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Your perfect 'Mech company, 600 tons or less.


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#1 trycksh0t

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Posted 21 January 2012 - 10:51 PM

Let us imagine that it's 3049, you've made a fortune on Solaris 7, and decide you want to start your own mercenary company. If you could only transport 600 tons worth of 'Mechs off-planet, what 12 'Mechs would you take to start your fledgling merc. group? (Please keep the scenario in mind, 600 tons, IS only, nothing later than 3049. If you do not follow these simple rules, I can't do anything, but I will laugh at you. A lot.) I'm a FedSun at heart, so this would be mine:

Recon Lance:
HER-1A Hermes, LCT-1S Locust, ASN-21 Assassin, CDA-2A Cicada

Fire Support:
CPLT-C1 Catapult, CRD-3D Crusader, 2 DV-6M Dervishes

Command Lance:
VTR-9K Victor, 2 ENF-4R Enforcers, CN9-A Centurion.

600 tons exactly, for just a smidge over 51 million c-bills.

#2 VYCanis

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Posted 21 January 2012 - 11:32 PM

if 6 atlases bisected into 12 halves for easier transportation (and reassembly later) is wrong, i don't want to be right

#3 trycksh0t

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Posted 21 January 2012 - 11:44 PM

View PostVYCanis, on 21 January 2012 - 11:32 PM, said:

if 6 atlases bisected into 12 halves for easier transportation (and reassembly later) is wrong, i don't want to be right


You must be a Steiner.

#4 xesle

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Posted 21 January 2012 - 11:45 PM

20 Urbanmechs of course.

#5 Alaskan Viking

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Posted 22 January 2012 - 12:00 AM

I'd take a squad of Zaku II's...


EDIT: I take that back, a squad of Zaku II's plus a Kampfer for myself.


Edited by Alaskan Viking, 22 January 2012 - 12:19 AM.


#6 Dlardrageth

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Posted 22 January 2012 - 01:41 AM

Easy one - 12 Urbies. Fear the Urbie zerg attack! :D

#7 Wullf

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Posted 22 January 2012 - 02:33 AM

some scout infantry
and a dropship capable of orbital strikes

and u have minimal loses with maximal efficiency :D

Edited by Wullf, 22 January 2012 - 02:35 AM.


#8 Omigir

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Posted 22 January 2012 - 03:17 AM

600 tonds.. Hmmmz

A space ship. Orbital strikes.

#9 macmerritt

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Posted 22 January 2012 - 03:17 AM

Command Lance
2 Marauder MAD-3Ds, 2 Warhammer WHM-6Ds

Support Lance
2 Hunchback HBK-4Ps "Swayback", 1Panther PNT-9R, 1 Commando COM-1B

Recon Lance
2 Phoenix Hawk PXH-1Ds, 2 Javelin JVN-10F "Fire Javelin"

For those in the know all of these desgins aside from the Panther and Commando are all energy variants. The Panther and Commando both have a single SRM launcher, an SRM 4 for the Panther, and an SRM 2 for the Commando. Any good merc worth his C-Bills knows that ammo costs money plus limits your time in field. With mostly Medium Lasers my range is short, so I would limit myself to confining terrain and night battles to force my enemy into effective range.

Im no Davion, but I have to admit they make some robust mechs designed to stay in the field longer.

#10 Wullf

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Posted 22 January 2012 - 03:44 AM

View PostOmigir, on 22 January 2012 - 03:17 AM, said:

600 tonds.. Hmmmz

A space ship. Orbital strikes.



as u need a dropship anyway to land on a planet u can as well just instal some big lazors on it (preferably 600 tons of lazors) instead of transporting mechs, drop off some infantery so they can scout and mark targets, and u simply shoot every resistance that occures from orbit.

and exept for a few infantery that might get cought or killed u have minimal credit loses
but great efficiency. and after a few shots the enemy comander has no choise but simply to accept defeat
or die in a big lazor lance.

mechs are overrated give me some dropships ;) :D

#11 Solis Obscuri

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Posted 22 January 2012 - 04:13 AM

