Custom Variant of the Dire Wolf, "Velvet Guard"

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l0rDn0o8sKiLlZ
07/14/21 04:45 PM
73.216.131.208

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Dire Wolf, "Velvet Guard"
Code:

BattleMech Technical Readout

Type/Model: Dire Wolf (Daishi) Velvet Guard
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design

Mass: 100 tons
Chassis: Titan HX Standard
Power Plant: Starfire 300 XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Compound 12B2 Standard
Armament:
1 Ultra AC/10
2 LRM 20s
3 Large Pulse Lasers
Manufacturer: Wolf Clan Site #1, Svarstaad Industriplex Delta
Location: Strana Mechty, Svarstaad
Communications System: TJ6 "Bell" Integrated Communications System
Targeting & Tracking System: Mars System 9

--------------------------------------------------------
Type/Model: Dire Wolf (Daishi) Velvet Guard
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 XL Fusion 10 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 20 Double [40] 16 10.00
(Heat Sink Loc: 1 LA, 2 LT, 2 RT, 1 CT, 1 LL, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 296 pts Standard 0 18.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 42
Center Torso (Rear): 13
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 32/32
L/R Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Ultra AC/10 RA 3 40 8 14.00
(Ammo Locations: 4 RA)
1 LRM 20 LA 6 24 8 9.00
(Ammo Locations: 2 LA, 2 RT)
1 LRM 20 RT 6 4 5.00
3 Large Pulse Lasers LT 30 6 18.00
--------------------------------------------------------
TOTALS: 48 73 100.00
Crits & Tons Left: 5 .00

Calculated Factors:
Total Cost: 29,120,000 C-Bills
Battle Value 2: 2,910 (old BV = 2,467)
Cost per BV2: 10,006.87
Weapon Value: 5,579 / 5,579 (Ratio = 1.92 / 1.92)
Damage Factors: SRDmg = 56; MRDmg = 46; LRDmg = 28
BattleForce2: MP: 3, Armor/Structure: 7/6
Damage PB/M/L: 8/6/6, Overheat: 1
Class: MA; Point Value: 29
Specials: omni

--- Built for Mission 14 of the Wolf Clan Campaign in MechWarrior 2: 31st Century Combat, this Dire Wolf derives it's name from both the mission itself as well as the operation name for it. In Operation: VELVET HAMMER you are tasked with escorting a VIP's hoverlimo to an opera... through an active warzone... in a city... yeah... Great idea, idiots. At any rate, I liked the variant quite a bit and after digging through the entry here on Sarna I realized there weren't really any canon variants like it. So I decided to upload it here.

--- A Class 10 Ultra Autocannon is fed by a monstrous four tons of ammunition, while a pair of Twenty-Tube Long-Range Missile Launchers is fed by an equally monstrous four tons of ammunition. These constitute the principal armament of the 'Mech, with a trio of Large Pulse Lasers rounding it out and providing backup. Good at long to medium range, the "Velvet Guard" nevertheless carries way too much ammo for it's Ultra AC/10... which is super ammo hungry in MECH2, but on TableTop I'd imagine less so since it can jam.

--- It has less Heat Sinks than a Dire Wolf PRIME, and a half ton less armor too. The ammunition for the Ultra AC/10 is all located in the arm that mounts the gun itself, while the LRM-20 Ammo is divvied up into a pair of 2-Ton bins located beneath each of the launchers themselves. A Mechwarrior needs to carefully manage their heat to avoid shutting down in a bad spot, and despite Operation: VELVET HAMMER taking place in a city, "Velvet Guard" works best in rolling hills or in open ground with patches of trees.
"Woad Raider, kill things today."


Edited by l0rDn0o8sKiLlZ (07/14/21 04:45 PM)
Karagin
07/14/21 05:26 PM
70.118.172.64

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Since you did this via the computer game, how does it play out for the tabletop? I ask because back in the day when MW2 and the others came folks were trying all kinds of things from it to the tabletop and based on my experience, none were successful given how the two games handle certain things differently like heat and its effects being the biggest one.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
l0rDn0o8sKiLlZ
07/14/21 08:35 PM
73.216.131.208

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--- I've never used it in the Table Top game, but my preliminary analysis would be thus:

- Too much ammo for the Ultra AC/10. 40 Shots is a lot for a gun that could perma-jam mid fight.

