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Over-powered Infantry Killers


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#1 PaintedWolf

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Posted 13 October 2012 - 01:35 PM

I just felt like being mean to the infantry and designed a specialized Mech, of pretty average price for its weight that basically just slaughters infantry in an industrialized manner. If anyone else has another Mech or vehicle design well suited to Kentares Missions post them up here:

TRO:

Quote

UrbanDominationMech( UDM)

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F
Production Year: 3132
Cost: 6,397,315 C-Bills
Battle Value: 1,170

Chassis: Unknown Reinforced
Power Plant: Unknown 165 Compact Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Ferro-Fibrous
Armament:
5 SRM-2s
3 Flamers
10 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Reinforced 91 points 11.00
Engine: Compact Fusion Engine 165 9.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 1.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 CT, 1 LT, 1 RT
Gyro: Compact 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 179 10.00
Armor Locations: 9 LT, 5 RT
CASE II Locations: 1 LA, 1 RA 2.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 7
L/R Torso 13 19
L/R Torso (rear) 7
L/R Arm 9 18
L/R Leg 13 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
4 Machine Guns RA 0 4 2.00
2 Flamers RA 6 2 2.00
5 SRM-2s LA 10 5 5.00
Flamer LA 3 1 1.00
4 Machine Guns RT 0 4 2.00
Machine Gun RL 0 1 0.50
Machine Gun LL 0 1 0.50
@MG (1/2) (100) RA - 1 0.50
@SRM-2 (50) LA - 1 1.00
@SRM-2 (Inferno) (50) HD - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
3j 3 0 0 0 2 0 Structure: 12
Special Abilities: CASEII, HT1, SRCH, ES, SEAL, SOA, SRM 1/1/0


So speed was not considered too important since it is meant to fight infantry, which are pretty slow. I put in JJs though so it can move around in an urban map.

Focused primarily on defense- Reinforced structure plus Compact Gyro PLUS Compact Engine and CASE 2 means it will be there for a while.

Weapons are also light since they are made primarily against infantry.

x 10 Machine Guns with 100 shots between them to just mangle the infantry forces in real-time by the dozens.

x 3 Flamers in case they try to hide in buildings.

x 5 SRM 2s to get them at a distance, particularly with Infernos which are always fun to use on infantry and vehicles. I put in multiple SRM 2s instead of a couple SRM 6s or 4s so that multiple hexes could be lit on fire. Standard ammo is there just in case.

Not sure how many infantry this could kill in a round but I bet it would be a lot.

Edited by PaintedWolf, 13 October 2012 - 01:36 PM.


#2 Wael Raver

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Posted 13 October 2012 - 05:58 PM

What about a 20 ton mech with a similar design? That might be inexpensive enough to be really useful.


I have always wondered how long until some kind of mini-battle armor is introduced. One that would be inexpensive enough to outfit all infantry.

#3 flashdrive

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Posted 13 October 2012 - 06:13 PM

saying that speed isn't important when infantry is always outfitted with some sort of anti armor equipment think about what your saying there.

#4 flashdrive

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Posted 13 October 2012 - 06:16 PM

as a matter of fact infantry is considered the biggest threat against armor especially especially in an urban environment

#5 Warmonger2600

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Posted 13 October 2012 - 07:09 PM

Whirlwind WRL-1B

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3017
Cost: 2,752,027 C-Bills
Battle Value: 852

Chassis: SK Standard
Power Plant: Angen 200 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: B&A Standard Standard Armor
Armament:
4 Rothorack Slam-4 SRM-4s
8 MaxTech GAU-8C Machine Guns
Manufacturer: Strac Kintos
Primary Factory: T'rill
Communications System: Archer Comms GTG-6
Targeting and Tracking System: B&A Tacdriver

Overview:
Strac Kintos, or SK, typically makes copies of existing mechs but decided to
stretch their research capability from reverse engineering to actual design.
The Result was the Whirlwind and was intended to compete with the Gunner for
the local Periphery market.


Capabilities:
The designers at SK wanted a mech that could obliterate lightly armored targets
with a single pull of the trigger. The 8 MaxTech machine-guns filled that roll
perfectly. The Rothorack Slam-4 short range missiles were added for even more
close in punch. The original design was completed and tested. After testing
it became apparent that having a lack of long range punch made the Whirlwind
vulnerable and had a very poor showing in tests.

