I'm new to battletech and I'm really glad I came across your channel. I still haven't even played a game yet, but your generic explanations of mechs and tactics has been incredibly insightful. It's a lot to take in, but I definitely think this is going to help me out. The way you present this information is extremely well done.
Thanks! I'm really happy you enjoyed the video and got a lot out of it. :) The best thing you can do is share it with your friends and other new folks!
Excellent breakdown of Roles. Most people think "more weight = better mech". But in Lore, as in real life, military units are built around synergy, adaptability, and economy of force.
Deployment limits in terms of bodies on the field invariably pushes towards higher weight favoritism, as seen in HBS Battletech. 4 mediums are basically helpless against 4 assaults, barring highly favorable and specific terrain or victory conditions. Deployment limits in terms of Battle Value or C Bills almost invariably push towards vehicle and infantry supremacy, as almost every single battlefield role can be served by a vehicle for better point efficiency, short of highly specific roles filled by things like the Firestarter or Grasshopper, and an Atlas' worth of infantry can probably take out upwards of 5 Atlases, even before the issues of initiative sinking really take root. And deployment limits by raw tonnage invariably favor the lightest Mechs, as very little can beat a swarm of equal tonnage Locusts kicking it in the shins until it dies, as well as clantech abominations that spend an Atlas' worth of resources for a Locust that is slightly better at kicking. It takes some combination of these things to help Mechs of diverse roles really shine, over wrenching the game's balance off. Raw BV or cbills work the best, since at least there's something of a rock paper scissors between infantry and vehicles, mechs specialized to deal with them, and Mechs that can actually fight other Mechs. But the slant is really against Mechs that fight mechs, because of how little investment it takes to outmuscled such Mechs with infantry and vehicles, and how well Mechs like the Firestarter can actually stick it to "proper" mechs with initiative sinks and fire support. Like Rock remembering it can actually abrate through paper just fine.
There's some great analysis and tips in this one. Things like bringing your long-range forces closer to maximise accuracy/firepower as the battle descends into a closer range brawl. I've got a better idea of how to use Warhammers now as well as I always heard they were underarmoured.
Nerdy described how I used my Warhammer as lance & company commander back in my Mechwarrior RPG days. I didn't know there was a system for it! 😁 My command lance was a me in the Warhammer, a friend who favored a Marauder or Thunderbolt, a Shadow Hawk, and a Phoenix Hawk. (Can you tell my unit composition antedated the 3025 TRO? 😄) The Marauder and Shadow Hawk played Battle Line, the Phoenix Hawk was Cavalry/Scout, and my Warhammer was Ranged/Battle Line. By the time the enemy mechs got to Brawler range, a number of them had divots from long-range fire, which the Warhammer's torso weapons could exploit. Regarding the Warhammer's armor weight for the -6R and variants, it did suffer from having a lot of weapons, especially the two weighty PPCs. And in order to protect those, heavy, valuable PPCs, the arms were favored over the legs, which were thin for its class and tonnage, and could be troublesome. So, use the partial cover protection for legs rule without shame where you can effectively do so. The tradeoff for having pretzel legs was being able to torso twist or about-face and use the torso armament to totally shred the enemy Scout/Cavalry mech poking at your rear/flank. (That's 20 potential gun damage PLUS an average of +6 SRM damage for only about 12 heat!) The -8D as a post-Invasion version is more balanced armor-wise and is tougher as well.
My dad has been playing battletech since high school and he's pretty smart. It's safe to say your videos have been instrumental in helping formulate strategies to beat him with. I am in your debt Mr jelly man. Side note I am psyched for the new kickstarter! Got my tax returns saved up for it! If the time permits perhaps we can get an in depth video covering the new kickstarter?
@@nerdyOveranalyzed Most of our battles started in my favor so far so I wouldn't say I've truly beaten him until I win a fair fight. So far I've outgunned and outweighed his forces multiple times over since I'm still learning the tabletop. Though I have no doubt I'd crush him in the video games if we competed against each other lol
I love to see your mech reviews mainly, but this video was absolutely fantastic. Appreciate the tactics were discussed rules agnostic, showing the battlefield roles and tactica regardless of the specific numbers and ranges/dmg/etc. You hear people use the term "brawler" or "bodyguard mech" a lot without it having any real meaning, i loved the visual aid of the color coding on the battlefield to show generally where you'd position your formations. Really helps highlight and clarify some of the less obvious roles outside of normal fire support or front-line tanks.
