We're all Stravags now - [Battletech - MekHQ]

[X] Tharkad - Capital of the Lyran Commonwealth

I'd like a Dervish -6M, if there's still a slot. 1 ton SRM ammo to infernos and MAXIMUM AGGRESSION.
 
Since I'm not too familiar with the setting, could I get the heaviest mech that still counts as medium?
Options for that are the 55-tonners, which iirc in 3050 are still mostly the same chassis as the classic 3025 lineup, just with new variants. The 55-tonners start with the classic trio of the Griffin, Wolverine, and Shadow Hawk, then branch out to the Dervish, Kintaro, and Scorpion. Of these, the Griffin is long-range fire support with both direct-fire and missile weapons, the Wolverine is a close-range cavalry mech, and the Shadow Hawk is usually a generalist, with some long-range game to cover it as it closes, but not particularly good at any one rangeband. The Dervish is a missile support mech with both long and short range missiles, the Kintaro is a missile spam mech that is almost completely short-range, and the Scorpion is a fast harraser with light armour that is... ill-regarded, to say the least.

If you're taking advice, I'd stay away from the Scorpion, as its best (and really, only decent) variant won't exist for decades. If you don't want a mech that someone else already has a model of, then despite my opinion of almost every other model of it, I'd heavily recommend the Shadow Hawk-5M, which solves basically all the normal Shadow Hawk problems of slightly light armour for its size, an incomplete jump jet fit, and a weapons fit that, while versatile, can't really do decent damage at any of it's rangebands. The 5M packs the largest LRM rack possible, allowing it to do massive damage on the close, but since it's considered a secondary weapon, it only has enough ammo for six salvos - which has a side benefit of meaning there's no LRM ammo to touch off once you close. The Ultra AC/5 triples the fire rate of a normal AC/5, at the cost of some jamming potential. If you're far out, keep fire rate low for better accuracy and ammo consumption as well as a lower or eliminated chance to jam, but when you get close go full auto with that thing. It's got an accurate and ammo-conserving Streak SRM-2 rack and a workhorse Medium Laser to back those up, and if we're using Design Quirks it's got Battle Fists for melee (Clanners almost never melee, to the point they're usually surprised by it). Also, it's the first SHawk model ever to remember to pack all its jump jets, meaning it can actually move with the things. It only has CASE for one of its three tons of ammo, so you might have to worry about ammo explosions, but how much you worry about that is up to you personally - CASE is only a recently rediscovered technology in-setting, so a lot of pilots regard it as something only a perennial worrier would concern themselves with. Plus, of the two unCASEd tons, one of them is for the LRM20, and by the time you're taking the kind of fire that could touch off your ammo, that bin should be empty. IGNORE THIS, I'M AN IDIOT

If you don't want that beast DEATHTRAP of a mech, the other option that's not the Scorpion and doesn't double up would be the Kintaro-20, which has all the SRMs - but while it will crush pirates and many peer combatants with that, it's almost complete lack of long-range game will be a death sentence if we end up against Clanners, since it won't be fast enough to close to use all those missiles.

If you're fine with doubling up, the Griffin has two quite good variations as of 3050, the -1DS which swaps its big long-range PPC for a significantly shorter-ranged but more accurate and better at infighting Large Pulse Laser that does almost as much damage, but gets that damage back and more by upgrading its missile rack to a LRM20 with two tons of CASEd ammo. On the other hand, the -3M doubles down on the big gun, swapping the normal PPC for an Extended Range version, as well as adding a half ton of armour and the obligatory near-superfluous Small Laser. We've already got a 3M. If you go for another one, and if we're allowed to do minor modifications, ditch the Small Laser for another half-ton of armour. Trust me.