The original Whirlwind was 35 tons but the frame had been significantly
overbuilt and made possible adding 5 tons to the overall design. Because the
mech was otherwise completed the new design placed the LRM racks bolted onto
the legs that fed to the existing ammo rack in the center torso, which was
partitioned into two bins, one for the SRMs and one for the LRMs. This reduced
the total number of missiles for the SRM racks but enabled the use of the LRMs
without a complete redesign.

The WRL-1B is intended to be used for city fighting where the minimum range for
LRMs makes them more of a hindrance and switches both LRMs for two additional
SRM launcher.


Battle History:
None, testing is complete.


Deployment:
Several orders have been placed for the Whirlwind from Periphery state.


Variants:
The WRL-1B swaps the LRM racks in the legs for two additional SRM-4 racks.


================================================================================
Equipment--------------Type-------------------------Rating-----------------Mass
--------------------------------------------------------------------------------
Internal Structure: Standard---------------------67 points--------------4.00
Engine:-------------Fusion Engine----------------200----------------------8.50
----Walking MP: 5
----Running MP: 8
----Jumping MP: 0
Heat Sinks:--------Single Heat Sink------------10------------------------0.00
Heat Sink Locations: 1 LT, 1 RT
Gyro:---------------Standard-----------------------------------------------------2.00
Cockpit:-----------Standard----------------------------------------------------3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor:-------------Standard Armor---------------AV---128---------------8.00

-------------------------------------Internal--------------Armor
-------------------------------------Structure-----------Factor
---------------------------Head--------3---------------------9
----------------Center Torso-------12-------------------18
----------------Center Torso (rear)----------------------5
------------------L/R Torso----------10-------------------15
------------------L/R Torso (rear)------------------------5
---------------------L/R Arm---------6---------------------11
---------------------L/R Leg---------10--------------------17

================================================================================
Equipment-----------------------------Location----Heat--------Critical---Mass
--------------------------------------------------------------------------------
SRM-4----------------------------------------RT--------3---------------1---------2.00
SRM-4----------------------------------------LT---------3--------------1---------2.00
4 Machine Guns--------------------------RA--------0---------------4--------2.00
4 Machine Guns--------------------------LA--------0---------------4--------2.00
SRM-4----------------------------------------RL--------3---------------1--------2.00
SRM-4----------------------------------------LL---------3---------------1--------2.00
@SRM-4 (50)------------------------------CT--------------------------2-------2.00
@MG (1/2) (100)--------------------------LT-------------------------1--------0.50

#6 Warmonger2600

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Posted 13 October 2012 - 07:15 PM

The Whirlwind Above is one of my existing BattleMechs from 3017. I think it works as a good anti-infantry platform and city fighter and the cost is quite low.

#7 MasterofBlasters

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Posted 13 October 2012 - 07:22 PM

What about the Piranha?
Posted Image
12 machine guns. Nuff said.

#8 PaintedWolf

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Posted 15 October 2012 - 09:31 AM

And yet I imagine none of you guys would have predicted the rise of a specialized unit like the Gausspault.

#9 PaintedWolf

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Posted 15 October 2012 - 09:38 AM

Also what about the fact that my Mech with its Reinforced Structure and COMPACT ENGINE AND COMPACT GYRO (have to put it in ALL CAPS cause people refuse to read anything ) makes it immune to swarm attacks and hard as hell to leg?

That 10 MG Mech and SRM 4 bad boy looks pretty cool- on paper- but if any infantry manage to sneak up on it (always possible in an urban environment) that Mech is gonna get messed up pretty bad pretty quick.

Also no Infernos? Ummmm ohkay.

#10 dal10

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Posted 15 October 2012 - 09:50 AM

LoLstomp no idea

Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-F
Production Year: 3132
Cost: 114,889,999 C-Bills
Battle Value: 2,524

Chassis: Unknown Endo-Steel
Power Plant: Unknown 400 XXL Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Hardened
Armament:
19 SRM-2s
3 Laser Anti-Missile Systems
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 152 points 5.00
Internal Locations: 1 LT, 1 RT, 2 LA, 1 RA, 1 LL, 1 RL
Engine: XXL Fusion Engine 400 17.50
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Hardened AV - 304 38.00
CASE Locations: CT, LT, RT, LA, RA 0.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 48
Center Torso (rear) 13
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 33
L/R Leg 21 42

