The thing I like about the AC/2 (on this 'mech and the Jagermech only) is that as soon as you can see your opponent, you can start shooting. So your opponent has to cross the entire battlefield listening to "Ping-ping. Ping-ping. Ping-ping. Ping-ping." It's like Chinese water torture.
Pilot: Oh no... A Blackjack, boss, is there no other mech available? Commander: Well I have another one if you want it... Pilot: That's starting to sound good.... Commander: A Jagermech, I'll take you to it... Pilot: Where do you say I have the Blackjack?
Not a great mech, but 4 medium lasers is nothing to ignore. 8.5 tons of armor is decent for a 45 ton mech. Plus, it is called the BJ 1. Who doesn't love a good BJ.
You could get similar things from the ever overshadowed Hunchback 4H, 4 medium lasers, a small laser, and one much better AC 10 in 10 tons of armor. Speed and jets vs raw damage and armor.
The Blackjack perfectly sums up the kinds of IS designs I love. While far from perfect, it's perfectly decent and serves well as second fiddle in a lance, full of character and quirkiness!
I'm an old school Blackjack pilot... still have it and built a formidable mercenary regiment(s) around it back in the '90s. Everyone gave me fits about it back then when they were all gaga over their Banshee's and Warhammers, etc.... there's definitely a place for those units but always remember... BIGGER 'mech = BIGGER target.
a mech that has what you call "glow-up". and like the Banshee, its a mech series you look at for the variants. especially the -3 model with the double PPC. also i like to imagine what could of been if it was liked, a star league dedicated anti-air lance of blackjacks lead by a Rifleman in support of other ground units by filling up the sky with autocannon rounds sending enemy aeros meteoring into the ground
Love the Blackjack,a long range skirmisher/harasser with a close range punch for cheap. Needs some work but it's a cheap mech for garrisons and less experienced pilots.
I would like to argue that ammo in the CT is better than the side torsos for any mech that doesn't have the side torsos padded out. The CT is better armored and 1/12 or 1/11 crit chance is better than a side torso, say on the marauder that has 100 percent chance of ammo hit. Or even many others with a 50/33/25 percent chance. I'm not saying that if it gets hit it's not catastrophic in the CT. But a high amount of ammo in either side torso will still kill a mech. Pre Case of course.
I was just about to comment that, but you already said it perfectly. The CT has padded crits, and is FAR less likely to result in ammo explosions than the LT/RT.
@@KageRyuu6 true, but think about it like a real engineer. Would you make a modern tank commander sit on top of the ammo box? No. Not unless you were a Russian tank designer.
Tabletop, I don’t like the blackjack. But in the video games I honestly love it. I once did a whole play through on career mode of mechwarrior 5 where I started out with a BJ-1 and there was this really teeth clenching moment where I’m up against a Phoenix Hawk in a city. I ended up playing this game of cat and mouse, jumping over roof tops and taking pot shots til I finally wore down its CT armor and was able to go in for the kill with the medium lasers.
Seriously, how did FASA never realise that the AC2 has ALWAYS sucked? It's not like it's hard to work out. It's overweight, underpowered, its range is a minimal advantage, and its ammo reliance is a major drawback. You'd think they'd have tweaked the numbers over the years to fix it (there's no way it should weigh more than 4 tons at most) but they've never caught on.
AC/2s have their uses, especially with alternative ammo. Given the Davion love of light autocannons, the BJ 1 is a solid plinker with decent infighting ability and jump jets, and fits in well with most medium fire or generalist lances. I've gotten excellent returns on using them with Riflemen, any of the 55 ton trio, or even as the lead mech in a scout lance of Javelins and Valkyries. The BJ's newest variant, the Blackjack C, debuting in the Wolf's Dragoons pack, carries dual Clan Large Pulse and two Streak 4s. By all accounts, it's a fearsome machine. However, i believe it's best IS variant is the Blackjack 3, which carries 2 PPCs, 4 medium lasers and 10 Double Heat sinks. Debuting in 3042, the BJ 3 is only 1271 BV and is available to almost all factions. The all energy loadout makes it a great choice for any medium lance, especially in the Periphery.
I really like the BJ-3, which replaces the autocannons with PPCs and upgrades to double heatsinks (the first IS mech to use them since the recovery of the Helm memory core). It has more pronounced heat issues, but they are manageable if you’re smart. Also, I had to laugh because one of the hosts of The Mechbay Podcast absolutely LOVES AC-2s, and the Blackjack is consequently his favorite mech in the game. Just goes to show you that BattleTech literally has something for everybody! “One man’s trash is another man’s treasure,” and all that.
@@shakeemsymonds7362 Oh yeah. It was an unbalanced mess that made light mech spam pretty unbeatable but it was fun if you had someone not trying to cheese you. The art from it alone is worth a lookover.
I've never seen the TCG in person, but the artwork from it that's scattered across the wiki is often pretty wild. Sometimes the mechs have really bizarre proportions.
@@TheGreenKnight500 yeah some are really weird for sure, but others are honestly stunning. The Masakari Prime art has been my mental image of that mech for over 20 years
In tabletop I totally agree that the 4 medium lasers are the primary weapons. A/C 2s are really bad due to the weight and the damage. But in MWO and MW5 I have found great success and actually really like the A/C 2 blackjack. Just stand to the left or right of the scary boys and never stop firing. Need to be modified for more ammo and it can be hot. But it work as no one will focus you and the dps and the 4 medium laser will add up fast.
The AC/2 really does shine in MechWarrior's more shooter focused playstyle, since they're comparable to LRMs in Range and do around the same damage per hit, allowing one to chip away at armor before coming into brawling distance. That the Blackjack can then follow it up with at least a decent Medium Laser strike sweeten the deal, though you generally want to switch them out with Small Lasers to further reduce the heat load.
@@lalosaurioXL Well that's the Arrow, a Machine Gun Boat... A loadout like that expect you to fight like a Light Mech, and thus upgrade your speed as much as possible...
I have to agree with that as well, just exchange the regular AC/2's with a pair of burst fire cannons and watch them rip into vehicles and VTOL's or even light Mechs . And if you give it to a competent gunner in the Battletech VG , especially in the beginning of the campaign, it's always worth having around.
Depending on the model, it’s an absolute killer. The BJ-1 is basically a baby rifleman, in price and size, but not really in firepower. Twin ac2s and 4 medium lasers. Get a couple lances for cheap, and you have one helluva frontier garrison.
For me I have always viewed the Blackjack as a Davion foot trooper sort of Mech. An average, if not under performing machine that has been produced in moderate numbers, making it a common addition to many medium lance combos. The true value, in my opinion, is just how adaptable the core machine is. That there are so many variants lends itself to my opinion, as well as many more one offs that we don't see published. Sorta like a medium weight Warhammer. What I mean is, that its not great, not awful, just is.
HBS BT made me love this game. taking all the background options for as much gunnery as possible and taking headshots as often as possible made me love this thing. AC/2s may do pathetic damage but most cockpits aren't armored well and they have long, long reach. Also you sound much better so congrats on the recovery dude.
This was the mech that started it all for me. Even after all the other mechs I could never stay away. I named my BJ3 Jackie after a childhood friend and I have kept the build as consistent as I could over the years. She rocks dual erppc with jumpjets and torso mounted medium lasers, and slightly under armored in favor of heatsinks. She's delicate to put it lightly but it doesn't matter when you're able to slap them with full damage on the other side of the battlefield.
A lot of folks scoff at the AC/2, but most of them don't realize that it's not an anti-mech weapon... It's an anti-vehicle weapon. It's got incredible range, and can deliver motive hits that can leave an enemy tank or APC crippled and out of position. Against VTOLs it's doubly problematic, as a shot through the rotors = dead. Pair this with 4 medium lasers and you have a decent spread of fire at all range brackets. Another thing to consider with the Blackjack is that it's jump capable. This will allow it to reposition itself readily to adapt to battlefield conditions, and it can watch the backs of its lancemates to deter any pesky flankers. Are there better mechs out there? Hell yes (The BJ3 variant immediately comes to mind). But if this is all you've got, there's far worse as well. Glad you're feeling better! Any chance of an analysis on the Vindicator? IMHO it's the battlemech equivalent of a Swiss Army knife.
I mentioned specifically that it's strong vs. VTOLs and Aerospace assets. GM literally didn't give the Blackjack those guns for that role. Those cannons are there for general fire support. :\
The Blackjack isn't in my top ten even among medium mechs, but I have a soft spot for this thing. It's not the best in any one category, but man~, is it a decent Jack-Of-All machine. Decent fire-power. Decent range. Decent jump. Decent armor. Decent price... Never liked how hot it runs if you try using all its tools, though. Doubly so for the all-lasers variant.