Or there's the Wolverine, which has the -7D, -7K, and -7M models at the moment, as well as the various models of the 6-series. Of the 7s the D is in my opinion the worst one, despite being tied for fastest with its MASC and having the second-heaviest armour. It just doesn't have the weapons fit for using it. The K has the most damage output of any Inner Sphere Medium of this era, except maybe the Hunchback, which put all its stats into damage at the expense of speed. In contrast, the -7K, while the slowest of the 3050 Wolverines, is still pretty nippy for an IS 55-tonner, has full Jump Jets, and max armour. The thing that makes me personally leery of it is the lack of CASE for the ammo for those two big SRM6 racks, but that's my own hangup. It is a wonderful brawler for its time, although it has a lesser version of the Kintaro-20s problem, where if it can't close it's in trouble - it's just better at closing and ambushing than the K-20 is, so it doesn't have to worry as much. The M has the speed of the D, lighter armour than either the K or the D, but has quite a decent long-range hit, and can close for cleanup with the rest of its weapons, while using its speed to its advantage to keep to the most favourable range for the situation. This is what I'm riding, but if you want a Wolverine, I'd recommend going for the K since a K and an M working together can do a lot of work, with the M providing covering fire and flanking for the K and the K utterly wrecking shit up close. If we're using Quirks, any Wolverine will be marginally harder for Elementals or Jump Infantry to kill, since their actuators are better protected, making it harder for anyone swarming you to get detpacks in there or rip them apart with power-armoured claws.

Or, for the last of the double-up options, there's the Dervish. The 6M was a wonderful model, and if perhaps a little outmoded by the time of this game, has its arguments for being chosen over the modern version, while the more modern 7D has suffered from some rules changes since it was first statted up meaning that its Streak SRM racks it swapped the old ones for, while still better for accuracy and ammo consumption than the 6M's racks, can no longer load Inferno rounds. If you take the 7D and we are allowed to do minor customisation to our Mechs, I'd recommend dumping the second ton of SRM ammo and the CASE it carried for an extra ton and a half of armour.

If you're taking my recommendation, I'd grab either of the Griffins the Shadow Hawk-5M or the Wolverine-7K, depending on which sounds better to you. They have the same movement profile, with the SHawk Griffins both being better at long range, using their mobility to keep the range open as much as possible, with the 3M being willing to accept getting closer as it has a sweet spot where both of its weapons can hit well, while the Wolverine on the other hand ignores any idea of contributing to the long-range fight, instead getting up as close as possible before letting them have it, which while it means it packs a lot of hurt, can be a problem against Clanners who can kite it. The Wolverine mounts more armour, but not that much more, while the Griffins have quite good armour coverage anyway and are less likely to pull aggro in the first place
 
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PXH-3D or COM-2D.

(Or if we're allowed, a COM-7X, though it's technically apocryphal since it was only mentioned in MW2 Mercs)
 
[X] Tharkad - Capital of the Lyran Commonwealth

Huuuuh. I think I might be coming in to late to join, but if there's still room: HBK-4P, if you please. Or the classic HBK-4G, if not. EDIT: If someone else wants the -4G, I'll take the -4P so we're not doubling up.
 
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Put me in a Hunchback, no preference between the HBK-4G, -4p, or the newtech -5M.

ETA: FITE ME FOR THE HUNCHBACK DAKAFACE!
 
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Put me in a Hunchback, no preference between the HBK-4G, -4p, or the newtech -5M.

ETA: FITE ME FOR THE HUNCHBACK DAKAFACE!
I suspect we're both too far down the list to make it in, but you can have the HBK-4G if I get the Death Star Array on the -4P.

EDIT: Actually, @Radek is ahead of us both on the HBK request. Now we just need one more HBK pilot for the Lance of Notre Dame.
 
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[X] Tharkad - Capital of the Lyran Commonwealth

As long as I have my glorious Atlas I dread naught.
 
[X] Tharkad - Capital of the Lyran Commonwealth

Hm. I might just wait on calling a "player spot", it looks like only Mediums and Lights are available now.
 
The first twelve player slots have all been filled out, but those of you who didn't make it will be added to a list for later use. That said, after we start you'll have much less choice of mech as I'll have to purchase them from the market (or you'll come with them if they're considered ancestral mechs).
 
By the way @prometheus110 , you didn't say one way or the other if we could do minor tweaks to existing designs (so, nothing major like turning a mech into nothing but MLs and PPCs, but stuff like adding CASE, or removing some of an overgunned mech's weapons for some sinks or armour, that kind of thing - like two or three ton's worth of changes, kinda thing), and if not I'm completely fine with my Wolverine-7M, but if we can I'd like to make the minor tweaks I talked about in the post where I selected my Mech.