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Laser Anti-Missile System HD 5 1 1.00
3 SRM-2s RT 6 3 1.50
2 ® SRM-2s RT 4 2 1.00
Laser Anti-Missile System RT 5 1 1.00
3 SRM-2s LT 6 3 1.50
2 ® SRM-2s LT 4 2 1.00
Laser Anti-Missile System LT 5 1 1.00
4 SRM-2s RA 8 4 2.00
5 SRM-2s LA 10 5 2.50
@SRM-2 (Inferno) (100) CT - 2 2.00
@SRM-2 (Inferno) (50) RT - 1 1.00
@SRM-2 (Inferno) (50) LT - 1 1.00
@SRM-2 (Inferno) (150) RA - 3 3.00
@SRM-2 (Inferno) (150) LA - 3 3.00
Tracks * - 2 10.00
Free Critical Slots: 2

* Tracks occupy 1 slot in every leg location.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 15 Points: 25
4 0 0 0 0 4 0 Structure: 4
Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0


I think might burn down the entire city by itself...

#11 PaintedWolf

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Posted 15 October 2012 - 10:03 AM

BTW the Gausscat will be balanced by DHS's when they come out, which means now yeah they can be considered over-powered: that's just logic.

Either 1- Gauss are balanced with DHS, which means now they are not balanced with SHS (meaning they are under-powered) or they are balanced with Singles, meaning they will be Under-Powered with Doubles. That or we are gonna have to change Gauss stats radically when DHS come out.

OR you can argue that DHS don't change anything. In which case you are making the argument from crazy.

Edited by PaintedWolf, 15 October 2012 - 10:05 AM.


#12 NotMyIfurita

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Posted 15 October 2012 - 10:08 AM

I like that you can get 2 Whirlwinds for less than the price of one of your UDM's.

Also nice to not mention Dark Age, which is only second in retchedness after the *****. ;)

#13 PaintedWolf

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Posted 15 October 2012 - 10:15 AM

View PostNotMyIfurita, on 15 October 2012 - 10:08 AM, said:

I like that you can get 2 Whirlwinds for less than the price of one of your UDM's.

Also nice to not mention Dark Age, which is only second in retchedness after the *****. ;)


Yeah and they got no JJs so have fun skidding around an urban map. Also how is it an infantry killer with no Infernos? You gonna SMR-2 the infantry to death?

Besides that Mech is super-prone to Swarm attacks and Leg-Capping. All you need is 3-4 squads of Jump Infantry and that Mech would go down hard.

Edited by PaintedWolf, 15 October 2012 - 10:16 AM.


#14 dal10

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Posted 15 October 2012 - 10:16 AM

you can also get 50 for the price of my 19 srm-2 monstrosity.

#15 PaintedWolf

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Posted 15 October 2012 - 10:18 AM

View Postdal10, on 15 October 2012 - 10:16 AM, said:

you can also get 50 for the price of my 19 srm-2 monstrosity.


I like the Tracks. =)

#16 dal10

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Posted 15 October 2012 - 10:21 AM

yeah, I made it for the mad science mech thread. I figured, swap the normal stuff for infernos, and burn EVERYTHING. I can launch 10 of the SRM-2s at a time. so I pretty much can keep up a rolling barrage of infernos in every direction, for as long as my 10 tons of ammo holds out.

#17 Warmonger2600

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Posted 16 October 2012 - 12:18 PM

True the Whirlwind can be swarmed by jump infantry. You can load inferno ammunition in it with no problem, I didn't in the basic build, but it can be loaded. I made the Whirlwind limited to the 3017 time-frame so it was limited on what I could include. I've tinkered with removing the two leg SRM launchers and putting in Jump-jets and I may do that with a variant for testing.

#18 Warmonger2600

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Posted 16 October 2012 - 12:31 PM

Whirlwind WRL-1C

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3017
Cost: 2,878,027 C-Bills
Battle Value: 829

Chassis: SK Standard
Power Plant: Angen 200 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 150 meters
Armor: B&A Standard Standard Armor
Armament:
2 Rothorack Slam-4 SRM-4s
8 MaxTech GAU-8C Machine Guns
2 Machine Guns
Manufacturer: Strac Kintos
Primary Factory: T'rill
Communications System: Archer Comms GTG-6
Targeting and Tracking System: B&A Tacdriver

The WRL-1C replaces the leg mounted SRMs for jump-jets and adds two additional
machinesguns to the arms. PaintedWolf also suggested Infero ammo for
anti-infantry fighting which the designers included.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard---------------67 points----------4.00
Engine:--------------Fusion Engine--------200-----------------8.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 LT, 2 LL, 2 RL---------------------- 2.50
Heat Sinks: Single Heat Sink---------10------------------0.00
Heat Sink Locations: 1 LT, 1 RT
Gyro:-----------Standard-------------------------------------------2.00
Cockpit:--------Standard-------------------------------------------3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor:-----------Standard Armor----------AV - 128--------------8.00

