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Poll idea: Timberwolf Prime Vs MAD-1R + CAT-C1


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#1 Nathan K

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Posted 03 May 2012 - 05:52 AM

Timberwolf taking on the two Mechs the IS named it after? Hell, why not? ;)

Edited by Nathan K, 03 May 2012 - 06:31 AM.


#2 Judochop

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Posted 03 May 2012 - 06:31 AM

It all depends on how the IS mechs are played. Let's review each mech's strengths and weaknesses.

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 Thorn Hallis

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Posted 03 May 2012 - 06:35 AM

It simply depends on who is piloting the respective mechs. If a regular Clan warrior (3/4) takes on two regular IS warriors (4/5) the Timber Wolf will have a field day.

#4 Judochop

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Posted 03 May 2012 - 06:39 AM

Clan pilot superiority didn't stop them from being defeated by IS numbers and tactics. 3/4 skill isn't much of an advantage if two 4/5 pilots are willing to play rope-a-dope.

#5 Nathan K

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Posted 03 May 2012 - 06:42 AM

View PostThorn Hallis, on 03 May 2012 - 06:35 AM, said:

It simply depends on who is piloting the respective mechs. If a regular Clan warrior (3/4) takes on two regular IS warriors (4/5) the Timber Wolf will have a field day.


One word: Teamwork.

#6 Thorn Hallis

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Posted 03 May 2012 - 06:50 AM

View PostJudochop, on 03 May 2012 - 06:39 AM, said:

3/4 skill isn't much of an advantage if two 4/5 pilots are willing to play rope-a-dope.


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 Judochop

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Posted 03 May 2012 - 06:59 AM

View PostThorn 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 Adridos

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Posted 03 May 2012 - 08:01 AM

An easy answer: he gets legged by an alpha strike. :rolleyes:

#9 Semyon Drakon

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Posted 03 May 2012 - 05:13 PM

If the Timberwolf pilot is patient and thoughtful, uses the battlefield to his advantage and relies on his weapons ability to fire further and cool down faster he'll eat the two IS heavies for breakfast. Clan mechwarriors are trained to use their machines advantages and a smart one will split the two IS machines and kill them separately.

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 Alaric Wolf Kerensky

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Posted 03 May 2012 - 10:57 PM

In the hands of a level-headed and competent Clan Mechwarrior, I would say the Timber Wolf. Like others have said, gut the MAD first, then go to work on the CAT at close range.

#11 Jack Gallows

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Posted 05 May 2012 - 06:19 AM

The pair takes down the Timber Wolf.

#12 Charles Martel

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Posted 12 May 2012 - 10:59 AM

Make it a MAD-5S. Best. Marauder. Ever.

#13 Iron Harlequin

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Posted 12 May 2012 - 11:20 AM

Using paper stats is one thing, try playing it out in MW4, or Living Legends. or wait a year and try it on this game.


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

Posted Image


I might also add its a damn good book.

#14 Thom Frankfurt

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Posted 12 May 2012 - 11:46 AM

Hmm.... It could really go either way depending on who keeps their cool.

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 Charles Martel

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Posted 13 May 2012 - 12:22 AM

Okay. The Marauder is a direct fire support heavy that can hold its own in a brawl. Now the MAD-1R is not utilized by any IS power since the fall of the Star League. A better comparison would be the MAD-5D, MAD-5S, or MAD-5M which are newer designs using recovered lostech and have a chance of actually facing a MadCat. And both are superior to the MAD-1R in just about every area. And the 5S being particularly dangerous due to its long range weapons, two IS ERPPCs and an IS gauss rifle. But none of the MAD-5 variants would be kind to the MadCat.

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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