And if it makes it easier, I fired up MegaMekLab and did the tweaks myself, to save you doing them. Here's the file. If you haven't already learned how to import custom builds to MegaMek, a quick consultation of Google The All-Knowing should sort that.

Also, if anyone unfamiliar with the setting wants to see what their fellow merc's rides look like, you can either go here to download the fan-made TRO for the recent video game, which has MWO art for older variants of the mechs we're all using so far, or go to Sarna and punch the mech's name into the search bar for all the tabletop art. For example, this is what my Wolverine looks like (mostly, wrong variant) - I didn't get this from either source I listed above though, I got it from the DeviantArt of someone who did contract work for Catalyst as a concept artist:

 
Say what? A bunch of those 'Mechs aren't in the game or have even been discussed by it, and the Jayhawker is purely fanon.
I did say fan made, right? It started as only those that were confirmed in the game, with a separate section for the "in success, anything is possible" mechs, but it kinda... grew.

Most of the mechs in there are 3015-era mechs that we could reasonably expect to see if the game was more comprehensive, except for as you say, the Jayhawker, which is one of the people doing the TRO's attempt at providing a precursor to a canon design that was noted as having a troubled development iirc, or something like that.

The team behind this is apparently working on a relevant-to-this-thread 3050 version but as it's not ready yet and probably won't be for a long while...
 
I'll take a Wolverine WVR-6M or 6K, but I'd say getting a fully jump-capable second/third lance would be nice so I would prefer the former.

I'd take a WHM-6D if the slots weren't already taken, but the WVR-6K and M served me well in games past. One -6K was basically a cardboard-covered skeleton by the end of the campaign, but the difference between it and all the XL designs? It was still standing :V
 
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One -6K was basically a cardboard-covered skeleton by the end of the campaign, but the difference between it and all the XL designs? It was still standing :V
Yeah, that's always the downside of XL designs, but assuming we go up against Clanners, wouldn't the extra speed of the MASC and longer range of the ER weapons of the 7M make the difference over a 6M, since then it's harder for the tankborn to kite you to death? (disclaimer, have not played very many matches of Tabletop, and most of those I did were against fellow beginners, before I moved away)

What do you think of the 7K over the 6K, considering it managed to fit the JJs back on that the 6K sacrificed?

Did I offer bad advice earlier, when I recommended the Wolverine-7K or Shadow Hawk-5M?
 
Seeing as the 7K is a 3052 design, I'd consider it a non-option as of now :p

The Shadow Hawk is... Ammo-starved.
An Ultra AC5 with.... One ton of ammo. An LRM-20 with... One ton of ammo.
And a Streak 2 with... One ton of ammo (not that it ever needs mroe than that).

Lots of flashy gear but no stamina whatsoever, so I don't really like it that much. In a one-off? You can make it work if you are super-careful with your (precious!) shots, in a campaign? Where you have to take into account its XL engine as well as its extremely short stamina? Nah.

It also packs its most long-lasting ammo rack (the streak 2) in the goddamn centre.
Scratch that, this thing is one of the "3050 y u do dis"-designs :p
 
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Seeing as the 7K is a 3052 design, I'd consider it a non-option as of now :p

The Shadow Hawk is... Ammo-starved.
An Ultra AC5 with.... One ton of ammo. An LRM-20 with... One ton of ammo.
And a Streak 2 with... One ton of ammo (not that it ever needs mroe than that).

Lots of flashy gear but no stamina whatsoever, so I don't really like it that much. In a one-off? You can make it work if you are super-careful with your (precious!) shots, in a campaign? Where you have to take into account its XL engine as well as its extremely short stamina? Nah.

It also packs its most long-lasting ammo rack (the streak 2) in the goddamn centre.
Scratch that, this thing is one of the "3050 y u do dis"-designs :p
Ah, damn - I was actually seeing the low ammo for the LRM20 as a blessing, considering that side wasn't CASEd, but your points about ammo load for the UAC/5 and placement for the SRM2 are well taken. Do you have a recommendation for @DreamerGhost out of the 55-tonners, then?