Puts a little context on the role of my current favorite mech, the Victor. It's an ambusher. It can pull double duty as calvary if even battle line if terrain can keep it from getting eaten up by long ranged attackers. Like in a city or something.
What I've been waiting for. Super excited for this! EDIT: A LOT of insight here. Tremendous content, I hope to see more stuff like this beyond this series of videos. Great job!
Love this kind of content. Think you might in the future throw a few good lance compositions together and discuss? Or perhaps a company? Then give some commentary on why you picked them?
Thanks for presenting this concise version of your livestream last week. It's very helpful and allows players new & experienced alike to make stronger crafted lances. the lances being stronger because they're more efficient at their assigned roles, both as a lance and as individual mechs.
This is a good video for mech roles and how they work in battle. But one thing that I'd like to point out that is that in lore, merc commanders (or hell, commanders of regular House units) don't usually have the luxury of choosing their force composition. They can't pick and choose what mechs to take into battle but had to use whatever was available. For many, it's either take this substandard mech or no mech at all. Now, if you have large numbers of units available, you can afford to group similar mechs with similar roles and mission profiles together. But that's not quite the same thing as being able to pick and choose which model and variant of mech for every unit in your force that you can take on a campaign. If all you have are Mediums and Lights, then that's all you have to work with, especially if you can't buy heavy mechs to fill due to either lack of funds or simple lack of any heavy mechs being available on the market. That being said, I think this video is really good for thinking about what role the mechs you do have play in battle. If all you have are Lights and Mediums, that 4/6 Hunchback with the AC/20 might just become one of your front line or bodyguard units. Your Locusts and Stingers and Wasps might have to play the Cavalry role in addition to scouting because nothing else you have can keep up with them. And if by some fortune you do finally get a real heavy mech (which in 3025 will most likely be through salvage or capture), it may well become your line breaker.
Yep very true about not having the luxury of choosing force comp! I'm planning on rolling up few using Xtol's RATs table and then buying a few using a simulated Mech Market on stream. At the house level I think it would be easier. Generals would take a look at what was available in their regiments and then organize in a logical manner. It wouldn't mean everything was perfect, but the size of the unit would mean it would be easier. Very true about things being relative!
Hello Nerdy. This was a good video. For a new player, it brings to mind things that a Commander should be thinking about before committing his or her units to battle. Most of the 'lessons' you pointed out in your video, I absorbed, sort of without thinking about it, as I played the game back in the 80s and 90s. I look forwards to your next few videos with anticipation.
I want to add. In a campaign setting for Battletech/Mechwarrior RPG. Sometimes,it's better to retreat and fight another day than it is to spend all your Cbills on parts repairs and rolling dice to see if you've crippled your mech even more than it was(Having a Jenner with a locked up hip actuator that can't be replaced until we can get to a factory comes to mind) Remember folks. Meat is cheaper than metal.
This is a good primer on mech roles. One thing I think you missed out on and have acknowledged in the past, is the roles of hole punchers (Warhammer, Awesome, Marauder, Catapult K2) vs that of the crit hunters (Kintaro, Crusader, Hunchback 4P/4SP). Opening up those holes before loosing a swarm of missiles/medium lasers is key. Also, I like your ideal merc lance composition, but I would try to work in a single 6/9 mover (you favorite Phoenix Hawk or a modified Hermes II) to be able to cover a bit more ground while still packing decent armor and firepower.
Hmm true. I was planning on covering it on the upcoming lance composition video but it may have been a good idea to work in here. A Phoenix Hawk instead of the Wolverine wouldn't have been a bad idea I guess. I'll probably give a few examples of what's possible in the next one
You wouldn't happen to have an Excel spreadsheet that labels each mech's battle role by chance, would you? I would love a quick reference pdf of this video, it really contextualizes mech's for me.
Hybrids are also called troopers by older players. You might want to consider adding another called assassins. Light mechs designed to move fast and backstabbing larger slower mechs. It's very common style of play you see on table top.
