Edited by Nathan K, 03 May 2012 - 06:31 AM.
Poll idea: Timberwolf Prime Vs MAD-1R + CAT-C1
#1
Posted 03 May 2012 - 05:52 AM
#2
Posted 03 May 2012 - 06:31 AM
Timberwolf Prime: 75-ton fast heavy with good firepower at all ranges, especially close-medium range.
+ Able to control the flow of battle with speed and remain at optimal range brackets for its entire brace of weapons in single combat
+ 12 tons of ferro-fibrous gives it above-average armor for its weight class and heavier armor than most IS Heavies.
+ Clan LRMs have no medium range and Clan ER lasers outclass anything the IS can bring to bear
- Machine gun ammo is this design's Achilles heel
- Runs hot due to its heavy energy loadout
Catapult C1: A versatile heavy that can offer fire support but is capable of holding its own in a stand-up fight
+ Mobility is enhanced by jump jets
+ 10 tons of standard armor and a standard engine make this mech tough to take down, as long as the LRM bins are not struck.
- It isn't very fast (The Timberwolf is 25% quicker in a sprint)
- IS LRM's have a minimum range, which is compensated for by the medium lasers, but neuters it's ability to crit-seek at close range
Marauder 1R: A rare SLDF Royal variant of this iconic design utilizes Lostech to bring it to Tier 2 play.
+ CASE and Ferro-Fibrous armor increase the survivability greatly by offering greater protection per ton and sheltering the AC-5 ammo.
+ Twin PPCs is one of the most powerful punches a mech of this era can bring to bear
- The weapons which support those PPCs are not that great. The AC-5 has a minimum range penalty and the twin medium lasers won't phase a brawler up close.
- Disastrously thin side torso armor and weak legs to boot. I've never liked the armor placement on this design. But at least 11 tons FF is an upgrade from 11.5 Standard.
-Runs hot with those PPCs firing
The Catapult and Marauder complement each other well. The key would be to bait the faster Timber Wolf in a way that keeps it within good range for one mech or the other at all times. Neither can stand up to the clan mech in 1v1, but using those PPCs to punch holes and the LRMs to crit-seek, a coordinated team becomes just as effective by proxy. But if the Timberwolf gets lucky and knocks one out early (probably the MAD because of the weak side torsos), the other would be lucky to survive.
#3
Posted 03 May 2012 - 06:35 AM
#4
Posted 03 May 2012 - 06:39 AM
#6
Posted 03 May 2012 - 06:50 AM
Judochop, on 03 May 2012 - 06:39 AM, said:
Yes, if the 3/4 pilot would sit in a Level 1 mech. But he doesn't. No teamwork in the world can help two Level 1 tech heavies against one Level 2 tech heavy.
#7
Posted 03 May 2012 - 06:59 AM
Thorn Hallis, on 03 May 2012 - 06:50 AM, said:
Yes, if the 3/4 pilot would sit in a Level 1 mech. But he doesn't. No teamwork in the world can help two Level 1 tech heavies against one Level 2 tech heavy.
I don't think so. Tech 2 is superior to Tech 1, and Clan tech is ridiculously better, but that doesn't make anything impossible. Especially in TT where you live and die by the dice, equipment and skill be damned.
Edited by Judochop, 03 May 2012 - 07:00 AM.
#8
Posted 03 May 2012 - 08:01 AM
#9
Posted 03 May 2012 - 05:13 PM
For mine I would take out the MAD 1R first, at range with laser and LRM's, before closing on the Cat using terrain and speed to kill it inside its LRM's minimum range.
In the right circumstances a single Timberwolf could be used to tie up and kill an IS lance if piloted cleverly.
Semyon
#10
Posted 03 May 2012 - 10:57 PM
#11
Posted 05 May 2012 - 06:19 AM
#12
Posted 12 May 2012 - 10:59 AM
#13
Posted 12 May 2012 - 11:20 AM
Cause anything is possible, you can say all you want the Madcat wont win cause its vs 2 mechs, or you can say all you want 1 of the IS mechs wont win 1v1 all you want, but how do you know?
I mean perfect example here: There's page or two of this Novel devoted to a fight between the main character piloting a ******* elemental, and he takes down an Atlas assault mech
I might also add its a damn good book.
#14
Posted 12 May 2012 - 11:46 AM
If I was there Vat-Brat I would use my speed to stay out of the Spheroids range while softening them up with the er larges... Though that might be considered 'UnClan like.' I would work on taking out the Marauder first because on average only half of the missiles of the Catapult will hit. And they spread out the damage, while those PPC's on the Marauder do nice 10 point clusters.
If I was a Sphereoid I'd try to box the Clanner in and pray that his gunnery sucks, and hoping that I'm shooting like Kai Allard. And would rely heavily on teamwork and dirty freebirth tricks.
Even then the MadCat should destory one of the mechs...
#15
Posted 13 May 2012 - 12:22 AM
Now if I were the IS pilots, the Marauder would be a MAD-5D with the SSRM-2 replaced with a NARC and the Catapult running the CPLT-C4. Then the Marauder NARCs the MadCat and withdraws to let its ERPPCs pick the kitty apart while the Catapult brings the LRM-20 pain.
Now for the clan pilot, he'd need to take the Catapult out first, otherwise it will be a hindrance to engaging the Marauder. It's easy to consider the Marauder to be the primary threat, but in the end the terms of engagement is dictated by the artillery.
Edited by Charles Martel, 13 May 2012 - 12:23 AM.
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