And seriously? The 7M is 3052? Dammit, Sarina said 3050, so did MegaMekLab, and I don't know where my books have ended up, it's been multiple moves since I played. Any recommendations for 3050-compatible 50 or 55-ton Mediums that have a half-decent chance against Clanners? I usually prefer flashbulbs, but the current model of Crab has neither jump jets nor any anti-infantry game, and I'm expecting Elementals. We've got a Griffin, so I was thinking something with more of a close-range focus and SRMs to load with Infernos to barbecue Elementals and force Clanners Mechwarriors to actually have to worry about heat management for once.

Could you please double-check the 7M's service date? Solaris Skunk Werks says 3052 like you do, but that hasn't been updated since 2013, so maybe it was retconned? The citations Sarina has for the 7M are Record Sheets: Phoenix Upgrades which came out in '06, Combat Operations from '03, and Record Sheets: 3085 Unabridged — Project Phoenix from 2010. Do you have any of those handy, by chance?
 
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A lot of designs with Streak 2s and SRM-2s really only have them because back in the day they were the only ones allowed to have Inferno rounds, and they were the "anti-infantry/anti-vehicle/anti-BA" weapon on the 'Mech. There are a number of designs whose multiple Streak 2s or SRM-2s don't make much sense after all this was normalized in TRO:3060.

The Crab is still a perfectly viable answer to Elementals, since you need at least medium lasers to really dent them and larges are preferable. ENF-5D might be a little too late, but works. A Hoplite (4C preferably but 4B possible) might be pried out of the Dragoons.

Outside 50-55 ton range, a Clint -2-3U is not a terrible choice for long-range anti-Clan skirmishing. A -3M Cicada lacks punch but is also fast enough to still be a viable option for skirmishing with Kit Foxes.

It is sadly too early for my preferred 55 tonner, the TR-2 Wraith.
 
Nope.

When in doubt, consult the MUL.
Ooh, not only is the Wolverine-7M in production, but so is the long-range Royal Crab, the -27b!

...dammit, now I'm torn. I really like flashbulbs, but I also really like the utility of Inferno rounds for keeping Clanners mechs honest and Elementals on their toes, as well as jumpjets , that have saved my arse a number of times.

...what do you guys reckon, @Night and @Havock?
 
Medium lasers are fine for killing things, I'd probably still prefer the 6M or 6K Wolverines to the newer ones, XL Engines are... They have their place, but I would feel more comfortable riding a long range harasser with such fragility than an in-your-face trooper medium.

That Shadowhawk, while terrible in execution, is a better 'idea' to put an XL Engine on: It can skirmish at max range and fuck off if it takes too many hits, but... It doesn't have the ammo to take long range (ie. suboptimal) shots.

@RecklessPrudence Either is good. Like I said, I am not that fond of the XL wolverines, and the 7M runs super-hot. As in stupidly so. It can jump and can snipe for a bit with its two ER-LL's though, and two MPL's plus an SRM6 give it a nasty bite. It's not terrible -especially if the rest of the lance is jump-mobile as well and you can kite the shit out of things-, although I feel like the two ERLL's are a bit much for the poor thing, you are either jumping and firing one or standing still and firing two. The Crab is solid, and somewhat the opposite: it can fire its double ERLL's for days. But Crabs can't jump :(
 
I wouldn't take MASC, you have jump jets anyway. It doesn't necessarily make you go faster, but you're putting a lot of weight in mutually exclusive things.