I've heard the word trooper thrown around! But as far as I can gather it's just a name for mechs that look like "army men" which is kind of weird to me. Doesn't seem to super help with understanding how to use them. xD I think there are a number of names you could call the backstabbing lights. "Assassin" would be a decent term! Although the actual Assassin mech would not qualify (lol). In the classification I have they would fall under "Hybrid Scout+Cavalry"
@@ero9841 Ahhhh okay. That term had me scratching my head for a while. I guess maybe there's some overlap? I didn't find the existing categories very helpful so I made my own.
@@nerdyOveranalyzed a trooper mech typically will have weapons for most range brackets, and typically more at the medium or heavy movement speed. Examples include but are not limited to: centurions, the Zeus, the Orion, etc. the loadout will typically inquire a standard 3 weapon type arrangement, with a long ranged fire support piece like LRM’s, a decent autocannon or large laser, and a standard pair of medium lasers to yell or draw unique and interesting insults into light mechs or infantry. SRM’s are optional, but the overall rule is something you can use as a potential all rounder in a setup, typically while not rocking the boat with new or advanced tech, but the average, cheap, and the reliable.
Now I am eager to know how you would rate my "company": Atlas II AS7-D-H Stalker STK-6M Crab CRB-27b Crab CRB-27b Archangel C-ANG-O D Awesome AWS-9Q Warhammer WHM-7A Banshee BNC-7S Phoenix Hawk PXH-3S Firestarter FS9-S Wolfhound WLF-2 Malak C-MK-O D
My preferred is my Hoplite 'filler" medium 'mech. It's crap. It's not expensive. It's a linefiller in a battleline. It tends to last a long time in a company size battle as the enemy feels that he is wasting shots to kill the hoplite. It's always amongst the last standing and with the 'D' variant, it tends to be able to use the scatter ammunition alot.
You forgot one; "The Useless Mech". Typically costing far more than any amount of damage they will ever inflict on the enemy, these mechs were designed by FASA while drunk, high, or both. These mechs are typified by having ineffective or inappropriate armament, insufficient heat sinking capability, insufficient armor, insufficient mobility, or any combination of these traits. The CGR-1A1 Charger is a classic example. At 80 tons and costing 7.5 million C-bills, it runs as fast as a medium mech, but can't jump and doesn't have the armor to use physical attacks well, as it will be shredded long before getting into range. It's main weapon is, aptly enough, charging, along with five small lasers that it cannot move and fire without beginning to overheat. A helicopter costing a paltry half a million C-bills does this mech's job of scouting better than the mech does, and you can buy 15 of them for the same price. Any one of those choppers can also do more damage than this piece of junk and is likely to survive longer against anything but dedicated AA fire from LBX autocannons, or pulse lasers, or God help us all, Clan ER Large Pulse Lasers with targeting computers.
I don't know which is more surprising. You recommending *against* the Atlas or actually finding a use for the Vulcan. If it weren't for the Vulcan being in the OG TRO 3025 I'd call it the ultimate jumping of the shark as far as battlemechs are concerned. It's a bloody stickman with the weakest guns they could put on a mech!
So what you're saying is blindly throwing everything I have into a moshpit is a non-good idea... Certainly explains why my mechs keep exploding in glorious fashion
You know... It really does show how shockingly stubborn-minded Kerensky was sue to the fact he helped create / ordered for his forces the quintessential 'Linebreaker' mechs.
So I've been really digging into Mechwarrior 5 recently, and I swear my lancemates are programmed to be the worst possible pilot for any mech I put them in. Half of my mechs are crippled to the point of inoperability because these glue sniffers keep pressing W with my Jagermech toward a fucking Battlemaster. Or just standing 100m away from an Awesome that I've designated as their primary target, but they decided the Warrior VTOL in the other direction was a dangerous priority, leading to the enemy Awesome getting a full triple PPC volley right into the back armor of my Thunderbolt. I just bought a second Thunderbolt because the cost wasn't that much higher than repairing the one I already have. And this dipshit went out and got it blown half to hell already. If House Liao offered to entrap me in a company store scheme with the promise of keeping my mechs running, I'd assault New Avalon _today._
I'm new to battletech and I'm really glad I came across your channel. I still haven't even played a game yet, but your generic explanations of mechs and tactics has been incredibly insightful. It's a lot to take in, but I definitely think this is going to help me out. The way you present this information is extremely well done.