It's, like, the ultimate starter mech Well-rounded and forgiving to pilot but otherwise mediocre-to-average in its original configuration, and with a lot of potential for power scaling with upgrades
@@hvymtal8566 Yeah, well put. Do wish the Hare-Brained Schemes game would have let you pick your starter mech, but the BJ-1 really was an excellent choice as 'nobody's first mech.' Ill favored enough that you'd get why nobody stole it, solid enough for a newb to survive in, and yet not so powerful that you'll cling to it for the rest of the game. In that sort of 'nobody to hero/villain' story, it really was a dang near perfect choice as first mech you see & use goes.
my favorite mech! i love this thing, despite it's horrible reputation in lore, it can actually go toe to toe with most light to medium mechs, even some heavies if you can get their backs.
The Blackjack highlights everything wrong with the AC/2. For the same weight (I count the ammo as part of the weapons weight here seeing as it is mansatory) you can mount two medium lasers and almost enough single heatsinks to make it heat neutral. If you mounted doubles (somehow) you could get three mlasers and enough to only overheat by one point. It would cost you more crits and the range advantages but 7 tons is waaaay too much of an investment for 2 damage. Even against VTOLS and such, the same tonnage in LRMs is a far better investment. The AC/2 _could_ be a great weapon if it weighed less or got an accuracy bonus or even got multiple shots but used the cluster table but as it stands it's tied with the SRM2 for most pointless weapon.
In HBS battletech, I would strip the arm weaponry in favor of a large laser and AC/5. The addition 2 tons would go to armor and an additional heat sink. Performs okay.
Silly AC2 mech, but popular due to the PlasTech minis. I enjoy this mech despite its failings, fire the long range MGs and then go in for the kill with the mediums. Also played with the BJ-2 on a MUSH and had to fight a MAD-5D one on one. My mech was barely walking and I beat the MAD. It was an epic fight. I still remember it, heat overload alarms, daring to fire an ER large and praying for the Streaks to hit him for a crit anywhere. I have nothing but good memories about this mech. Even though it has an obvious sexual joke for a name.
I wanted to view this video after Tex's documentary about the Blackjack! I also love how this mech versatility makes it the perfect option for the first vehicle you get in Battletech (2018) videogame.
I had a modified one of these with AC/5s in MWO and was one of my most successful early mechs once I'd graduated from trial mechs; so i got fond memories of the BJ.
Clearly someone doesn't understand Battletech Classic, so here's how Critical Hits work, whenever you damage internal structure on a mech you roll 2d6, and on an 8+ you roll a crit (or more), this means you damage some equipment in the section that you hit, so you roll 2d6 to determine the critical slot in question and you keep rolling until you hit something (unless the section is empty), at which point you mark it off either damaging or destroying it in the process depending on its size. So, the only way to protect some vital equipment is by putting less vital equipment in the same section. However, if you don't have any spare equipment to pad out your slots then the next best option is to put it into a section with critical slots already taken up by your engine and gyro or limbs, such as the center torso, legs, or arms. Now if the equipment destroyed by the critical hit just so happens to be an ammo bin, then that ammo bin explodes dealing its remaining potential damage to the mech in question. For instance, 1 ton of AC2 ammo has 45 shots that deal 2 damage each, meaning it has a potential damage of 90 points, which is enough to vaporize all but the heaviest mechs given damage transfer rules, however if only 5 shots remained then the explosion would only deal 10 damage which is survivable by all but the smallest.
I've only played Classic Battletech for 28 years. I've fought countless AC2 designs. I've lost mechs to them before too, but you know what? That doesn't make them not trash. Fishing for lucky shots with 6 ton weapons is a tedious waste of time.
My BT varient packs one AC/2 and one AC/5. Works well. As for AC/2s I would say they're a fine weapon for light mechs and other, small targets and those things have great range. In short, it's a weapon with a niche.
@@BigRed40TECH Keep in mind, one of the battles that salvaged the Blackjack's reputation WAS that they held off a horde of light mechs. Accurate, ranged fire isn't to be underestimated.
Blackjack is the surprisingly competent stepson of the Rifleman. With enough jumpjets to do a mean backstab or quick relocating and long range autocannons to force air elements to do piloting checks on every attack run. Not to mention that with flak ammo you can actually snipe some poor PBI or even Elementals with it.
My favorite mech out of the whole setting. All the variants of it are interesting in their own way, though I think the BJ-3 was worth mentioning seeing as it was one of the first mechs with DHS and it makes for a great zombie. Though touching on the BJ-5 was smart - that thing is super fun to play. And that's without getting into the BJ2-O or the BJ (C). I've run through making my own BJ IIC designs and it's been super fun. Nice vid!
This video pretty thoroughly examines the Blackjack. Its AC-2s are bad weapons, and it uses 2 of them. The one time Ive actually like the Blackjack is in the 2018 Battletch PC game which massively improves the AC-2s performance with a +150% increase in damage. That actually makes the AC-2 into an excellent weapon, and the Blackjack is one of my favorite default mechs in that game. I remember loving its 720meter attack range, 4 jump jets, and keeping it for a long time, only replacing it with a heavy Jagermech which I then mounted with 4 AC-2s for double the long range firepower. Ballistic Weapons in Battletech are generally underwhelming. Theyre heavy, require additional tonnage for ammunition with the risk of explosions, and poor balance between Heat-Weight-and-Range. Until the Gauss Rifle becomes I generally discount them.
Yeah, you can't really blame the Blackjack that Tabletop game mechanics generally hate Ballistics. I love the AC/2 in Mechwarrior Online because it has a similar reach as LRMs and is immediate direct fire, meaning you can easily chip away at a Mech armor from range before closing for Laser Brawling.
In 3025 play the AC 10, and AC20 had a place, not great but not horrible. They stink against clan tech, and are pretty limited under advanced rules with jams and explosions. The 20 allowed one shot kills and it just crushing hit locations armour. The 10 was similar on medium and light mechs both of them without serious heat issues.
@@OmniMontel Ive never been a fan of autocannons because theyre just inefficient weapons period. In 3025 AC-20 is powerful, but lacks range and accuracy. An AC-2 has long range, but is pathetic in power. When Ballistics finally get good are when Gauss Rifles come out. Until then its LRMs and Lasers.
In mechwarrior 5, the Blackjack can be a fun sniper if you replace the AC2 with Light rifles. You can max out the armour and add a excessive amount of ammo. You won't fire often but when you do it hits quite hard.
Your assessment of the AC-2's is fair. But I'm very curious of your opinion of the Mauler. I love shooting that thing, nonstop fire that will add up extremely quickly with it's high fire rate. And of course it's lasers and missiles. I swapped out the LRM's for SRM 6's and found it to be a devastating mech.
In my experience the Blackjack is quite useful on the battlefield, if used correctly. With it´s jumping ability it can quickly occupy an elevated fire position and start harrassing the enemy. The AC/2 don´t do much actual damage but they are annoying if you can´t hit back. Typically the other side would commit one or two fast light Mechs to deal with such a fire support mech, but this isn´t easy because of the heavy armor and the 4 medium lasers. When the battle continues the Blackjack eventually moves closer to finish off damaged enemies with it´s lasers and kicks. In general the Blackjack is a surprisingly sturdy mech for 45 tons and well worth it´s costs.
The thing with the Blackjack, is that it's incredibly average; it doesn't really excel at anything but also doesn't really have any especially large failing either so you can plunk them into pretty much any light or medium lance and they're going to give at least a half decent accounting for themselves. Wouldn't bank on it as a ringer though.
In my opinion, the BJ-1 is one of the better TRO3039 mediums, even with the AC2. That's not to say that it is particularly good, but it's well armoured and can actually fire it's medium lasers with minimal heat issues. Compare this with one of the other 45 tonner in that book: The Phoenix Hawk. The P-Hawk may be gorgeous, and a lot faster, but it has extreme heat issues, and that has machine gun ammo in the CT. For reference, the Vindicator is an extremely solid mech, and the Hatchetman is held back by low armour and low speed as a melee mech. Comparing it to the Griffin, one the big three, you can see how the Griffin is faster, but can't really control it's heat at all and doesn't really have any close range weapons at all. Sure the BJ-1DB is a lot better, as are the more modern variants, but the humble BJ-1 is still worthy of respect.
If anyone still owns the original mechwarrior RPG book Please look near the front of the book, next to the Dragon. Didn't this originally have dual energy weapons in its arms?