- Not enough firepower. A pair of LRM-20s isn't that great for damage, while if the Ultra AC/10 jams your overall firepower is down by nearly 10~20% and your direct fire options become that much more limited.

- Not enough range. Once the LRMs run dry your long range firepower is down more than 50%.

--- Otherwise, with 50 Heat (48 from weapons, 2 from running) and 20 Double Heat SInks, the heat management is very doable. The armor is a smidge lighter, but 18.50 Tons is nothing to scoff at and down from 19.00 Tons the difference is academic. The Ultra AC/10 can make quick work of enemy 'Mechs, while the pair of LRM-20s make for a fine swarm of angry bees. When it runs dry though, it only has those three Large Pulse Lasers, which is pretty anemic for a 100 Ton Clan 'Mech...
"Woad Raider, kill things today."
Karagin
07/15/21 12:29 AM
70.118.172.64

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The Ammo count, which is something that is tricky for every mech in the game, is two tons enough, or do you take three. Yes the UAC can jam, but those odds are not something to use as a reason not to have the ammo for the gun.

The missiles as you said, not great, however, they do allow you do indirect fire, they can be used with other warheads such as Thunder or Swarm, etc...so they are flexible whereas the UAC can't use the cool rounds that the normal ACs can.

And now we hit the issue I was getting at with my comment about computer games vs tabletop. In the tabletop, you aren't going to run out of LRM ammo. Mainly because the dice rolls will keep you from wanting to waste it. Added to that folks will use terrain and their movement to make it harder to hit. So unlike the craptastic computer games where you can send a barrage of missiles off to smash something, it's a bit harder to do that in the tabletop game. Even with a spotter, it's not easy to just blast a ridgeline.

So you are again showing the other problem, the damn Alphas Strike crap from the computer games, oh look I can fire everything and then move out of range, that doesn't work in the tabletop. Your mech if does that will build 50 heat, even with 20 DHS that leaves you with 10 heat that causes neat things like extra mods to your rolls and movement issues.

The weapons selection is something I would expect to see on a Solaris Arena mech, not something on the battlefield. You have no secondary weapons. While the mech is cool for what you are trying, it's not practical for the tabletop outside of fighting in the Arenas.

I am going with the theory that you are well aware of all of this, but having seen and played against folks who had their pet mechs ported over to the tabletop from computer games and watched them cry and call others cheaters when their death machines didn't work on the table as did on the computer is not something I would put my self in as far as playing today.

My suggestions drop one or two of the Large Pulses, use the weight to add Art IV to the LRM20s, that ups your chance of better groups. Then remaining weight change the UAC to an LB-X Class 10. You get both slug and cluster so that gives you back more flexibility. Any remaining saved weight add in a medium or small pulse laser for secondary use against infantry.

Since it's Clan tech, CASE is already there, and you don't need a TC, so anything else would be not really par for the course.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
07/15/21 03:32 AM
45.51.181.83

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A few things that might need to be pointed out.
First the ultra 10 only jams if firing double rate. The idea that every shot will be double isn't likely.
The LRM ammo is mainly a problem if the bins get hit. Granted, that would mean the destruction of the location, but all omnis have CASE.
One thing I would like to point out is that mech variants of omnis do not have armor changes. The pods don't work that way, so this would be more of a normal mech. The video games don't take that into account.
The heat is an issue, as the clan LRMs have no minimum range, so it would be easy to fire them all the time until out of ammo.

The LPLs have a decent range as they are clan built. So they are better back ups then some other assault mechs.
As stated, the ultra is fine if you keep the double shot to good to hits numbers. That limits the jam issue, which also means you could drop a ton of ammo.
I would have to look up the Artemis, as I don't know if you can disable the homing set up on the missiles for IDF. If you can, great.

Using the lbx cannon does allow for the crit seeking rolls, though I never really liked the shot gun effect. Might be because I have been horrible with missiles and the number that hit rolls. But it does have advantages. Only need one thru armor crit and wipe out a gyro or the engine.
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