You beat me to commenting. 15 heat sinks were another thing that made the TDR so loved. Vs 10 on a Crusader, etc, that limited what weapons could be used. The TDR's base 15 heat sinks allowed for all sorts of choices of weapons employment mixes.
Why do we love the Thunderbolt? Because in the lore it has perhaps the most spacious and comfortable cockpit around. Piloting a Stinger or Wolverine, with no room to stretch at all, is fine for very short missions. When you get a long haul mission however, and you're sealed in there for 12 hours, that leg room will be priceless.
IIRC, artwork of the T-bolt's cockpit actually shows a storage locker on one side where the mechwarrior could store their duty uniform and coolant vest as well as spare equipment.
@@MechanicalFrogWith some of the newest art, especially the line art you recolored for its variants, it definitely has a certain... The French say it has a certain I Don't Know What. But it's one of those models you hold up when someone says "So what is Battletech like?"
For 2025 tech, I believe the Thunderbolt as one of the best heavies in the game in the Succession Wars. Its impressively armored for a 65 ton mech, has weapons for every range bracket and weapons for virtually every kind of opponent. It can go toe to toe with the likes of the Marauder and win.
I'd argue that the Toyota Hilux is the Toyota Hilux of Battletech. Because we all know those are still alive and well in the universe, mentioned or not.
The holy trinity of the Thunderbolt, Crusader and Catapult are what made me fall in love with the 65-ton weight bracket way back when I got into Battletech. They're a damn-near perfect blend of offense, defense and mobility, and will put in work in practically any lance you place them in.
I've been playing with YAML lately, and I gotta say, that T-Bolt with NINE ENERGY SLOTS is a mean bastard. I have an ER large laser for taking down VTOLS at long range, and eight max-level medium lasers for deleting stuff at close range.
I didn't hold it in much esteem until I actually got one on my second playthrough and realized the errors of my ways. The Thunderbolt offers firepower for every range bracket and it can take a beating like a champ.
For me it's a perfect mech to play with the default loadout. I will attempt to throw LRMs at every chance, knock down vtol or something with the large laser and then have 3 mediums and a close combat fire group with machine guns and srm2. It has plenty of space to upgrade with DHS and use a better srm or Artemis missile, dual SRM instead of LRM, pulse lasers/ppc... i can't resist picking them up in my company
The most appealing aspect early in BT was some of the designs like this one were just overall, good solid ones. You get the tools for any kind of job so to speak as long as that job doesn't involve going fast, jumping over things and mostly just involves shooting people until they stop moving. Before omni mechs, fancy gear and large amounts of specialist mechs became more common there was TR-3025 book full of all sorts of stuff we desperately wanted to field. Heavies really proved their worth as being the go-to to have something with a lot of firepower to get it done and that book had a lot of them in it.
My favorite (older tech) variant is probably the 5SE (later upgraded to the 9SE. A little less punchy, but adding a huge amount of flexibility with jump jets, and a couple of additional heat sinks is just delightful.
The Thunderbolt is one of my favorite 'Mechs, and it's one of the ones CGL made look way better than the original FASA/Ral Partha design. This 'Mech is rock solid, and can dish out as much as it takes.
I like the original 3025 art, but the subsequent art was a little odd and missed the chonkyboi look. I'm glad the CGL art draws more from the original.
@@MechanicalFrog Too right! the slender T-bolt from the Clickytech game looked odd. Sort of like Frankenstein's Monster studded with weapons with a railgun sleeve and a bowling ball glove.
IWM has the same design made of pewter and I highly recommend getting that, if you're into the Thunderbolt redesign. It has much sharper edges and more crisp details than the plastic version, you'll love it.
Except - it's metal. For the price of 1 IWM model I can nearly get a full lance. I also don't have to worry about the paint chipping if I look at it cross eyed. I'm just no longer interested in Metal models. If that is your jam, please enjoy! That just isn't mine now :D
The Thunderbolt is one of the best workhorses of the succession wars era. It is versatile and has good staying power at a reasonable price and it looks awesome. Despite some obvious design flaws it works amazingly well in battle. If you are starting collecting Mechs, the T-Bolt should be very high on your list - it will never disappoint you.
A TDR-5S refit I’m fond of drops the MGs+ammo for heatsinks and swaps the SRM-2 to fire Infernos for anti-infantry work. It’s not as good at crit seeking, but being able to ride the red line a little longer seems to come in handy.
The Thud is one of the best generalist heavies in the setting, as someone said in another comment its the Toyota Hilux of heavies, solid, very hard to kill, and dependable and its kept this throughout its long life and many many configs too. I like the MF one too, great vid as always!
Nice video! Honestly speaking I like the "a weapon for everything" approach of the classic Thunderbolt. Heavy 'Mechs have enough tonnage to make that design actually work, unlike the poor Mediums that try and fail.
@@MechanicalFrog You did pretty good! I'm conflicted on replacing that nice trio of medium lasers with one Plasma Rifle in the MF build, but yes it's a good intro to the T-Bolt.
First, I really enjoy your work here. As someone who's spent literal decades in this fandom, your dedication to the history had lore has made you and Critical Rocket my go-to BT content guys on TH-cam. (Sven's great, but I prefer to wait for him to finish a series and then binge it.) The Thunderbolt has been a favorite of mine since 1986, and I'm very pleased to see this treatment of it. Now I"m going to be that guy: the Thunderbolt debuted during the Age of War, not the Star League era. The Star League was founded in 2571, some 80 years after the first Thunderbolts entered service. There's also a few errors on slides, as others have mentioned, but that's rare for you, so no big deal. Again, great work with this series; thoroughly enjoy it. I'm very happy to see some lesser-known and older designs get this treatment, and I think your discussion regarding good 'Mechs or variants for new players is especially valuable. Looking forward to the next one.
Also worth noting how 60-65 ton mechs are usually -meh- and can be taken down fairly quickly in MW games, like the 40-45 ton mediums. But this one. This one grabs your attention when it shows up as a target.
The TDR-5S mounts 15 heatsinks rather than the10 cited. My introductory setup from the game of armored combat box is a Thunderbolt 5S and Griffin 1S vs Wolverine 6M and Catapult C1. The Thunderbolt is always a walking slab of armor that absorbs so much fire. The 5D is another introtech variant that I recently tripped across. with the AC 20 and LRM 10 it reminds me of a bullet sponge version of the Centurion AH. In spite of the AC 20, the damage isn't particularly inspiring (it may have been uninspiring because the 20 hit once during the game,) but the TDR chassis will make sure the AC 20 comes into play. Thunderbolts, regardless of the variant, maintain that walking slab of armor motif. Some are faster, some might jump, but they are always durable mechs with at least decent weapons- definitely a workhorse.
In the beginning of BT, with the 3025 TRO, the T-Bolt armor value was max'd out for its weight. A couple of 70 ton mechs matched it and the Orion had more, but half of the Assault mechs had less. That alone meant you would survive longer than most of your opponents.
The Thunderbolt is just a solid design. The newer cults look very cool. When I was teaching my son to play, I let him choose a mech to play and he chose the Battlemaster (a great design) and I took a Thunderbolt to oppose him. We both enjoyed this matchup and played several battles with them, as he was learning. It seems to carry over into the Clans as the Loki, another mech I've always enjoyed. I've never been upset about piloting a T-bolt Great video, Frog!
I didn’t know about the -C2, that’s a scary machine. My personal favorite is the Royal -5Sb, it’s also an excellent trainer but explodes a bit less lol I’ve been enjoying your look as some less well known machines but the occasional dabbling into absolute setting-defining classics like this is super fun also, nicely done
Super happy to see this! Originally I never gave the thunderbolt too much thought, but after a narrative campaign with friends, I learned to truly love it, as it ended up surviving everything that got thrown at it. Its the perfect mainline trooper!
@@MechanicalFrog i had actually said something similar to that, and the reply was "its not an awesome, its a thunderbolt" which has since become a running joke in our group
The Thud may not get the amount of mainstream exposure in the way an Atlas or a MadCat may luxuriate in the limelight, but make no mistake, it's a dependable and solid unit that well-deserves its venerable reputation amongst many Battletech fans. There's a reason it first set the standard as being a 'Mech rated for face-up assaults up until heavier 'Mechs appeared on the field.
I would like to thank the designer in BT 2018 who put the LRM ammo on the T-Bolt in the center torso; thanks for all the easy salvage. As for the T-Bolt itself, it was my first heavy in TT, and I loved that thing.
Even in heavily modded BT 2018, the TBolt is a solid performer. In BTA 3062, I kept one around from the start of my career all the way to the end when I was slugging it out with Clanners. It was heavy enough to tank a lot of hits in the early game, and heavy and swift enough to make a solid front liner in the late game. All it needed was some new tech to keep it competitive.
@@cobalt968 I'm in the late game on my 3062, and I still have a 10SE(More like a IIC by this point) in my second Mech bay, just for those lower tonnage missions. (On this playthru, I went more challenging; Can use Clan equipment, but no Clan Mechs).
Out of the standard listed variants of the Thunderbolt, the TDR-5SE is one of my favorites. It's basically the Succession Wars predecessor to the -9SE. My own ilClan-era variant of the Thunderbolt used the TDR-17S as a basis. I upgraded the chassis and armor to Clan versions, along with the DHS. I retained the IS Compact Fusion engine and the Heavy Duty Gyro, but the whole weapons load was swapped out for a left-arm Plasma Rifle/w 3 tons of ammo, a Medium Re-Engineered Laser in both the center and left torsos, 2 Clan Micro Pulse Lasers in the right arm and a pair of Clan ER Medium Lasers in the right torso. I did the 'main gun' on the left arm instead of the right for left-handed pilots.
The greatest advantage of the Thunderbolt is that you can cheaply find parts for it EVERYWHERE: inner sphere, periphery, clan space. If your T-Bolt gets torn up in the ass end of the Deep Periphery, you'll find piles of parts to fix it at Discount Dan's.
Your Battletech stories are amazing! There is a criminal lack of Mechwarrior audiobooks on TH-cam, so your channel has been a gold mine for me. I very much appreciate it. You legend 😁
First battlemech I ever played, way back in the large maps on the table and dice rolling days. A well rounded, tough mech, with superb armor coverage. It has a reasonable punch too--a solid and reliable all rounder.
I haven't run many of the fancier Tbolts yet, but for introtech play the 5SS is my go-to variant. More armor than most other heavies and even some assaults of the era, trades out the lrms and LL for a PPC, upgrades the SRM to a 6, enough heat sinks to play with the curve if you're smart about it, and it does the smart design choice of dropping the machine guns for a flamer so it still has anti-infantry and utility.
I really like the CGL jumping version of this miniature. I have picked up a fair few of these over the years. Your custom variant of this is great, plasma rules.