Scout/light lance:
2x HSR-350-D Hussar 60 tons
JVN-10F Javelin 30tons
MON-70 Mongoose 25 tons

The light lance is fast enough for recon duty, but the Hussars have a good midrange punch, allowing them to savage otherlight units from a distance, or function as snipers supporting heavy units, or engage enemy units from range to lead them into ambush (though respective to the time setting, I am using standard Large Lasers, not the losttech ER variant). The Fire Javelin provides support in close combat, and the jump jets let it take strategic positions or cross natural obstacles for scouting. I'd originallly envisioned a Firestarter in the last position in order to provide tactical support for blocking or funneling enemy movements, but in order to save drop weight I went with the Mongoose instead, for equivalent firepower against mechs, and as the -70 variant has two flamers in place of the BAP and Small Laser (another nod to the Succession Wars), it still has some incendiary capabilities. None of these 'mechs rely on ammunition resupply, allowing them extended operations with minimal support required.

Strike/Fire Support:
TBT-5N Trebuchet 50 tons
GRF-1N Griffin 55 tons
CN-9A Centurion 50 tons
ENF-4R Enforcer 50 tons

I'd originally tried to bring this entire unit to a consistent 86.4kph for fast strike in addition to fire support, but decided to drop the Crab as a nod to the time period (only Kurita house troops would have them at this point) and didn't include a Quickdraw to save weight for the heavy lance. Instead I went with a solid mix across ranges, adding the Centurion and Enforcer to engage at mid range, allowing the Trebuchet and Griffin to function at their optimal stand-off range. They form a solid battle line, and all have good stand-off firing abilities for fire support, but the unit is a touch ammunition dependent and requires support to function in the field for any extended engagement.

Command/Heavy Lance:
FLS-7K Flashman 75tons
TDR-5SE Thunderbolt 65 tons
2x WHM-6K Warhammer 140 tons

I'd originally planned to utilize an Orion along with the Flashman and Warhammer, but removed it to shave off weight. Instead, I chose to keep the Flashman (I love its unique appearance and lack of dependence on ammunition or risk of ammo explosions) and replaced the Orion with a jump-jet equipped Thunderbolt variant. Both mechs are solid enough to close with an enemy, but have reasonable mid-long range firepower. The two Warhammers can pound an enemy unit with heavy direct fire from their PPCs at long range, while their more sturdily armored counterparts wade in to mop up damaged units. Also, the jump capabilities of the Thunderbolt allow it to flank effectively, while it's increased count of heat sinks allow it to press the attack.

Alternatively, I'm tempted to replace the Flashman with a Guillotine, adding a second jump-capable heavy, and freeing up a few tons to speed up the battle lance - possible to a 2x Trebuchet 2x Griffin configuration. Tough call...

Edited by Solis Obscuri, 22 January 2012 - 01:57 PM.


#12 DFDelta

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Posted 22 January 2012 - 05:27 AM

View PostVYCanis, on 21 January 2012 - 11:32 PM, said:

if 6 atlases bisected into 12 halves for easier transportation (and reassembly later) is wrong, i don't want to be right


Lol, my first thought was :" How the hell should I get a company with a weight of 600 tons, thats the weight of a reinforced lance"


On a more serious note, here is my company.
Built on a 3049 tech base and with 600 tons total, but without concern for money (so its using a lot of "new" tech). ERPPC and LRM heavy outfits here.

Light strike lance / scout lance: (110 tons)
2x JR7-D Jenner - The basic Jenner we all know and love, fast and a hard punch. The powerhouses of the lance.
1x LCT-5M Locust - Upgraded variant with ER small lasers and a ER medium laser. Has a whooping 200km/h speed rating. The scout of the company.
1x WSP-3S Wasp - Spotter of the unit. Refit variant with 2 ER mediums, a TAG and a GECM.

Medium lance, direct fire support: (200 tons)
1x CLNT-2-3U Clint - Weapons got replaced with a ERPPC and 2 medium pulsers. Good long range punch and some close range defences.
2x GRF-3M Griffin - Upgrade with ERPPC, a LRM20 and DHS. Expensive units but worth the money.
1x HBK-4G Hunchback - This one differs from the others. Its a bodyguard unit supposed to deter faster mechs that try to take advantage of the Griffins minimum range.