XL engine | Double AC2 | Stealth Armor | Sniper Internals = Extreme Distance Sniper with high damage output. I always keep it around when tonnage is an issue (vs jaeger or rifleman). I consider it to punch way above its weight.
I have such mixed feelings about the stock Blackjack. I don't consider the ammo in the CT to be an issue, since you're more likely to go internal on the side torsos of a mech of that weight, and there are plenty of other things to hit in the CT. If you got snake-eyes and then hit that one precise slot out of 11 CT slots, nothing was going to save you from your luck anyway. (Now the 1 ton of ammo all by itself in the Marauder's weak left torso - *that's* a problem.) Overall though... ugh. It's a great Medium mech for fighting anything 45 tons or less, and terrible for fighting anything 50 tons or more. In the world of light mechs, the AC/2 isn't bad, since armor is light on those mechs but mobility is high, so being able to shoot from 2-16 hexes with little or no range modifier is a big help. From 2-6 hexes, where most light mechs will be jumping around if they are trying to shoot the Blackjack gets 6 chances to hit with +0 to +2 penalty, and the heat is survivable if you only do it once. The medium mechs 45 tons and below also tend to be built like "light mech+", so a lot of guns with reasonable range bands is still dangerous. Once you get into 50+ mechs though, the builds are different, with a lot more armor on everything. The 4/6 50-tonners have armor and superior firepower, while the 5/8s have armor and superior mobility. And it only gets worse as weights go up. The Blackjack is one of the worst mechs about punching above it's weight. I like the Blackjack when everything is medium mechs, but it's probably the first medium I would replace with a heavy.
Fresh off MW5, I still fielded my Rifleman up to the point I got a Cataphract 4X, which is basically an assault mech in a heavy chassis. Completely agree with you on the BJ being one of the first phased out, first in favor of the Rifleman, and when available, any of the Hunchback variants
I was not impressed with the Blackjack at first. Then I found that myself with a pile of Blazers ( Double large lasers) And I found that if you strip out everything else, you can fit a Blazer in each arm. It runs hot, but no ammo concerns, good range, and a serious punch.
Great video as always, red. I've never been a big fan of the Blackjack myself, until the HBS game, where it's a beast. But classic Battletech, I always found those AC/2s too wasteful. They're basically long range machine guns, not good for much of anything. Sure you can stand off at range and you'll outrange most other mechs, but you're not really doing anything to them.
I've a soft spot for this 'Mech, yeah the AC-2's are a bit ehhh but 4 x Medium lasers on this thing can happily rip apart most other Mediums. Sure she's not the fastest, and she's not the flashiest 'Mech around, but she's durable, versatile and powerfully armed.
Blackjack good to see it getting as much love as has been recently. Good plinker early in a fight but as things go on it can close in and clean up. This is one of the few mechs that I wouldn't change for some of the variants come off to me as meh. Because your slowly getting out of what makes the BJ a BJ, and you should ask yourself why am I not using a different mech.
I only play mw5 these days and I love the blackjack for raids, demo, and defense. I treat it like a Rifleman with more endurance, if quite a lot less overall firepower. The range of the ac2 almost makes up for the miserable damage. It's a pretty good solution for knocking down buildings and keeping the vtols and tanks away.
On 'Mechs without CASE, I just don't see "ammo stored in the CT" as a problem. CASE prevents the explosion from transferring through the 'Mech according to the damage rules, you still lose the location the ammo was in but it won't go further. Without it, ammunition explosions will pretty much core out the 'Mech no matter where the ammo is stored. If memory serves, a ton of a AC/2 ammo gives 45 shots, the AC/2 does 2 damage, so one ton of ammo going up does 90 points of damage, and I don't think the Blackjack has 90 points of structure between an arm, a side torso, and the center torso, so even if the ammo was stored in the arms, an ammo explosion would kill the 'Mech. Now, as the ammo is depleted the destructiveness of the explosion goes down, but full depleting AC/2 ammo in a standard game is difficult to impossible, so there could still be a lucky hit on the CT ammo bins that would mission-kill the 'Mech, if not destroy it outright. But by the time that becomes a real danger, outside of extremely lucky through-armor criticals, the Blackjack is either low enough on ammunition or damaged enough overall it's probably trying to withdraw. Speaking of lucky through-armor crits. . . yeah, the AC/2 is terribly underwhelming on paper, but that long range (one of the longest in the game, only improved by advanced variants) means it can get lots of chances to score one of those lucky TACs, dealing up to three critical hits, usually to the center torso. Damage the engine early to make your opposition run hot, damage the gyro to make maneuvering difficult, destroy the gyro to make them immobile (and possible out of range of any weapons they can prop up to fire, rendering the 'Mech irrelevant), or get fantastically lucky and score three crits on the engine, mission-killing the 'Mech right off the bat. And vehicles are even more susceptible to crits. On paper, the AC/2 is a worthless weapon no one should ever use. In practice, there is no way to know if one's been loaded with one (or SEVERAL) of those "golden BBs" that will delete enemy units with a shot that shouldn't even scratch their paint fired from extreme range.
Well I agree, that the tonnage could have been better spent in lrms rather than ac/2s, the intention for the mech was meant more for dealing with skirmishes, malcontent, infantry problems, aircraft, etc. harassing other heavier mechs that need to focus on the bigger picture. The other aspect is the origin, Fedcom during it's time did not have an abundance of missile weaponry so it was rationed. On the other hand, Davions were drowning in autocannons like kids in candy after Halloween.
I haven't had much luck with blackjacks, as part of my OB or as the enemy OB. It's definitely a MP Rifleman on the cheap to give decent flak for garrison and security forces.
what it says is this: General Motors was blindsided by the bad press the Blackjack received upon its introduction. Chief among its critics was the charge that the StarGuard II armor was brittle and tended to fall off, and that its footpads were too narrow and made it susceptible to falling. None of these claims were ever substantiated, Another thing is to understand what version of AC/2's were actually being used. Autocannons were not merely 1 shot at a time, If you look up what it actually says about those weapons you will see that they were classified by type based on a damage profile. What it says about AC/2's: The Autocannon is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singly or in bursts. Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/2s having an extremely long range at the cost of having a very small damage output.[4] When compared against an LRM, the Autocannon 2 class of cannon trades damage and mass for more utility in its use. The weapon can be fired about 90 meters further than an LRM volley in the "long range" bracket, where this weapon excels. It also has a minimum range which is 60 meters closer than a standard Inner Sphere LRM launcher. Lastly, the cannon also almost applies no heat to the vehicle when firing the cannon, compared to an LRM system. An Autocannon/2 can use special munitions to increase its effectiveness.
eh it wasn't too terrible once i upgraded the AC2s to AC5s and moved around the ammo a little. served me well in HBS Battletech until I got my hands on heavies
Ugh AC/2 just aren't worth the weight. I didn't realize 2 of them took up 13 tonnes! We've upped the damage of the ac/ 2, 5, and 10 to: 5, 8, and 12 (still unsure about the 12) and added 2 internal structure to the head. That's what hairbrained schemes did for battletech. These weapons now actually do something, and they feel like they're described in the lore. The change made the black jack feel like it was worthwhile at long range.
I stand by my belief that the light ACs shouldn't exist and are proof that AC2s and to a lesser degree 5s are bad for their weight . If they adopted the fix from the video games of higher rates of fire: The AC2 (I recommend 2 additional shots at a +2 and +4 respectively) and the AC5 with 1 extra shot at a +3 would become dramatically more desirable. Yes this should effect ultras as well with the greater ammo drain and repeated chances to jam offsetting and balance issues.
The AC-2's are also usefull for getting motive hits on tanks at long range. I definitely prefer my build with 2 Large lasers and 2 LRM 5's in place of the AC-2's. The only advanced tech it has is double heat sinks and has the additional problem being that it's a white mech it can't jump...
@@BigRed40TECH exactly. Its a great mech for a newbie. Because newbie don't know what to do with a mech. But once that newbie stage passes, it's like a first ex where you appreciate the experience, it wasn't the absolutely worse possible, but you still didn't know better
Like. I still have nostalgic sentiment for the blackjack for back when I as a newbie. But its nostalgia more than anything. Not that it was actually a great mech
Rip out the autocannons, swap out two of the Medium Lasers for Large Lasers, fill the balance of weight with a few extra heat sinks or some extra armor. Congratulations, you have fixed your Blackjack. Do try this at home.
I find it acceptable when I remove the jump jets and replace the AC-2 with an AC/5 with the remaining saved wait put in armor. Giving it a long-range punch to weaken enemies before coming in close kill.
