well enough most of the time there.
Of course, two large lasers are likely a better choice anyways, but playing with only optimized mechs gets boring as well.
@@ProfessorHeyTeeEn knowing the logic or seemingly lack thereof when they make alt configs, it probably would be a duel linked large instead
@@ProfessorHeyTeeEn there must be some other reason that we as players don’t see in the abstraction that is the TTG. Older parts, incompatible software/hardware for complicated systems could all be valid reasons to focus production into the Warhammer instead of the aging Hammerhands.
@@cobalt968 I tend to agree Prof. I think most, if not all, the reasons you give are valid, as well as the destruction of so much manufacturing and production capacity during the Succession Wars. I can think of several more reasons... incompatible power connectors, differing 'working power' amperages and wattages, and even the old 'The bolt holes won't line up!'. Different input-output command circuit wiring, and even different mounting points for the Myomer Muculature.
All of this is why it takes so damned long to 'upgrade' an existing Mech. Especially if that Mech is a 'Legacy' unit and very old. I do wish that Mechwarriors and Commanders better understood the difficulties we Techs face when performing such 'upgrades' or replacements. And people wonder why myself, my Techs, and Astechs, are all considered to be a bit 'mad'.
I would argue that 6D has thre headscratching problems:
1) you gave it RAC5s, which should have a minimum of 3 tons per gun, but it only has 1 ton per gun. So no full auto fire.
2) you gave it a trageting computer, but you cant use it unless you are single firing the RACs. Maybe that was the trade off? More accurate fire in exchange for handicapping potential damage? Is the RAC lighter or better than a standard/light AC if songle firing? Don't know; its kinda dumb.
3) you give it TISM, but there's no easy way to activate the TSM unless you just jump around a lot. Which will still affect the accuracy on your ammo-limited guns.
Overall, the 6D was on the CUSP of greatness, and just gives poorly thought out.