Hello Frog The Thunderbolt has always been a favorite of mine. Even back in the early days, back when 3025 era machines were the ONLY things available to play with. Using that 'old' tech, there isn't all that much one can do to 'improve' the Thunderbolt all that much. Post Helm Memory Core, though, things get a bit more 'freewheeling' in the designs. I have fielded the older TDR-9S Thunderbolt against foes with 'better' tech installed. When I did so, it was to reduce the overall BV cost of the Mech, so that I could field more Mechs on the tabletop, and thus gain a numbers advantage. Add an advantage in numbers to some good terrain use, and decent deceptive strategy, and you can overcome an opponent's tech advantage in most cases. The relatively thick armor on the Thunderbolt has always stood for the benefit of the Mech overall. Again, using only '3025' Mechs, the Thunderbolt has the 'staying power' to hold the line and take punishment for long enough for one's forces to concentrate upon the most dangerous threat. The elimination of which, should tilt the battle into your favor. And then there is the Thunderbolt's size. Being a heavy, the 65-ton Mech can do 6.5 points of damage with a punch, and 13 with a kick. Adding TSM to it, just raises the damage to 13 for a punch, and 26 with a kick! 'Back in the day', I would strip off most of the shorter ranged weaponry, in favor of adding 4 jump jets. I cannot tell you how often a surprise DFA totally surprised and demoralized my opponents. It can be disheartening to see the Mech you've been pouring fire into, suddenly rise into the air, and plummet down upon your prized Mech. As an example, I fought against a House Kurita lance on a pretty rocky world. My Lance caught them traversing a knife edged ridge to avoid going the long way around a series of ridges in the way of their advance. Even though I suffered extensive fire as I closed upon the enemy lance, all my Mechs being jump-capable, came in very handy indeed. Four DFAs occurred at the same time, and all succeeded. The most spectacular one being the 'drop-kick' of the enemy Marauder off the ridge, and over the edge of the six hex height cliff it had been traversing. The Kurita Player never really forgave me for that, since the Marauder, up to that point, had never failed to survive a battle. A decade later, he would joke that it took a 'drop-kick me Jesus' moment to force his Commander to fail a mission. Keep up the good work, Frog. I enjoy viewing your videos. Which, tend, more often than not, to spark memories, both good and bad, from the decades I've played this game.
I went with a binary laser RA, LRM 10 (ammo moved to legs and 1.5 tons. Half tons of Swarm, incindiary and Fascam A for a shake and bake approach control.) 2 medium pulses replace the trio of mediums in LT. LA got most upgrades , shield arm with reinforced plating copied from a certain IS mech. Added were a firefist looted from pirates and two flamers. Just two jump jets in CT added for the surprise, terrain traversal and the Ryoken Flaming Punch. Flamers cant be used in melee, but the fire fist could. Left arm also had Solaris 7 reinforced actuators each taking up an extra slot. The only room on LA was enough for hand replacement and the flamers. It's armor is maxed IS Standard but spiky showing its Solaris 7 origins. It runs light at around 60 tons vs 65. Having 5 tons cargo space/modified case showing its second owner was a smuggler. I later added ecm a one-shot, long duration smoke projector to aid in infiltration missions. Mech was painted to look like a bed of obsidian showing magma erupting towards left actuator. Eye candy. After clan initial invasion was over, it got rebuilt to add a heat exhanger, AP gauss rifles for in close, and double plasma rifles with 4 tons ammo. Lrm swapped to mrm10, FF and Endo added. TSM , and a vicious mace held in LA. Gripy hand in Left actuator, flamers replaced with srm 4 inferno and one ton ammo. Retained cargo spaces but ammo all got case II too. I fielded a green tbolt with acid and HE focus on LRMs and SRMs with large laser RA and the original mdm lasers. It wielded a mech sword. The red one was as above. Focused on overheating. I never got salvage to build my yellow and black versions. Yellow was gonna focus on AMS, Chaff, ECM, tasers and support weapons. The Black on Stealth. ECM. And sudden strike weapons. Using best clan and Pirate tech possible. This unit was periphery and where after dark age il-clan renants ran. Crows were primary client if I remember rightly. Company was focused on control via overheating. Pathing denial. Or melee. Commander's Crusader had 4 LRM5 pirates which add heat to each hit. Rest were SRMs with infernos and HE. His Alpha strike was fearsome. Left glowing shut down mechs behind him for armor and power infantry to deal with. He lost his mech to enemy Stackpoles from cooking off ammo blowing cores more than once. We had a lance consisting of a Stinger commando wasp and a javelin configured to swarm overheated mechs and or piece out and carry off parts of downed mechs in battle. All had industrial heavy frame and industrial TSM built in at cost of weaponry. But sported laser cutters, flamers, mgs, etc for infantry and pilot control. All the pilots were techs with mech skills earned in war. A crazy bunch. Almost their own community in the company. Was a fun RPG table top campaign. We often got asses handed to us in set battles, but we were meant to distract enemy so Crow forces could hit main objectives unobstructed. It worked. We also got bounties on our techs for scavenging mostly working mechs in midst of battle. Our techs could shoot back. They'd also ransom full mechs back to owners if not pirates, but stripped of good gear, weapons and parts. Replacements coming from other company mechs which got upgraded. We had a Commando that had all the bells and whistles possible for Era and was worth almost as much as a new assault mech. That got sold to some merchant King so he could give it to his Son. Who promptly went out and stupidly challenged some local Robber Baron in his festve looking loot pinata. It only took a woman, some wine, a bed and drugs to disposses the kid. We were asked to rescue the kid, but Crows had a better long term offer that included refurbishment of our jump ship and drop ships and a deep raid back to their homeworld to grab relics and caches they were forced to hide during Hegira from homeworlds. That's where campaign ended. Us jumping into Kurita and Ghost Bear territory to move north to homeworlds.
@MechanicalFrog my campaigns are as much rpg as map battles. I've also written and sold a few stories. So I can get the most out of my players once I figure an angle they can explore. That campaign didn't let them roll up characters until well into be third session. Giving them a feel for setting. Era, and possibilities. It also gave them a basic background to build upon. At least they were familiar with rpgs and miniature combat from other games. Having an average of 20 years on the players also gave me a bit of experience the to call upon and when to judge a moment to be best done quickly in story mode, in quick combat resolution, or a full combat situation and break out maps, rulers, and all the dice.
The Thud is just as utilitarian as it looks. It's the definition of a heavy trooper. It rolls up the field, dishes it out at any range and takes a beating without complaint. It's not a standout performer in any niche, but simply a workhorse that will just do its job with a steady, plodding reliability under almost any circumstances, and do it for a very affordable pricetag. And then there's the -5SS for a phenominally efficient 3025 brawler that also run cold as ice. People say the Capellans can't do anything right. This Mech proves that wrong.
My favorite variation is a custom Taurian Concordate one. Replace the large laser with a hand held LB-X autocannon, carrying solid slug, mech shot, and modified Elias shells.
The standard 5S is a good all-round mech, with the LRMS for long range, supported by the LL at medium range, and a variety of close range weapons for brawling. It can reasonably do well in any given situation, however, it really gets beat out by any mech with a dedicated role. It can't reliably beat a dedicated ranged mech at range, or a dedicated brawler up close if forced into those situations. In a 1v1 situation you can tactically use your strengths against an enemy mech's weaknesses, such as using terrain to avoid damage from dedicated ranged mechs while you get close enough to get under the effective minimum ranges of LRMs or PPCs that other mechs carry, or alternately you can try to keep range and an open line of fire for damaging a dedicated brawling mech with LRMs and the large laser to give you an advantage when the inevitable brawl does occur. This flexibility allows it to mesh very well with other mechs in almost any lance imo. It can help cover the weaknesses of any dedicated mech near its weight class, or it can be the big mech to command a lance of mediums/lights, or alternately it can be a versatile small mech in a heavy/assault lance. I'd say the biggest weakness is the 3 different types of ammo that can always cause issues with an unlucky crit. However, I'm generally a fan of taking dedicated mechs, because they are just better at their respective roles, and taking mechs with different strengths to cover the weaknesses of other mechs in my lance. Because of that, a standard 5S doesn't cut it. My favourite way to use it is as a bodyguard for a dedicated ranged mech like a Marauder, Warhammer, or Archer. And to do that, I turn it into a hybrid range/brawler that leans heavily towards brawling. Using 3025 tech, I'm a big fan of modifying the 5S by dropping the SRM2 and swapping the machine guns for 2 medium lasers. Swap the LRM launcher for a SRM6 with 1 ton of ammo, and swap the Large Laser for a PPC. This leaves you with iirc 5 tons to spare to throw into extra heat sinks. It can sit back with a dedicated ranged mech and throw a PPC shot each turn without generating any heat, and I find that when paired with a Warhammer, Archer, or Marauder (especially as I prefer to make some slight tweaks to these as well to make them more dedicated towards their ranged roles), my Thunderbolt is not as likely to be targeted by enemy ranged weapons as it is not as much of a threat at range. But it's an anti-mech monster with 5 medium lasers and a SRM6 up close, with enough heat sinks to keep most of it running pretty well, depending on the situation I can either hold back with it and plink away with the PPC or push forward with it as needed to brawl. It definitely misses the machine guns and SRM2 in some situations, and the LRMs in others, however, that's where I make sure that I take a mech in my lance that has good anti-infantry or anti-light vehicle loadouts, and pair it with a big long range threat to cover those weaknesses. It's not as good in long range or medium range situations, but I'm also not using it in a way where I need it to be as good in long range situations, and I tactically minimize the time I'm in any kind of medium range situation by either hanging back with a long range mech, or pushing forward as fast as I can to brawl. It realistically only ever spends 1 or maybe 2 turns in medium range in a game, and it can still shoot the PPC which is slightly more likely to hit in medium range than it is in long range, so it's not like it's useless in a medium range situation. Additionally, as it would run hot trying to use every weapon each turn, it also doesn't lose a significant amount of damage potential if it loses an arm or if any weapon torso weapon gets destroyed with a crit. It's not quite a zombie mech, but it's pretty resilient. The only ammo is from the SRM, and the mech still runs hot with all of the lasers + PPC even if you need to dump the SRM ammo to prevent an explosion.
I love the tbolt. it's my favorite heavy mech, and the only thing i would change is i would rip out the MGs for 1 flamer and add a 2nd srm 2 just to double the fire power and get rid of the srms as fast as possible
Thank you so much for the work you put into this video, it was great and I loved it! As I’ve said before the Hatchetman is my favorite mech but the Thunderbolt is a very close second. My first ever Mechwarrior rpg campaign had me piloting a T-Bolt and I fell in love, it also taught me how important the Rugged Quirk is on mechs and now that’s something I always look for in a mech. I love the Thud and I’ll take a captured Thunderbolt C or C 2 up against any mech in any era including Omni mechs. It’s just that good. Also all the variants means that you can play it tons of different ways in tons of games without it getting old. My spare Thunderbolt mini almost always comes with me when I go to the game shop on the off chance of finding a pick up Battletech game.