@@BigRed40TECH I was talking about the Battletech video game. It was a very good early and even late game (when restricted by weight), but it also works well in Mechwarriro as well. Though that maybe for I find jumpjedts more a gimic in combat.
AC2 is just a joke. Aerospace is just as well armored as mechs, and they are much harder to hit than mechs. The AC2 isn't even going to phase an Aerospace pilot. A Riffleman dumping 2 AC5s and 2 Large Lasers will make an Aerospace pilot wonder if he wants to go for a second strafing run. The 2 large laser version of the Blackjack is a solid mech. You engage at range as soon as you can, and you start backing away as soon as you can too. There is no compelling reason for it to ever close distance. It is a simple weapons package that is especially good at cutting down mechs in its own weight class and below.
If there is one word for the blackjack, that would be "potential". It was not the worst for its role at its time as the BJ-1, but it must be constantly upgraded to reach its full potential. In any battel with vehicles. aircraft, vessels, or light mechs the blackjack is a great system. However, it can NOT punch above its weight.
I really enjoy the blackjack in mw5 4 medium lasers & 2 ac2 The mech I love seeing early game. I will say though before mw5 I never cared about the mech. Guess it won me over
From what I can tell, AC/2’s are actually really nasty again conventional armor. Like, shooting a ‘Mech has a 5.5% chance to get a TAC or headshot, but a vehicle has something like a 75% to try and damage something if I’m reading the d20 hit chart correctly. Caught me off guard, the AC/2 is painfully inadequate for fighting ‘Mechs and only mediocre for anti-aircraft and anti-infantry. It being able to get mobility kills on tanks is a niche I wasn’t expecting.
While I can't say the Blackjack is my favorite mech by a longshot, I would like to speak in defense of the AC2. Yes, the total damage is less than an LRM of the same weight, but it provides more damage on a single point whereas LRMs sandpaper a target. Essentially, it does what no other weapon system can: hitting enemies beyond typical engagement range, while also weakening areas for crit-seeking weapons like missiles. As for the Blackjack, I think an AC2/LRM combo would be ideal, as then you can stay at range, breach armor with the AC2s, then sandpaper and crit-seek with the LRMs.
@@BigRed40TECH Do they? I could have sworn they had less per-shot damage - so, due to spread, did more overall damage, but less to a single point. ... I'll need to double check lol
If you commit to fighting at the upper end of medium range with AC/2s you'll give better than you get from just about any opponent. Even LRMs give you a four hex band where your chances to hit are better than even while the opponent's are distinctly bad. The problem being that you're going to take your sweet time killing the enemy machine if you even have the space, time, and ammunition for that. EDIT: this does not apply *at all* against clanners with inherent advantages to hit, and doubly not at all against clan Large Pulse Lasers with their range and advantage to hit. So it's weird to me that the BJ1 is a counter-insurgency mech (I guess insurgents use unarmored vehicles piled with ammunition?) when they're so clearly good at doing geurilla tactics themselves, harassing and evading much heavier machines as long as they aren't constrained by trying to hold ground versus enemy mechs. With four medium lasers up close I think any mech light enough to chase down blackjacks jumping through difficult terrain wouldn't survive catching their prey.
I was curious about that too so I checked my 3025 and 3050 TROs (early 90's copies) and yes 3025 shows the singles before the ER Large laser upgrades and double heat sink swap in 3050.
@@thegreatbamboozler4837 yeah, but he was saying the ER large upgrade was origionaly printed with singles, the 3050 one, not the 3025 one. There were no doubles in 3025
@@BigRed40TECH sounds like a FASA / RAL PARTHA typo to me 😂🤣 kind of like all the Bombardiers packaged as Archers! We'd never seen a Bombardier and thought.."well, what is THIS??"
@@BigRed40TECH 96 was either a reprint or the revised version. I have the physical copy of the 1990 and they're double. It doesn't mention it in the description but it's got 11(22) in the stat list. It's werid regarless.
Seems every time I go against a Blackjack, its AC2s will give me a TAC golden BB hit. On the other side of the coin, whenever I use a Blackjack (LL version) it dies from gyro TAC. For the record I like the AC2 more than a AC5.
Not sure I 100% agree about the bj/1 it is better then the ac/2 would have you belive possible particularly against tanks with the motive system vulnerability if it had the same anti aircraft trait of the rifleman this would be a good mech as it is it still is passable
I think you're underserving this mech for one reason, AC 2s are great *in universe* because they're cheap. The Blackjack would be amazing for Pirates or raiding operations. Firing on targets from a long distance where its reduced movement is a non issue cause so few weapons can even reach out that far AND if you do loose something its components are super cheap and readily available. Everyone sneezes at AC 2s until they end up in the periphery and suddenly can't even find ammo for their super duper rare one of a kind quad gauss rifle cyclops.
Man your dead wrong ac2 on the blackjack. Blackjack is one of best mech based ac2 platforms. Also ac2 are great weapon when used correctly. Highest range with huge ammo per ton. Most light mechs can't raise the modifiers high enough to prevent dmg from them. This also includes most vtols and hover craft.
Is it a great mech, no. Is the Ac-2 terrible, yes. Had the Mech always over performed for me in every game for 20 years? Also yes.
I think it's the price, the movement (4/6/4 is honestly underrated in Succession Wars) and the fact it can decimate light mechs.
The thing I like about the AC/2 (on this 'mech and the Jagermech only) is that as soon as you can see your opponent, you can start shooting. So your opponent has to cross the entire battlefield listening to "Ping-ping. Ping-ping. Ping-ping. Ping-ping." It's like Chinese water torture.
Pilot: Oh no... A Blackjack, boss, is there no other mech available?
Commander: Well I have another one if you want it...
Pilot: That's starting to sound good....
Commander: A Jagermech, I'll take you to it...
Pilot: Where do you say I have the Blackjack?
rather have a those two than a vulcan
Not a great mech, but 4 medium lasers is nothing to ignore. 8.5 tons of armor is decent for a 45 ton mech. Plus, it is called the BJ 1. Who doesn't love a good BJ.
You could get similar things from the ever overshadowed Hunchback 4H, 4 medium lasers, a small laser, and one much better AC 10 in 10 tons of armor. Speed and jets vs raw damage and armor.
@@yoloman3607 But no BJ... 🤷♂
@@yoloman3607 the hunchback is also a lot more expensive so the poor merc might look to the blackjack instead :-)
@@lukedudley5030 That pretty much sums up the blackjack imo:
An okay mech you can afford is a helluva lot better than a great mech that you cannot.
@@BraindeadCRY yep not flashy won't win any battle alone but still does the job for the money :-)
The Blackjack, or as I like to call it, the Rifle Boy. One of these with 2 UAC/2s is pure hilarity.
That's a brilliant nickname for this 'Mech. It's like the Rifleman's little brother.
They work great as anti-aircraft in garrison units.
The sound of an AC-2 hit : spit-twank
I love how the red blackjack picture gives the blackjack a totally normal human boot but on a multi-story battlemech.
The Blackjack perfectly sums up the kinds of IS designs I love. While far from perfect, it's perfectly decent and serves well as second fiddle in a lance, full of character and quirkiness!
I never liked the Blackjack until the HBS Battletech game. I absolutely love it now. It's a wonderful fire support platform at long ranges.
Decent "4 medium" boy in #MechWarrior5 game. But loses to Hunchback and Centurion and Trebuchet.
Battletech made me have a soft spot for the Blackjack. Mechwarrior 5 made me fear it.
It’s a Blackjack, not a rifleman or a jagermech.
It’s a mini rifleman, just more bang for your buck sort of speak.
@@arrowtoothReconfigure yours to a 1DB, and you will see that the Blackjack is nothing to sneeze at.
I'm an old school Blackjack pilot... still have it and built a formidable mercenary regiment(s) around it back in the '90s. Everyone gave me fits about it back then when they were all gaga over their Banshee's and Warhammers, etc.... there's definitely a place for those units but always remember... BIGGER 'mech = BIGGER target.
a mech that has what you call "glow-up". and like the Banshee, its a mech series you look at for the variants. especially the -3 model with the double PPC.
also i like to imagine what could of been if it was liked, a star league dedicated anti-air lance of blackjacks lead by a Rifleman in support of other ground units by filling up the sky with autocannon rounds sending enemy aeros meteoring into the ground
Love the Blackjack,a long range skirmisher/harasser with a close range punch for cheap. Needs some work but it's a cheap mech for garrisons and less experienced pilots.