Command Lance: (290 tons)
1x ZEU-9S Zeus - Using the best tech available in the timeline given. ERPPC, 2 medium pulsers, LRM15 and a ER large laser.
1x STK-5M Stalker - Memory core variant, has a NARC beacon and DHS in addition to the normal Stalker outfit. Loses one large laser but upgrades the other to ER.
1x CPLT-C1 Catapult - The basic Catapult, can take advantage of either the TAG or NARC thanks to two tons of ammo.
1x RFL-5M Rifleman - Memory core variant with UAC5s and DHS.

#13 Damocles

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Posted 22 January 2012 - 06:23 AM

Hm a perfect mech company...would be heavier than 600t but ok:

Command Lance - 285t
Highlander 732
Catapult C4
Warhammer 6K
Lancelot 25-01 / Ostroc 3C

Battle Lance - 210t
Grasshopper 5N
Whitworth 1
Starslayer 3C
Starslayer 3C

Scout Lance - 105t
Wolfhound 1
Commando 2D
Commando 2D
Locust 1S

Mobility + Striking power

Edited by Damocles, 22 January 2012 - 06:53 AM.


#14 Bullseye69

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Posted 22 January 2012 - 06:27 AM

Scout/Light

2 Wolfhound
2 Firefly

130 tons

Strike/Fire
2 Enforcer 4r
Hatchetman
Whitworth

185 tons

Command/Heavy

3 Marauder Bounty Hunter model 3044
Grand Dragon

285 tons

That fields out 600 tons and 12 mechs

#15 Nik Van Rhijn

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Posted 22 January 2012 - 06:35 AM

Decided to go with standard tech. All LRM's are Narc capable.

Recon/Light Fire support - 150 ton
2 x Raven RVN 3L - 70ton
2 x Whitworth WTH 1 - 80 ton

Support Lance - 170 ton
Hunchback (Swayback) HBK 4P - 50ton
Panther PNT 9R - 35 ton
Wolfhound WLF 2 -35 ton
Whitworth WTH 1 - 40 ton

Command/Attack Lance - 280 ton
Thunderbolt TDR 5S - 65 ton
Warhammer WHM 6 D - 70 ton
Archer ARC 2K - 70 ton
Orion ON1 K - 75 ton

Mix of abilities and survivability, no speed merchants. Would "tweak" mix for specific world's/maps and how I feel on the day.

#16 Nik Van Rhijn

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Posted 22 January 2012 - 06:37 AM

@Damocles - drop the Catapult for a Trebuchet and you can make the weight limit without too much loss of firepower.

#17 Damocles

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Posted 22 January 2012 - 06:44 AM

ah shoot 10t over, i thought i had that counted right lol
edit: Fixed. With a little more of a change.
Zeus dropped for a Highlander
Quickdraw dropped to a Whitworth
Lancelot debating vs. Ostroc 3C

Edited by Damocles, 22 January 2012 - 06:53 AM.


#18 Volkite

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Posted 22 January 2012 - 07:04 AM

2 Stalkers, 1 Crab, 1 Sentinel 220
1 Atlas, 3 Urbanmechs 190
1 Atlas, 3 Urbanmechs 190
600

OR

1 Awesome, 2 Panthers, 1 Warhammer 220
3 Commandos, 1 Raven 110
2 Catapults, 2 Archer 270
600

Edited by Merovigian, 22 January 2012 - 07:09 AM.


#19 Tifalia

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Posted 22 January 2012 - 07:06 AM

Scout Lance:

Crab
Wasp
Stinger
Raven

Command Lance:

Crusader
Black Knight
Champion
Whitworth

Battle Lance:

JagerMech
Archer
Phoenix Hawk
Cataphract

Edited by Tifalia, 22 January 2012 - 07:06 AM.


#20 Razor Kotovsky

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Posted 22 January 2012 - 07:18 AM

Awesome and 8 catapults.





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