Thanks! I'm really happy you enjoyed the video and got a lot out of it. :)
The best thing you can do is share it with your friends and other new folks!
It's a great game, I've been playing it on and off since the early 90s.
Excellent breakdown of Roles. Most people think "more weight = better mech". But in Lore, as in real life, military units are built around synergy, adaptability, and economy of force.
Yep exactly! Glad you enjoyed!
I think you see more use for the lighter Mechs in alpha strike games with larger force sizes. I've never played battle force but I bet it's similar.
Deployment limits in terms of bodies on the field invariably pushes towards higher weight favoritism, as seen in HBS Battletech. 4 mediums are basically helpless against 4 assaults, barring highly favorable and specific terrain or victory conditions.
Deployment limits in terms of Battle Value or C Bills almost invariably push towards vehicle and infantry supremacy, as almost every single battlefield role can be served by a vehicle for better point efficiency, short of highly specific roles filled by things like the Firestarter or Grasshopper, and an Atlas' worth of infantry can probably take out upwards of 5 Atlases, even before the issues of initiative sinking really take root.
And deployment limits by raw tonnage invariably favor the lightest Mechs, as very little can beat a swarm of equal tonnage Locusts kicking it in the shins until it dies, as well as clantech abominations that spend an Atlas' worth of resources for a Locust that is slightly better at kicking.
It takes some combination of these things to help Mechs of diverse roles really shine, over wrenching the game's balance off. Raw BV or cbills work the best, since at least there's something of a rock paper scissors between infantry and vehicles, mechs specialized to deal with them, and Mechs that can actually fight other Mechs. But the slant is really against Mechs that fight mechs, because of how little investment it takes to outmuscled such Mechs with infantry and vehicles, and how well Mechs like the Firestarter can actually stick it to "proper" mechs with initiative sinks and fire support. Like Rock remembering it can actually abrate through paper just fine.
There's some great analysis and tips in this one. Things like bringing your long-range forces closer to maximise accuracy/firepower as the battle descends into a closer range brawl. I've got a better idea of how to use Warhammers now as well as I always heard they were underarmoured.
The other Warhammer tip I've heard is to stand in partial cover to protect that weak leg armor.
yes, very true! It helps alot!
Ayy, thanks Sven! I was watching your video yesterday. xD Good to see you.
Nerdy described how I used my Warhammer as lance & company commander back in my Mechwarrior RPG days. I didn't know there was a system for it! 😁 My command lance was a me in the Warhammer, a friend who favored a Marauder or Thunderbolt, a Shadow Hawk, and a Phoenix Hawk. (Can you tell my unit composition antedated the 3025 TRO? 😄) The Marauder and Shadow Hawk played Battle Line, the Phoenix Hawk was Cavalry/Scout, and my Warhammer was Ranged/Battle Line. By the time the enemy mechs got to Brawler range, a number of them had divots from long-range fire, which the Warhammer's torso weapons could exploit.
Regarding the Warhammer's armor weight for the -6R and variants, it did suffer from having a lot of weapons, especially the two weighty PPCs. And in order to protect those, heavy, valuable PPCs, the arms were favored over the legs, which were thin for its class and tonnage, and could be troublesome. So, use the partial cover protection for legs rule without shame where you can effectively do so. The tradeoff for having pretzel legs was being able to torso twist or about-face and use the torso armament to totally shred the enemy Scout/Cavalry mech poking at your rear/flank. (That's 20 potential gun damage PLUS an average of +6 SRM damage for only about 12 heat!) The -8D as a post-Invasion version is more balanced armor-wise and is tougher as well.
This is the Battletech channel I've been looking for my entire life. Thanks so much for such quality content!
Glad you enjoy it! Happy that it's helping folks like you.
My dad has been playing battletech since high school and he's pretty smart. It's safe to say your videos have been instrumental in helping formulate strategies to beat him with. I am in your debt Mr jelly man.
Side note I am psyched for the new kickstarter! Got my tax returns saved up for it! If the time permits perhaps we can get an in depth video covering the new kickstarter?