I would like to argue that ammo in the CT is better than the side torsos for any mech that doesn't have the side torsos padded out.
The CT is better armored and 1/12 or 1/11 crit chance is better than a side torso, say on the marauder that has 100 percent chance of ammo hit. Or even many others with a 50/33/25 percent chance.
I'm not saying that if it gets hit it's not catastrophic in the CT. But a high amount of ammo in either side torso will still kill a mech. Pre Case of course.
I was just about to comment that, but you already said it perfectly.
The CT has padded crits, and is FAR less likely to result in ammo explosions than the LT/RT.
Arguably the Head is safer still given its likelihood of being hit at range, 1/36.
@@KageRyuu6 true, but think about it like a real engineer. Would you make a modern tank commander sit on top of the ammo box? No. Not unless you were a Russian tank designer.
especially when CASE is unavailable.
I've lost a few blackjack to 1 CT critical with lucky rolls...all your engine and gyro gone in 1 hit is a dead mech.
Tabletop, I don’t like the blackjack. But in the video games I honestly love it. I once did a whole play through on career mode of mechwarrior 5 where I started out with a BJ-1 and there was this really teeth clenching moment where I’m up against a Phoenix Hawk in a city. I ended up playing this game of cat and mouse, jumping over roof tops and taking pot shots til I finally wore down its CT armor and was able to go in for the kill with the medium lasers.
Seriously, how did FASA never realise that the AC2 has ALWAYS sucked? It's not like it's hard to work out. It's overweight, underpowered, its range is a minimal advantage, and its ammo reliance is a major drawback. You'd think they'd have tweaked the numbers over the years to fix it (there's no way it should weigh more than 4 tons at most) but they've never caught on.
AC/2s have their uses, especially with alternative ammo. Given the Davion love of light autocannons, the BJ 1 is a solid plinker with decent infighting ability and jump jets, and fits in well with most medium fire or generalist lances. I've gotten excellent returns on using them with Riflemen, any of the 55 ton trio, or even as the lead mech in a scout lance of Javelins and Valkyries.
The BJ's newest variant, the Blackjack C, debuting in the Wolf's Dragoons pack, carries dual Clan Large Pulse and two Streak 4s. By all accounts, it's a fearsome machine. However, i believe it's best IS variant is the Blackjack 3, which carries 2 PPCs, 4 medium lasers and 10 Double Heat sinks. Debuting in 3042, the BJ 3 is only 1271 BV and is available to almost all factions. The all energy loadout makes it a great choice for any medium lance, especially in the Periphery.
Also Solaris timescale rules or MW5/MWO.
I really like the BJ-3, which replaces the autocannons with PPCs and upgrades to double heatsinks (the first IS mech to use them since the recovery of the Helm memory core). It has more pronounced heat issues, but they are manageable if you’re smart.
Also, I had to laugh because one of the hosts of The Mechbay Podcast absolutely LOVES AC-2s, and the Blackjack is consequently his favorite mech in the game. Just goes to show you that BattleTech literally has something for everybody! “One man’s trash is another man’s treasure,” and all that.
The card art for Leap Before You Look is instant nostalgia. My appreciation for your continued use of Battletech TCG art is vast.
I thought it was the most fitting picture for this image. I had that card too. lol
Battletech had a TCG?
@@shakeemsymonds7362 Oh yeah. It was an unbalanced mess that made light mech spam pretty unbeatable but it was fun if you had someone not trying to cheese you. The art from it alone is worth a lookover.
I've never seen the TCG in person, but the artwork from it that's scattered across the wiki is often pretty wild. Sometimes the mechs have really bizarre proportions.
@@TheGreenKnight500 yeah some are really weird for sure, but others are honestly stunning. The Masakari Prime art has been my mental image of that mech for over 20 years
In tabletop I totally agree that the 4 medium lasers are the primary weapons. A/C 2s are really bad due to the weight and the damage. But in MWO and MW5 I have found great success and actually really like the A/C 2 blackjack. Just stand to the left or right of the scary boys and never stop firing. Need to be modified for more ammo and it can be hot. But it work as no one will focus you and the dps and the 4 medium laser will add up fast.
The AC/2 really does shine in MechWarrior's more shooter focused playstyle, since they're comparable to LRMs in Range and do around the same damage per hit, allowing one to chip away at armor before coming into brawling distance.
That the Blackjack can then follow it up with at least a decent Medium Laser strike sweeten the deal, though you generally want to switch them out with Small Lasers to further reduce the heat load.
Idk chief, got the hero variant and couldn't find a configuration to my liking, stripped it for the heatsinks and sold it
@@lalosaurioXL Well that's the Arrow, a Machine Gun Boat...
A loadout like that expect you to fight like a Light Mech, and thus upgrade your speed as much as possible...
@@DonaldWWitt It also does 10 times the damage per ten seconds than it does in normal tabletop
I have to agree with that as well, just exchange the regular AC/2's with a pair of burst fire cannons and watch them rip into vehicles and VTOL's or even light Mechs . And if you give it to a competent gunner in the Battletech VG , especially in the beginning of the campaign, it's always worth having around.
Depending on the model, it’s an absolute killer. The BJ-1 is basically a baby rifleman, in price and size, but not really in firepower. Twin ac2s and 4 medium lasers. Get a couple lances for cheap, and you have one helluva frontier garrison.
For me I have always viewed the Blackjack as a Davion foot trooper sort of Mech. An average, if not under performing machine that has been produced in moderate numbers, making it a common addition to many medium lance combos. The true value, in my opinion, is just how adaptable the core machine is. That there are so many variants lends itself to my opinion, as well as many more one offs that we don't see published. Sorta like a medium weight Warhammer. What I mean is, that its not great, not awful, just is.
HBS BT made me love this game. taking all the background options for as much gunnery as possible and taking headshots as often as possible made me love this thing. AC/2s may do pathetic damage but most cockpits aren't armored well and they have long, long reach.
Also you sound much better so congrats on the recovery dude.
This was the mech that started it all for me. Even after all the other mechs I could never stay away. I named my BJ3 Jackie after a childhood friend and I have kept the build as consistent as I could over the years.
She rocks dual erppc with jumpjets and torso mounted medium lasers, and slightly under armored in favor of heatsinks. She's delicate to put it lightly but it doesn't matter when you're able to slap them with full damage on the other side of the battlefield.
A lot of folks scoff at the AC/2, but most of them don't realize that it's not an anti-mech weapon... It's an anti-vehicle weapon. It's got incredible range, and can deliver motive hits that can leave an enemy tank or APC crippled and out of position. Against VTOLs it's doubly problematic, as a shot through the rotors = dead. Pair this with 4 medium lasers and you have a decent spread of fire at all range brackets.
Another thing to consider with the Blackjack is that it's jump capable. This will allow it to reposition itself readily to adapt to battlefield conditions, and it can watch the backs of its lancemates to deter any pesky flankers.
Are there better mechs out there? Hell yes (The BJ3 variant immediately comes to mind). But if this is all you've got, there's far worse as well.
Glad you're feeling better! Any chance of an analysis on the Vindicator? IMHO it's the battlemech equivalent of a Swiss Army knife.
I mentioned specifically that it's strong vs. VTOLs and Aerospace assets.
GM literally didn't give the Blackjack those guns for that role. Those cannons are there for general fire support. :\
The Blackjack isn't in my top ten even among medium mechs, but I have a soft spot for this thing. It's not the best in any one category, but man~, is it a decent Jack-Of-All machine.
Decent fire-power. Decent range. Decent jump. Decent armor. Decent price...
Never liked how hot it runs if you try using all its tools, though. Doubly so for the all-lasers variant.
It's, like, the ultimate starter mech
Well-rounded and forgiving to pilot but otherwise mediocre-to-average in its original configuration, and with a lot of potential for power scaling with upgrades
@@hvymtal8566 Yeah, well put.
Do wish the Hare-Brained Schemes game would have let you pick your starter mech, but the BJ-1 really was an excellent choice as 'nobody's first mech.'
Ill favored enough that you'd get why nobody stole it, solid enough for a newb to survive in, and yet not so powerful that you'll cling to it for the rest of the game. In that sort of 'nobody to hero/villain' story, it really was a dang near perfect choice as first mech you see & use goes.
Retooling my commander's Blackjack to heft around an AC20 for the sole purpose of shutting down that pirate queen is something I'll never forget.
In the HBS Battletech game, especially with 3062 Advanced, it makes a great little sniper.