I wonder if downgrading the TDR-10s's ER PPC to a second ER large laser and using the freed up tonnage for more double heat sinks and armor would be a good idea. Or maybe going for two large pulse lasers as the primary weapons instead of the ER PPC and ER large laser combo....
The thunderbolt was the first mech that made me go "this one, this is my mech". I've moved away from it now in favor of other heavies, but it will always have it's own special place in my heart, along with the rifleman
Ah the thunderbolt.. the workhorsiest of workhorses of the heavy mech class. A Mercenary favorite, this block of metal is the epitome of "gets the job done". If youre looking for a straight out IS heavy combat mech you can never go wrong with a thunderbolt. Reliable, readily available, easy to maintain. It does well against mediums, other heavy mechs and can stand its ground against lighter assaults. Its no nonsense weapons loadout gives it a good enough punch at all ranges. While not the most glorious of Battlemechs it reliably clocks into work each morning and clocks out every evening without a hickup inbetween.
I love the jumping Thunderbolts, like the SE variants, but my favorite of them would probably be the brutal infighter that is the 6-hex-jumping Thunderbolt 11SE, with a Snub-Nose PPC, 3 ER Medium Lasers, a Targeting Computer, a Guardian ECM, and an MML-7. It's not great at heat management, though. I've noticed you really like your Plasma Rifles on MF variants.
I love the Tbolt! Great balanced bracket fire mech that is armored like a brick with the LL & LRM at 7+, and the Lasers & SRM2 @ short range. Literal perfection for the 3025 era. My version would be to add Endo, and go with Heavy PPC, LRM15 w/ 2 ammo, SRM6, 6ML, 11 DHS, Case. Same overall concept, more and bigger guns! Nasty brawler.
What program are you using to create the different colors and paint schemes of the mechs? They look good and I think it would be useful when testing paint schemes for mech before painting them.
I edit them in Affinity Photo 2. It's a bit of a process but with layering and the ol' paint bucket, eventually you can fill them in. Once I have a template, I can change the colors however I want for each layer.
5-SE for da win during 3025ish. Less ammo, less heat - less explodable - jumpy :D - same kind of ranges as Grasshopper - almost same blow-up fun - just cheaper and better. Thanks for this vid. Fun fun fun.
Back in the day my friend and fellow Mechwarrior RPG enthusiast traded in a stock MAD-3R Marauder for a Kurita Thunderbolt-5S taken as salvage. The -5S had a well earned reputation as a tough gun bus with a weapon for every situation! The overheating issue was easy to deal with by weapon discipline at selected ranges. The heat output was real, but in the halcyon pre-Clan days nobody freaked out about it. My friend customized his T-bolt (because RPG) by dropping the SRM-2 and MGs in favor of SL x2 and increase to 18 heat sinks. TDR-5SE The first bouncy T-bolt was something I didn't appreciate back when. Nowadays I'm willing to give it a chance because mobility often trumps raw fir epower. And if i want to field a ELH company, I have to use a notable regimental variant! TDR-7M This is how to use the Helm upgrades for maximum effect. Funny how many 'mechs used it without a true increase in combat power. This T-bolt does great though! TDR-9S You're skipping through the catalog, but I understand, the OGs have LOTS of variants! 😃 I know why you picked it, as this type is a dedicated CQB Brawler made to trot through long-range fire to crush enemy missile boats and sharpshooters in close. Infantry and armor blocking units will regret meeting it. TDR-9SE This type gave the -5SE the -9S level upgrade, which makes it excellent! Letting this thing run & bounce into good laser range is a mistake. Keeping the ever-useful LRM-10 is a good call and might result in a -5SE misidentification. TDR-C2 We get it, doing the Clan firepower upgrade makes it super-nifty! TDR-10S Another good use of the Helm update tech to make a superb ranged brawler. You're right, strict heat management is mandatory, but worth it. Also works to keep it compatible against the Clan omnimechs that are dripping with long range firepower. TDR-17S This type really leans into the Brawler Tank role! All-energy loadout, defensive & endurance options, and TSM so it can suddenly dash ahead to block the enemy force's heavy hitter. Would choose this for a Dark Age combined-arms force as its endurance and laser boat loadout will give it staying power so it can confidently anchor the battle line. TDR-MF1 "Fireworks Special" Rrrrrribbet!! (Yes I am a Cincinnati man! 🤣) This is a good Dark Age type definitely made to take on all comers! It's another great anchor for a combined arms force that is expecting to face the enemy's best units. (Maybe ROTS could've mass produced this one instead of the useless Malice?) Mostly long range, but decided effective at that range, and anybody who gets close eats plasma. The AMS is a good choice seeing how every other battle armor and armored vehicle in that era has LRMs. This T-bolt won't get nickel and dimed by the auxiliaries' LRM launchers before it fully develops its battle plan.
This is my favorite IS mech. I even made my daughter a merc mech warrior that piloted a thunderbolt for the Clan Invasion kickstarter cannon character.
I can't speak about the tabletop, but in HBS BT, while heavily armored, with decent weaponry, it has a tendency to loose it's arms. Same problem as the Warhammer if i think about it. While i like them overall i never manage to make them work like i would really want. I refitted one with 4 medium lasers, SRM 6, LRM15, 2 small lasers and heat sinks. So far so good :))
Earlier this year I used one in my first game. My dad and I each had one and a phoenix hawk. It's super solid starting mech and very fun to play. Shame I *always* lose mine to srm ammo explosions lol
The Thunderbolt is one of the top performing heavies in Battletech. Lots of guns, heavy armor, and easy to use. For introtech battles i pull the MGs and ammo for two more heat sinks, which makes it more survivable. The later era Taurian variants, including the Royal 5sb (a nice touch of irony and poetic justice in one), are great examples of how a useful mech never dies. The 9T moves 6/9, carries two light PPCs, an LRM-10, and 3 ER medium lasers with 12 DHS and CASE.
@@MechanicalFrog The light PPCs are a good match for the 9T. It's a fast cavalry striker meant to work with other fast heavies like the Ostroc 5C, the Brahma, the Warhammer 10T, and so on.
While I love me some janky old 3025 tech, the first Thunderbolt I ever used in any game (It was the Battletech: Frontierlands MUX, which I miss terribly) was the TDR-7M. It is, in my opinion, the perfect Thunderbolt. Upgrade the armor to Ferro-Fibrous, and swap the SRM2 and Large Laser for a Streak SRM2 and an ER Large Laser. Add double heatsinks and CASE. It's perfect.
Inner Sphere ERPPC are expensive in c-bills and heat, and they don't deal increased damage unlike their Clan counterparts, but they do have that No Minimum Range going for them.
@@MechanicalFrog yeah I love these brawly types of mechs that seem to have weapons strapped to every possible dimension of the chassis. The T-Bolt isn’t as bad as the BM with its 6 medium lasers and may actually have a more versatile/balanced loadout especially with its LRM’s. Always wanted a Battlemaster that could mount an LRM15
Tbolts, I love you. The -SE variants are always my favorites, cuz I'm addicted to jump jets. While I like the functionality of the -MF variant you made, it doesn't feel like a "true" tbolt. I feel like I'm order to be considered a tbolt it needs to have a primary weapon on the right arm, a missile launcher on the left torso, and three medium lasers in the left torso. Everything else is negotiable.
I love the Thunderbolt, my favorite variants are the Eridani Light Horse ones with jump jets. Put one of those in a lance with a Grasshopper, Wolverine, and Catapult and you have a lance that is really slippery, even if it is kind of slow, and hard to kill.
Thunderbolt, Warhammer, Marauder, the 3 heavy mechs this Taurian merc will always make room in his company for. They never didapoint, they aren't fancy or top of the line, they just put, in, work.
It is what I call a meat & potatoes mech. it isn't glamorous, it doesn't spit out overwhelming fire but it is tough to knock down, mobile enough to keep preasure up and the price is right.
The T-Bolt is one of the studliest 'Mechs in the game IMO, it's tough to kill and a solid fighter. I'm partial to the SE because I love it when an opponent doesn't expect a TDR to jump.
I gotta say i enjoy these proper early clan invasion era mech vids best :-) these are the goats of battletech and the new mechs are just balancing on the shoulders of kings :-) love the thunderbolt such an awesome soldier mech that does it all :-) used often and am never let down :-)
@MechanicalFrog I enjoy your content so will watch whatever era you choose...but I'm an old man and a bit of a succession war, clan invasion fan and my ludite traits come out with anything newer lol :-)
13 tons of armor plus Rugged 2 plus Ubiquitous makes the Thunderbolt a war-winner. People really underestimate the strategic power of being able to get your busted Mech repaired and back in the fight faster and cheaper than the other side.
Depends. The "all energy" Hammer of the 3025TRO with basically max armor, 2 PPC and enough heat sinkt to fire them till Victor Davion grows up is a solid contender
always liked this in MW5, it just covers everything you need in that game for an AI lancemate's weapons loadout so you can play what you want (except for speed, but thats what a flea is for). Although since infantry isn't a thing I usually pull out the srm 2 for extra heatsinks so it can have some cooling on anything but the tundra map
The T-Bolt has a great look! It's a classic! Really nice video! Heatsinks are a big, big deal. I haven't played Battletech in years, nor have I drawn a single mech since the '90s, but losing heatsinks during combat lead to more mech's destruction than just about anything in the games I played back in the day. Gotta watch the heat! The TDR-10S seems like a tough mech in up-close combat!
It's a great mech, it is so easy to kill, in hbs battletech I just sent my light scout around back and shot it in CT, always instakill due to ammo explosion. Had a Flea take out 2 TBs in a row, it ate TBs like they were nothing. xD
The Thunderbolt has a variant of Thunderbolt missiles but the other weapons trade off brings it down with 12 double heatsinks. It's the TDR-12R and all I'd do is drop the three Small Variable Speed Pulse Lasers and use it's six tons for 3 double heatsinks and ammo split between it's Plasma Rifle, Clan LRM 15, and Thundrbolt 5's. Only thing that isn't ammo dependent is the two regular medium lasers. The heat issues for it isn't easy to handle and personally I don't think it could ever have enough ammo for any of it's weapons, but what you get is slow but steady Thunderbolt that shoots two Thunderbolt 5's!
Why do we love the T-bolt? It's a Battlemaster on a diet, so it makes loadmasters happy when loading the dropship, but it keeps you alive. But the biggest thing is the lore- one of the roomiest cockpits. No more sharing a neurohelmet with your kneecaps like a Stinger. The Thunderbolt is an awesome trooper mech- it does everything good enough, it's a grunt. There are specialists, and T-bolt and other trooper mechs support them, and need them.