Oh ho! You've been beating the old man eh? Happy it's been working for ya!
Of course! It'll be after the kickstarter launches but I don't see why not!
@@nerdyOveranalyzed Most of our battles started in my favor so far so I wouldn't say I've truly beaten him until I win a fair fight. So far I've outgunned and outweighed his forces multiple times over since I'm still learning the tabletop.
Though I have no doubt I'd crush him in the video games if we competed against each other lol
Love you slime AI buddy! I'm not a Battletech fan but your videos definitely have me staring at plastic models...
Soon™
I love you too!
Glad that the videos have got you starin' ha ha
:^) yessssssssss
I love to see your mech reviews mainly, but this video was absolutely fantastic. Appreciate the tactics were discussed rules agnostic, showing the battlefield roles and tactica regardless of the specific numbers and ranges/dmg/etc. You hear people use the term "brawler" or "bodyguard mech" a lot without it having any real meaning, i loved the visual aid of the color coding on the battlefield to show generally where you'd position your formations. Really helps highlight and clarify some of the less obvious roles outside of normal fire support or front-line tanks.
Glad you enjoyed Commander! I'd like to branch out and cover the big picture a bit. I'm happy that the video clarified things for you! :)
Puts a little context on the role of my current favorite mech, the Victor. It's an ambusher. It can pull double duty as calvary if even battle line if terrain can keep it from getting eaten up by long ranged attackers. Like in a city or something.
I'm really enjoying this channel and this series. I've been playing BT since the mid-80s and I still learn from these videos.
Ayyy yeah! Glad you enjoyed it. Always something to elarn
I HAVE BEEN NEEDING THIS VIDEO, THANK YOU
YOU ARE WELCOME!
Holy metal this video was much needed.
Glad it's helping!
Pretty solid overview, couldn't have done it better myself.
Thanks!
What I've been waiting for. Super excited for this! EDIT: A LOT of insight here. Tremendous content, I hope to see more stuff like this beyond this series of videos. Great job!
Glad that it hit the spot for you! More coming soon!
Great work keep it up! You’re a valuable contributor to the community
Love this kind of content.
Think you might in the future throw a few good lance compositions together and discuss? Or perhaps a company? Then give some commentary on why you picked them?
Next video in the series :)
@@nerdyOveranalyzed awesome!
I've been busy with work but this is wonderful! It certainly helps a lot that's for sure!
Thanks for presenting this concise version of your livestream last week. It's very helpful and allows players new & experienced alike to make stronger crafted lances. the lances being stronger because they're more efficient at their assigned roles, both as a lance and as individual mechs.
You're welcome! I really enjoy making them. My hope is that people use them as both entertainment and to get better! :)
Thank you… I think you take the credit for the most intelligent porring in the world!!
Thanks! Unlike my brothers I was born with 3 brain cells instead of 2!
This is a good video for mech roles and how they work in battle.
But one thing that I'd like to point out that is that in lore, merc commanders (or hell, commanders of regular House units) don't usually have the luxury of choosing their force composition. They can't pick and choose what mechs to take into battle but had to use whatever was available. For many, it's either take this substandard mech or no mech at all.
Now, if you have large numbers of units available, you can afford to group similar mechs with similar roles and mission profiles together. But that's not quite the same thing as being able to pick and choose which model and variant of mech for every unit in your force that you can take on a campaign. If all you have are Mediums and Lights, then that's all you have to work with, especially if you can't buy heavy mechs to fill due to either lack of funds or simple lack of any heavy mechs being available on the market.
That being said, I think this video is really good for thinking about what role the mechs you do have play in battle. If all you have are Lights and Mediums, that 4/6 Hunchback with the AC/20 might just become one of your front line or bodyguard units. Your Locusts and Stingers and Wasps might have to play the Cavalry role in addition to scouting because nothing else you have can keep up with them. And if by some fortune you do finally get a real heavy mech (which in 3025 will most likely be through salvage or capture), it may well become your line breaker.
Yep very true about not having the luxury of choosing force comp! I'm planning on rolling up few using Xtol's RATs table and then buying a few using a simulated Mech Market on stream.