For me the HBS Blackjack is my early game tank, hopping around from cover to cover with all the evasion.
my favorite mech! i love this thing, despite it's horrible reputation in lore, it can actually go toe to toe with most light to medium mechs, even some heavies if you can get their backs.
The Blackjack highlights everything wrong with the AC/2. For the same weight (I count the ammo as part of the weapons weight here seeing as it is mansatory) you can mount two medium lasers and almost enough single heatsinks to make it heat neutral. If you mounted doubles (somehow) you could get three mlasers and enough to only overheat by one point. It would cost you more crits and the range advantages but 7 tons is waaaay too much of an investment for 2 damage. Even against VTOLS and such, the same tonnage in LRMs is a far better investment.
The AC/2 _could_ be a great weapon if it weighed less or got an accuracy bonus or even got multiple shots but used the cluster table but as it stands it's tied with the SRM2 for most pointless weapon.
GM's most okeyest product.
I have one in MWO indeed the okayest mech in game.
it lives up to the name.
The ac-2's would be better off as L lasers , lrms or even PPC's
In HBS battletech, I would strip the arm weaponry in favor of a large laser and AC/5. The addition 2 tons would go to armor and an additional heat sink. Performs okay.
Silly AC2 mech, but popular due to the PlasTech minis. I enjoy this mech despite its failings, fire the long range MGs and then go in for the kill with the mediums. Also played with the BJ-2 on a MUSH and had to fight a MAD-5D one on one. My mech was barely walking and I beat the MAD. It was an epic fight. I still remember it, heat overload alarms, daring to fire an ER large and praying for the Streaks to hit him for a crit anywhere. I have nothing but good memories about this mech. Even though it has an obvious sexual joke for a name.
I wanted to view this video after Tex's documentary about the Blackjack! I also love how this mech versatility makes it the perfect option for the first vehicle you get in Battletech (2018) videogame.
I had a modified one of these with AC/5s in MWO and was one of my most successful early mechs once I'd graduated from trial mechs; so i got fond memories of the BJ.
Clearly someone doesn't understand Battletech Classic, so here's how Critical Hits work, whenever you damage internal structure on a mech you roll 2d6, and on an 8+ you roll a crit (or more), this means you damage some equipment in the section that you hit, so you roll 2d6 to determine the critical slot in question and you keep rolling until you hit something (unless the section is empty), at which point you mark it off either damaging or destroying it in the process depending on its size. So, the only way to protect some vital equipment is by putting less vital equipment in the same section. However, if you don't have any spare equipment to pad out your slots then the next best option is to put it into a section with critical slots already taken up by your engine and gyro or limbs, such as the center torso, legs, or arms.
Now if the equipment destroyed by the critical hit just so happens to be an ammo bin, then that ammo bin explodes dealing its remaining potential damage to the mech in question. For instance, 1 ton of AC2 ammo has 45 shots that deal 2 damage each, meaning it has a potential damage of 90 points, which is enough to vaporize all but the heaviest mechs given damage transfer rules, however if only 5 shots remained then the explosion would only deal 10 damage which is survivable by all but the smallest.
I've only played Classic Battletech for 28 years.
I've fought countless AC2 designs. I've lost mechs to them before too, but you know what? That doesn't make them not trash. Fishing for lucky shots with 6 ton weapons is a tedious waste of time.
My AC20 Slamjack build in MWO is pure savagery, 3 medium lasers as back up, 21 shots of AC20, and full Jumpjets. evil little mech
I really liked the the two large laser version but for the BJ-1 I dropped the two ac2 for one AC5 more ammo and armor
My BT varient packs one AC/2 and one AC/5. Works well.
As for AC/2s I would say they're a fine weapon for light mechs and other, small targets and those things have great range. In short, it's a weapon with a niche.
I honestly think it's only useful against VTOLs and Aerospace fighters, and those are niche weapons.
@@BigRed40TECH Keep in mind, one of the battles that salvaged the Blackjack's reputation WAS that they held off a horde of light mechs. Accurate, ranged fire isn't to be underestimated.
@@kazekamiha The writers literally created this idea. I've seen lights make fast work of Blackjacks before.
Blackjack is the surprisingly competent stepson of the Rifleman. With enough jumpjets to do a mean backstab or quick relocating and long range autocannons to force air elements to do piloting checks on every attack run. Not to mention that with flak ammo you can actually snipe some poor PBI or even Elementals with it.
My favorite mech out of the whole setting. All the variants of it are interesting in their own way, though I think the BJ-3 was worth mentioning seeing as it was one of the first mechs with DHS and it makes for a great zombie. Though touching on the BJ-5 was smart - that thing is super fun to play. And that's without getting into the BJ2-O or the BJ (C). I've run through making my own BJ IIC designs and it's been super fun. Nice vid!
This video pretty thoroughly examines the Blackjack. Its AC-2s are bad weapons, and it uses 2 of them. The one time Ive actually like the Blackjack is in the 2018 Battletch PC game which massively improves the AC-2s performance with a +150% increase in damage. That actually makes the AC-2 into an excellent weapon, and the Blackjack is one of my favorite default mechs in that game. I remember loving its 720meter attack range, 4 jump jets, and keeping it for a long time, only replacing it with a heavy Jagermech which I then mounted with 4 AC-2s for double the long range firepower.
Ballistic Weapons in Battletech are generally underwhelming. Theyre heavy, require additional tonnage for ammunition with the risk of explosions, and poor balance between Heat-Weight-and-Range. Until the Gauss Rifle becomes I generally discount them.
Yeah, you can't really blame the Blackjack that Tabletop game mechanics generally hate Ballistics.
I love the AC/2 in Mechwarrior Online because it has a similar reach as LRMs and is immediate direct fire, meaning you can easily chip away at a Mech armor from range before closing for Laser Brawling.
In 3025 play the AC 10, and AC20 had a place, not great but not horrible. They stink against clan tech, and are pretty limited under advanced rules with jams and explosions. The 20 allowed one shot kills and it just crushing hit locations armour. The 10 was similar on medium and light mechs both of them without serious heat issues.
@@OmniMontel Ive never been a fan of autocannons because theyre just inefficient weapons period.
In 3025 AC-20 is powerful, but lacks range and accuracy. An AC-2 has long range, but is pathetic in power.
When Ballistics finally get good are when Gauss Rifles come out. Until then its LRMs and Lasers.
In mechwarrior 5, the Blackjack can be a fun sniper if you replace the AC2 with Light rifles. You can max out the armour and add a excessive amount of ammo. You won't fire often but when you do it hits quite hard.
Your assessment of the AC-2's is fair. But I'm very curious of your opinion of the Mauler. I love shooting that thing, nonstop fire that will add up extremely quickly with it's high fire rate. And of course it's lasers and missiles. I swapped out the LRM's for SRM 6's and found it to be a devastating mech.
The Mauler's pretty awful, but there are some variants of it that can be really nasty.
I have a strong dislike of the BJ as a starting unit in roguetech, but it does work when you can upgrade it.
the mini rifleman. just like that one you have to watch for that particular loadout.
In my experience the Blackjack is quite useful on the battlefield, if used correctly. With it´s jumping ability it can quickly occupy an elevated fire position and start harrassing the enemy.
The AC/2 don´t do much actual damage but they are annoying if you can´t hit back. Typically the other side would commit one or two fast light Mechs to deal with such a fire support mech, but this isn´t easy because of the heavy armor and the 4 medium lasers.
When the battle continues the Blackjack eventually moves closer to finish off damaged enemies with it´s lasers and kicks.
In general the Blackjack is a surprisingly sturdy mech for 45 tons and well worth it´s costs.
""Mom, can we go get a Rifleman?"
"No honey, we have a Rifleman at home. "
The Rifleman at home:
The thing with the Blackjack, is that it's incredibly average; it doesn't really excel at anything but also doesn't really have any especially large failing either so you can plunk them into pretty much any light or medium lance and they're going to give at least a half decent accounting for themselves.
Wouldn't bank on it as a ringer though.
In my opinion, the BJ-1 is one of the better TRO3039 mediums, even with the AC2. That's not to say that it is particularly good, but it's well armoured and can actually fire it's medium lasers with minimal heat issues. Compare this with one of the other 45 tonner in that book: The Phoenix Hawk. The P-Hawk may be gorgeous, and a lot faster, but it has extreme heat issues, and that has machine gun ammo in the CT. For reference, the Vindicator is an extremely solid mech, and the Hatchetman is held back by low armour and low speed as a melee mech. Comparing it to the Griffin, one the big three, you can see how the Griffin is faster, but can't really control it's heat at all and doesn't really have any close range weapons at all. Sure the BJ-1DB is a lot better, as are the more modern variants, but the humble BJ-1 is still worthy of respect.