@@MechanicalFrog I usually joke that you have room for a half sized dorm fridge and a hotplate- pull the ladder in but leave the cockpit hatch popped, and make bacon and eggs while others are grawing on fifty year old compressed cereal bars and local mystery meat jerky. Great way to start the day.
The workhorse mech to end all workhorses; a Heavy Mech that knows what it wants to do, and does it well enough right out of the factory. Definitely one of my favorite heavies from a pure procurement standpoint, no matter the era, and there aren't many mechs I can say that about in the setting. While the Marauder and Warhammer both vie for the title of "The first all-range, all-purpose heavy mech", the Thunderbolt is actually older than both of them and by all accounts, is that mech, lacking really nothing but being specialized in naught all the same. (and being the poster child of the recurring tragedy of Capellans making much better mechs than they do their own society) In fact, the only thing the Stock Thunderbolt lacks in its "try everything at least once" approach are jump jets, but later variants offer those too. This thing is ripe for modification, moreso than arguably any other pre-Clan Heavy mech in existence. If you're an irregular unit with an itch to try a Bad Idea(tm), the Thunderbolt is your best option 9 times out of 10 because in the worst case scenario, it's bloody EVERYWHERE. Even if ideas could be made tangible, there would still be more spare parts for Thunderbolts in the Inner Sphere than civil liberties. There is no one "go-to" build for me when it comes to Thunderbolts in any of the BT-setting games because by the time I get one (usually my first heavy mech) it's always a "what do I have on hand, and what do I really need right now" sort of thing. For a Mechwarrior 5 build (YAML), and sticking to the core "philosophy" established by the TDR-5S: -2x MML-7s with four tons of ammo -1x Snub-Nose PPC (right arm) -1x Heavy Machinegun Array x4 (Left Arm) -3x ER-Flamers OR 3x Medium-Pulse-Lasers in the torso depending on what the mission demands Internals: Generally, I try to avoid XL-Engines on my Thunderbolts because a big part of the mech's usefulness is its low cost of repair and high durability, but I will use them if necessary to fit gear so long as the armor is maxed (and why the hell wouldn't I max it at all times?) When I get my pick of tech, I prefer Light Engines and Endo Steel to free up weight and DHS since every TDR is going to run engines above 250 rating anyway (the stock is 260, FFS) so there's no real drawback until you start really cramming for cooling. After the weapons and armor are sorted, I will try to fit a Supercharger and two Jump Jets on every mech that will accept them for getting around some of the more annoying ground hazards. After that, I prioritize LAMS or ECM if it's available to give it adequate long range protection. (bulky mechs catch a lot of LRMs) For Succession War era fits, few things are as terrifying up close as a TDR-5S with twin Inferno-SRM 6s since it has more than enough direct-fire death to quickly bore holes through cockpits once the enemy mech is overheated. Once Double Heatsinks become ubiquitous again, Pulse Lasers and Streak-SRMs are my go-tos, with the occasional LBX-5 or 10 variant as parts availability permits. Later-era tech sees a lot more variety in ballistics based builds courtesy of RACs, LAC/5s and MG-Arrays. About the only thing I don't load onto my Thunderbolts is Gauss tech, but it's not out of the realm of possibility. I just don't prefer putting these weapons into Thunderbolts when other mechs make better use of them...though I wouldn't really blame anyone for using them anyway for reasons I've already covered before.
@@MechanicalFrog Different circumstances between the tabletop and Mechwarrior games. Armor values/caps are much higher per unit in the action games to account for the variable (often much higher) rate of fire, and human ability to focus-fire much more effectively than the pilots in the tabletop can ever hope to. Otherwise, even assault mechs would get crit-out in seconds and make the games nigh-unplayable. For the tabletop, I would never put an XL Engine into anything that doesn't require/offer lots of speed and decent protection. (or maybe hardened armor with the -crit effect)
A true classic. Sure it can run hot, but it can take a lot of abuse while it cools before you redline it again. Edit: the 17S still says 10S on the slide.
If we're doing proofreading, the 9SE also has a "Lare" Pulse Laser. I get the impression that Froggy may have been pressed for time on this one, as we usually don't get screenshots of the record sheet for loadouts of the Mechfrog variants either. So I'm thankful that the algorithm was able to still be appeased with its regularly scheduled sacrifice even with whatever challenges our favorite amphibian faced while putting this one together.
I maybe didn't get a whole lot of sleep the night before... mistakes get made. The record sheet for the MF was deliberate to differentiate it a bit from the official designs.
@@MechanicalFrog ah, good to know. The text size is not as optimal for reading in the video, but since you're both reading off all the design choices and making sheets available for download, this really isn't a problem.
I do like the Thunderbolt TDR-5SS for Succession War era games, it's more or less a 65 ton Battlemaster. For the Civil War era, my friends love the TDR-10SE as it has a little bit of everything but I really enjoy TDR-7SE as a simple but effective Gauss platform. As for fun lore; The Tempest was first introduced in 3055 by Iran Battlemechs Unlimited as a replacement for the FWL aging Thunderbolts, going as far lobbying FWS officials to end further production of the ancient Thunderbolt. A legal battle stated between Earthwork Inc and IBW when the WoB stepped in and proposed a duel between the Thunderbolt TDR-9M and the Tempest TMP-3M to determiner who would retain the contract. The Thunderbolt won, proving itself again as one of the better heavy mechs among it's peers.
I know you don't actually mean it when you're self-deprecating, but the MF variants are super helpful for helping describe the Flavor of a mech even when changing the details. I'd buy an MF Tech Readout. I would absolutely pronounce MF as the other one, not Mechanical Frog....
The 9SE is my go to for the Thunderbolt. I personally hate machine guns on my mechs so this variant dropping them speaks to me. Also the large pulse laser is just fun.
@@MechanicalFrog there's also the 9W that I haven't had a chance to try on the tabletop yet, but it's basically the 9se but with a clan large pulse laser and 3 clan medium pulse lasers. I believe the lrm 10 is still inner sphere though. I'd have to double check on the lrm
The TDR-5S has 15 heatsinks, not 10. I have no idea how that error snuck in. I may need more sleep.
Get more sleep. You made the 17S the 10S in the text too.
Aff. Sorry.
Probably thinking of the 1c primitive
The -5s only gets 10 sinks if you do the Helm upgrade and use 10 DHS. 😜
You beat me to commenting.
15 heat sinks were another thing that made the TDR so loved. Vs 10 on a Crusader, etc, that limited what weapons could be used. The TDR's base 15 heat sinks allowed for all sorts of choices of weapons employment mixes.
Why do we love the Thunderbolt? Because in the lore it has perhaps the most spacious and comfortable cockpit around. Piloting a Stinger or Wolverine, with no room to stretch at all, is fine for very short missions. When you get a long haul mission however, and you're sealed in there for 12 hours, that leg room will be priceless.
Always nice when you can put your feet up...
IIRC, artwork of the T-bolt's cockpit actually shows a storage locker on one side where the mechwarrior could store their duty uniform and coolant vest as well as spare equipment.
Downside to a large cockpit,easy to hit. Thing is a death trap in MW 5. Great salvage value though.
Apartment on legs.
I like the T-bolt because it looks precisely like I imagine a function over form early heavy mech would look.
Totally agree. It looks like how a battlemech would actually look like in the real world.
@@MechanicalFrogWith some of the newest art, especially the line art you recolored for its variants, it definitely has a certain... The French say it has a certain I Don't Know What.
But it's one of those models you hold up when someone says "So what is Battletech like?"
Because it's an Ironfoot! ;)
For 2025 tech, I believe the Thunderbolt as one of the best heavies in the game in the Succession Wars. Its impressively armored for a 65 ton mech, has weapons for every range bracket and weapons for virtually every kind of opponent. It can go toe to toe with the likes of the Marauder and win.
Totally agree.
It is the Toyota Hilux of the battletech world. It is not the face of battletech, but it should be. It is one of my favorites and is always a go to.
Good comparison.
It was my Go To in MWO.
It was the first mech I played on tabletop.
My favorite mod of the 5S is dumping the machine guns and SRM 2 in favor of a SRM 4 and a extra heatsink
I'd argue that the Toyota Hilux is the Toyota Hilux of Battletech. Because we all know those are still alive and well in the universe, mentioned or not.
Toyota Hilux is with wheeled mechanized infantry. Thunderbolt is 'Mech equivalent of main battle tank and thus I call it main BattleMech ;)
The holy trinity of the Thunderbolt, Crusader and Catapult are what made me fall in love with the 65-ton weight bracket way back when I got into Battletech. They're a damn-near perfect blend of offense, defense and mobility, and will put in work in practically any lance you place them in.
Catapult is also amazing.
The Thunderbolt has been my favorite mech since the 3025 Technical Readout came out.
It has that swagger look in the 3025 TRO that is hard to beat.
When I finally got a thunderbolt in mw5 it instantly became a favorite of mine so excited for anybody to talk about it
Glad we can give it some love.
I've been playing with YAML lately, and I gotta say, that T-Bolt with NINE ENERGY SLOTS is a mean bastard. I have an ER large laser for taking down VTOLS at long range, and eight max-level medium lasers for deleting stuff at close range.
I didn't hold it in much esteem until I actually got one on my second playthrough and realized the errors of my ways. The Thunderbolt offers firepower for every range bracket and it can take a beating like a champ.
@@h.a.9880 I usually down grade the lrm and upgrade srm as I feel the close range kinda lacks
For me it's a perfect mech to play with the default loadout. I will attempt to throw LRMs at every chance, knock down vtol or something with the large laser and then have 3 mediums and a close combat fire group with machine guns and srm2. It has plenty of space to upgrade with DHS and use a better srm or Artemis missile, dual SRM instead of LRM, pulse lasers/ppc... i can't resist picking them up in my company
The most appealing aspect early in BT was some of the designs like this one were just overall, good solid ones. You get the tools for any kind of job so to speak as long as that job doesn't involve going fast, jumping over things and mostly just involves shooting people until they stop moving. Before omni mechs, fancy gear and large amounts of specialist mechs became more common there was TR-3025 book full of all sorts of stuff we desperately wanted to field.
Heavies really proved their worth as being the go-to to have something with a lot of firepower to get it done and that book had a lot of them in it.
Totally agreed. the Tbolt is the epitome of workhorse battlemech.
My favorite (older tech) variant is probably the 5SE (later upgraded to the 9SE. A little less punchy, but adding a huge amount of flexibility with jump jets, and a couple of additional heat sinks is just delightful.
I can respect that. I do love a jump jetting mech.