--------------------------------------Internal-------Armor
-------------------------------------Structure------Factor
---------------------------Head--------3--------------9
----------------Center Torso--------12------------18
-----------Center Torso (rear)---------------------5
--------------------L/R Torso--------10------------15
---------------L/R Torso (rear)---------------------5
------------------------L/R Arm--------6------------11
-----------------------L/R Leg---------10----------17

================================================================================
Equipment------------------------Location----Heat----Critical----Mass
--------------------------------------------------------------------------------
SRM-4------------------------------------RT------3--------1---------2.00
SRM-4------------------------------------LT------3---------1--------2.00
5 Machine Guns------------------------RA------0--------5---------2.50
5 Machine Guns------------------------LA------0--------5---------2.50
@SRM-4 (25)---------------------------CT---------------1---------1.00
@SRM-4 (Inferno) (25)---------------CT----------------1---------1.00
@MG (200)-----------------------------RT----------------1---------1.00

Edited by Warmonger2600, 17 October 2012 - 05:08 AM.


#19 Skylarr

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Posted 16 October 2012 - 05:29 PM

Quote

Attacks Against Conventional Infantry
Unlike other units, conventional infantry are spread across a hex, with each man finding maximum protection using the terrain. This means that damage from a single weapon does not magically transfer from one trooper to the next; that is, the infantry unit does not simply take damage equal to the weapon’s damage value. Instead, the damage from a single weapon to a conventional infantry unit depends on the type and size of the weapon fired.

Once a non-conventional infantry unit has made a successful attack against a conventional infantry unit, consult the Number of Conventional Troopers Hit column on the Non- Infantry Weapon Damage Against Infantry Table (see p. 216) and compare it to the type and damage value of each weapon that successfully strikes the target to determine how many troops have been eliminated. Use the maximum damage potential for cluster weapons, instead of rolling on the Cluster Hits Table for damage. Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated in this fashion.

Burst-Fire Weapons: When a conventional infantry platoon takes a hit from any burst-fi re weapon (noted as Type AI on the Weapon and Equipment Tables), the attacking player rolls for damage based on the type of weapon used; see the Burst-Fire Weapon Damage Vs. Conventional Infantry Table, p. 217.

When an attacker uses burst-fi re weapons against conventional infantry located in a building hex, treat such weapons as direct-fire ballistic weapons, with their standard Damage Values as noted on the appropriate Weapons and Equipment Tables (see Attacking Units Inside Buildings, p. 171).

Clear Terrain: Conventional infantry hit while in Clear terrain suffer twice the normal damage.

Mechanized Infantry: Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated.


NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
_________________________________________________________________
Weapon Type* .........................................Number of Conventional Troopers Hit†
Direct Fire (Ballistic or Energy).................Damage Value / 10
Cluster (Ballistic).......................................Damage Value / 10 + 1
Pulse**......................................................Damage Value / 10 + 2
Cluster (Missile)........................................Damage Value / 5
Area-Effect (AE).......................................Damage Value / .5
Burst-Fire..................................................See Burst-Fire Weapons above
Heat-Effect Weapons...............................See Heat-Effect Weapons‡
_________________________________________________________________
*See Combat, p. 113, for weapon terminology. If a weapon falls under multiple types, use the type that inflicts the most damage. For example, a rotary AC/5 is defined as a direct-fire (ballistic) and a cluster (ballistic) weapon. A cluster (ballistic) weapon does more damage than a direct-fire (ballistic) weapon, and so players should use the statistics for cluster (ballistic) weapons when determining damage against conventional infantry.

**Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons (see Burst-Fire Weapons Damage Vs. Conventional Infantry Table, p. 217).

†This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection. Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated; round all fractions up.

‡Heat-Effect Weapon each has specific damage against conventional infantry, as noted on either the appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129).

BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
BattleMechs, ProtoMechs and Vehicles
Weapon...............................Damage vs. Conventional Infantry

AP Gauss Rifle....................2D6
Light Machine Gun..............1D6
Machine Gun.......................2D6
Heavy Machine Gun............3D6
Small/Micro Pulse Laser......2D6
Flamer.................................4D6

Total Warfare pages 215 - 217


#20 Exilyth

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Posted 18 October 2012 - 09:16 AM

Too bad there's no mech mountable version of the firedrake.





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