At the house level I think it would be easier. Generals would take a look at what was available in their regiments and then organize in a logical manner. It wouldn't mean everything was perfect, but the size of the unit would mean it would be easier.
Very true about things being relative!
Extremely informative and concise as always! Given me something to consider while building lances.
Glad to be of help Commander! o7 Glad you enjoyed!
Awesome playing guide!
Hello Nerdy.
This was a good video. For a new player, it brings to mind things that a Commander should be thinking about before committing his or her units to battle.
Most of the 'lessons' you pointed out in your video, I absorbed, sort of without thinking about it, as I played the game back in the 80s and 90s.
I look forwards to your next few videos with anticipation.
Wow! Thanks for such an informative video!
You're welcome! Glad it helped.
I want to add.
In a campaign setting for Battletech/Mechwarrior RPG.
Sometimes,it's better to retreat and fight another day than it is to spend all your Cbills on parts repairs and rolling dice to see if you've crippled your mech even more than it was(Having a Jenner with a locked up hip actuator that can't be replaced until we can get to a factory comes to mind)
Remember folks. Meat is cheaper than metal.
Thank you sir, I find this incredibly helpful.
You're welcome! Glad you enjoyed!
Brilliant work.
Thanks! glad you enjoyed
Have you considered nerding over Harebrained Scheme's Battletech game? Would love to see your take on it.
This is a good primer on mech roles. One thing I think you missed out on and have acknowledged in the past, is the roles of hole punchers (Warhammer, Awesome, Marauder, Catapult K2) vs that of the crit hunters (Kintaro, Crusader, Hunchback 4P/4SP). Opening up those holes before loosing a swarm of missiles/medium lasers is key. Also, I like your ideal merc lance composition, but I would try to work in a single 6/9 mover (you favorite Phoenix Hawk or a modified Hermes II) to be able to cover a bit more ground while still packing decent armor and firepower.
Hmm true. I was planning on covering it on the upcoming lance composition video but it may have been a good idea to work in here. A Phoenix Hawk instead of the Wolverine wouldn't have been a bad idea I guess. I'll probably give a few examples of what's possible in the next one
Love the humorous effect of a talking slime commenter like a news anchor
You wouldn't happen to have an Excel spreadsheet that labels each mech's battle role by chance, would you?
I would love a quick reference pdf of this video, it really contextualizes mech's for me.
Hmm, maybe in the future! I'll think about it!
Cool video. question. what role would you put the Berserker and Grand Titan into?
The berzerker is a bodyguard 'mech.
The Grand titan.... Well It's just trying to be a hero 'mech... Those assault 'mechs usually have flaws :)
Hybrids are also called troopers by older players. You might want to consider adding another called assassins. Light mechs designed to move fast and backstabbing larger slower mechs. It's very common style of play you see on table top.
I've heard the word trooper thrown around! But as far as I can gather it's just a name for mechs that look like "army men" which is kind of weird to me. Doesn't seem to super help with understanding how to use them. xD
I think there are a number of names you could call the backstabbing lights. "Assassin" would be a decent term! Although the actual Assassin mech would not qualify (lol). In the classification I have they would fall under "Hybrid Scout+Cavalry"
@@nerdyOveranalyzed trooper basicly is just a general purpose line mech. I've never heard of the looks like army man before. Kind of interesting
@@ero9841 Ahhhh okay. That term had me scratching my head for a while. I guess maybe there's some overlap? I didn't find the existing categories very helpful so I made my own.
@@nerdyOveranalyzed a trooper mech typically will have weapons for most range brackets, and typically more at the medium or heavy movement speed. Examples include but are not limited to: centurions, the Zeus, the Orion, etc. the loadout will typically inquire a standard 3 weapon type arrangement, with a long ranged fire support piece like LRM’s, a decent autocannon or large laser, and a standard pair of medium lasers to yell or draw unique and interesting insults into light mechs or infantry. SRM’s are optional, but the overall rule is something you can use as a potential all rounder in a setup, typically while not rocking the boat with new or advanced tech, but the average, cheap, and the reliable.
Perfect, it will really help our canonically unlucky unreliable commander we generated.
lel
Where is the “Mercenary Doctrine” video you mentioned?
Destruction!
Kaboom!