The Thunderbolt is one of my favorite 'Mechs, and it's one of the ones CGL made look way better than the original FASA/Ral Partha design. This 'Mech is rock solid, and can dish out as much as it takes.
I like the original 3025 art, but the subsequent art was a little odd and missed the chonkyboi look. I'm glad the CGL art draws more from the original.
@@MechanicalFrog Too right! the slender T-bolt from the Clickytech game looked odd. Sort of like Frankenstein's Monster studded with weapons with a railgun sleeve and a bowling ball glove.
@@MechanicalFrog It was a weird-looking mech even in the Dougram anime series.
IWM has the same design made of pewter and I highly recommend getting that, if you're into the Thunderbolt redesign. It has much sharper edges and more crisp details than the plastic version, you'll love it.
Except - it's metal. For the price of 1 IWM model I can nearly get a full lance. I also don't have to worry about the paint chipping if I look at it cross eyed. I'm just no longer interested in Metal models.
If that is your jam, please enjoy! That just isn't mine now :D
The Thunderbolt is one of the best workhorses of the succession wars era.
It is versatile and has good staying power at a reasonable price and it looks awesome.
Despite some obvious design flaws it works amazingly well in battle.
If you are starting collecting Mechs, the T-Bolt should be very high on your list - it will never disappoint you.
It is definitely what we in the teaching business call, "A quality producer."
Back to the classics!
This mech has always been in my top 3 heavies.
An excellent workhorse mech, for sure.
Meh, call me shallow but I like the Warhammer better.
Never realized how much I would like this mech. The thunderbolt and crusader have made the front lines for a many of games.
It's a "quality producer"
have you tried the eridani version of the t-bolt, the crusader L with a grasshopper and a victor
I always crap on the Crusader and then I inevitably meet one again and wonder why it just won't die and why I am dying 😆
A TDR-5S refit I’m fond of drops the MGs+ammo for heatsinks and swaps the SRM-2 to fire Infernos for anti-infantry work. It’s not as good at crit seeking, but being able to ride the red line a little longer seems to come in handy.
I often trade the MGs and ammo for a pair of small lasers and an extra heatsink.
The T-Bolt is a classic that can take a beating and keep on going.
Absolutely. It just gets stuff done.
The Thud is one of the best generalist heavies in the setting, as someone said in another comment its the Toyota Hilux of heavies, solid, very hard to kill, and dependable and its kept this throughout its long life and many many configs too. I like the MF one too, great vid as always!
Thanks a ton! Have a great one.
Nice video! Honestly speaking I like the "a weapon for everything" approach of the classic Thunderbolt. Heavy 'Mechs have enough tonnage to make that design actually work, unlike the poor Mediums that try and fail.
I hope I did the mech justice. It's a fun one.
@@MechanicalFrog You did pretty good! I'm conflicted on replacing that nice trio of medium lasers with one Plasma Rifle in the MF build, but yes it's a good intro to the T-Bolt.
I may have a plasma rifle fixation... will seek help.
The Thunderbolt is the mech that made me love heavies. The Wolverine made me love mediums. Everything else in my BT interests stems from there.
From a seed, an obsession grows...
First, I really enjoy your work here. As someone who's spent literal decades in this fandom, your dedication to the history had lore has made you and Critical Rocket my go-to BT content guys on TH-cam. (Sven's great, but I prefer to wait for him to finish a series and then binge it.) The Thunderbolt has been a favorite of mine since 1986, and I'm very pleased to see this treatment of it.
Now I"m going to be that guy: the Thunderbolt debuted during the Age of War, not the Star League era. The Star League was founded in 2571, some 80 years after the first Thunderbolts entered service. There's also a few errors on slides, as others have mentioned, but that's rare for you, so no big deal.
Again, great work with this series; thoroughly enjoy it. I'm very happy to see some lesser-known and older designs get this treatment, and I think your discussion regarding good 'Mechs or variants for new players is especially valuable. Looking forward to the next one.
Thanks for giving the video a go and for keeping me honest with the details.
...The Thunderbolt is a solid, well-rounded design. You simply can't go wrong with it!
Also worth noting how 60-65 ton mechs are usually -meh- and can be taken down fairly quickly in MW games, like the 40-45 ton mediums.
But this one. This one grabs your attention when it shows up as a target.
Absolutely.
It pulls up and says “IM YOUR OPPONENT CHUCKLENUTS AND I WILL MAKE IT YOUR PROBLEM” and then proves to be said problem
The TDR-5S mounts 15 heatsinks rather than the10 cited.
My introductory setup from the game of armored combat box is a Thunderbolt 5S and Griffin 1S vs Wolverine 6M and Catapult C1. The Thunderbolt is always a walking slab of armor that absorbs so much fire.
The 5D is another introtech variant that I recently tripped across. with the AC 20 and LRM 10 it reminds me of a bullet sponge version of the Centurion AH. In spite of the AC 20, the damage isn't particularly inspiring (it may have been uninspiring because the 20 hit once during the game,) but the TDR chassis will make sure the AC 20 comes into play.
Thunderbolts, regardless of the variant, maintain that walking slab of armor motif. Some are faster, some might jump, but they are always durable mechs with at least decent weapons- definitely a workhorse.
Holy cow where did I get the 10 from?
In the beginning of BT, with the 3025 TRO, the T-Bolt armor value was max'd out for its weight. A couple of 70 ton mechs matched it and the Orion had more, but half of the Assault mechs had less. That alone meant you would survive longer than most of your opponents.
The Thunderbolt is just a solid design. The newer cults look very cool.
When I was teaching my son to play, I let him choose a mech to play and he chose the Battlemaster (a great design) and I took a Thunderbolt to oppose him. We both enjoyed this matchup and played several battles with them, as he was learning.
It seems to carry over into the Clans as the Loki, another mech I've always enjoyed.
I've never been upset about piloting a T-bolt
Great video, Frog!
Thanks a lot. The Battlemaster is another mech that is just fun to play, even if not optimized.
I love the Thunderbolt, it's just such a good trooper. With CASE II, it's extremely difficult to take down
Definitely a tough cookie.
I didn’t know about the -C2, that’s a scary machine. My personal favorite is the Royal -5Sb, it’s also an excellent trainer but explodes a bit less lol
I’ve been enjoying your look as some less well known machines but the occasional dabbling into absolute setting-defining classics like this is super fun also, nicely done
A little bit of this... a little bit of that...wherever the winds take me.
Super happy to see this! Originally I never gave the thunderbolt too much thought, but after a narrative campaign with friends, I learned to truly love it, as it ended up surviving everything that got thrown at it. Its the perfect mainline trooper!
Once you use it, "Hey, why didn't anyone tell me this was awesome!?"
@@MechanicalFrog i had actually said something similar to that, and the reply was "its not an awesome, its a thunderbolt" which has since become a running joke in our group
Thanks for covering my favorite 'mech ever. You did a great job with it.
Thanks. I'd definitely fix the little mistakes that crept in, but otherwise I'm happy with it.
Ah yes, my overall favorite mech ever since I saw it on the cover of one of the old rulebooks. ☺
The Thud may not get the amount of mainstream exposure in the way an Atlas or a MadCat may luxuriate in the limelight, but make no mistake, it's a dependable and solid unit that well-deserves its venerable reputation amongst many Battletech fans. There's a reason it first set the standard as being a 'Mech rated for face-up assaults up until heavier 'Mechs appeared on the field.
I really appreciate that it has the respect of so many players. Like you said, even if it's not a glory hound.
I would like to thank the designer in BT 2018 who put the LRM ammo on the T-Bolt in the center torso; thanks for all the easy salvage. As for the T-Bolt itself, it was my first heavy in TT, and I loved that thing.
Even in heavily modded BT 2018, the TBolt is a solid performer. In BTA 3062, I kept one around from the start of my career all the way to the end when I was slugging it out with Clanners. It was heavy enough to tank a lot of hits in the early game, and heavy and swift enough to make a solid front liner in the late game. All it needed was some new tech to keep it competitive.
When I get a Tbolt in HBS BT, the rest of the game feels like easy mode.
@@cobalt968 I'm in the late game on my 3062, and I still have a 10SE(More like a IIC by this point) in my second Mech bay, just for those lower tonnage missions. (On this playthru, I went more challenging; Can use Clan equipment, but no Clan Mechs).
Out of the standard listed variants of the Thunderbolt, the TDR-5SE is one of my favorites. It's basically the Succession Wars predecessor to the -9SE.
My own ilClan-era variant of the Thunderbolt used the TDR-17S as a basis. I upgraded the chassis and armor to Clan versions, along with the DHS. I retained the IS Compact Fusion engine and the Heavy Duty Gyro, but the whole weapons load was swapped out for a left-arm Plasma Rifle/w 3 tons of ammo, a Medium Re-Engineered Laser in both the center and left torsos, 2 Clan Micro Pulse Lasers in the right arm and a pair of Clan ER Medium Lasers in the right torso. I did the 'main gun' on the left arm instead of the right for left-handed pilots.
Interesting take on it.
The greatest advantage of the Thunderbolt is that you can cheaply find parts for it EVERYWHERE: inner sphere, periphery, clan space. If your T-Bolt gets torn up in the ass end of the Deep Periphery, you'll find piles of parts to fix it at Discount Dan's.
Your Battletech stories are amazing! There is a criminal lack of Mechwarrior audiobooks on TH-cam, so your channel has been a gold mine for me.
I very much appreciate it. You legend 😁
Thank you, much! I've cleaned out the BT audio books on Audible and feel your pain.
Nice vid. I personally prefer the Tdr-5SS in succession wars. Basically a smaller, more heat efficient battlemaster.
Another good one. Well picked.
First battlemech I ever played, way back in the large maps on the table and dice rolling days. A well rounded, tough mech, with superb armor coverage. It has a reasonable punch too--a solid and reliable all rounder.
A Tbolt is always useful and always a threat.
I haven't run many of the fancier Tbolts yet, but for introtech play the 5SS is my go-to variant. More armor than most other heavies and even some assaults of the era, trades out the lrms and LL for a PPC, upgrades the SRM to a 6, enough heat sinks to play with the curve if you're smart about it, and it does the smart design choice of dropping the machine guns for a flamer so it still has anti-infantry and utility.
Hard to find a TBolt variant that isn't fun.
I really like the CGL jumping version of this miniature.
I have picked up a fair few of these over the years.
Your custom variant of this is great, plasma rules.
It's so nice to see so many TBolt fans out there.
Hello Frog
The Thunderbolt has always been a favorite of mine. Even back in the early days, back when 3025 era machines were the ONLY things available to play with. Using that 'old' tech, there isn't all that much one can do to 'improve' the Thunderbolt all that much. Post Helm Memory Core, though, things get a bit more 'freewheeling' in the designs.