The Blackjack is one of the few mechs that shares a name with a Eurobeat song, so uh so with that what you will
If anyone still owns the original mechwarrior RPG book
Please look near the front of the book, next to the Dragon.
Didn't this originally have dual energy weapons in its arms?
XL engine | Double AC2 | Stealth Armor | Sniper Internals = Extreme Distance Sniper with high damage output.
I always keep it around when tonnage is an issue (vs jaeger or rifleman). I consider it to punch way above its weight.
The Blackjack-3 has 10 DHS, 2 PPCs and 4 Medium lasers making it a nasty weapons fit
I have such mixed feelings about the stock Blackjack.
I don't consider the ammo in the CT to be an issue, since you're more likely to go internal on the side torsos of a mech of that weight, and there are plenty of other things to hit in the CT. If you got snake-eyes and then hit that one precise slot out of 11 CT slots, nothing was going to save you from your luck anyway. (Now the 1 ton of ammo all by itself in the Marauder's weak left torso - *that's* a problem.)
Overall though... ugh. It's a great Medium mech for fighting anything 45 tons or less, and terrible for fighting anything 50 tons or more. In the world of light mechs, the AC/2 isn't bad, since armor is light on those mechs but mobility is high, so being able to shoot from 2-16 hexes with little or no range modifier is a big help. From 2-6 hexes, where most light mechs will be jumping around if they are trying to shoot the Blackjack gets 6 chances to hit with +0 to +2 penalty, and the heat is survivable if you only do it once. The medium mechs 45 tons and below also tend to be built like "light mech+", so a lot of guns with reasonable range bands is still dangerous.
Once you get into 50+ mechs though, the builds are different, with a lot more armor on everything. The 4/6 50-tonners have armor and superior firepower, while the 5/8s have armor and superior mobility. And it only gets worse as weights go up. The Blackjack is one of the worst mechs about punching above it's weight.
I like the Blackjack when everything is medium mechs, but it's probably the first medium I would replace with a heavy.
Well the AC/2 does have a similar range bracket as LRMs, meaning you could pair a Blackjack with a Missleboat for a good long range generalist duo.
Fresh off MW5, I still fielded my Rifleman up to the point I got a Cataphract 4X, which is basically an assault mech in a heavy chassis. Completely agree with you on the BJ being one of the first phased out, first in favor of the Rifleman, and when available, any of the Hunchback variants
It's OK, easy to refit for great benefit.
I was not impressed with the Blackjack at first.
Then I found that myself with a pile of Blazers ( Double large lasers)
And I found that if you strip out everything else, you can fit a Blazer in each arm.
It runs hot, but no ammo concerns, good range, and a serious punch.
Great video as always, red. I've never been a big fan of the Blackjack myself, until the HBS game, where it's a beast. But classic Battletech, I always found those AC/2s too wasteful. They're basically long range machine guns, not good for much of anything. Sure you can stand off at range and you'll outrange most other mechs, but you're not really doing anything to them.
Think of all the damage you can inflict while firing with a +4 long range modifier with those AC2s.
I've a soft spot for this 'Mech, yeah the AC-2's are a bit ehhh but 4 x Medium lasers on this thing can happily rip apart most other Mediums. Sure she's not the fastest, and she's not the flashiest 'Mech around, but she's durable, versatile and powerfully armed.
I'd argue she's durable.
That much I'll agree with. lol
With CASE and Ferro,I ret-coned the BJ to be armed with 2x LAC-5's(20 rnds each); 4xML; Flamer. Move still 4/6/4. BV 1078.
Blackjack good to see it getting as much love as has been recently. Good plinker early in a fight but as things go on it can close in and clean up. This is one of the few mechs that I wouldn't change for some of the variants come off to me as meh. Because your slowly getting out of what makes the BJ a BJ, and you should ask yourself why am I not using a different mech.
I only play mw5 these days and I love the blackjack for raids, demo, and defense. I treat it like a Rifleman with more endurance, if quite a lot less overall firepower. The range of the ac2 almost makes up for the miserable damage. It's a pretty good solution for knocking down buildings and keeping the vtols and tanks away.
It's fine in MW, but in the tabletop its atrocious.
@@BigRed40TECH I want to learn to play tabletop. One day I'm just going to order the starter pack. Then all I'll need is some friends.
On 'Mechs without CASE, I just don't see "ammo stored in the CT" as a problem. CASE prevents the explosion from transferring through the 'Mech according to the damage rules, you still lose the location the ammo was in but it won't go further. Without it, ammunition explosions will pretty much core out the 'Mech no matter where the ammo is stored. If memory serves, a ton of a AC/2 ammo gives 45 shots, the AC/2 does 2 damage, so one ton of ammo going up does 90 points of damage, and I don't think the Blackjack has 90 points of structure between an arm, a side torso, and the center torso, so even if the ammo was stored in the arms, an ammo explosion would kill the 'Mech. Now, as the ammo is depleted the destructiveness of the explosion goes down, but full depleting AC/2 ammo in a standard game is difficult to impossible, so there could still be a lucky hit on the CT ammo bins that would mission-kill the 'Mech, if not destroy it outright. But by the time that becomes a real danger, outside of extremely lucky through-armor criticals, the Blackjack is either low enough on ammunition or damaged enough overall it's probably trying to withdraw.
Speaking of lucky through-armor crits. . . yeah, the AC/2 is terribly underwhelming on paper, but that long range (one of the longest in the game, only improved by advanced variants) means it can get lots of chances to score one of those lucky TACs, dealing up to three critical hits, usually to the center torso. Damage the engine early to make your opposition run hot, damage the gyro to make maneuvering difficult, destroy the gyro to make them immobile (and possible out of range of any weapons they can prop up to fire, rendering the 'Mech irrelevant), or get fantastically lucky and score three crits on the engine, mission-killing the 'Mech right off the bat. And vehicles are even more susceptible to crits. On paper, the AC/2 is a worthless weapon no one should ever use. In practice, there is no way to know if one's been loaded with one (or SEVERAL) of those "golden BBs" that will delete enemy units with a shot that shouldn't even scratch their paint fired from extreme range.
Ah, the Blackjack.
GM's okest product. :D
Well I agree, that the tonnage could have been better spent in lrms rather than ac/2s, the intention for the mech was meant more for dealing with skirmishes, malcontent, infantry problems, aircraft, etc. harassing other heavier mechs that need to focus on the bigger picture.
The other aspect is the origin, Fedcom during it's time did not have an abundance of missile weaponry so it was rationed. On the other hand, Davions were drowning in autocannons like kids in candy after Halloween.
Most skirmishers can tank an AC2 round sadly.
I haven't had much luck with blackjacks, as part of my OB or as the enemy OB. It's definitely a MP Rifleman on the cheap to give decent flak for garrison and security forces.
I absolutely LOVE the Blackjack in regular tabletop Battletech! It gives the Urbanmech something to laugh at.
what it says is this:
General Motors was blindsided by the bad press the Blackjack received upon its introduction. Chief among its critics was the charge that the StarGuard II armor was brittle and tended to fall off, and that its footpads were too narrow and made it susceptible to falling. None of these claims were ever substantiated,
Another thing is to understand what version of AC/2's were actually being used. Autocannons were not merely 1 shot at a time, If you look up what it actually says about those weapons you will see that they were classified by type based on a damage profile.
What it says about AC/2's:
The Autocannon is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singly or in bursts.
Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/2s having an extremely long range at the cost of having a very small damage output.[4]
When compared against an LRM, the Autocannon 2 class of cannon trades damage and mass for more utility in its use. The weapon can be fired about 90 meters further than an LRM volley in the "long range" bracket, where this weapon excels. It also has a minimum range which is 60 meters closer than a standard Inner Sphere LRM launcher. Lastly, the cannon also almost applies no heat to the vehicle when firing the cannon, compared to an LRM system.
An Autocannon/2 can use special munitions to increase its effectiveness.
I specifically referenced this.
eh it wasn't too terrible once i upgraded the AC2s to AC5s and moved around the ammo a little. served me well in HBS Battletech until I got my hands on heavies
I like removing both AC2's and one of the arm mounted medium lasers, and then adding a large laser and an AC5 with a ton of ammo.
Ugh AC/2 just aren't worth the weight. I didn't realize 2 of them took up 13 tonnes! We've upped the damage of the ac/ 2, 5, and 10 to: 5, 8, and 12 (still unsure about the 12) and added 2 internal structure to the head. That's what hairbrained schemes did for battletech. These weapons now actually do something, and they feel like they're described in the lore.
