Lancea Mass: 100 tons Tech Base: Mixed Chassis Config: Biped Rules Level: Experimental Tech Era: Dark Ages Tech Rating/Era Availability: X/X-X-X Production Year: 3132 Cost: 26,145,500 C-Bills Battle Value: 3,580 Chassis: Unknown Endo-Steel Power Plant: Unknown 300 Fusion XL Engine Walking Speed: 32.4 km/h (43.2 km/h) Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Hardened Armament: 1 (CL) ER PPC 1 (CL) ER Large Laser 1 (CL) Arrow IV Missile 2 (CL) Medium Pulse Lasers 1 (CL) ER Small Laser 1 (CL) SRM-2 2 B-Pods Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Overview: Basically, it is a new Mech which individually is not very great, but in numbers can operate like massed artillery along with its role as an Assault Mech. This allows a group of Lancea to defeat many times its number in opponents in theory, as well as lay siege to a city. When they are employed in Battalion sized numbers, perhaps even company sized (I have not tested this yet on the "field" i.e. MegaMek or Table Top ) they force the enemy of equal or greater numbers to: 1- Stay in a group and get pummelled, likely out of their range. 2- Spread out, and get focused down individually by the Lancea that can stay grouped. The Mech is still weak to Artillery counter-bombardment by artillery with greater range then the Arrow 4s, though the Hardened Armor near maxed will negate this a little. The real beauty of this though is that it does not have the weaknesses of a purely dedicated artillery unit. A pure artillery unit cannot hold ground like a Mech can because it can be overwhelmed by Strike units, Battle Armor dropping on top, VTOLs, etc. This is not so with the Lancea, and the idea that the enemy will send a Battalion of pure Artillery units just to counter the Lancea- well it can be done, but it will leave them extremely vulnerable in other areas. The rest of the weaponry more just rounds it out then anything. The ER PPCs and ER Large Lasers allow the Lancea to easily focus down enemy Mechs individually, or weakened Mechs if it faces a group. The B-Pods aid it if enemy infantry or Battle Armor manage to sneak up on it. The B-Pods are supplemented by Medium Pulse Lasers, an ER Small Laser and an SRM-2 to engage enemy infantry or battle armor at greater range then point blank (the SRM comes with Infernos). An Advanced Targeting Computer is used to help the Lancea attack with greater accuracy at range, hit battle armor/infantry, hit faster targets and/or to decapitate a shut down Mech or knocked out Mech (this last being great for salvage. ) Last I included Triple-Strength Myomer. Likewise, the Mech has many ways of reaching the magic nine number (it can fire all its energy weapons, or all minus the small laser while running, or it can stand still and use both the ER Small and SRMs, or it can fire its Arrow 4s, ER PPC and both medium pulse lasers while running. ) The TSM and Artillery also negate the effect of Reflective Armor, which could otherwise become a problem with such an energy heavy design (Reflective Armor takes twice as much damage from Artillery weapons, like Arrow 4, and with a TSM kick from an Assault Mech, a Reflective Armored Mech is going to be Legged with 1-hit) . They also have Hardened Armor, making them far less vulnerable to enemy attacks as well as friendly fire from their own artillery. Even if they fire their artillery at closer ranges, they can afford to do this because they are not likely to be as damaged from their own area of effect weapons as the enemy. In short, the only way I can think of to counter this design is to mass lots of artillery, which I imagine can be a nightmare logistically and effectively means the player engaged in this specific strategy has given up the initiative. If the other player knows that the only way to counter this design is with massed artillery, then they can simply bring in some Strike Mechs or VTOLs to destroy these Artillery Battalions or Companies at very little comparative resource cost. Likewise, if facing Artillery these Mechs can spread out, and likely take out the dedicated Artillery units with little worry as they come up close or get in Arrow 4 range. You could even bring in your own dedicated Artillery to counter-bombard theirs. That way, you effectively have twice the Artillery, plus the Mechs to guard them, for as much Drop Ship space. You could argue that you could beat them with Warships or WMDs, but that could be said about any design when sent in numbers (simply put if the enemy is going to hit you with Orbital Bombardment or use Neutron Bombs, etc, there is almost nothing you can do, save conduct a guerilla campaign. ) Another thing I really like about this design is that it saves Drop Ship space. Not having to take Artillery in one Drop Ship, and Mechs in another, you can save the other Drop Ships for Arrow space fighters, Battle Armor, Strike Mechs/Vehicles. It is Artillery and a Mech in one, and it really does not sacrifice much from either. A group of these can go toe to toe with other Mechs or Vehicles, and win hands down, they can bombard fortified positions, and they can take and hold ground. The real beauty of this design overall is it can, in higher level numbers (Company, Battalion, Cluster, Regiment, etc. ) really take on much, much larger numbers of opponents then you put in. Sort of like a Spartan centurion group or Roman legion, and it is not as vulnerable as standard artillery units (this same tactic would not work for a group of Long-Tom tanks because Mechs/Tanks/VTOLs can get in close and destroy them all easily). ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 152 points 5.00 Internal Locations: 2 RT, 2 LA, 1 RA, 1 LL, 1 RL Engine: XL Engine 300 9.50 Walking MP: 3 (4) Running MP: 5 Jumping MP: 0 Heat Sinks: (CL) Double Heat Sink 14(28) 4.00 Heat Sink Locations: 1 CT, 1 RT Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA R: SH+UA TSM Locations: 2 LA, 4 RA Armor: Hardened AV - 300 37.50 CASE Locations: LA, RA 0.00 Internal Armor Structure Factor Head 3 9 Center Torso 31 49 Center Torso (rear) 12 L/R Torso 21 31 L/R Torso (rear) 11 L/R Arm 17 32 L/R Leg 21 41 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- (CL) Medium Pulse Laser HD 4 1 2.00 (CL) Medium Pulse Laser RT 4 1 2.00 (CL) SRM-2 RT 2 1 0.50 (CL) ER Small Laser RT 2 1 0.50 (CL) Targeting Computer RT - 3 3.00 (CL) Arrow IV Missile LT/LA 10 10/2 12.00 (CL) ER Large Laser RA 12 1 4.00 (CL) ER PPC RA 15 2 6.00 B-Pod RL 0 1 1.00 B-Pod LL 0 1 1.00 @SRM-2 (50) RA - 1 1.00 @SRM-2 (Inferno) (50) RA - 1 1.00 @Arrow IV (Non-Home) (20) LA - 4 4.00 Free Critical Slots: 0 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 15 Points: 36 3 5 4 2 0 4 2 Structure: 5 Special Abilities: TSM, ARTAC, CASE, SRCH, ES, SEAL, SOA
Simply put, a Battalion of Lancea may well be able to take on a Regiment of other Mechs, and it has no obvious or blatant weaknesses.