I have fielded the older TDR-9S Thunderbolt against foes with 'better' tech installed. When I did so, it was to reduce the overall BV cost of the Mech, so that I could field more Mechs on the tabletop, and thus gain a numbers advantage. Add an advantage in numbers to some good terrain use, and decent deceptive strategy, and you can overcome an opponent's tech advantage in most cases.
The relatively thick armor on the Thunderbolt has always stood for the benefit of the Mech overall. Again, using only '3025' Mechs, the Thunderbolt has the 'staying power' to hold the line and take punishment for long enough for one's forces to concentrate upon the most dangerous threat. The elimination of which, should tilt the battle into your favor. And then there is the Thunderbolt's size. Being a heavy, the 65-ton Mech can do 6.5 points of damage with a punch, and 13 with a kick. Adding TSM to it, just raises the damage to 13 for a punch, and 26 with a kick!
'Back in the day', I would strip off most of the shorter ranged weaponry, in favor of adding 4 jump jets. I cannot tell you how often a surprise DFA totally surprised and demoralized my opponents. It can be disheartening to see the Mech you've been pouring fire into, suddenly rise into the air, and plummet down upon your prized Mech.
As an example, I fought against a House Kurita lance on a pretty rocky world. My Lance caught them traversing a knife edged ridge to avoid going the long way around a series of ridges in the way of their advance. Even though I suffered extensive fire as I closed upon the enemy lance, all my Mechs being jump-capable, came in very handy indeed. Four DFAs occurred at the same time, and all succeeded. The most spectacular one being the 'drop-kick' of the enemy Marauder off the ridge, and over the edge of the six hex height cliff it had been traversing. The Kurita Player never really forgave me for that, since the Marauder, up to that point, had never failed to survive a battle. A decade later, he would joke that it took a 'drop-kick me Jesus' moment to force his Commander to fail a mission.
Keep up the good work, Frog. I enjoy viewing your videos. Which, tend, more often than not, to spark memories, both good and bad, from the decades I've played this game.
Thanks a lot. I love reading the little bits of knowledge and stories people drop into the comments. The nonsense sustains me.
1:11 did Frog pilot a Thunderbolt during his piratical days?
My legal team has suggested I not answer this question.
I went with a binary laser RA, LRM 10 (ammo moved to legs and 1.5 tons. Half tons of Swarm, incindiary and Fascam A for a shake and bake approach control.)
2 medium pulses replace the trio of mediums in LT.
LA got most upgrades , shield arm with reinforced plating copied from a certain IS mech.
Added were a firefist looted from pirates and two flamers.
Just two jump jets in CT added for the surprise, terrain traversal and the Ryoken Flaming Punch.
Flamers cant be used in melee, but the fire fist could.
Left arm also had Solaris 7 reinforced actuators each taking up an extra slot. The only room on LA was enough for hand replacement and the flamers.
It's armor is maxed IS Standard but spiky showing its Solaris 7 origins.
It runs light at around 60 tons vs 65.
Having 5 tons cargo space/modified case showing its second owner was a smuggler.
I later added ecm a one-shot, long duration smoke projector to aid in infiltration missions.
Mech was painted to look like a bed of obsidian showing magma erupting towards left actuator.
Eye candy.
After clan initial invasion was over, it got rebuilt to add a heat exhanger, AP gauss rifles for in close, and double plasma rifles with 4 tons ammo.
Lrm swapped to mrm10, FF and Endo added. TSM , and a vicious mace held in LA.
Gripy hand in Left actuator, flamers replaced with srm 4 inferno and one ton ammo.
Retained cargo spaces but ammo all got case II too.
I fielded a green tbolt with acid and HE focus on LRMs and SRMs with large laser RA and the original mdm lasers. It wielded a mech sword.
The red one was as above. Focused on overheating.
I never got salvage to build my yellow and black versions.
Yellow was gonna focus on AMS, Chaff, ECM, tasers and support weapons.
The Black on Stealth. ECM. And sudden strike weapons. Using best clan and Pirate tech possible.
This unit was periphery and where after dark age il-clan renants ran.
Crows were primary client if I remember rightly.
Company was focused on control via overheating. Pathing denial. Or melee.
Commander's Crusader had 4 LRM5 pirates which add heat to each hit. Rest were SRMs with infernos and HE. His Alpha strike was fearsome. Left glowing shut down mechs behind him for armor and power infantry to deal with.
He lost his mech to enemy Stackpoles from cooking off ammo blowing cores more than once.
We had a lance consisting of a Stinger commando wasp and a javelin configured to swarm overheated mechs and or piece out and carry off parts of downed mechs in battle.
All had industrial heavy frame and industrial TSM built in at cost of weaponry. But sported laser cutters, flamers, mgs, etc for infantry and pilot control.
All the pilots were techs with mech skills earned in war. A crazy bunch. Almost their own community in the company.
Was a fun RPG table top campaign.
We often got asses handed to us in set battles, but we were meant to distract enemy so Crow forces could hit main objectives unobstructed.
It worked.
We also got bounties on our techs for scavenging mostly working mechs in midst of battle.
Our techs could shoot back.
They'd also ransom full mechs back to owners if not pirates, but stripped of good gear, weapons and parts. Replacements coming from other company mechs which got upgraded.
We had a Commando that had all the bells and whistles possible for Era and was worth almost as much as a new assault mech.
That got sold to some merchant King so he could give it to his Son.
Who promptly went out and stupidly challenged some local Robber Baron in his festve looking loot pinata.
It only took a woman, some wine, a bed and drugs to disposses the kid.
We were asked to rescue the kid, but Crows had a better long term offer that included refurbishment of our jump ship and drop ships and a deep raid back to their homeworld to grab relics and caches they were forced to hide during Hegira from homeworlds.
That's where campaign ended. Us jumping into Kurita and Ghost Bear territory to move north to homeworlds.
That's... one heck of a story.
@MechanicalFrog my campaigns are as much rpg as map battles.
I've also written and sold a few stories.
So I can get the most out of my players once I figure an angle they can explore.
That campaign didn't let them roll up characters until well into be third session.
Giving them a feel for setting. Era, and possibilities.
It also gave them a basic background to build upon.
At least they were familiar with rpgs and miniature combat from other games.
Having an average of 20 years on the players also gave me a bit of experience the to call upon and when to judge a moment to be best done quickly in story mode, in quick combat resolution, or a full combat situation and break out maps, rulers, and all the dice.
The Thunderbolt. Damn fine machine. Pity it didn't do better in Dougram.
Just a great workhorse machine.
The Thud is just as utilitarian as it looks. It's the definition of a heavy trooper. It rolls up the field, dishes it out at any range and takes a beating without complaint. It's not a standout performer in any niche, but simply a workhorse that will just do its job with a steady, plodding reliability under almost any circumstances, and do it for a very affordable pricetag. And then there's the -5SS for a phenominally efficient 3025 brawler that also run cold as ice.
People say the Capellans can't do anything right. This Mech proves that wrong.
First mech I actually ever painted. Truly a staple in most lances I make in battletech classic
Including it in the GOAC box is both deliberate and awesome.
My favorite variation is a custom Taurian Concordate one.
Replace the large laser with a hand held LB-X autocannon, carrying solid slug, mech shot, and modified Elias shells.
LB10x?
The standard 5S is a good all-round mech, with the LRMS for long range, supported by the LL at medium range, and a variety of close range weapons for brawling. It can reasonably do well in any given situation, however, it really gets beat out by any mech with a dedicated role. It can't reliably beat a dedicated ranged mech at range, or a dedicated brawler up close if forced into those situations. In a 1v1 situation you can tactically use your strengths against an enemy mech's weaknesses, such as using terrain to avoid damage from dedicated ranged mechs while you get close enough to get under the effective minimum ranges of LRMs or PPCs that other mechs carry, or alternately you can try to keep range and an open line of fire for damaging a dedicated brawling mech with LRMs and the large laser to give you an advantage when the inevitable brawl does occur. This flexibility allows it to mesh very well with other mechs in almost any lance imo. It can help cover the weaknesses of any dedicated mech near its weight class, or it can be the big mech to command a lance of mediums/lights, or alternately it can be a versatile small mech in a heavy/assault lance. I'd say the biggest weakness is the 3 different types of ammo that can always cause issues with an unlucky crit.
However, I'm generally a fan of taking dedicated mechs, because they are just better at their respective roles, and taking mechs with different strengths to cover the weaknesses of other mechs in my lance. Because of that, a standard 5S doesn't cut it. My favourite way to use it is as a bodyguard for a dedicated ranged mech like a Marauder, Warhammer, or Archer. And to do that, I turn it into a hybrid range/brawler that leans heavily towards brawling.
Using 3025 tech, I'm a big fan of modifying the 5S by dropping the SRM2 and swapping the machine guns for 2 medium lasers. Swap the LRM launcher for a SRM6 with 1 ton of ammo, and swap the Large Laser for a PPC. This leaves you with iirc 5 tons to spare to throw into extra heat sinks.
It can sit back with a dedicated ranged mech and throw a PPC shot each turn without generating any heat, and I find that when paired with a Warhammer, Archer, or Marauder (especially as I prefer to make some slight tweaks to these as well to make them more dedicated towards their ranged roles), my Thunderbolt is not as likely to be targeted by enemy ranged weapons as it is not as much of a threat at range. But it's an anti-mech monster with 5 medium lasers and a SRM6 up close, with enough heat sinks to keep most of it running pretty well, depending on the situation I can either hold back with it and plink away with the PPC or push forward with it as needed to brawl. It definitely misses the machine guns and SRM2 in some situations, and the LRMs in others, however, that's where I make sure that I take a mech in my lance that has good anti-infantry or anti-light vehicle loadouts, and pair it with a big long range threat to cover those weaknesses. It's not as good in long range or medium range situations, but I'm also not using it in a way where I need it to be as good in long range situations, and I tactically minimize the time I'm in any kind of medium range situation by either hanging back with a long range mech, or pushing forward as fast as I can to brawl. It realistically only ever spends 1 or maybe 2 turns in medium range in a game, and it can still shoot the PPC which is slightly more likely to hit in medium range than it is in long range, so it's not like it's useless in a medium range situation.
Additionally, as it would run hot trying to use every weapon each turn, it also doesn't lose a significant amount of damage potential if it loses an arm or if any weapon torso weapon gets destroyed with a crit. It's not quite a zombie mech, but it's pretty resilient. The only ammo is from the SRM, and the mech still runs hot with all of the lasers + PPC even if you need to dump the SRM ammo to prevent an explosion.
Well put. I appreciate that there's plenty of variation in personal preferences. Generalists vs. specific roles.