I see you covered most Alpha Strike unit roles, but what about the Striker? Are they bad scout-cavalry hybrids or do they have their merits?
I just roll them into Cavalry
Shoot the legs, stomp the cockpit!
SlimeGuy: We don't want to use line breakers because of how they fight.
Me, a complete psychopath: World-Breaker Lance go "BRRRRRRRRRRRRRRTTTT-"
What's the drop ship rule you refer to? Maximum force size?
Oh it's more of a roleplaying thing. The Locust has the "Compact Mech" quirk which allows 2 of them to be loaded into a single bay.
Now I am eager to know how you would rate my "company":
Atlas II AS7-D-H
Stalker STK-6M
Crab CRB-27b
Crab CRB-27b
Archangel C-ANG-O D
Awesome AWS-9Q
Warhammer WHM-7A
Banshee BNC-7S
Phoenix Hawk PXH-3S
Firestarter FS9-S
Wolfhound WLF-2
Malak C-MK-O D
I'll make a "how to do a lance/company/battalion" soon!
@@nerdyOveranalyzed Nice!
The way he calls me commander. 😳
My preferred is my Hoplite 'filler" medium 'mech. It's crap. It's not expensive. It's a linefiller in a battleline. It tends to last a long time in a company size battle as the enemy feels that he is wasting shots to kill the hoplite. It's always amongst the last standing and with the 'D' variant, it tends to be able to use the scatter ammunition alot.
I have to disagree on the atlas. It's a hybrid scout linebreaker.
Get out of here Steiner! Back to the ballroom with the other social generals.
Ha! Steiner's in the house...
You forgot one; "The Useless Mech". Typically costing far more than any amount of damage they will ever inflict on the enemy, these mechs were designed by FASA while drunk, high, or both. These mechs are typified by having ineffective or inappropriate armament, insufficient heat sinking capability, insufficient armor, insufficient mobility, or any combination of these traits. The CGR-1A1 Charger is a classic example. At 80 tons and costing 7.5 million C-bills, it runs as fast as a medium mech, but can't jump and doesn't have the armor to use physical attacks well, as it will be shredded long before getting into range. It's main weapon is, aptly enough, charging, along with five small lasers that it cannot move and fire without beginning to overheat. A helicopter costing a paltry half a million C-bills does this mech's job of scouting better than the mech does, and you can buy 15 of them for the same price. Any one of those choppers can also do more damage than this piece of junk and is likely to survive longer against anything but dedicated AA fire from LBX autocannons, or pulse lasers, or God help us all, Clan ER Large Pulse Lasers with targeting computers.
I don't know which is more surprising. You recommending *against* the Atlas or actually finding a use for the Vulcan. If it weren't for the Vulcan being in the OG TRO 3025 I'd call it the ultimate jumping of the shark as far as battlemechs are concerned. It's a bloody stickman with the weakest guns they could put on a mech!
5T isn't bad!
Why my A.I. tutorial is a Slime ? * pokes *
Hm hm * notes down *
> Waiting Move
I call that the Baiting Move.
So what you're saying is blindly throwing everything I have into a moshpit is a non-good idea...
Certainly explains why my mechs keep exploding in glorious fashion
You know... It really does show how shockingly stubborn-minded Kerensky was sue to the fact he helped create / ordered for his forces the quintessential 'Linebreaker' mechs.
lol. True
I did not see the Jenner. It is a light beast.
yeah. quite rare outside of the Combine sadly. D:
So I've been really digging into Mechwarrior 5 recently, and I swear my lancemates are programmed to be the worst possible pilot for any mech I put them in. Half of my mechs are crippled to the point of inoperability because these glue sniffers keep pressing W with my Jagermech toward a fucking Battlemaster. Or just standing 100m away from an Awesome that I've designated as their primary target, but they decided the Warrior VTOL in the other direction was a dangerous priority, leading to the enemy Awesome getting a full triple PPC volley right into the back armor of my Thunderbolt.
I just bought a second Thunderbolt because the cost wasn't that much higher than repairing the one I already have. And this dipshit went out and got it blown half to hell already. If House Liao offered to entrap me in a company store scheme with the promise of keeping my mechs running, I'd assault New Avalon _today._