And XL is "fine" on a sniper-skirmisher, you are not going to take as much heat (Hah!) as, say, a WVR-6M or, god forbid, a K -due to lack of JJ-)
 
@RecklessPrudence Either is good. Like I said, I am not that fond of the XL wolverines, and the 7M runs super-hot. As in stupidly so. It can jump and can snipe for a bit with its two ER-LL's though, and two MPL's plus an SRM6 give it a nasty bite. It's not terrible -especially if the rest of the lance is jump-mobile as well and you can kite the shit out of things-, although I feel like the two ERLL's are a bit much for the poor thing, you are either jumping and firing one or standing still and firing two. The Crab is solid, and somewhat the opposite: it can fire its double ERLL's for days. But Crabs can't jump :(

How would you feel about this (still an XL, but ignore that for now):

Wolverine WVR-7M Mod 1
Base Tech Level: Standard (IS)
Level Era
-------------------
Experimental -
Advanced -
Standard 3050+
Tech Rating: E/X-X-E-X

Weight: 55 tons
BV: 1,604
Cost: 11,339,232 C-bills
Source: Clan Invasion

Movement: 5/8(10)/5
Engine: 275 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro

Internal: 91
Armor: 168/185
Internal Armor
----------------------------------------
Head 3 9
Center Torso 18 25
Center Torso (rear) 8
Right Torso 13 19
Right Torso (rear) 5
Left Torso 13 19
Left Torso (rear) 5
Right Arm 9 16
Left Arm 9 16
Right Leg 13 23
Left Leg 13 23

Weapons Loc Heat
---------------------------
ER Large Laser RA 12
ER Large Laser RA 12
SRM 6 LT 4

Ammo Loc Shots
--------------------------------
SRM 6 Inferno Ammo LT 15

Equipment Loc
----------------
CASE LT
MASC RT

Two tons left, I'm just unsure whether to put the Head MPL back (the RT one is definitely yanked in favour of a DHS and an extra ton of armour), put two MLs where the stock has its two MPLs, or put one ML in the head and spend the last ton on either getting to the max efficient armour, or a 14th DHS. What do you think?

Alternatively, if I was allowed to rip out the MASC (how involved would that be?), it would be this:

Wolverine WVR-7M Mod 2
Base Tech Level: Standard (IS)
Level Era
-------------------
Experimental -
Advanced -
Standard 3050+
Tech Rating: E/X-X-E-X

Weight: 55 tons
BV: 1,604
Cost: 10,251,132 C-bills
Source: Clan Invasion

Movement: 5/8/5
Engine: 275 XL
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Internal: 91
Armor: 184/185
Internal Armor
----------------------------------------
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26

Weapons Loc Heat
---------------------------
ER Large Laser RA 12
ER Large Laser RA 12
SRM 6 LT 4
Medium Laser RT 3
Medium Laser HD 3

Ammo Loc Shots
--------------------------------
SRM 6 Ammo LT 15
SRM 6 Inferno Ammo LT 15

Equipment Loc
----------------
CASE LT

Personally, If I was modding any variant of Wolverine up to 3050 for this game, I'd take the 6M, replace the Single Heat Sinks with one fewer Freezers, rip and replace the Large Laser with an ER, add CASE, and layer on an extra half-ton of armour. Boom! Job done, no extra actual firepower over a stock 6M, but can use it a lot better and reach out with the ER a lot further than the Stock. Like this:

Wolverine WVR-6M Mod 1
Base Tech Level: Standard (IS)
Level Era
-------------------
Experimental 3039+
Advanced -
Standard -
Extinct 3045+
Tech Rating: E/X-F(F*)-X-X

Weight: 55 tons
BV: 1,447
Cost: 5,686,382 C-bills

Movement: 5/8/5
Engine: 275
s: 13 [26]
Gyro: Standard Gyro

Internal: 91
Armor: 176/185
Internal Armor
----------------------------------------
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
Right Torso 13 19
Right Torso (rear) 6
Left Torso 13 19
Left Torso (rear) 6
Right Arm 9 17
Left Arm 9 17
Right Leg 13 24
Left Leg 13 24

Weapons Loc Heat
---------------------------
ER Large Laser RA 12
Medium Laser RA 3
SRM 6 LT 4
Medium Laser HD 3

Ammo Loc Shots
--------------------------------
SRM 6 Inferno Ammo LT 15

Equipment Loc
----------------
CASE LT

That's my dream, but I'm not sure if it would be allowed - @prometheus110, what say you?

EDIT: Whoops, sorry, see you replied to my first version of this post. Take a look at the new stuff, maybe?
 
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The best 3050 designs are tge ones who do not try to use all the toys.

Though without all the silly and suboptimal designs, the game would be quite bland.
 
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