I love the tbolt. it's my favorite heavy mech, and the only thing i would change is i would rip out the MGs for 1 flamer and add a 2nd srm 2 just to double the fire power and get rid of the srms as fast as possible
Thank you so much for the work you put into this video, it was great and I loved it! As I’ve said before the Hatchetman is my favorite mech but the Thunderbolt is a very close second. My first ever Mechwarrior rpg campaign had me piloting a T-Bolt and I fell in love, it also taught me how important the Rugged Quirk is on mechs and now that’s something I always look for in a mech. I love the Thud and I’ll take a captured Thunderbolt C or C 2 up against any mech in any era including Omni mechs. It’s just that good.
Also all the variants means that you can play it tons of different ways in tons of games without it getting old. My spare Thunderbolt mini almost always comes with me when I go to the game shop on the off chance of finding a pick up Battletech game.
The Hatchetman may get its own video sooner rather than later.
@@MechanicalFrog Thank you, that would be awesome! But in the end do whichever mechs interest you most.
I wonder if downgrading the TDR-10s's ER PPC to a second ER large laser and using the freed up tonnage for more double heat sinks and armor would be a good idea. Or maybe going for two large pulse lasers as the primary weapons instead of the ER PPC and ER large laser combo....
The thunderbolt was the first mech that made me go "this one, this is my mech".
I've moved away from it now in favor of other heavies, but it will always have it's own special place in my heart, along with the rifleman
Ah the thunderbolt.. the workhorsiest of workhorses of the heavy mech class. A Mercenary favorite, this block of metal is the epitome of "gets the job done". If youre looking for a straight out IS heavy combat mech you can never go wrong with a thunderbolt. Reliable, readily available, easy to maintain. It does well against mediums, other heavy mechs and can stand its ground against lighter assaults. Its no nonsense weapons loadout gives it a good enough punch at all ranges.
While not the most glorious of Battlemechs it reliably clocks into work each morning and clocks out every evening without a hickup inbetween.
It's just a really solid, tough to take down mech. Good in 3025, Good in 3152.
Great video! I really enjoyed the Thunderbolt video. Looking forward to more videos.
Glad you enjoyed it!
I love the jumping Thunderbolts, like the SE variants, but my favorite of them would probably be the brutal infighter that is the 6-hex-jumping Thunderbolt 11SE, with a Snub-Nose PPC, 3 ER Medium Lasers, a Targeting Computer, a Guardian ECM, and an MML-7. It's not great at heat management, though.
I've noticed you really like your Plasma Rifles on MF variants.
I'll try to behave myself with the Plasma Rifles... maybe.
@@MechanicalFrog
MechFrog: "I am normal and can be trusted with plasma rifles"
I love the Tbolt! Great balanced bracket fire mech that is armored like a brick with the LL & LRM at 7+, and the Lasers & SRM2 @ short range. Literal perfection for the 3025 era.
My version would be to add Endo, and go with Heavy PPC, LRM15 w/ 2 ammo, SRM6, 6ML, 11 DHS, Case. Same overall concept, more and bigger guns! Nasty brawler.
The Heavy PPC would be fun.
What program are you using to create the different colors and paint schemes of the mechs? They look good and I think it would be useful when testing paint schemes for mech before painting them.
I edit them in Affinity Photo 2. It's a bit of a process but with layering and the ol' paint bucket, eventually you can fill them in. Once I have a template, I can change the colors however I want for each layer.
Some say the Thunderbolt fades into the wallpaper, but I say it has color. That color is beige. Thanks for the video.
*squinting to see if that's a Thunderbolt or just a water spot*
I'm patiently waiting for the Panther!
Because it's just a solid, stalwart design. The Thunderbolt does exactly what's listed on the tin, and that's more than enough.
Well put.
5-SE for da win during 3025ish. Less ammo, less heat - less explodable - jumpy :D - same kind of ranges as Grasshopper - almost same blow-up fun - just cheaper and better. Thanks for this vid. Fun fun fun.
Back in the day my friend and fellow Mechwarrior RPG enthusiast traded in a stock MAD-3R Marauder for a Kurita Thunderbolt-5S taken as salvage. The -5S had a well earned reputation as a tough gun bus with a weapon for every situation! The overheating issue was easy to deal with by weapon discipline at selected ranges. The heat output was real, but in the halcyon pre-Clan days nobody freaked out about it. My friend customized his T-bolt (because RPG) by dropping the SRM-2 and MGs in favor of SL x2 and increase to 18 heat sinks.
TDR-5SE The first bouncy T-bolt was something I didn't appreciate back when. Nowadays I'm willing to give it a chance because mobility often trumps raw fir epower. And if i want to field a ELH company, I have to use a notable regimental variant!
TDR-7M This is how to use the Helm upgrades for maximum effect. Funny how many 'mechs used it without a true increase in combat power. This T-bolt does great though!
TDR-9S You're skipping through the catalog, but I understand, the OGs have LOTS of variants! 😃 I know why you picked it, as this type is a dedicated CQB Brawler made to trot through long-range fire to crush enemy missile boats and sharpshooters in close. Infantry and armor blocking units will regret meeting it.
TDR-9SE This type gave the -5SE the -9S level upgrade, which makes it excellent! Letting this thing run & bounce into good laser range is a mistake. Keeping the ever-useful LRM-10 is a good call and might result in a -5SE misidentification.
TDR-C2 We get it, doing the Clan firepower upgrade makes it super-nifty!
TDR-10S Another good use of the Helm update tech to make a superb ranged brawler. You're right, strict heat management is mandatory, but worth it. Also works to keep it compatible against the Clan omnimechs that are dripping with long range firepower.
TDR-17S This type really leans into the Brawler Tank role! All-energy loadout, defensive & endurance options, and TSM so it can suddenly dash ahead to block the enemy force's heavy hitter. Would choose this for a Dark Age combined-arms force as its endurance and laser boat loadout will give it staying power so it can confidently anchor the battle line.
TDR-MF1 "Fireworks Special" Rrrrrribbet!! (Yes I am a Cincinnati man! 🤣) This is a good Dark Age type definitely made to take on all comers! It's another great anchor for a combined arms force that is expecting to face the enemy's best units. (Maybe ROTS could've mass produced this one instead of the useless Malice?) Mostly long range, but decided effective at that range, and anybody who gets close eats plasma. The AMS is a good choice seeing how every other battle armor and armored vehicle in that era has LRMs. This T-bolt won't get nickel and dimed by the auxiliaries' LRM launchers before it fully develops its battle plan.
Yeah the video would have been an hour long if we did every variant... I like to keep them to a tight 13-15.
This is my favorite IS mech. I even made my daughter a merc mech warrior that piloted a thunderbolt for the Clan Invasion kickstarter cannon character.
Nice! Excellent choice.
I can't speak about the tabletop, but in HBS BT, while heavily armored, with decent weaponry, it has a tendency to loose it's arms.
Same problem as the Warhammer if i think about it.
While i like them overall i never manage to make them work like i would really want.
I refitted one with 4 medium lasers, SRM 6, LRM15, 2 small lasers and heat sinks.
So far so good :))
The TDR-9SE is my favorite version of this already excellent battlemech
Solid pick.
Thunderbolt is such a good design... I should definitely have one in a list Im building for my sister to use.
You should!
Earlier this year I used one in my first game. My dad and I each had one and a phoenix hawk. It's super solid starting mech and very fun to play. Shame I *always* lose mine to srm ammo explosions lol
It's quite solid* *Until it explodes.
The Thunderbolt is one of the top performing heavies in Battletech. Lots of guns, heavy armor, and easy to use. For introtech battles i pull the MGs and ammo for two more heat sinks, which makes it more survivable. The later era Taurian variants, including the Royal 5sb (a nice touch of irony and poetic justice in one), are great examples of how a useful mech never dies. The 9T moves 6/9, carries two light PPCs, an LRM-10, and 3 ER medium lasers with 12 DHS and CASE.
I'm of mixed feelings on the light PPCs.
@@MechanicalFrog The light PPCs are a good match for the 9T. It's a fast cavalry striker meant to work with other fast heavies like the Ostroc 5C, the Brahma, the Warhammer 10T, and so on.
While I love me some janky old 3025 tech, the first Thunderbolt I ever used in any game (It was the Battletech: Frontierlands MUX, which I miss terribly) was the TDR-7M. It is, in my opinion, the perfect Thunderbolt. Upgrade the armor to Ferro-Fibrous, and swap the SRM2 and Large Laser for a Streak SRM2 and an ER Large Laser. Add double heatsinks and CASE. It's perfect.
Absolutely lovely look at a classic!
**thumbs up**
I feel the Thunderbolt bullies the Shadow Hawk often, but when it comes down to it they got each other's back.
"Why are you hitting yourself? Why are you hitting yourself? Why are you hitting yourself?" - Thunderbolt
Inner Sphere ERPPC are expensive in c-bills and heat, and they don't deal increased damage unlike their Clan counterparts, but they do have that No Minimum Range going for them.
Yeah that's a tough hill to climb for the poor IS ER PPC.
The T-Bolt or as I like to call it “Baby Battlemaster”
Interesting as the Battlemaster is another really fun starter mech.
@@MechanicalFrog yeah I love these brawly types of mechs that seem to have weapons strapped to every possible dimension of the chassis. The T-Bolt isn’t as bad as the BM with its 6 medium lasers and may actually have a more versatile/balanced loadout especially with its LRM’s. Always wanted a Battlemaster that could mount an LRM15
Tbolts, I love you. The -SE variants are always my favorites, cuz I'm addicted to jump jets.
While I like the functionality of the -MF variant you made, it doesn't feel like a "true" tbolt. I feel like I'm order to be considered a tbolt it needs to have a primary weapon on the right arm, a missile launcher on the left torso, and three medium lasers in the left torso. Everything else is negotiable.
A purist. I can appreciate that.
I love the Thunderbolt, my favorite variants are the Eridani Light Horse ones with jump jets. Put one of those in a lance with a Grasshopper, Wolverine, and Catapult and you have a lance that is really slippery, even if it is kind of slow, and hard to kill.
That's a mobile Brawler Lance with a lot of clout!
I love it, my opponents are annoyed with it, so I think that's a good sign.
Jumpy Thunderbolt is always fun.
Thunderbolt, Warhammer, Marauder, the 3 heavy mechs this Taurian merc will always make room in his company for. They never didapoint, they aren't fancy or top of the line, they just put, in, work.
Totally agree. There's always room for a Tbolt.
@@MechanicalFrog Darn right, especially if I can cut the srm for heat sinks, and swap out the LRM15 for a Thunderbolt 10 launcher 😜
It is what I call a meat & potatoes mech. it isn't glamorous, it doesn't spit out overwhelming fire but it is tough to knock down, mobile enough to keep preasure up and the price is right.
And as I continue to listen I see you call it that too
Great minds...