The change made the black jack feel like it was worthwhile at long range.
I stand by my belief that the light ACs shouldn't exist and are proof that AC2s and to a lesser degree 5s are bad for their weight . If they adopted the fix from the video games of higher rates of fire: The AC2 (I recommend 2 additional shots at a +2 and +4 respectively) and the AC5 with 1 extra shot at a +3 would become dramatically more desirable. Yes this should effect ultras as well with the greater ammo drain and repeated chances to jam offsetting and balance issues.
I agree with the 2 ac 2 opinion, I usually cram 2 of them into a thunderbolts arm and then laser de jure
The AC-2's are also usefull for getting motive hits on tanks at long range. I definitely prefer my build with 2 Large lasers and 2 LRM 5's in place of the AC-2's. The only advanced tech it has is double heat sinks and has the additional problem being that it's a white mech it can't jump...
The blackjack. The best starter model for when you don't anything about mechs and how anything works. And when you do, not so great mech
Seems great until you pilot a real mehc. lol
@@BigRed40TECH exactly. Its a great mech for a newbie. Because newbie don't know what to do with a mech. But once that newbie stage passes, it's like a first ex where you appreciate the experience, it wasn't the absolutely worse possible, but you still didn't know better
Like. I still have nostalgic sentiment for the blackjack for back when I as a newbie. But its nostalgia more than anything. Not that it was actually a great mech
I think the BJ-2 is a good design.
Love how the SRM 2s are streaks so you don't waste ammo with missed shots.
I love it old and new even more
Rip out the autocannons, swap out two of the Medium Lasers for Large Lasers, fill the balance of weight with a few extra heat sinks or some extra armor. Congratulations, you have fixed your Blackjack. Do try this at home.
Large laser Blackjack = much love.
I find it acceptable when I remove the jump jets and replace the AC-2 with an AC/5 with the remaining saved wait put in armor. Giving it a long-range punch to weaken enemies before coming in close kill.
Playing MW typically I take it? Blackjack's great in Mechwarrior. It's more the tabletop where it suffers.
@@BigRed40TECH I was talking about the Battletech video game. It was a very good early and even late game (when restricted by weight), but it also works well in Mechwarriro as well. Though that maybe for I find jumpjedts more a gimic in combat.
@@raw6668 In the tabletop Jump Jets can be battle-winners. But they don't translate as well into the video games I find.
AC2 is just a joke. Aerospace is just as well armored as mechs, and they are much harder to hit than mechs. The AC2 isn't even going to phase an Aerospace pilot. A Riffleman dumping 2 AC5s and 2 Large Lasers will make an Aerospace pilot wonder if he wants to go for a second strafing run.
The 2 large laser version of the Blackjack is a solid mech. You engage at range as soon as you can, and you start backing away as soon as you can too. There is no compelling reason for it to ever close distance. It is a simple weapons package that is especially good at cutting down mechs in its own weight class and below.
If there is one word for the blackjack, that would be "potential". It was not the worst for its role at its time as the BJ-1, but it must be constantly upgraded to reach its full potential.
In any battel with vehicles. aircraft, vessels, or light mechs the blackjack is a great system. However, it can NOT punch above its weight.
It epitomizes the phrase "stick to your lane"
I really enjoy the blackjack in mw5
4 medium lasers & 2 ac2
The mech I love seeing early game.
I will say though before mw5 I never cared about the mech. Guess it won me over
I just played this on MWO with 4 ML and 2 AC2 I can agree with the AC2s.
From what I can tell, AC/2’s are actually really nasty again conventional armor. Like, shooting a ‘Mech has a 5.5% chance to get a TAC or headshot, but a vehicle has something like a 75% to try and damage something if I’m reading the d20 hit chart correctly. Caught me off guard, the AC/2 is painfully inadequate for fighting ‘Mechs and only mediocre for anti-aircraft and anti-infantry. It being able to get mobility kills on tanks is a niche I wasn’t expecting.
You're still just better off with an LRM-5 to do the same job for way less tonnage.
The kind of mech I get from salvage to throw at the enemy.
While I can't say the Blackjack is my favorite mech by a longshot, I would like to speak in defense of the AC2. Yes, the total damage is less than an LRM of the same weight, but it provides more damage on a single point whereas LRMs sandpaper a target.
Essentially, it does what no other weapon system can: hitting enemies beyond typical engagement range, while also weakening areas for crit-seeking weapons like missiles.
As for the Blackjack, I think an AC2/LRM combo would be ideal, as then you can stay at range, breach armor with the AC2s, then sandpaper and crit-seek with the LRMs.
The LRM's just do more damage anyway to breaching armour, so you're just better off with more LRM's tbh.
@@BigRed40TECH Do they? I could have sworn they had less per-shot damage - so, due to spread, did more overall damage, but less to a single point.
... I'll need to double check lol
@@Sturmensky LRm's do streads in damage sets of 5. Meaning that if 6 missiles hit, one location takes 1 damage, and another location takes 5 damage.
@@BigRed40TECH Ah yes - thanks for the reminder!
If you commit to fighting at the upper end of medium range with AC/2s you'll give better than you get from just about any opponent. Even LRMs give you a four hex band where your chances to hit are better than even while the opponent's are distinctly bad. The problem being that you're going to take your sweet time killing the enemy machine if you even have the space, time, and ammunition for that. EDIT: this does not apply *at all* against clanners with inherent advantages to hit, and doubly not at all against clan Large Pulse Lasers with their range and advantage to hit.
So it's weird to me that the BJ1 is a counter-insurgency mech (I guess insurgents use unarmored vehicles piled with ammunition?) when they're so clearly good at doing geurilla tactics themselves, harassing and evading much heavier machines as long as they aren't constrained by trying to hold ground versus enemy mechs.
With four medium lasers up close I think any mech light enough to chase down blackjacks jumping through difficult terrain wouldn't survive catching their prey.
I have the 1990 edition of TRO 3050 and it already had double heat sinks. Maybe 1996's TRO 3050: Revised had singles by mistake
I was curious about that too so I checked my 3025 and 3050 TROs (early 90's copies) and yes 3025 shows the singles before the ER Large laser upgrades and double heat sink swap in 3050.
@@thegreatbamboozler4837 yeah, but he was saying the ER large upgrade was origionaly printed with singles, the 3050 one, not the 3025 one. There were no doubles in 3025
I have both a physical copy and a digital copy where they are singles. Published in 96.
@@BigRed40TECH sounds like a FASA / RAL PARTHA typo to me 😂🤣 kind of like all the Bombardiers packaged as Archers! We'd never seen a Bombardier and thought.."well, what is THIS??"
@@BigRed40TECH 96 was either a reprint or the revised version. I have the physical copy of the 1990 and they're double. It doesn't mention it in the description but it's got 11(22) in the stat list. It's werid regarless.
They really should Buff the range of the AC2 so it can have a better niche
Seems every time I go against a Blackjack, its AC2s will give me a TAC golden BB hit. On the other side of the coin, whenever I use a Blackjack (LL version) it dies from gyro TAC. For the record I like the AC2 more than a AC5.
Luck can apply to anything though. I've seen MG's on a Locust knock out an Awesome with a lucky TAC.
I fit mine with an ac20. It’s a bit sleet than the rest of the team, but it’s scary.
Nothing a little banzai charge can't fix.
Not sure I 100% agree about the bj/1 it is better then the ac/2 would have you belive possible particularly against tanks with the motive system vulnerability if it had the same anti aircraft trait of the rifleman this would be a good mech as it is it still is passable
I think you're underserving this mech for one reason, AC 2s are great *in universe* because they're cheap. The Blackjack would be amazing for Pirates or raiding operations. Firing on targets from a long distance where its reduced movement is a non issue cause so few weapons can even reach out that far AND if you do loose something its components are super cheap and readily available.
Everyone sneezes at AC 2s until they end up in the periphery and suddenly can't even find ammo for their super duper rare one of a kind quad gauss rifle cyclops.
Blackjack, like a Rifleman, but for your medium lance....
SPEAKING OF WHICH HELLOOOOOOO NURSE!
Man your dead wrong ac2 on the blackjack. Blackjack is one of best mech based ac2 platforms. Also ac2 are great weapon when used correctly. Highest range with huge ammo per ton. Most light mechs can't raise the modifiers high enough to prevent dmg from them. This also includes most vtols and hover craft.
There is a omni blackjack, i’m in
Auto AC2 `s are the most effective wepon in MW5 for me by none.