The T-Bolt is one of the studliest 'Mechs in the game IMO, it's tough to kill and a solid fighter. I'm partial to the SE because I love it when an opponent doesn't expect a TDR to jump.
It has the swagger.
I gotta say i enjoy these proper early clan invasion era mech vids best :-) these are the goats of battletech and the new mechs are just balancing on the shoulders of kings :-) love the thunderbolt such an awesome soldier mech that does it all :-) used often and am never let down :-)
I will keep wandering around the timeline but it is nice to hit the classics.
@MechanicalFrog I enjoy your content so will watch whatever era you choose...but I'm an old man and a bit of a succession war, clan invasion fan and my ludite traits come out with anything newer lol :-)
You will like the next one too, probably.
A great battlemech. Thanks for the overview:)
Glad you enjoyed it!
First time I played BT was with a TDR-5S. Had a locust crit my CT and caused death by ammo explosion. It was great night.
A valuable lesson was learned that day...
13 tons of armor plus Rugged 2 plus Ubiquitous makes the Thunderbolt a war-winner. People really underestimate the strategic power of being able to get your busted Mech repaired and back in the fight faster and cheaper than the other side.
Absolutely.
Five tons shy of a Warhammer, but I'd rather have 4 tbolts than 4 warhammers
B E E F
I think I would too.
Depends. The "all energy" Hammer of the 3025TRO with basically max armor, 2 PPC and enough heat sinkt to fire them till Victor Davion grows up is a solid contender
It was honestly probably the best all around design in the original 12, it's more than capable of taking on targets 10-20 tons heavier than it.
Absolutely viable against a heavier design. With some lucky rolls.
always liked this in MW5, it just covers everything you need in that game for an AI lancemate's weapons loadout so you can play what you want (except for speed, but thats what a flea is for). Although since infantry isn't a thing I usually pull out the srm 2 for extra heatsinks so it can have some cooling on anything but the tundra map
That's definitely a fair swap in MW5 where you can overheat with just about any energy loadout.
@@MechanicalFrog if I don't have 45 to 65% heat on an energy boat in that game my weapons aren't there
The T-Bolt has a great look! It's a classic! Really nice video! Heatsinks are a big, big deal. I haven't played Battletech in years, nor have I drawn a single mech since the '90s, but losing heatsinks during combat lead to more mech's destruction than just about anything in the games I played back in the day. Gotta watch the heat! The TDR-10S seems like a tough mech in up-close combat!
Well, the world does always need more mech pictures... :)
It's a great mech, it is so easy to kill, in hbs battletech I just sent my light scout around back and shot it in CT, always instakill due to ammo explosion.
Had a Flea take out 2 TBs in a row, it ate TBs like they were nothing. xD
Why? Why Not? It's a solid mech.
Fact Check: Truth
That C2 is a MONSTER
It doesn't mess around.
Easily in my top 5 IS heavies. Great mech. The Eridani Light Horse variant is solid too.
Very solid.
I have never loved the LOOK of the Thunderbolt,
But I love the AFFECT of the Thunderbolt.
The effects of the Thunderbolt are hard to deny.
@@MechanicalFrogit's certainly effective! 😂
Love the MF vrsion, thanks for another great Why we love MEch
Glad you enjoyed it!
The Thunderbolt has a variant of Thunderbolt missiles but the other weapons trade off brings it down with 12 double heatsinks. It's the TDR-12R and all I'd do is drop the three Small Variable Speed Pulse Lasers and use it's six tons for 3 double heatsinks and ammo split between it's Plasma Rifle, Clan LRM 15, and Thundrbolt 5's. Only thing that isn't ammo dependent is the two regular medium lasers. The heat issues for it isn't easy to handle and personally I don't think it could ever have enough ammo for any of it's weapons, but what you get is slow but steady Thunderbolt that shoots two Thunderbolt 5's!
I just don't know how I feel about Thunderbolt missiles... :/
Why do we love the T-bolt? It's a Battlemaster on a diet, so it makes loadmasters happy when loading the dropship, but it keeps you alive. But the biggest thing is the lore- one of the roomiest cockpits. No more sharing a neurohelmet with your kneecaps like a Stinger. The Thunderbolt is an awesome trooper mech- it does everything good enough, it's a grunt. There are specialists, and T-bolt and other trooper mechs support them, and need them.
Always nice to be able to put your feet up.
@@MechanicalFrog I usually joke that you have room for a half sized dorm fridge and a hotplate- pull the ladder in but leave the cockpit hatch popped, and make bacon and eggs while others are grawing on fifty year old compressed cereal bars and local mystery meat jerky. Great way to start the day.
The workhorse mech to end all workhorses; a Heavy Mech that knows what it wants to do, and does it well enough right out of the factory. Definitely one of my favorite heavies from a pure procurement standpoint, no matter the era, and there aren't many mechs I can say that about in the setting.
While the Marauder and Warhammer both vie for the title of "The first all-range, all-purpose heavy mech", the Thunderbolt is actually older than both of them and by all accounts, is that mech, lacking really nothing but being specialized in naught all the same. (and being the poster child of the recurring tragedy of Capellans making much better mechs than they do their own society)
In fact, the only thing the Stock Thunderbolt lacks in its "try everything at least once" approach are jump jets, but later variants offer those too.
This thing is ripe for modification, moreso than arguably any other pre-Clan Heavy mech in existence.
If you're an irregular unit with an itch to try a Bad Idea(tm), the Thunderbolt is your best option 9 times out of 10 because in the worst case scenario, it's bloody EVERYWHERE. Even if ideas could be made tangible, there would still be more spare parts for Thunderbolts in the Inner Sphere than civil liberties.
There is no one "go-to" build for me when it comes to Thunderbolts in any of the BT-setting games because by the time I get one (usually my first heavy mech) it's always a "what do I have on hand, and what do I really need right now" sort of thing.
For a Mechwarrior 5 build (YAML), and sticking to the core "philosophy" established by the TDR-5S:
-2x MML-7s with four tons of ammo
-1x Snub-Nose PPC (right arm)
-1x Heavy Machinegun Array x4 (Left Arm)
-3x ER-Flamers OR 3x Medium-Pulse-Lasers in the torso depending on what the mission demands
Internals: Generally, I try to avoid XL-Engines on my Thunderbolts because a big part of the mech's usefulness is its low cost of repair and high durability, but I will use them if necessary to fit gear so long as the armor is maxed (and why the hell wouldn't I max it at all times?)
When I get my pick of tech, I prefer Light Engines and Endo Steel to free up weight and DHS since every TDR is going to run engines above 250 rating anyway (the stock is 260, FFS) so there's no real drawback until you start really cramming for cooling.
After the weapons and armor are sorted, I will try to fit a Supercharger and two Jump Jets on every mech that will accept them for getting around some of the more annoying ground hazards. After that, I prioritize LAMS or ECM if it's available to give it adequate long range protection. (bulky mechs catch a lot of LRMs)
For Succession War era fits, few things are as terrifying up close as a TDR-5S with twin Inferno-SRM 6s since it has more than enough direct-fire death to quickly bore holes through cockpits once the enemy mech is overheated. Once Double Heatsinks become ubiquitous again, Pulse Lasers and Streak-SRMs are my go-tos, with the occasional LBX-5 or 10 variant as parts availability permits.
Later-era tech sees a lot more variety in ballistics based builds courtesy of RACs, LAC/5s and MG-Arrays.
About the only thing I don't load onto my Thunderbolts is Gauss tech, but it's not out of the realm of possibility. I just don't prefer putting these weapons into Thunderbolts when other mechs make better use of them...though I wouldn't really blame anyone for using them anyway for reasons I've already covered before.
I would definitely NOT put an XL engine into a Thunderbolt.
@@MechanicalFrog Different circumstances between the tabletop and Mechwarrior games. Armor values/caps are much higher per unit in the action games to account for the variable (often much higher) rate of fire, and human ability to focus-fire much more effectively than the pilots in the tabletop can ever hope to.
Otherwise, even assault mechs would get crit-out in seconds and make the games nigh-unplayable.
For the tabletop, I would never put an XL Engine into anything that doesn't require/offer lots of speed and decent protection. (or maybe hardened armor with the -crit effect)
Currently the lance commander in a campaign and love my tbolt. The Taurian Queen has put many a foe in the grave
I love the -5SE, the Succession Wars JJ variant, but mainly just because Eridani Light Horse. :)
Good choice!
A true classic. Sure it can run hot, but it can take a lot of abuse while it cools before you redline it again.
Edit: the 17S still says 10S on the slide.
If we're doing proofreading, the 9SE also has a "Lare" Pulse Laser.
I get the impression that Froggy may have been pressed for time on this one, as we usually don't get screenshots of the record sheet for loadouts of the Mechfrog variants either. So I'm thankful that the algorithm was able to still be appeased with its regularly scheduled sacrifice even with whatever challenges our favorite amphibian faced while putting this one together.
oops.
I maybe didn't get a whole lot of sleep the night before... mistakes get made. The record sheet for the MF was deliberate to differentiate it a bit from the official designs.
@@MechanicalFrog ah, good to know. The text size is not as optimal for reading in the video, but since you're both reading off all the design choices and making sheets available for download, this really isn't a problem.
Noted. I'll go back to the norm next time.
I do like the Thunderbolt TDR-5SS for Succession War era games, it's more or less a 65 ton Battlemaster. For the Civil War era, my friends love the TDR-10SE as it has a little bit of everything but I really enjoy TDR-7SE as a simple but effective Gauss platform. As for fun lore; The Tempest was first introduced in 3055 by Iran Battlemechs Unlimited as a replacement for the FWL aging Thunderbolts, going as far lobbying FWS officials to end further production of the ancient Thunderbolt. A legal battle stated between Earthwork Inc and IBW when the WoB stepped in and proposed a duel between the Thunderbolt TDR-9M and the Tempest TMP-3M to determiner who would retain the contract. The Thunderbolt won, proving itself again as one of the better heavy mechs among it's peers.
You really have to be able to hit hard to take the Tbolt down in a duel. Or have as thick armor as it does and hope you wear it down.
I know you don't actually mean it when you're self-deprecating, but the MF variants are super helpful for helping describe the Flavor of a mech even when changing the details. I'd buy an MF Tech Readout. I would absolutely pronounce MF as the other one, not Mechanical Frog....
Yeah it's all in good fun. I'm glad you find value in them.
The 9SE is my go to for the Thunderbolt. I personally hate machine guns on my mechs so this variant dropping them speaks to me. Also the large pulse laser is just fun.
Solid pick
@@MechanicalFrog there's also the 9W that I haven't had a chance to try on the tabletop yet, but it's basically the 9se but with a clan large pulse laser and 3 clan medium pulse lasers. I believe the lrm 10 is still inner sphere though. I'd have to double check on the lrm